Fantasy-Map-Generator/public/modules/renderers/draw-ice.js
kruschen e597d905eb
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>
2026-01-22 17:33:30 +01:00

70 lines
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2.3 KiB
JavaScript

"use strict";
// Ice layer renderer - renders ice from data model to SVG
function drawIce() {
TIME && console.time("drawIce");
// Clear existing ice SVG
ice.selectAll("*").remove();
let html = "";
// Draw all ice elements
pack.ice.forEach(iceElement => {
if (iceElement.type === "glacier") {
html += getGlacierHtml(iceElement);
} else if (iceElement.type === "iceberg") {
html += getIcebergHtml(iceElement);
}
});
ice.html(html);
TIME && console.timeEnd("drawIce");
}
function redrawIceberg(id) {
TIME && console.time("redrawIceberg");
const iceberg = pack.ice.find(element => element.i === id);
let el = ice.selectAll(`polygon[data-id="${id}"]:not([type="glacier"])`);
if (!iceberg && !el.empty()) {
el.remove();
} else {
if (el.empty()) {
// Create new element if it doesn't exist
const polygon = getIcebergHtml(iceberg);
ice.node().insertAdjacentHTML("beforeend", polygon);
el = ice.selectAll(`polygon[data-id="${id}"]:not([type="glacier"])`);
}
el.attr("points", iceberg.points);
el.attr("transform", iceberg.offset ? `translate(${iceberg.offset[0]},${iceberg.offset[1]})` : null);
}
TIME && console.timeEnd("redrawIceberg");
}
function redrawGlacier(id) {
TIME && console.time("redrawGlacier");
const glacier = pack.ice.find(element => element.i === id);
let el = ice.selectAll(`polygon[data-id="${id}"][type="glacier"]`);
if (!glacier && !el.empty()) {
el.remove();
} else {
if (el.empty()) {
// Create new element if it doesn't exist
const polygon = getGlacierHtml(glacier);
ice.node().insertAdjacentHTML("beforeend", polygon);
el = ice.selectAll(`polygon[data-id="${id}"][type="glacier"]`);
}
el.attr("points", glacier.points);
el.attr("transform", glacier.offset ? `translate(${glacier.offset[0]},${glacier.offset[1]})` : null);
}
TIME && console.timeEnd("redrawGlacier");
}
function getGlacierHtml(glacier) {
return `<polygon points="${glacier.points}" type="glacier" data-id="${glacier.i}" ${glacier.offset ? `transform="translate(${glacier.offset[0]},${glacier.offset[1]})"` : ""}/>`;
}
function getIcebergHtml(iceberg) {
return `<polygon points="${iceberg.points}" data-id="${iceberg.i}" ${iceberg.offset ? `transform="translate(${iceberg.offset[0]},${iceberg.offset[1]})"` : ""}/>`;
}