mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-18 02:01:22 +01:00
refactor: refactor greneration routine
This commit is contained in:
parent
d1208b12ec
commit
6b2de4d20e
19 changed files with 401 additions and 292 deletions
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@ -151,7 +151,7 @@ export function loadMapFromURL(maplink, random) {
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});
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}
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function showUploadErrorMessage(error, URL, random) {
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export function showUploadErrorMessage(error, URL, random) {
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ERROR && console.error(error);
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alertMessage.innerHTML = /* html */ `Cannot load map from the ${link(URL, "link provided")}. ${
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random ? `A new random map is generated. ` : ""
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@ -168,7 +168,7 @@ function showUploadErrorMessage(error, URL, random) {
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});
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}
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function uploadMap(file, callback) {
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export function uploadMap(file, callback) {
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uploadMap.timeStart = performance.now();
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const OLDEST_SUPPORTED_VERSION = 0.7;
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const currentVersion = parseFloat(version);
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@ -4,6 +4,8 @@ import {TIME} from "config/logging";
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import {rn} from "utils/numberUtils";
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import {aleaPRNG} from "scripts/aleaPRNG";
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import {byId} from "utils/shorthands";
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import {getInputNumber, getInputValue} from "utils/nodeUtils";
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import {DISTANCE_FIELD, MIN_LAND_HEIGHT} from "config/generation";
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window.Lakes = (function () {
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const setClimateData = function (h) {
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@ -154,17 +156,21 @@ window.Lakes = (function () {
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return "freshwater";
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}
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function addLakesInDeepDepressions() {
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TIME && console.time("addLakesInDeepDepressions");
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const {cells, features} = grid;
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const {c, h, b} = cells;
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const ELEVATION_LIMIT = +byId("lakeElevationLimitOutput").value;
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const {LAND_COAST, WATER_COAST} = DISTANCE_FIELD;
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function addLakesInDeepDepressions(grid: IGraph & Partial<IGrid>) {
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const ELEVATION_LIMIT = getInputNumber("lakeElevationLimitOutput");
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if (ELEVATION_LIMIT === 80) return;
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for (const i of cells.i) {
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if (b[i] || h[i] < 20) continue;
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TIME && console.time("addLakesInDeepDepressions");
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const {cells, features} = grid;
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if (!features) throw new Error("addLakesInDeepDepressions: features are not defined");
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const {c, h, b} = cells;
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const minHeight = d3.min(c[i].map(c => h[c]));
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for (const i of cells.i) {
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if (b[i] || h[i] < MIN_LAND_HEIGHT) continue;
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const minHeight = d3.min(c[i].map(c => h[c])) || 0;
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if (h[i] > minHeight) continue;
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let deep = true;
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@ -175,12 +181,12 @@ window.Lakes = (function () {
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// check if elevated cell can potentially pour to water
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while (deep && queue.length) {
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const q = queue.pop();
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const q = queue.pop()!;
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for (const n of c[q]) {
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if (checked[n]) continue;
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if (h[n] >= threshold) continue;
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if (h[n] < 20) {
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if (h[n] < MIN_LAND_HEIGHT) {
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deep = false;
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break;
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}
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@ -197,56 +203,68 @@ window.Lakes = (function () {
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}
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}
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function addLake(lakeCells) {
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const f = features.length;
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function addLake(lakeCells: number[]) {
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const featureId = features!.length;
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lakeCells.forEach(i => {
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cells.h[i] = 19;
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cells.t[i] = -1;
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cells.f[i] = f;
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c[i].forEach(n => !lakeCells.includes(n) && (cells.t[c] = 1));
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});
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for (const lakeCellId of lakeCells) {
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cells.h[lakeCellId] = MIN_LAND_HEIGHT - 1;
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cells.t[lakeCellId] = WATER_COAST;
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cells.f[lakeCellId] = featureId;
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features.push({i: f, land: false, border: false, type: "lake"});
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for (const neibCellId of c[lakeCellId]) {
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if (!lakeCells.includes(neibCellId)) cells.t[neibCellId] = LAND_COAST;
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}
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}
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features!.push({i: featureId, land: false, border: false, type: "lake"});
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}
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TIME && console.timeEnd("addLakesInDeepDepressions");
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}
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// near sea lakes usually get a lot of water inflow, most of them should brake threshold and flow out to sea (see Ancylus Lake)
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function openNearSeaLakes() {
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if (byId("templateInput").value === "Atoll") return; // no need for Atolls
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function openNearSeaLakes(grid: IGraph & Partial<IGrid>) {
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if (getInputValue("templateInput") === "Atoll") return; // no need for Atolls
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const {cells, features} = grid;
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if (!features?.find(f => f && f.type === "lake")) return; // no lakes
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const cells = grid.cells;
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const features = grid.features;
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if (!features.find(f => f.type === "lake")) return; // no lakes
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TIME && console.time("openLakes");
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const LIMIT = 22; // max height that can be breached by water
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for (const i of cells.i) {
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const lake = cells.f[i];
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if (features[lake].type !== "lake") continue; // not a lake cell
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const isLake = (featureId: number) => featureId && (features[featureId] as IGridFeature).type === "lake";
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const isOcean = (featureId: number) => featureId && (features[featureId] as IGridFeature).type === "ocean";
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check_neighbours: for (const c of cells.c[i]) {
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if (cells.t[c] !== 1 || cells.h[c] > LIMIT) continue; // water cannot brake this
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for (const cellId of cells.i) {
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const featureId = cells.f[cellId];
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if (!isLake(featureId)) continue; // not a lake cell
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for (const n of cells.c[c]) {
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const ocean = cells.f[n];
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if (features[ocean].type !== "ocean") continue; // not an ocean
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removeLake(c, lake, ocean);
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check_neighbours: for (const neibCellId of cells.c[cellId]) {
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// water cannot brake the barrier
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if (cells.t[neibCellId] !== WATER_COAST || cells.h[neibCellId] > LIMIT) continue;
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for (const neibOfNeibCellId of cells.c[neibCellId]) {
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const neibOfNeibFeatureId = cells.f[neibOfNeibCellId];
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if (!isOcean(neibOfNeibFeatureId)) continue; // not an ocean
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removeLake(neibCellId, featureId, neibOfNeibFeatureId);
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break check_neighbours;
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}
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}
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}
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function removeLake(threshold, lake, ocean) {
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cells.h[threshold] = 19;
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cells.t[threshold] = -1;
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cells.f[threshold] = ocean;
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cells.c[threshold].forEach(function (c) {
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if (cells.h[c] >= 20) cells.t[c] = 1; // mark as coastline
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});
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features[lake].type = "ocean"; // mark former lake as ocean
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function removeLake(barrierCellId: number, lakeFeatureId: number, oceanFeatureId: number) {
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cells.h[barrierCellId] = MIN_LAND_HEIGHT - 1;
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cells.t[barrierCellId] = WATER_COAST;
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cells.f[barrierCellId] = oceanFeatureId;
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for (const neibCellId of cells.c[barrierCellId]) {
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if (cells.h[neibCellId] >= MIN_LAND_HEIGHT) cells.t[neibCellId] = LAND_COAST;
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}
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if (features && lakeFeatureId) {
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// mark former lake as ocean
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(features[lakeFeatureId] as IGridFeature).type = "ocean";
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}
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}
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TIME && console.timeEnd("openLakes");
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@ -1,145 +0,0 @@
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import {TIME} from "config/logging";
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import {aleaPRNG} from "scripts/aleaPRNG";
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// Mark features (ocean, lakes, islands) and calculate distance field
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export function markFeatures() {
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TIME && console.time("markFeatures");
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Math.random = aleaPRNG(seed); // get the same result on heightmap edit in Erase mode
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const cells = grid.cells;
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const heights = grid.cells.h;
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cells.f = new Uint16Array(cells.i.length); // cell feature number
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cells.t = new Int8Array(cells.i.length); // cell type: 1 = land coast; -1 = water near coast
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grid.features = [0];
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for (let i = 1, queue = [0]; queue[0] !== -1; i++) {
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cells.f[queue[0]] = i; // feature number
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const land = heights[queue[0]] >= 20;
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let border = false; // true if feature touches map border
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while (queue.length) {
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const q = queue.pop();
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if (cells.b[q]) border = true;
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cells.c[q].forEach(c => {
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const cLand = heights[c] >= 20;
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if (land === cLand && !cells.f[c]) {
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cells.f[c] = i;
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queue.push(c);
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} else if (land && !cLand) {
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cells.t[q] = 1;
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cells.t[c] = -1;
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}
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});
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}
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const type = land ? "island" : border ? "ocean" : "lake";
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grid.features.push({i, land, border, type});
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queue[0] = cells.f.findIndex(f => !f); // find unmarked cell
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}
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TIME && console.timeEnd("markFeatures");
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}
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export function markupGridOcean() {
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TIME && console.time("markupGridOcean");
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markup(grid.cells, -2, -1, -10);
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TIME && console.timeEnd("markupGridOcean");
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}
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// Calculate cell-distance to coast for every cell
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export function markup(cells, start, increment, limit) {
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for (let t = start, count = Infinity; count > 0 && t > limit; t += increment) {
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count = 0;
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const prevT = t - increment;
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for (let i = 0; i < cells.i.length; i++) {
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if (cells.t[i] !== prevT) continue;
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for (const c of cells.c[i]) {
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if (cells.t[c]) continue;
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cells.t[c] = t;
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count++;
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}
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}
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}
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}
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// Re-mark features (ocean, lakes, islands)
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export function reMarkFeatures() {
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TIME && console.time("reMarkFeatures");
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const {cells} = pack;
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const features = [0];
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cells.f = new Uint16Array(cells.i.length); // cell feature number
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cells.t = new Int8Array(cells.i.length); // cell type: 1 = land along coast; -1 = water along coast;
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cells.haven = cells.i.length < 65535 ? new Uint16Array(cells.i.length) : new Uint32Array(cells.i.length); // cell haven (opposite water cell);
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cells.harbor = new Uint8Array(cells.i.length); // cell harbor (number of adjacent water cells);
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const defineHaven = i => {
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const water = cells.c[i].filter(c => cells.h[c] < 20);
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const dist2 = water.map(c => (cells.p[i][0] - cells.p[c][0]) ** 2 + (cells.p[i][1] - cells.p[c][1]) ** 2);
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const closest = water[dist2.indexOf(Math.min.apply(Math, dist2))];
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cells.haven[i] = closest;
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cells.harbor[i] = water.length;
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};
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if (!cells.i.length) return; // no cells -> there is nothing to do
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for (let i = 1, queue = [0]; queue[0] !== -1; i++) {
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const start = queue[0]; // first cell
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cells.f[start] = i; // assign feature number
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const land = cells.h[start] >= 20;
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let border = false; // true if feature touches map border
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let cellNumber = 1; // to count cells number in a feature
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while (queue.length) {
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const q = queue.pop();
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if (cells.b[q]) border = true;
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cells.c[q].forEach(function (e) {
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const eLand = cells.h[e] >= 20;
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if (land && !eLand) {
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cells.t[q] = 1;
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cells.t[e] = -1;
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if (!cells.haven[q]) defineHaven(q);
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} else if (land && eLand) {
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if (!cells.t[e] && cells.t[q] === 1) cells.t[e] = 2;
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else if (!cells.t[q] && cells.t[e] === 1) cells.t[q] = 2;
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}
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if (!cells.f[e] && land === eLand) {
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queue.push(e);
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cells.f[e] = i;
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cellNumber++;
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}
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});
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}
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const type = land ? "island" : border ? "ocean" : "lake";
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let group;
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if (type === "ocean") group = defineOceanGroup(cellNumber);
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else if (type === "island") group = defineIslandGroup(start, cellNumber);
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features.push({i, land, border, type, cells: cellNumber, firstCell: start, group});
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queue[0] = cells.f.findIndex(f => !f); // find unmarked cell
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}
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// markupPackLand
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markup(pack.cells, 3, 1, 0);
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function defineOceanGroup(number) {
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if (number > grid.cells.i.length / 25) return "ocean";
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if (number > grid.cells.i.length / 100) return "sea";
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return "gulf";
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}
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function defineIslandGroup(cell, number) {
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if (cell && features[cells.f[cell - 1]].type === "lake") return "lake_island";
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if (number > grid.cells.i.length / 10) return "continent";
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if (number > grid.cells.i.length / 1000) return "island";
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return "isle";
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}
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pack.features = features;
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TIME && console.timeEnd("reMarkFeatures");
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}
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186
src/modules/markup.ts
Normal file
186
src/modules/markup.ts
Normal file
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@ -0,0 +1,186 @@
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import {MIN_LAND_HEIGHT, DISTANCE_FIELD} from "config/generation";
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import {TIME} from "config/logging";
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import {INT8_MAX} from "constants";
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// @ts-expect-error js module
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import {aleaPRNG} from "scripts/aleaPRNG";
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const {UNMARKED, LAND_COAST, WATER_COAST} = DISTANCE_FIELD;
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// define features (grid.features: ocean, lakes, islands) and calculate distance field (cells.t)
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export function markupGridFeatures(grid: IGraph & {cells: {h: UintArray}}) {
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TIME && console.time("markupGridFeatures");
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Math.random = aleaPRNG(seed); // get the same result on heightmap edit in Erase mode
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if (!grid.cells || !grid.cells.h) {
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throw new Error("markupGridFeatures: grid.cells.h is required");
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}
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const cells = grid.cells;
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const heights = cells.h;
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const n = cells.i.length;
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const featureIds = new Uint16Array(n); // starts from 1
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let distanceField = new Int8Array(n);
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const features: TGridFeatures = [0];
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const queue = [0];
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for (let featureId = 1; queue[0] !== -1; featureId++) {
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const firstCell = queue[0];
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featureIds[firstCell] = featureId;
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const land = heights[firstCell] >= MIN_LAND_HEIGHT;
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let border = false; // set true if feature touches map edge
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while (queue.length) {
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const cellId = queue.pop()!;
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if (cells.b[cellId]) border = true;
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for (const neighborId of cells.c[cellId]) {
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const isNeibLand = heights[neighborId] >= MIN_LAND_HEIGHT;
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if (land === isNeibLand && featureIds[neighborId] === UNMARKED) {
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featureIds[neighborId] = featureId;
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queue.push(neighborId);
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} else if (land && !isNeibLand) {
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distanceField[cellId] = LAND_COAST;
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distanceField[neighborId] = WATER_COAST;
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}
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}
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}
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const type = land ? "island" : border ? "ocean" : "lake";
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features.push({i: featureId, land, border, type});
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queue[0] = featureIds.findIndex(f => f === UNMARKED); // find unmarked cell
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}
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// markup deep ocean cells
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distanceField = markup({graph: grid, distanceField, start: -2, increment: -1, limit: -10});
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TIME && console.timeEnd("markupGridFeatures");
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return {featureIds, distanceField, features};
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}
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// calculate distance to coast for every cell
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function markup({
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graph,
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distanceField,
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start,
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increment,
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limit
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}: {
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graph: IGraph;
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distanceField: Int8Array;
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start: number;
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increment: number;
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limit: number;
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}) {
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const cellsLength = graph.cells.i.length;
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const neighbors = graph.cells.c;
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for (let distance = start, marked = Infinity; marked > 0 && distance > limit; distance += increment) {
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marked = 0;
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const prevDistance = distance - increment;
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for (let cellId = 0; cellId < cellsLength; cellId++) {
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if (distanceField[cellId] !== prevDistance) continue;
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for (const neighborId of neighbors[cellId]) {
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if (distanceField[neighborId] !== UNMARKED) continue;
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distanceField[neighborId] = distance;
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marked++;
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}
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}
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}
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return distanceField;
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}
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// Re-mark features (ocean, lakes, islands)
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export function reMarkFeatures() {
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TIME && console.time("reMarkFeatures");
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const {cells} = pack;
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const features: TPackFeatures = [0];
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const n = cells.i.length;
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cells.f = new Uint16Array(n); // cell feature number
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cells.t = new Int8Array(n); // cell type: 1 = land along coast; -1 = water along coast;
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cells.haven = n < 65535 ? new Uint16Array(n) : new Uint32Array(n); // cell haven (opposite water cell);
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cells.harbor = new Uint8Array(n); // cell harbor (number of adjacent water cells);
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|
||||
const defineHaven = (i: number) => {
|
||||
const water = cells.c[i].filter(c => cells.h[c] < 20);
|
||||
const dist2 = water.map(c => (cells.p[i][0] - cells.p[c][0]) ** 2 + (cells.p[i][1] - cells.p[c][1]) ** 2);
|
||||
const closest = water[dist2.indexOf(Math.min.apply(Math, dist2))];
|
||||
|
||||
cells.haven[i] = closest;
|
||||
cells.harbor[i] = water.length;
|
||||
};
|
||||
|
||||
for (let i = 1, queue = [0]; queue[0] !== -1; i++) {
|
||||
const start = queue[0]; // first cell
|
||||
cells.f[start] = i; // assign feature number
|
||||
const land = cells.h[start] >= 20;
|
||||
let border = false; // true if feature touches map border
|
||||
let cellNumber = 1; // to count cells number in a feature
|
||||
|
||||
while (queue.length) {
|
||||
const firstCellId = queue.pop()!;
|
||||
|
||||
if (cells.b[firstCellId]) border = true;
|
||||
cells.c[firstCellId].forEach(function (e) {
|
||||
const eLand = cells.h[e] >= 20;
|
||||
if (land && !eLand) {
|
||||
cells.t[firstCellId] = 1;
|
||||
cells.t[e] = -1;
|
||||
if (!cells.haven[firstCellId]) defineHaven(firstCellId);
|
||||
} else if (land && eLand) {
|
||||
if (!cells.t[e] && cells.t[firstCellId] === 1) cells.t[e] = 2;
|
||||
else if (!cells.t[firstCellId] && cells.t[e] === 1) cells.t[firstCellId] = 2;
|
||||
}
|
||||
if (!cells.f[e] && land === eLand) {
|
||||
queue.push(e);
|
||||
cells.f[e] = i;
|
||||
cellNumber++;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (land) {
|
||||
const group = defineIslandGroup(start, cellNumber);
|
||||
const feature: IPackFeatureIsland = {i, type: "island", group, land, border, cells: cellNumber, firstCell: start};
|
||||
features.push(feature);
|
||||
} else if (border) {
|
||||
const group = defineOceanGroup(cellNumber);
|
||||
const feature: IPackFeatureOcean = {i, type: "ocean", group, land, border, cells: cellNumber, firstCell: start};
|
||||
features.push(feature);
|
||||
} else {
|
||||
const group = "freshwater"; // temp, to be defined later
|
||||
const name = ""; // temp, to be defined later
|
||||
const cells = cellNumber;
|
||||
const feature: IPackFeatureLake = {i, type: "lake", group, name, land, border, cells, firstCell: start};
|
||||
features.push(feature);
|
||||
}
|
||||
|
||||
queue[0] = cells.f.findIndex(f => f === UNMARKED); // find unmarked cell
|
||||
}
|
||||
|
||||
// markupPackLand
|
||||
markup({graph: pack, distanceField: pack.cells.t, start: 3, increment: 1, limit: INT8_MAX});
|
||||
|
||||
function defineOceanGroup(number: number) {
|
||||
if (number > grid.cells.i.length / 25) return "ocean";
|
||||
if (number > grid.cells.i.length / 100) return "sea";
|
||||
return "gulf";
|
||||
}
|
||||
|
||||
function defineIslandGroup(cell, number) {
|
||||
if (cell && features[cells.f[cell - 1]].type === "lake") return "lake_island";
|
||||
if (number > grid.cells.i.length / 10) return "continent";
|
||||
if (number > grid.cells.i.length / 1000) return "island";
|
||||
return "isle";
|
||||
}
|
||||
|
||||
pack.features = features;
|
||||
|
||||
TIME && console.timeEnd("reMarkFeatures");
|
||||
}
|
||||
|
|
@ -6,6 +6,7 @@ import {getMiddlePoint} from "utils/lineUtils";
|
|||
import {rn} from "utils/numberUtils";
|
||||
import {aleaPRNG} from "scripts/aleaPRNG";
|
||||
import {renderLayer} from "layers";
|
||||
import {markupGridFeatures} from "modules/markup";
|
||||
|
||||
window.Submap = (function () {
|
||||
const isWater = (pack, id) => pack.cells.h[id] < 20;
|
||||
|
|
@ -113,13 +114,12 @@ window.Submap = (function () {
|
|||
}
|
||||
|
||||
stage("Detect features, ocean and generating lakes.");
|
||||
markFeatures();
|
||||
markupGridOcean();
|
||||
markupGridFeatures();
|
||||
|
||||
// Warning: addLakesInDeepDepressions can be very slow!
|
||||
if (options.addLakesInDepressions) {
|
||||
Lakes.addLakesInDeepDepressions();
|
||||
Lakes.openNearSeaLakes();
|
||||
Lakes.addLakesInDeepDepressions(grid);
|
||||
Lakes.openNearSeaLakes(grid);
|
||||
}
|
||||
|
||||
OceanLayers();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue