mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
* feat: render states - use global fn * feat: render states - separate pole detection from layer render * feat: render provinces * chore: unify drawFillWithGap * refactor: drawIce * refactor: drawBorders * refactor: drawHeightmap * refactor: drawTemperature * refactor: drawBiomes * refactor: drawPrec * refactor: drawPrecipitation * refactor: drawPopulation * refactor: drawCells * refactor: geColor * refactor: drawMarkers * refactor: drawScaleBar * refactor: drawScaleBar * refactor: drawMilitary * refactor: pump version to 1.104.00 * refactor: pump version to 1.104.00 * refactor: drawCoastline and createDefaultRuler * refactor: drawCoastline * refactor: Features module start * refactor: features - define distance fields * feat: drawFeatures * feat: drawIce don't hide * feat: detect coastline - fix issue with border feature * feat: separate labels rendering from generation process * feat: auto-update and restore layers * refactor - change layers * refactor - sort layers * fix: regenerate burgs to re-render layers * fix: getColor is not defined * fix: burgs overview - don't auto-show labels on hover * fix: redraw population on change * refactor: improve tooltip logic for burg labels and icons * chore: pump version to 1.104.0 * fefactor: edit coastline and lake * fix: minot fixes * fix: submap --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
144 lines
4.8 KiB
JavaScript
144 lines
4.8 KiB
JavaScript
"use strict";
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function drawHeightmap() {
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TIME && console.time("drawHeightmap");
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const ocean = terrs.select("#oceanHeights");
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const land = terrs.select("#landHeights");
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ocean.selectAll("*").remove();
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land.selectAll("*").remove();
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const paths = new Array(101);
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const {cells, vertices} = grid;
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const used = new Uint8Array(cells.i.length);
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const heights = Array.from(cells.i).sort((a, b) => cells.h[a] - cells.h[b]);
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// ocean cells
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const renderOceanCells = Boolean(+ocean.attr("data-render"));
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if (renderOceanCells) {
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const skip = +ocean.attr("skip") + 1 || 1;
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const relax = +ocean.attr("relax") || 0;
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lineGen.curve(d3[ocean.attr("curve") || "curveBasisClosed"]);
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let currentLayer = 0;
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for (const i of heights) {
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const h = cells.h[i];
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if (h > currentLayer) currentLayer += skip;
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if (h < currentLayer) continue;
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if (currentLayer >= 20) break;
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if (used[i]) continue; // already marked
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const onborder = cells.c[i].some(n => cells.h[n] < h);
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if (!onborder) continue;
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const vertex = cells.v[i].find(v => vertices.c[v].some(i => cells.h[i] < h));
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const chain = connectVertices(cells, vertices, vertex, h, used);
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if (chain.length < 3) continue;
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const points = simplifyLine(chain, relax).map(v => vertices.p[v]);
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if (!paths[h]) paths[h] = "";
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paths[h] += round(lineGen(points));
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}
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}
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// land cells
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{
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const skip = +land.attr("skip") + 1 || 1;
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const relax = +land.attr("relax") || 0;
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lineGen.curve(d3[land.attr("curve") || "curveBasisClosed"]);
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let currentLayer = 20;
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for (const i of heights) {
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const h = cells.h[i];
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if (h > currentLayer) currentLayer += skip;
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if (h < currentLayer) continue;
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if (currentLayer > 100) break; // no layers possible with height > 100
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if (used[i]) continue; // already marked
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const onborder = cells.c[i].some(n => cells.h[n] < h);
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if (!onborder) continue;
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const startVertex = cells.v[i].find(v => vertices.c[v].some(i => cells.h[i] < h));
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const chain = connectVertices(cells, vertices, startVertex, h, used);
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if (chain.length < 3) continue;
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const points = simplifyLine(chain, relax).map(v => vertices.p[v]);
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if (!paths[h]) paths[h] = "";
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paths[h] += round(lineGen(points));
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}
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}
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// render paths
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for (const height of d3.range(0, 101)) {
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const group = height < 20 ? ocean : land;
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const scheme = getColorScheme(group.attr("scheme"));
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if (height === 0 && renderOceanCells) {
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// draw base ocean layer
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group
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.append("rect")
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.attr("x", 0)
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.attr("y", 0)
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.attr("width", graphWidth)
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.attr("height", graphHeight)
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.attr("fill", scheme(1));
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}
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if (height === 20) {
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// draw base land layer
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group
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.append("rect")
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.attr("x", 0)
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.attr("y", 0)
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.attr("width", graphWidth)
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.attr("height", graphHeight)
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.attr("fill", scheme(0.8));
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}
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if (paths[height] && paths[height].length >= 10) {
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const terracing = group.attr("terracing") / 10 || 0;
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const color = getColor(height, scheme);
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if (terracing) {
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group
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.append("path")
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.attr("d", paths[height])
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.attr("transform", "translate(.7,1.4)")
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.attr("fill", d3.color(color).darker(terracing))
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.attr("data-height", height);
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}
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group.append("path").attr("d", paths[height]).attr("fill", color).attr("data-height", height);
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}
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}
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// connect vertices to chain: specific case for heightmap
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function connectVertices(cells, vertices, start, h, used) {
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const MAX_ITERATIONS = vertices.c.length;
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const n = cells.i.length;
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const chain = []; // vertices chain to form a path
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for (let i = 0, current = start; i === 0 || (current !== start && i < MAX_ITERATIONS); i++) {
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const prev = chain[chain.length - 1]; // previous vertex in chain
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chain.push(current); // add current vertex to sequence
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const c = vertices.c[current]; // cells adjacent to vertex
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c.filter(c => cells.h[c] === h).forEach(c => (used[c] = 1));
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const c0 = c[0] >= n || cells.h[c[0]] < h;
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const c1 = c[1] >= n || cells.h[c[1]] < h;
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const c2 = c[2] >= n || cells.h[c[2]] < h;
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const v = vertices.v[current]; // neighboring vertices
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if (v[0] !== prev && c0 !== c1) current = v[0];
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else if (v[1] !== prev && c1 !== c2) current = v[1];
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else if (v[2] !== prev && c0 !== c2) current = v[2];
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if (current === chain[chain.length - 1]) {
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ERROR && console.error("Next vertex is not found");
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break;
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}
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}
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return chain;
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}
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function simplifyLine(chain, simplification) {
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if (!simplification) return chain;
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const n = simplification + 1; // filter each nth element
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return chain.filter((d, i) => i % n === 0);
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}
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TIME && console.timeEnd("drawHeightmap");
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}
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