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https://github.com/Azgaar/Fantasy-Map-Generator.git
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Use pack.burgs instead of svg + Icon use style from svg
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6b9210efa5
commit
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1 changed files with 38 additions and 62 deletions
100
modules/ui/3d.js
100
modules/ui/3d.js
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@ -218,16 +218,6 @@ function createTextMesh(text, font, size, color) {
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return text_mesh
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}
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function get3dCoords(x, base_y) {
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const svg = $('svg#map')[0];
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const y = getMeshHeight(findGridCell(x, base_y));
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x = x - svg.width.baseVal.value/2;
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const z = base_y - svg.height.baseVal.value/2;
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return [x, y, z];
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}
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// create a mesh from pixel data
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async function createMesh(width, height, segmentsX, segmentsY) {
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const mapOptions = []
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@ -274,67 +264,53 @@ async function createMesh(width, height, segmentsX, segmentsY) {
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if (options.labels3d) {
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const svg = $('svg#map')[0];
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// Labels
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if(layerIsOn("toggleLabels")) {
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const cities = $('#viewbox #labels #burgLabels #cities', svg)
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for (const label of cities[0].childNodes) {
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const text_mesh = createTextMesh(label.innerHTML, cities.css('font-family'), 25, cities.css('fill')) // cities.data('size')
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const [x, y, z] = get3dCoords(label.x.baseVal[0].value, label.y.baseVal[0].value)
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text_mesh.position.set(x, y + 15, z);
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text_mesh.animate = function () {
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this.rotation.copy(camera.rotation);
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const cities = $('#viewbox #labels #burgLabels #cities', svg);
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const towns = $('#viewbox #labels #burgLabels #towns', svg);
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const cities_icons = $('#viewbox #icons #burgIcons #cities', svg);
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const towns_icons = $('#viewbox #icons #burgIcons #towns', svg);
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for (const burg of pack.burgs) {
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const x = burg.x - svg.width.baseVal.value/2;
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const y = getMeshHeight(findGridCell(burg.x, burg.y)); // work better than getMeshHeight(burg.cell) but I don't know why
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const z = burg.y - svg.height.baseVal.value/2;
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if(layerIsOn("toggleLabels")) {
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if (burg.capital) {
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var text_mesh = createTextMesh(burg.name, cities.css('font-family'), 25, cities.css('fill')); // cities.data('size')
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} else {
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var text_mesh = createTextMesh(burg.name, towns.css('font-family'), 7, towns.css('fill')); // towns.data('size')
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}
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textMeshs.push(text_mesh)
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scene.add(text_mesh);
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}
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const towns = $('#viewbox #labels #burgLabels #towns', svg)
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for (const label of towns[0].childNodes) {
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const text_mesh = createTextMesh(label.innerHTML, towns.css('font-family'), 7, towns.css('fill')) // towns.data('size')
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const [x, y, z] = get3dCoords(label.x.baseVal[0].value, label.y.baseVal[0].value)
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text_mesh.position.set(x, y + 5, z);
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text_mesh.animate = function () {
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if(this.position.distanceTo(camera.position) > 200) {
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this.visible = false;
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} else {
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this.visible = true;
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if (burg.capital) {
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text_mesh.position.set(x, y + 15, z);
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text_mesh.animate = function () {
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this.rotation.copy(camera.rotation);
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}
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} else {
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text_mesh.position.set(x, y + 5, z);
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text_mesh.animate = function () {
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if(this.position.distanceTo(camera.position) > 200) {
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this.visible = false;
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} else {
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this.visible = true;
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this.rotation.copy(camera.rotation);
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}
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}
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}
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textMeshs.push(text_mesh)
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textMeshs.push(text_mesh);
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scene.add(text_mesh);
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}
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}
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// Icons
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if(layerIsOn("toggleIcons")) {
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const cities_icon = $('#viewbox #icons #burgIcons #cities', svg)[0]
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for (const icon of cities_icon.childNodes) {
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const icon_material = new THREE.MeshBasicMaterial({color: 0xcccccc});
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// Icon
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if(layerIsOn("toggleIcons")) {
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const icon_material = new THREE.MeshBasicMaterial({color: burg.capital ? cities_icons.attr('fill') : towns_icons.attr('fill')});
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const icon_mesh = new THREE.Mesh(
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new THREE.SphereGeometry(2, 16, 16),
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new THREE.SphereGeometry((burg.capital ? cities_icons.attr("size") : towns_icons.attr("size")) * 2, 16, 16),
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icon_material
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);
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icon_mesh.position.set(...get3dCoords(icon.cx.baseVal.value, icon.cy.baseVal.value))
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iconMeshs.push(icon_mesh);
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scene.add(icon_mesh);
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}
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const town_icon = $('#viewbox #icons #burgIcons #towns', svg)[0]
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for (const icon of town_icon.childNodes) {
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const icon_material = new THREE.MeshBasicMaterial({color: 0xcccccc});
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const icon_mesh = new THREE.Mesh(
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new THREE.SphereGeometry(1, 16, 16),
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icon_material
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);
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icon_mesh.position.set(...get3dCoords(icon.cx.baseVal.value, icon.cy.baseVal.value))
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icon_mesh.position.set(x, y, z)
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iconMeshs.push(icon_mesh);
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scene.add(icon_mesh);
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}
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