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Ice Layer Data Model (#1262)
* prototype for ice seperation * feat: migrate ice data to new data model and update version to 1.110.0 * refactor: update ice data handling and rendering for improved performance * feat: integrate ice generation and recalculation in heightmap editing * fix ice selection(hopefully) * fix ice selection better(pls) * refactor: remove redundant element selection in ice editing functions * fix: clear ice data before generating glaciers and icebergs * sparse array implementation with reduced updates * fix logic chech in modules/dynamic/auto-update.js Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * fix: migrate ice data to new data model structure * refactor: streamline ice generation process and clean up rendering functions * refactor: simplify ice rendering logic by removing redundant clearing of old SVG * fix: update editIce function to accept element parameter and improve logic for glacier handling * ice drawing with only type on less occuring glaciers * feat: add compactPackData function to filter out undefined glaciers and icebergs * fix: clear existing ice elements before redrawing in editHeightmap function * fix compact problems on autosave * refactor: unify ice data structure and streamline ice element handling * refactor: improve getNextId function to fill gaps in ice element IDs(optional commit) * just to be sure * bump version in html * fix index.html script import --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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13 changed files with 402 additions and 118 deletions
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@ -417,49 +417,6 @@ function toggleIce(event) {
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}
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}
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function drawIce() {
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TIME && console.time("drawIce");
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const {cells, features} = grid;
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const {temp, h} = cells;
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Math.random = aleaPRNG(seed);
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const ICEBERG_MAX_TEMP = 0;
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const GLACIER_MAX_TEMP = -8;
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const minMaxTemp = d3.min(temp);
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// cold land: draw glaciers
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{
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const type = "iceShield";
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const getType = cellId => (h[cellId] >= 20 && temp[cellId] <= GLACIER_MAX_TEMP ? type : null);
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const isolines = getIsolines(grid, getType, {polygons: true});
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isolines[type]?.polygons?.forEach(points => {
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const clipped = clipPoly(points);
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ice.append("polygon").attr("points", clipped).attr("type", type);
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});
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}
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// cold water: draw icebergs
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for (const cellId of grid.cells.i) {
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const t = temp[cellId];
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if (h[cellId] >= 20) continue; // no icebergs on land
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if (t > ICEBERG_MAX_TEMP) continue; // too warm: no icebergs
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if (features[cells.f[cellId]].type === "lake") continue; // no icebers on lakes
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if (P(0.8)) continue; // skip most of eligible cells
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const randomFactor = 0.8 + rand() * 0.4; // random size factor
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let baseSize = (1 - normalize(t, minMaxTemp, 1)) * 0.8; // size: 0 = zero size, 1 = full size
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if (cells.t[cellId] === -1) baseSize /= 1.3; // coasline: smaller icebergs
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const size = minmax(rn(baseSize * randomFactor, 2), 0.1, 1);
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const [cx, cy] = grid.points[cellId];
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const points = getGridPolygon(cellId).map(([x, y]) => [rn(lerp(cx, x, size), 2), rn(lerp(cy, y, size), 2)]);
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ice.append("polygon").attr("points", points).attr("cell", cellId).attr("size", size);
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}
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TIME && console.timeEnd("drawIce");
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}
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function toggleCultures(event) {
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const cultures = pack.cultures.filter(c => c.i && !c.removed);
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const empty = !cults.selectAll("path").size();
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