mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2026-02-05 10:01:24 +01:00
* chore: add npm + vite for progressive enhancement * fix: update Dockerfile to copy only the dist folder contents * fix: update Dockerfile to use multi-stage build for optimized production image * fix: correct nginx config file copy command in Dockerfile * chore: add netlify configuration for build and redirects * fix: add NODE_VERSION to environment in Netlify configuration * remove wrong dist folder * Update package.json Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * chore: split public and src * migrating all util files from js to ts * feat: Implement HeightmapGenerator and Voronoi module - Added HeightmapGenerator class for generating heightmaps with various tools (Hill, Pit, Range, Trough, Strait, etc.). - Introduced Voronoi class for creating Voronoi diagrams using Delaunator. - Updated index.html to include new modules. - Created index.ts to manage module imports. - Enhanced arrayUtils and graphUtils with type definitions and improved functionality. - Added utility functions for generating grids and calculating Voronoi cells. * chore: add GitHub Actions workflow for deploying to GitHub Pages * fix: update branch name in GitHub Actions workflow from 'main' to 'master' * chore: update package.json to specify Node.js engine version and remove unused launch.json * Initial plan * Update copilot guidelines to reflect NPM/Vite/TypeScript migration Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com> * Update src/modules/heightmap-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/utils/graphUtils.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/modules/heightmap-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * feat: Add TIME and ERROR variables to global scope in HeightmapGenerator * fix: Update base path in vite.config.ts for Netlify deployment * refactor: Migrate features to a new module and remove legacy script reference * refactor: Update feature interfaces and improve type safety in FeatureModule * refactor: Add documentation for markupPack and defineGroups methods in FeatureModule * refactor: Remove legacy ocean-layers.js and migrate functionality to ocean-layers.ts * refactor: Remove river-generator.js script reference and migrate river generation logic to river-generator.ts * refactor: Remove river-generator.js reference and add biomes module * refactor: Migrate lakes functionality to lakes.ts and update related interfaces * refactor: clean up global variable declarations and improve type definitions * refactor: update shoreline calculation and improve type imports in PackedGraph * fix: e2e tests * chore: add biome for linting/formatting * chore: add linting workflow using Biome * refactor: improve code readability by standardizing string quotes and simplifying function calls --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Azgaar <maxganiev@yandex.com> Co-authored-by: Azgaar <azgaar.fmg@yandex.com> Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com>
675 lines
19 KiB
TypeScript
675 lines
19 KiB
TypeScript
import Alea from "alea";
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import { range as d3Range, leastIndex, mean } from "d3";
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import {
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byId,
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createTypedArray,
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findGridCell,
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getNumberInRange,
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lim,
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minmax,
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P,
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rand,
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} from "../utils";
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declare global {
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var HeightmapGenerator: HeightmapModule;
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}
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type Tool =
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| "Hill"
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| "Pit"
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| "Range"
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| "Trough"
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| "Strait"
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| "Mask"
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| "Invert"
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| "Add"
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| "Multiply"
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| "Smooth";
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class HeightmapModule {
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grid: any = null;
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heights: Uint8Array | null = null;
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blobPower: number = 0;
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linePower: number = 0;
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private clearData() {
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this.heights = null;
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this.grid = null;
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}
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private getBlobPower(cells: number): number {
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const blobPowerMap: Record<number, number> = {
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1000: 0.93,
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2000: 0.95,
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5000: 0.97,
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10000: 0.98,
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20000: 0.99,
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30000: 0.991,
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40000: 0.993,
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50000: 0.994,
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60000: 0.995,
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70000: 0.9955,
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80000: 0.996,
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90000: 0.9964,
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100000: 0.9973,
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};
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return blobPowerMap[cells] || 0.98;
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}
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private getLinePower(cells: number): number {
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const linePowerMap: Record<number, number> = {
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1000: 0.75,
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2000: 0.77,
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5000: 0.79,
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10000: 0.81,
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20000: 0.82,
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30000: 0.83,
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40000: 0.84,
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50000: 0.86,
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60000: 0.87,
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70000: 0.88,
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80000: 0.91,
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90000: 0.92,
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100000: 0.93,
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};
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return linePowerMap[cells] || 0.81;
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}
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private getPointInRange(range: string, length: number): number | undefined {
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if (typeof range !== "string") {
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window.ERROR && console.error("Range should be a string");
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return;
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}
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const min = parseInt(range.split("-")[0], 10) / 100 || 0;
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const max = parseInt(range.split("-")[1], 10) / 100 || min;
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return rand(min * length, max * length);
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}
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setGraph(graph: any) {
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const { cellsDesired, cells, points } = graph;
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this.heights = cells.h
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? Uint8Array.from(cells.h)
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: (createTypedArray({
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maxValue: 100,
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length: points.length,
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}) as Uint8Array);
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this.blobPower = this.getBlobPower(cellsDesired);
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this.linePower = this.getLinePower(cellsDesired);
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this.grid = graph;
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}
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addHill(count: string, height: string, rangeX: string, rangeY: string): void {
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const addOneHill = () => {
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if (!this.heights || !this.grid) return;
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const change = new Uint8Array(this.heights.length);
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let limit = 0;
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let start: number;
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const h = lim(getNumberInRange(height));
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do {
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const x = this.getPointInRange(rangeX, graphWidth);
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const y = this.getPointInRange(rangeY, graphHeight);
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if (x === undefined || y === undefined) return;
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start = findGridCell(x, y, this.grid);
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limit++;
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} while (this.heights[start] + h > 90 && limit < 50);
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change[start] = h;
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const queue = [start];
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while (queue.length) {
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const q = queue.shift() as number;
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for (const c of this.grid.cells.c[q]) {
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if (change[c]) continue;
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change[c] = change[q] ** this.blobPower * (Math.random() * 0.2 + 0.9);
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if (change[c] > 1) queue.push(c);
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}
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}
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this.heights = this.heights.map((h, i) => lim(h + change[i]));
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};
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const desiredHillCount = getNumberInRange(count);
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for (let i = 0; i < desiredHillCount; i++) {
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addOneHill();
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}
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}
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addPit(count: string, height: string, rangeX: string, rangeY: string): void {
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const addOnePit = () => {
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if (!this.heights || !this.grid) return;
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const used = new Uint8Array(this.heights.length);
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let limit = 0;
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let start: number;
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let h = lim(getNumberInRange(height));
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do {
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const x = this.getPointInRange(rangeX, graphWidth);
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const y = this.getPointInRange(rangeY, graphHeight);
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if (x === undefined || y === undefined) return;
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start = findGridCell(x, y, this.grid);
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limit++;
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} while (this.heights[start] < 20 && limit < 50);
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const queue = [start];
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while (queue.length) {
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const q = queue.shift() as number;
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h = h ** this.blobPower * (Math.random() * 0.2 + 0.9);
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if (h < 1) return;
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this.grid.cells.c[q].forEach((c: number) => {
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if (used[c] || this.heights === null) return;
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this.heights[c] = lim(
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this.heights[c] - h * (Math.random() * 0.2 + 0.9),
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);
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used[c] = 1;
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queue.push(c);
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});
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}
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};
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const desiredPitCount = getNumberInRange(count);
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for (let i = 0; i < desiredPitCount; i++) {
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addOnePit();
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}
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}
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addRange(
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count: string,
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height: string,
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rangeX: string,
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rangeY: string,
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startCellId?: number,
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endCellId?: number,
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): void {
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if (!this.heights || !this.grid) return;
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const addOneRange = () => {
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if (!this.heights || !this.grid) return;
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// get main ridge
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const getRange = (cur: number, end: number) => {
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const range = [cur];
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const p = this.grid.points;
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used[cur] = 1;
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while (cur !== end) {
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let min = Infinity;
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this.grid.cells.c[cur].forEach((e: number) => {
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if (used[e]) return;
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let diff = (p[end][0] - p[e][0]) ** 2 + (p[end][1] - p[e][1]) ** 2;
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if (Math.random() > 0.85) diff = diff / 2;
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if (diff < min) {
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min = diff;
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cur = e;
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}
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});
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if (min === Infinity) return range;
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range.push(cur);
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used[cur] = 1;
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}
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return range;
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};
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const used = new Uint8Array(this.heights.length);
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let h = lim(getNumberInRange(height));
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if (rangeX && rangeY) {
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// find start and end points
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const startX = this.getPointInRange(rangeX, graphWidth) as number;
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const startY = this.getPointInRange(rangeY, graphHeight) as number;
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let dist = 0;
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let limit = 0;
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let endY: number;
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let endX: number;
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do {
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endX = Math.random() * graphWidth * 0.8 + graphWidth * 0.1;
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endY = Math.random() * graphHeight * 0.7 + graphHeight * 0.15;
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dist = Math.abs(endY - startY) + Math.abs(endX - startX);
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limit++;
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} while (
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(dist < graphWidth / 8 || dist > graphWidth / 3) &&
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limit < 50
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);
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startCellId = findGridCell(startX, startY, this.grid);
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endCellId = findGridCell(endX, endY, this.grid);
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}
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const range = getRange(startCellId as number, endCellId as number);
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// add height to ridge and cells around
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let queue = range.slice();
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let i = 0;
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while (queue.length) {
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const frontier = queue.slice();
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queue = [];
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i++;
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frontier.forEach((i: number) => {
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if (!this.heights) return;
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this.heights[i] = lim(
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this.heights[i] + h * (Math.random() * 0.3 + 0.85),
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);
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});
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h = h ** this.linePower - 1;
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if (h < 2) break;
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frontier.forEach((f: number) => {
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this.grid.cells.c[f].forEach((i: number) => {
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if (!used[i]) {
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queue.push(i);
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used[i] = 1;
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}
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});
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});
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}
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// generate prominences
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range.forEach((cur: number, d: number) => {
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if (d % 6 !== 0) return;
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for (const _l of d3Range(i)) {
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const index = leastIndex(
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this.grid.cells.c[cur],
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(a: number, b: number) => this.heights![a] - this.heights![b],
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);
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if (index === undefined) continue;
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const min = this.grid.cells.c[cur][index]; // downhill cell
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this.heights![min] =
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(this.heights![cur] * 2 + this.heights![min]) / 3;
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cur = min;
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}
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});
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};
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const desiredRangeCount = getNumberInRange(count);
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for (let i = 0; i < desiredRangeCount; i++) {
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addOneRange();
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}
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}
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addTrough(
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count: string,
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height: string,
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rangeX: string,
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rangeY: string,
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startCellId?: number,
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endCellId?: number,
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): void {
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const addOneTrough = () => {
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if (!this.heights || !this.grid) return;
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// get main ridge
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const getRange = (cur: number, end: number) => {
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const range = [cur];
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const p = this.grid.points;
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used[cur] = 1;
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while (cur !== end) {
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let min = Infinity;
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this.grid.cells.c[cur].forEach((e: number) => {
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if (used[e]) return;
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let diff = (p[end][0] - p[e][0]) ** 2 + (p[end][1] - p[e][1]) ** 2;
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if (Math.random() > 0.8) diff = diff / 2;
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if (diff < min) {
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min = diff;
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cur = e;
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}
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});
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if (min === Infinity) return range;
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range.push(cur);
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used[cur] = 1;
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}
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return range;
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};
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const used = new Uint8Array(this.heights.length);
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let h = lim(getNumberInRange(height));
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if (rangeX && rangeY) {
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// find start and end points
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let limit = 0;
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let startX: number;
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let startY: number;
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let dist = 0;
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let endX: number;
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let endY: number;
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do {
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startX = this.getPointInRange(rangeX, graphWidth) as number;
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startY = this.getPointInRange(rangeY, graphHeight) as number;
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startCellId = findGridCell(startX, startY, this.grid);
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limit++;
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} while (this.heights[startCellId] < 20 && limit < 50);
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limit = 0;
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do {
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endX = Math.random() * graphWidth * 0.8 + graphWidth * 0.1;
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endY = Math.random() * graphHeight * 0.7 + graphHeight * 0.15;
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dist = Math.abs(endY - startY) + Math.abs(endX - startX);
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limit++;
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} while (
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(dist < graphWidth / 8 || dist > graphWidth / 2) &&
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limit < 50
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);
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endCellId = findGridCell(endX, endY, this.grid);
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}
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const range = getRange(startCellId as number, endCellId as number);
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// add height to ridge and cells around
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let queue = range.slice(),
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i = 0;
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while (queue.length) {
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const frontier = queue.slice();
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queue = [];
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i++;
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frontier.forEach((i: number) => {
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this.heights![i] = lim(
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this.heights![i] - h * (Math.random() * 0.3 + 0.85),
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);
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});
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h = h ** this.linePower - 1;
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if (h < 2) break;
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frontier.forEach((f: number) => {
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this.grid.cells.c[f].forEach((i: number) => {
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if (!used[i]) {
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queue.push(i);
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used[i] = 1;
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}
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});
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});
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}
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// generate prominences
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range.forEach((cur: number, d: number) => {
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if (d % 6 !== 0) return;
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for (const _l of d3Range(i)) {
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const index = leastIndex(
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this.grid.cells.c[cur],
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(a: number, b: number) => this.heights![a] - this.heights![b],
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);
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if (index === undefined) continue;
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const min = this.grid.cells.c[cur][index]; // downhill cell
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//debug.append("circle").attr("cx", p[min][0]).attr("cy", p[min][1]).attr("r", 1);
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this.heights![min] =
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(this.heights![cur] * 2 + this.heights![min]) / 3;
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cur = min;
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}
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});
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};
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const desiredTroughCount = getNumberInRange(count);
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for (let i = 0; i < desiredTroughCount; i++) {
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addOneTrough();
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}
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}
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addStrait(width: string, direction = "vertical"): void {
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if (!this.heights || !this.grid) return;
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const desiredWidth = Math.min(
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getNumberInRange(width),
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this.grid.cellsX / 3,
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);
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if (desiredWidth < 1 && P(desiredWidth)) return;
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const used = new Uint8Array(this.heights.length);
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const vert = direction === "vertical";
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const startX = vert
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? Math.floor(Math.random() * graphWidth * 0.4 + graphWidth * 0.3)
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: 5;
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const startY = vert
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? 5
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: Math.floor(Math.random() * graphHeight * 0.4 + graphHeight * 0.3);
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const endX = vert
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? Math.floor(
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graphWidth -
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startX -
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graphWidth * 0.1 +
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Math.random() * graphWidth * 0.2,
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)
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: graphWidth - 5;
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const endY = vert
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? graphHeight - 5
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: Math.floor(
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graphHeight -
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startY -
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graphHeight * 0.1 +
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Math.random() * graphHeight * 0.2,
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);
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const start = findGridCell(startX, startY, this.grid);
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const end = findGridCell(endX, endY, this.grid);
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const getRange = (cur: number, end: number) => {
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const range = [];
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const p = this.grid.points;
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while (cur !== end) {
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let min = Infinity;
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this.grid.cells.c[cur].forEach((e: number) => {
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let diff = (p[end][0] - p[e][0]) ** 2 + (p[end][1] - p[e][1]) ** 2;
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if (Math.random() > 0.8) diff = diff / 2;
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if (diff < min) {
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min = diff;
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cur = e;
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}
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});
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range.push(cur);
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}
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return range;
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};
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let range = getRange(start, end);
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const query: number[] = [];
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const step = 0.1 / desiredWidth;
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for (let i = 0; i < desiredWidth; i++) {
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const exp = 0.9 - step * desiredWidth;
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range.forEach((r: number) => {
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this.grid.cells.c[r].forEach((e: number) => {
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if (used[e]) return;
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used[e] = 1;
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query.push(e);
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this.heights![e] **= exp;
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if (this.heights![e] > 100) this.heights![e] = 5;
|
|
});
|
|
});
|
|
range = query.slice();
|
|
}
|
|
}
|
|
|
|
modify(range: string, add: number, mult: number, power?: number): void {
|
|
if (!this.heights) return;
|
|
const min =
|
|
range === "land" ? 20 : range === "all" ? 0 : +range.split("-")[0];
|
|
const max =
|
|
range === "land" || range === "all" ? 100 : +range.split("-")[1];
|
|
const isLand = min === 20;
|
|
|
|
this.heights = this.heights.map((h) => {
|
|
if (h < min || h > max) return h;
|
|
|
|
if (add) h = isLand ? Math.max(h + add, 20) : h + add;
|
|
if (mult !== 1) h = isLand ? (h - 20) * mult + 20 : h * mult;
|
|
if (power) h = isLand ? (h - 20) ** power + 20 : h ** power;
|
|
return lim(h);
|
|
});
|
|
}
|
|
|
|
smooth(fr = 2, add = 0): void {
|
|
if (!this.heights || !this.grid) return;
|
|
this.heights = this.heights.map((h, i) => {
|
|
const a = [h];
|
|
this.grid.cells.c[i].forEach((c: number) => {
|
|
a.push(this.heights![c]);
|
|
});
|
|
if (fr === 1) return (mean(a) as number) + add;
|
|
return lim((h * (fr - 1) + (mean(a) as number) + add) / fr);
|
|
});
|
|
}
|
|
|
|
mask(power = 1): void {
|
|
if (!this.heights || !this.grid) return;
|
|
const fr = power ? Math.abs(power) : 1;
|
|
|
|
this.heights = this.heights.map((h, i) => {
|
|
const [x, y] = this.grid.points[i];
|
|
const nx = (2 * x) / graphWidth - 1; // [-1, 1], 0 is center
|
|
const ny = (2 * y) / graphHeight - 1; // [-1, 1], 0 is center
|
|
let distance = (1 - nx ** 2) * (1 - ny ** 2); // 1 is center, 0 is edge
|
|
if (power < 0) distance = 1 - distance; // inverted, 0 is center, 1 is edge
|
|
const masked = h * distance;
|
|
return lim((h * (fr - 1) + masked) / fr);
|
|
});
|
|
}
|
|
|
|
invert(count: number, axes: string): void {
|
|
if (!P(count) || !this.heights || !this.grid) return;
|
|
|
|
const invertX = axes !== "y";
|
|
const invertY = axes !== "x";
|
|
const { cellsX, cellsY } = this.grid;
|
|
|
|
const inverted = this.heights.map((_h: number, i: number) => {
|
|
if (!this.heights) return 0;
|
|
const x = i % cellsX;
|
|
const y = Math.floor(i / cellsX);
|
|
|
|
const nx = invertX ? cellsX - x - 1 : x;
|
|
const ny = invertY ? cellsY - y - 1 : y;
|
|
const invertedI = nx + ny * cellsX;
|
|
return this.heights[invertedI];
|
|
});
|
|
|
|
this.heights = inverted;
|
|
}
|
|
|
|
addStep(tool: Tool, a2: string, a3: string, a4: string, a5: string): void {
|
|
if (tool === "Hill") {
|
|
this.addHill(a2, a3, a4, a5);
|
|
return;
|
|
}
|
|
if (tool === "Pit") {
|
|
this.addPit(a2, a3, a4, a5);
|
|
return;
|
|
}
|
|
if (tool === "Range") {
|
|
this.addRange(a2, a3, a4, a5);
|
|
return;
|
|
}
|
|
if (tool === "Trough") {
|
|
this.addTrough(a2, a3, a4, a5);
|
|
return;
|
|
}
|
|
if (tool === "Strait") {
|
|
this.addStrait(a2, a3);
|
|
return;
|
|
}
|
|
if (tool === "Mask") {
|
|
this.mask(+a2);
|
|
return;
|
|
}
|
|
if (tool === "Invert") {
|
|
this.invert(+a2, a3);
|
|
return;
|
|
}
|
|
if (tool === "Add") {
|
|
this.modify(a3, +a2, 1);
|
|
return;
|
|
}
|
|
if (tool === "Multiply") {
|
|
this.modify(a3, 0, +a2);
|
|
return;
|
|
}
|
|
if (tool === "Smooth") {
|
|
this.smooth(+a2);
|
|
return;
|
|
}
|
|
}
|
|
|
|
async generate(graph: any): Promise<Uint8Array> {
|
|
TIME && console.time("defineHeightmap");
|
|
const id = (byId("templateInput")! as HTMLInputElement).value;
|
|
Math.random = Alea(seed);
|
|
const isTemplate = id in heightmapTemplates;
|
|
|
|
const heights = isTemplate
|
|
? this.fromTemplate(graph, id)
|
|
: await this.fromPrecreated(graph, id);
|
|
TIME && console.timeEnd("defineHeightmap");
|
|
|
|
this.clearData();
|
|
return heights as Uint8Array;
|
|
}
|
|
|
|
fromTemplate(graph: any, id: string): Uint8Array | null {
|
|
const templateString = heightmapTemplates[id]?.template || "";
|
|
const steps = templateString.split("\n");
|
|
|
|
if (!steps.length)
|
|
throw new Error(
|
|
`Heightmap template: no steps. Template: ${id}. Steps: ${steps}`,
|
|
);
|
|
this.setGraph(graph);
|
|
|
|
for (const step of steps) {
|
|
const elements = step.trim().split(" ");
|
|
if (elements.length < 2)
|
|
throw new Error(
|
|
`Heightmap template: steps < 2. Template: ${id}. Step: ${elements}`,
|
|
);
|
|
this.addStep(...(elements as [Tool, string, string, string, string]));
|
|
}
|
|
|
|
return this.heights;
|
|
}
|
|
|
|
private getHeightsFromImageData(imageData: Uint8ClampedArray): void {
|
|
if (!this.heights) return;
|
|
for (let i = 0; i < this.heights.length; i++) {
|
|
const lightness = imageData[i * 4] / 255;
|
|
const powered =
|
|
lightness < 0.2 ? lightness : 0.2 + (lightness - 0.2) ** 0.8;
|
|
this.heights[i] = minmax(Math.floor(powered * 100), 0, 100);
|
|
}
|
|
}
|
|
|
|
fromPrecreated(graph: any, id: string): Promise<Uint8Array> {
|
|
return new Promise((resolve) => {
|
|
// create canvas where 1px corresponds to a cell
|
|
const canvas = document.createElement("canvas");
|
|
const ctx = canvas.getContext("2d") as CanvasRenderingContext2D;
|
|
const { cellsX, cellsY } = graph;
|
|
canvas.width = cellsX;
|
|
canvas.height = cellsY;
|
|
|
|
// load heightmap into image and render to canvas
|
|
const img = new Image();
|
|
img.src = `./heightmaps/${id}.png`;
|
|
img.onload = () => {
|
|
if (!ctx) {
|
|
throw new Error("Could not get canvas context");
|
|
}
|
|
this.heights = this.heights || new Uint8Array(cellsX * cellsY);
|
|
ctx.drawImage(img, 0, 0, cellsX, cellsY);
|
|
const imageData = ctx.getImageData(0, 0, cellsX, cellsY);
|
|
this.setGraph(graph);
|
|
this.getHeightsFromImageData(imageData.data);
|
|
canvas.remove();
|
|
img.remove();
|
|
resolve(this.heights);
|
|
};
|
|
});
|
|
}
|
|
|
|
getHeights() {
|
|
return this.heights;
|
|
}
|
|
}
|
|
|
|
window.HeightmapGenerator = new HeightmapModule();
|