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* 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 * feat: add ice module script to index.html * fix migration check --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
70 lines
No EOL
2.3 KiB
JavaScript
70 lines
No EOL
2.3 KiB
JavaScript
"use strict";
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// Ice layer renderer - renders ice from data model to SVG
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function drawIce() {
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TIME && console.time("drawIce");
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// Clear existing ice SVG
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ice.selectAll("*").remove();
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let html = "";
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// Draw all ice elements
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pack.ice.forEach(iceElement => {
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if (iceElement.type === "glacier") {
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html += getGlacierHtml(iceElement);
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} else if (iceElement.type === "iceberg") {
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html += getIcebergHtml(iceElement);
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}
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});
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ice.html(html);
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TIME && console.timeEnd("drawIce");
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}
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function redrawIceberg(id) {
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TIME && console.time("redrawIceberg");
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const iceberg = pack.ice.find(element => element.i === id);
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let el = ice.selectAll(`polygon[data-id="${id}"]:not([type="glacier"])`);
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if (!iceberg && !el.empty()) {
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el.remove();
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} else {
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if (el.empty()) {
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// Create new element if it doesn't exist
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const polygon = getIcebergHtml(iceberg);
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ice.node().insertAdjacentHTML("beforeend", polygon);
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el = ice.selectAll(`polygon[data-id="${id}"]:not([type="glacier"])`);
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}
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el.attr("points", iceberg.points);
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el.attr("transform", iceberg.offset ? `translate(${iceberg.offset[0]},${iceberg.offset[1]})` : null);
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}
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TIME && console.timeEnd("redrawIceberg");
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}
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function redrawGlacier(id) {
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TIME && console.time("redrawGlacier");
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const glacier = pack.ice.find(element => element.i === id);
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let el = ice.selectAll(`polygon[data-id="${id}"][type="glacier"]`);
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if (!glacier && !el.empty()) {
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el.remove();
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} else {
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if (el.empty()) {
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// Create new element if it doesn't exist
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const polygon = getGlacierHtml(glacier);
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ice.node().insertAdjacentHTML("beforeend", polygon);
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el = ice.selectAll(`polygon[data-id="${id}"][type="glacier"]`);
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}
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el.attr("points", glacier.points);
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el.attr("transform", glacier.offset ? `translate(${glacier.offset[0]},${glacier.offset[1]})` : null);
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}
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TIME && console.timeEnd("redrawGlacier");
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}
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function getGlacierHtml(glacier) {
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return `<polygon points="${glacier.points}" type="glacier" data-id="${glacier.i}" ${glacier.offset ? `transform="translate(${glacier.offset[0]},${glacier.offset[1]})"` : ""}/>`;
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}
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function getIcebergHtml(iceberg) {
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return `<polygon points="${iceberg.points}" data-id="${iceberg.i}" ${iceberg.offset ? `transform="translate(${iceberg.offset[0]},${iceberg.offset[1]})"` : ""}/>`;
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} |