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2 Commits

Author SHA1 Message Date
Louis Erbkamm
6c454aeb1d Merge branch 'main' into codex/refactor-apply_gaussian_blur-for-flat-buffer-usage 2026-01-06 16:09:51 +01:00
Louis Erbkamm
77a6041c40 Refactor gaussian blur buffers 2026-01-06 15:42:38 +01:00
59 changed files with 1240 additions and 4287 deletions

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@@ -17,7 +17,7 @@ jobs:
target: x86_64-unknown-linux-gnu
binary_name: arnis
asset_name: arnis-linux
- os: macos-15-intel # Intel runner for x86_64 builds
- os: macos-13 # Intel runner for x86_64 builds
target: x86_64-apple-darwin
binary_name: arnis
asset_name: arnis-mac-intel
@@ -99,7 +99,7 @@ jobs:
- name: Download macOS Intel build
uses: actions/download-artifact@v7
with:
name: macos-15-intel-x86_64-apple-darwin-build
name: macos-13-x86_64-apple-darwin-build
path: ./intel
- name: Download macOS ARM64 build
@@ -157,4 +157,4 @@ jobs:
builds/linux/arnis-linux
builds/macos/arnis-mac-universal
env:
GITHUB_TOKEN: ${{ secrets.RELEASE_TOKEN }}
GITHUB_TOKEN: ${{ secrets.RELEASE_TOKEN }}

8
Cargo.lock generated
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@@ -182,7 +182,7 @@ dependencies = [
[[package]]
name = "arnis"
version = "2.4.1"
version = "2.4.0"
dependencies = [
"base64 0.22.1",
"bedrockrs_level",
@@ -204,11 +204,9 @@ dependencies = [
"nbtx",
"once_cell",
"rand 0.8.5",
"rand_chacha 0.3.1",
"rayon",
"reqwest",
"rfd",
"rusty-leveldb",
"semver",
"serde",
"serde_json",
@@ -5531,9 +5529,9 @@ dependencies = [
[[package]]
name = "tauri-plugin-shell"
version = "2.3.0"
version = "2.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2b9ffadec5c3523f11e8273465cacb3d86ea7652a28e6e2a2e9b5c182f791d25"
checksum = "69d5eb3368b959937ad2aeaf6ef9a8f5d11e01ffe03629d3530707bbcb27ff5d"
dependencies = [
"encoding_rs",
"log",

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@@ -1,6 +1,6 @@
[package]
name = "arnis"
version = "2.4.1"
version = "2.4.0"
edition = "2021"
description = "Arnis - Generate real life cities in Minecraft"
homepage = "https://github.com/louis-e/arnis"
@@ -15,7 +15,7 @@ overflow-checks = true
[features]
default = ["gui"]
gui = ["tauri", "tauri-plugin-log", "tauri-plugin-shell", "tokio", "rfd", "dirs", "tauri-build", "bedrock"]
bedrock = ["bedrockrs_level", "bedrockrs_shared", "nbtx", "zip", "byteorder", "vek", "rusty-leveldb"]
bedrock = ["bedrockrs_level", "bedrockrs_shared", "nbtx", "zip", "byteorder", "vek"]
[build-dependencies]
tauri-build = {version = "2", optional = true}
@@ -38,7 +38,6 @@ itertools = "0.14.0"
log = "0.4.27"
once_cell = "1.21.3"
rand = "0.8.5"
rand_chacha = "0.3"
rayon = "1.10.0"
reqwest = { version = "0.12.15", features = ["blocking", "json"] }
rfd = { version = "0.16.0", optional = true }
@@ -54,7 +53,6 @@ bedrockrs_shared = { git = "https://github.com/bedrock-crustaceans/bedrock-rs",
nbtx = { git = "https://github.com/bedrock-crustaceans/nbtx", optional = true }
vek = { version = "0.17", optional = true }
zip = { version = "0.6", default-features = false, features = ["deflate"], optional = true }
rusty-leveldb = { version = "3", optional = true }
[target.'cfg(windows)'.dependencies]
windows = { version = "0.61.1", features = ["Win32_System_Console"] }

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@@ -63,8 +63,6 @@ Arnis has been recognized in various academic and press publications after gaini
[XDA Developers: Hometown Minecraft Map: Arnis](https://www.xda-developers.com/hometown-minecraft-map-arnis/)
Free to use assets, including screenshots and logos, can be found [here](https://drive.google.com/file/d/1T1IsZSyT8oa6qAO_40hVF5KR8eEVCJjo/view?usp=sharing).
## :copyright: License Information
Copyright (c) 2022-2025 Louis Erbkamm (louis-e)

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@@ -58,6 +58,10 @@ pub struct Args {
/// Set floodfill timeout (seconds) (optional)
#[arg(long, value_parser = parse_duration)]
pub timeout: Option<Duration>,
/// Spawn point coordinates (lat, lng)
#[arg(skip)]
pub spawn_point: Option<(f64, f64)>,
}
fn validate_minecraft_world_path(path: &str) -> Result<PathBuf, String> {

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@@ -578,11 +578,6 @@ pub fn to_bedrock_block_with_properties(
return convert_stairs(java_name, props_map);
}
// Handle barrel facing direction
if java_name == "barrel" {
return convert_barrel(java_name, props_map);
}
// Handle slabs with type property (top/bottom/double)
if java_name.ends_with("_slab") {
return convert_slab(java_name, props_map);
@@ -655,46 +650,6 @@ fn convert_stairs(
}
}
/// Convert Java barrel to Bedrock format with facing direction.
fn convert_barrel(
java_name: &str,
props: Option<&std::collections::HashMap<String, fastnbt::Value>>,
) -> BedrockBlock {
let mut states = HashMap::new();
if let Some(props) = props {
if let Some(fastnbt::Value::String(facing)) = props.get("facing") {
let facing_direction = match facing.as_str() {
"down" => 0,
"up" => 1,
"north" => 2,
"south" => 3,
"west" => 4,
"east" => 5,
_ => 1,
};
states.insert(
"facing_direction".to_string(),
BedrockBlockStateValue::Int(facing_direction),
);
}
}
if !states.contains_key("facing_direction") {
states.insert(
"facing_direction".to_string(),
BedrockBlockStateValue::Int(1),
);
}
states.insert("open_bit".to_string(), BedrockBlockStateValue::Bool(false));
BedrockBlock {
name: format!("minecraft:{java_name}"),
states,
}
}
/// Convert Java slab block to Bedrock format with proper type.
fn convert_slab(
java_name: &str,

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@@ -266,17 +266,6 @@ impl Block {
185 => "quartz_stairs",
186 => "polished_andesite_stairs",
187 => "nether_brick_stairs",
188 => "barrel",
189 => "fern",
190 => "cobweb",
191 => "chiseled_bookshelf",
192 => "chiseled_bookshelf",
193 => "chiseled_bookshelf",
194 => "chiseled_bookshelf",
195 => "chipped_anvil",
196 => "damaged_anvil",
197 => "large_fern",
198 => "large_fern",
_ => panic!("Invalid id"),
}
}
@@ -474,37 +463,6 @@ impl Block {
map.insert("half".to_string(), Value::String("top".to_string()));
map
})),
191 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("north".to_string()));
map
})),
192 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("east".to_string()));
map
})),
193 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("south".to_string()));
map
})),
194 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("west".to_string()));
map
})),
197 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("half".to_string(), Value::String("lower".to_string()));
map
})),
198 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("half".to_string(), Value::String("upper".to_string()));
map
})),
_ => None,
}
}
@@ -739,19 +697,6 @@ pub const SMOOTH_SANDSTONE_STAIRS: Block = Block::new(184);
pub const QUARTZ_STAIRS: Block = Block::new(185);
pub const POLISHED_ANDESITE_STAIRS: Block = Block::new(186);
pub const NETHER_BRICK_STAIRS: Block = Block::new(187);
pub const BARREL: Block = Block::new(188);
pub const FERN: Block = Block::new(189);
pub const COBWEB: Block = Block::new(190);
pub const CHISELLED_BOOKSHELF_NORTH: Block = Block::new(191);
pub const CHISELLED_BOOKSHELF_EAST: Block = Block::new(192);
pub const CHISELLED_BOOKSHELF_SOUTH: Block = Block::new(193);
pub const CHISELLED_BOOKSHELF_WEST: Block = Block::new(194);
// Backwards-compatible alias (defaults to north-facing)
pub const CHISELLED_BOOKSHELF: Block = CHISELLED_BOOKSHELF_NORTH;
pub const CHIPPED_ANVIL: Block = Block::new(195);
pub const DAMAGED_ANVIL: Block = Block::new(196);
pub const LARGE_FERN_LOWER: Block = Block::new(197);
pub const LARGE_FERN_UPPER: Block = Block::new(198);
/// Maps a block to its corresponding stair variant
#[inline]

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@@ -14,9 +14,6 @@ pub fn clip_way_to_bbox(nodes: &[ProcessedNode], xzbbox: &XZBBox) -> Vec<Process
return Vec::new();
}
// Get way ID for ID generation
let way_id = nodes.first().map(|n| n.id).unwrap_or(0);
let is_closed = is_closed_polygon(nodes);
if !is_closed {
@@ -57,13 +54,12 @@ pub fn clip_way_to_bbox(nodes: &[ProcessedNode], xzbbox: &XZBBox) -> Vec<Process
}
let polygon = insert_bbox_corners(polygon, min_x, min_z, max_x, max_z);
let polygon = remove_consecutive_duplicates(polygon);
if polygon.len() < 3 {
return Vec::new();
}
let way_id = nodes.first().map(|n| n.id).unwrap_or(0);
assign_node_ids_preserving_endpoints(nodes, polygon, way_id)
}
@@ -500,15 +496,12 @@ fn find_bbox_intersections(
/// Returns which bbox edge a point lies on: 0=bottom, 1=right, 2=top, 3=left, -1=interior.
fn get_bbox_edge(point: (f64, f64), min_x: f64, min_z: f64, max_x: f64, max_z: f64) -> i32 {
// Use a slightly larger epsilon to handle floating-point errors from Sutherland-Hodgman.
// Points should be clamped to bbox before this function is called, so any point
// at or very near the boundary should be considered ON that edge.
let eps = 1.0;
let eps = 0.5;
let on_left = (point.0 - min_x).abs() <= eps;
let on_right = (point.0 - max_x).abs() <= eps;
let on_bottom = (point.1 - min_z).abs() <= eps;
let on_top = (point.1 - max_z).abs() <= eps;
let on_left = (point.0 - min_x).abs() < eps;
let on_right = (point.0 - max_x).abs() < eps;
let on_bottom = (point.1 - min_z).abs() < eps;
let on_top = (point.1 - max_z).abs() < eps;
// Handle corners (assign to edge in counter-clockwise order)
if on_bottom && on_left {
@@ -563,21 +556,20 @@ fn get_corners_between_edges(
let ccw_dist = ((edge2 - edge1 + 4) % 4) as usize;
let cw_dist = ((edge1 - edge2 + 4) % 4) as usize;
// For opposite edges (distance = 2), we need to pick a direction.
// Use counter-clockwise by default to ensure corners are inserted.
// This prevents diagonal lines when polygon spans opposite bbox edges.
// Opposite edges: don't insert corners
if ccw_dist == 2 && cw_dist == 2 {
return Vec::new();
}
let mut result = Vec::new();
if ccw_dist <= cw_dist {
// Go counter-clockwise
let mut current = edge1;
for _ in 0..ccw_dist {
result.push(corners[current as usize]);
current = (current + 1) % 4;
}
} else {
// Go clockwise
let mut current = edge1;
for _ in 0..cw_dist {
current = (current + 4 - 1) % 4;
@@ -588,12 +580,6 @@ fn get_corners_between_edges(
result
}
/// Checks if two points are approximately equal (within epsilon tolerance).
fn points_approx_equal(p1: (f64, f64), p2: (f64, f64)) -> bool {
let eps = 1.0;
(p1.0 - p2.0).abs() <= eps && (p1.1 - p2.1).abs() <= eps
}
/// Inserts bbox corners where polygon transitions between different bbox edges.
fn insert_bbox_corners(
polygon: Vec<(f64, f64)>,
@@ -618,13 +604,8 @@ fn insert_bbox_corners(
let edge2 = get_bbox_edge(next, min_x, min_z, max_x, max_z);
if edge1 >= 0 && edge2 >= 0 && edge1 != edge2 {
let corners = get_corners_between_edges(edge1, edge2, min_x, min_z, max_x, max_z);
// Filter out corners that match the current point or the next point
for corner in corners {
if !points_approx_equal(corner, current) && !points_approx_equal(corner, next) {
result.push(corner);
}
for corner in get_corners_between_edges(edge1, edge2, min_x, min_z, max_x, max_z) {
result.push(corner);
}
}
}

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@@ -3,7 +3,6 @@ use crate::block_definitions::{BEDROCK, DIRT, GRASS_BLOCK, STONE};
use crate::coordinate_system::cartesian::XZBBox;
use crate::coordinate_system::geographic::LLBBox;
use crate::element_processing::*;
use crate::floodfill_cache::FloodFillCache;
use crate::ground::Ground;
use crate::map_renderer;
use crate::osm_parser::ProcessedElement;
@@ -55,14 +54,12 @@ pub fn generate_world_with_options(
) -> Result<PathBuf, String> {
let output_path = options.path.clone();
let world_format = options.format;
// Create editor with appropriate format
let mut editor: WorldEditor = WorldEditor::new_with_format_and_name(
options.path,
&xzbbox,
llbbox,
options.format,
options.level_name.clone(),
options.level_name,
options.spawn_point,
);
let ground = Arc::new(ground);
@@ -78,21 +75,8 @@ pub fn generate_world_with_options(
println!("{} Processing terrain...", "[5/7]".bold());
emit_gui_progress_update(25.0, "Processing terrain...");
// Pre-compute all flood fills in parallel for better CPU utilization
let mut flood_fill_cache = FloodFillCache::precompute(&elements, args.timeout.as_ref());
// Collect building footprints to prevent trees from spawning inside buildings
// Uses a memory-efficient bitmap (~1 bit per coordinate) instead of a HashSet (~24 bytes per coordinate)
let building_footprints = flood_fill_cache.collect_building_footprints(&elements, &xzbbox);
// Partition elements: separate boundary elements for deferred processing
// This avoids cloning by moving elements instead of copying them
let (boundary_elements, other_elements): (Vec<_>, Vec<_>) = elements
.into_iter()
.partition(|element| element.tags().contains_key("boundary"));
// Process data
let elements_count: usize = other_elements.len() + boundary_elements.len();
let elements_count: usize = elements.len();
let process_pb: ProgressBar = ProgressBar::new(elements_count as u64);
process_pb.set_style(ProgressStyle::default_bar()
.template("{spinner:.green} [{elapsed_precise}] [{bar:45.white/black}] {pos}/{len} elements ({eta}) {msg}")
@@ -103,8 +87,7 @@ pub fn generate_world_with_options(
let mut current_progress_prcs: f64 = 25.0;
let mut last_emitted_progress: f64 = current_progress_prcs;
// Process non-boundary elements first
for element in other_elements.into_iter() {
for element in &elements {
process_pb.inc(1);
current_progress_prcs += progress_increment_prcs;
if (current_progress_prcs - last_emitted_progress).abs() > 0.25 {
@@ -122,46 +105,22 @@ pub fn generate_world_with_options(
process_pb.set_message("");
}
match &element {
match element {
ProcessedElement::Way(way) => {
if way.tags.contains_key("building") || way.tags.contains_key("building:part") {
buildings::generate_buildings(&mut editor, way, args, None, &flood_fill_cache);
buildings::generate_buildings(&mut editor, way, args, None);
} else if way.tags.contains_key("highway") {
highways::generate_highways(
&mut editor,
&element,
args,
&highway_connectivity,
&flood_fill_cache,
);
highways::generate_highways(&mut editor, element, args, &highway_connectivity);
} else if way.tags.contains_key("landuse") {
landuse::generate_landuse(
&mut editor,
way,
args,
&flood_fill_cache,
&building_footprints,
);
landuse::generate_landuse(&mut editor, way, args);
} else if way.tags.contains_key("natural") {
natural::generate_natural(
&mut editor,
&element,
args,
&flood_fill_cache,
&building_footprints,
);
natural::generate_natural(&mut editor, element, args);
} else if way.tags.contains_key("amenity") {
amenities::generate_amenities(&mut editor, &element, args, &flood_fill_cache);
amenities::generate_amenities(&mut editor, element, args);
} else if way.tags.contains_key("leisure") {
leisure::generate_leisure(
&mut editor,
way,
args,
&flood_fill_cache,
&building_footprints,
);
leisure::generate_leisure(&mut editor, way, args);
} else if way.tags.contains_key("barrier") {
barriers::generate_barriers(&mut editor, &element);
barriers::generate_barriers(&mut editor, element);
} else if let Some(val) = way.tags.get("waterway") {
if val == "dock" {
// docks count as water areas
@@ -181,10 +140,8 @@ pub fn generate_world_with_options(
} else if way.tags.get("service") == Some(&"siding".to_string()) {
highways::generate_siding(&mut editor, way);
} else if way.tags.contains_key("man_made") {
man_made::generate_man_made(&mut editor, &element, args);
man_made::generate_man_made(&mut editor, element, args);
}
// Release flood fill cache entry for this way
flood_fill_cache.remove_way(way.id);
}
ProcessedElement::Node(node) => {
if node.tags.contains_key("door") || node.tags.contains_key("entrance") {
@@ -192,25 +149,13 @@ pub fn generate_world_with_options(
} else if node.tags.contains_key("natural")
&& node.tags.get("natural") == Some(&"tree".to_string())
{
natural::generate_natural(
&mut editor,
&element,
args,
&flood_fill_cache,
&building_footprints,
);
natural::generate_natural(&mut editor, element, args);
} else if node.tags.contains_key("amenity") {
amenities::generate_amenities(&mut editor, &element, args, &flood_fill_cache);
amenities::generate_amenities(&mut editor, element, args);
} else if node.tags.contains_key("barrier") {
barriers::generate_barrier_nodes(&mut editor, node);
} else if node.tags.contains_key("highway") {
highways::generate_highways(
&mut editor,
&element,
args,
&highway_connectivity,
&flood_fill_cache,
);
highways::generate_highways(&mut editor, element, args, &highway_connectivity);
} else if node.tags.contains_key("tourism") {
tourisms::generate_tourisms(&mut editor, node);
} else if node.tags.contains_key("man_made") {
@@ -219,12 +164,7 @@ pub fn generate_world_with_options(
}
ProcessedElement::Relation(rel) => {
if rel.tags.contains_key("building") || rel.tags.contains_key("building:part") {
buildings::generate_building_from_relation(
&mut editor,
rel,
args,
&flood_fill_cache,
);
buildings::generate_building_from_relation(&mut editor, rel, args);
} else if rel.tags.contains_key("water")
|| rel
.tags
@@ -234,73 +174,24 @@ pub fn generate_world_with_options(
{
water_areas::generate_water_areas_from_relation(&mut editor, rel, &xzbbox);
} else if rel.tags.contains_key("natural") {
natural::generate_natural_from_relation(
&mut editor,
rel,
args,
&flood_fill_cache,
&building_footprints,
);
natural::generate_natural_from_relation(&mut editor, rel, args);
} else if rel.tags.contains_key("landuse") {
landuse::generate_landuse_from_relation(
&mut editor,
rel,
args,
&flood_fill_cache,
&building_footprints,
);
landuse::generate_landuse_from_relation(&mut editor, rel, args);
} else if rel.tags.get("leisure") == Some(&"park".to_string()) {
leisure::generate_leisure_from_relation(
&mut editor,
rel,
args,
&flood_fill_cache,
&building_footprints,
);
leisure::generate_leisure_from_relation(&mut editor, rel, args);
} else if rel.tags.contains_key("man_made") {
man_made::generate_man_made(&mut editor, &element, args);
man_made::generate_man_made(
&mut editor,
&ProcessedElement::Relation(rel.clone()),
args,
);
}
// Release flood fill cache entries for all ways in this relation
let way_ids: Vec<u64> = rel.members.iter().map(|m| m.way.id).collect();
flood_fill_cache.remove_relation_ways(&way_ids);
}
}
// Element is dropped here, freeing its memory immediately
}
process_pb.finish();
// Process deferred boundary elements after all other elements
// This ensures boundaries only fill empty areas, they won't overwrite
// any ground blocks set by landuse, leisure, natural, etc.
for element in boundary_elements.into_iter() {
match &element {
ProcessedElement::Way(way) => {
boundaries::generate_boundary(&mut editor, way, args, &flood_fill_cache);
// Clean up cache entry for consistency with other element processing
flood_fill_cache.remove_way(way.id);
}
ProcessedElement::Relation(rel) => {
boundaries::generate_boundary_from_relation(
&mut editor,
rel,
args,
&flood_fill_cache,
&xzbbox,
);
// Clean up cache entries for consistency with other element processing
let way_ids: Vec<u64> = rel.members.iter().map(|m| m.way.id).collect();
flood_fill_cache.remove_relation_ways(&way_ids);
}
_ => {}
}
// Element is dropped here, freeing its memory immediately
}
// Drop remaining caches
drop(highway_connectivity);
drop(flood_fill_cache);
// Generate ground layer
let total_blocks: u64 = xzbbox.bounding_rect().total_blocks();
let desired_updates: u64 = 1500;
@@ -324,72 +215,46 @@ pub fn generate_world_with_options(
let total_iterations_grnd: f64 = total_blocks as f64;
let progress_increment_grnd: f64 = 20.0 / total_iterations_grnd;
// Check if terrain elevation is enabled; when disabled, we can skip ground level lookups entirely
let terrain_enabled = ground.elevation_enabled;
let groundlayer_block = GRASS_BLOCK;
// Process ground generation chunk-by-chunk for better cache locality.
// This keeps the same region/chunk HashMap entries hot in CPU cache,
// rather than jumping between regions on every Z iteration.
let min_chunk_x = xzbbox.min_x() >> 4;
let max_chunk_x = xzbbox.max_x() >> 4;
let min_chunk_z = xzbbox.min_z() >> 4;
let max_chunk_z = xzbbox.max_z() >> 4;
for x in xzbbox.min_x()..=xzbbox.max_x() {
for z in xzbbox.min_z()..=xzbbox.max_z() {
// Add default dirt and grass layer if there isn't a stone layer already
if !editor.check_for_block(x, 0, z, Some(&[STONE])) {
editor.set_block(groundlayer_block, x, 0, z, None, None);
editor.set_block(DIRT, x, -1, z, None, None);
editor.set_block(DIRT, x, -2, z, None, None);
}
for chunk_x in min_chunk_x..=max_chunk_x {
for chunk_z in min_chunk_z..=max_chunk_z {
// Calculate the block range for this chunk, clamped to bbox
let chunk_min_x = (chunk_x << 4).max(xzbbox.min_x());
let chunk_max_x = ((chunk_x << 4) + 15).min(xzbbox.max_x());
let chunk_min_z = (chunk_z << 4).max(xzbbox.min_z());
let chunk_max_z = ((chunk_z << 4) + 15).min(xzbbox.max_z());
// Fill underground with stone
if args.fillground {
// Fill from bedrock+1 to 3 blocks below ground with stone
editor.fill_blocks_absolute(
STONE,
x,
MIN_Y + 1,
z,
x,
editor.get_absolute_y(x, -3, z),
z,
None,
None,
);
}
// Generate a bedrock level at MIN_Y
editor.set_block_absolute(BEDROCK, x, MIN_Y, z, None, Some(&[BEDROCK]));
for x in chunk_min_x..=chunk_max_x {
for z in chunk_min_z..=chunk_max_z {
// Get ground level, when terrain is enabled, look it up once per block
// When disabled, use constant ground_level (no function call overhead)
let ground_y = if terrain_enabled {
editor.get_ground_level(x, z)
} else {
args.ground_level
};
block_counter += 1;
// Use manual % check since is_multiple_of() is unstable on stable Rust
#[allow(clippy::manual_is_multiple_of)]
if block_counter % batch_size == 0 {
ground_pb.inc(batch_size);
}
// Add default dirt and grass layer if there isn't a stone layer already
if !editor.check_for_block_absolute(x, ground_y, z, Some(&[STONE]), None) {
editor.set_block_absolute(GRASS_BLOCK, x, ground_y, z, None, None);
editor.set_block_absolute(DIRT, x, ground_y - 1, z, None, None);
editor.set_block_absolute(DIRT, x, ground_y - 2, z, None, None);
}
// Fill underground with stone
if args.fillground {
// Fill from bedrock+1 to 3 blocks below ground with stone
editor.fill_blocks_absolute(
STONE,
x,
MIN_Y + 1,
z,
x,
ground_y - 3,
z,
None,
None,
);
}
// Generate a bedrock level at MIN_Y
editor.set_block_absolute(BEDROCK, x, MIN_Y, z, None, Some(&[BEDROCK]));
block_counter += 1;
#[allow(clippy::manual_is_multiple_of)]
if block_counter % batch_size == 0 {
ground_pb.inc(batch_size);
}
gui_progress_grnd += progress_increment_grnd;
if (gui_progress_grnd - last_emitted_progress).abs() > 0.25 {
emit_gui_progress_update(gui_progress_grnd, "");
last_emitted_progress = gui_progress_grnd;
}
}
gui_progress_grnd += progress_increment_grnd;
if (gui_progress_grnd - last_emitted_progress).abs() > 0.25 {
emit_gui_progress_update(gui_progress_grnd, "");
last_emitted_progress = gui_progress_grnd;
}
}
}
@@ -417,28 +282,28 @@ pub fn generate_world_with_options(
// Update player spawn Y coordinate based on terrain height after generation
#[cfg(feature = "gui")]
if world_format == WorldFormat::JavaAnvil {
use crate::gui::update_player_spawn_y_after_generation;
// Reconstruct bbox string to match the format that GUI originally provided.
// This ensures LLBBox::from_str() can parse it correctly.
let bbox_string = format!(
"{},{},{},{}",
args.bbox.min().lat(),
args.bbox.min().lng(),
args.bbox.max().lat(),
args.bbox.max().lng()
);
if let Some(spawn_coords) = &args.spawn_point {
use crate::gui::update_player_spawn_y_after_generation;
let bbox_string = format!(
"{},{},{},{}",
args.bbox.min().lng(),
args.bbox.min().lat(),
args.bbox.max().lng(),
args.bbox.max().lat()
);
// Always update spawn Y since we now always set a spawn point (user-selected or default)
if let Err(e) = update_player_spawn_y_after_generation(
&args.path,
bbox_string,
args.scale,
ground.as_ref(),
) {
let warning_msg = format!("Failed to update spawn point Y coordinate: {}", e);
eprintln!("Warning: {}", warning_msg);
#[cfg(feature = "gui")]
send_log(LogLevel::Warning, &warning_msg);
if let Err(e) = update_player_spawn_y_after_generation(
&args.path,
Some(*spawn_coords),
bbox_string,
args.scale,
ground.as_ref(),
) {
let warning_msg = format!("Failed to update spawn point Y coordinate: {}", e);
eprintln!("Warning: {}", warning_msg);
#[cfg(feature = "gui")]
send_log(LogLevel::Warning, &warning_msg);
}
}
}

View File

@@ -1,127 +0,0 @@
//! Deterministic random number generation for consistent element processing.
//!
//! This module provides seeded RNG that ensures the same element always produces
//! the same random values, regardless of processing order. This is essential for
//! region-by-region streaming where the same element may be processed multiple times
//! (once for each region it touches).
//!
//! # Example
//! ```ignore
//! let mut rng = element_rng(element_id);
//! let color = rng.gen_bool(0.5); // Always same result for same element_id
//! ```
use rand::SeedableRng;
use rand_chacha::ChaCha8Rng;
/// Creates a deterministic RNG seeded from an element ID.
///
/// The same element ID will always produce the same sequence of random values,
/// ensuring consistent results when an element is processed multiple times
/// (e.g., once per region it touches during streaming).
///
/// # Arguments
/// * `element_id` - The unique OSM element ID (way ID, node ID, or relation ID)
///
/// # Returns
/// A seeded ChaCha8Rng that will produce deterministic random values
#[inline]
pub fn element_rng(element_id: u64) -> ChaCha8Rng {
ChaCha8Rng::seed_from_u64(element_id)
}
/// Creates a deterministic RNG seeded from an element ID with an additional salt.
///
/// Use this when you need multiple independent random sequences for the same element.
/// For example, one sequence for wall colors and another for roof style.
///
/// # Arguments
/// * `element_id` - The unique OSM element ID
/// * `salt` - Additional value to create a different sequence (e.g., use different
/// salt values for different purposes within the same element)
#[inline]
#[allow(dead_code)]
pub fn element_rng_salted(element_id: u64, salt: u64) -> ChaCha8Rng {
// Combine element_id and salt using XOR and bit rotation to avoid collisions
let combined = element_id ^ salt.rotate_left(32);
ChaCha8Rng::seed_from_u64(combined)
}
/// Creates a deterministic RNG seeded from coordinates.
///
/// Use this for per-block randomness that needs to be consistent regardless
/// of processing order (e.g., random flower placement within a natural area).
///
/// # Arguments
/// * `x` - X coordinate
/// * `z` - Z coordinate
/// * `element_id` - The element ID for additional uniqueness
#[inline]
pub fn coord_rng(x: i32, z: i32, element_id: u64) -> ChaCha8Rng {
// Combine coordinates and element_id into a seed.
// Cast through u32 to handle negative coordinates consistently.
let coord_part = ((x as u32 as i64) << 32) | (z as u32 as i64);
let seed = (coord_part as u64) ^ element_id;
ChaCha8Rng::seed_from_u64(seed)
}
#[cfg(test)]
mod tests {
use super::*;
use rand::Rng;
#[test]
fn test_element_rng_deterministic() {
let mut rng1 = element_rng(12345);
let mut rng2 = element_rng(12345);
// Same seed should produce same sequence
for _ in 0..100 {
assert_eq!(rng1.gen::<u64>(), rng2.gen::<u64>());
}
}
#[test]
fn test_different_elements_different_values() {
let mut rng1 = element_rng(12345);
let mut rng2 = element_rng(12346);
// Different seeds should (almost certainly) produce different values
let v1: u64 = rng1.gen();
let v2: u64 = rng2.gen();
assert_ne!(v1, v2);
}
#[test]
fn test_salted_rng_different_from_base() {
let mut rng1 = element_rng(12345);
let mut rng2 = element_rng_salted(12345, 1);
let v1: u64 = rng1.gen();
let v2: u64 = rng2.gen();
assert_ne!(v1, v2);
}
#[test]
fn test_coord_rng_deterministic() {
let mut rng1 = coord_rng(100, 200, 12345);
let mut rng2 = coord_rng(100, 200, 12345);
assert_eq!(rng1.gen::<u64>(), rng2.gen::<u64>());
}
#[test]
fn test_coord_rng_negative_coordinates() {
// Negative coordinates are common in Minecraft worlds
let mut rng1 = coord_rng(-100, -200, 12345);
let mut rng2 = coord_rng(-100, -200, 12345);
assert_eq!(rng1.gen::<u64>(), rng2.gen::<u64>());
// Ensure different negative coords produce different seeds
let mut rng3 = coord_rng(-100, -200, 12345);
let mut rng4 = coord_rng(-101, -200, 12345);
assert_ne!(rng3.gen::<u64>(), rng4.gen::<u64>());
}
}

View File

@@ -2,21 +2,11 @@ use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::coordinate_system::cartesian::XZPoint;
use crate::deterministic_rng::element_rng;
use crate::floodfill::flood_fill_area; // Needed for inline amenity flood fills
use crate::floodfill_cache::FloodFillCache;
use crate::floodfill::flood_fill_area;
use crate::osm_parser::ProcessedElement;
use crate::world_editor::WorldEditor;
use fastnbt::Value;
use rand::{seq::SliceRandom, Rng};
use std::collections::{HashMap, HashSet};
pub fn generate_amenities(
editor: &mut WorldEditor,
element: &ProcessedElement,
args: &Args,
flood_fill_cache: &FloodFillCache,
) {
pub fn generate_amenities(editor: &mut WorldEditor, element: &ProcessedElement, args: &Args) {
// Skip if 'layer' or 'level' is negative in the tags
if let Some(layer) = element.tags().get("layer") {
if layer.parse::<i32>().unwrap_or(0) < 0 {
@@ -36,49 +26,6 @@ pub fn generate_amenities(
.map(|n: &crate::osm_parser::ProcessedNode| XZPoint::new(n.x, n.z))
.next();
match amenity_type.as_str() {
"recycling" => {
let is_container = element
.tags()
.get("recycling_type")
.is_some_and(|value| value == "container");
if !is_container {
return;
}
if let Some(pt) = first_node {
let mut rng = rand::thread_rng();
let loot_pool = build_recycling_loot_pool(element.tags());
let items = build_recycling_items(&loot_pool, &mut rng);
let properties = Value::Compound(recycling_barrel_properties());
let barrel_block = BlockWithProperties::new(BARREL, Some(properties));
let absolute_y = editor.get_absolute_y(pt.x, 1, pt.z);
editor.set_block_entity_with_items(
barrel_block,
pt.x,
1,
pt.z,
"minecraft:barrel",
items,
);
if let Some(category) = single_loot_category(&loot_pool) {
if let Some(display_item) =
build_display_item_for_category(category, &mut rng)
{
place_item_frame_on_random_side(
editor,
pt.x,
absolute_y,
pt.z,
display_item,
);
}
}
}
}
"waste_disposal" | "waste_basket" => {
// Place a cauldron for waste disposal or waste basket
if let Some(pt) = first_node {
@@ -95,14 +42,18 @@ pub fn generate_amenities(
let ground_block: Block = OAK_PLANKS;
let roof_block: Block = STONE_BLOCK_SLAB;
// Use pre-computed flood fill from cache
let floor_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute_element(element, args.timeout.as_ref());
let polygon_coords: Vec<(i32, i32)> = element
.nodes()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
if floor_area.is_empty() {
if polygon_coords.is_empty() {
return;
}
let floor_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, args.timeout.as_ref());
// Fill the floor area
for (x, z) in floor_area.iter() {
editor.set_block(ground_block, *x, 0, *z, None, None);
@@ -129,10 +80,8 @@ pub fn generate_amenities(
"bench" => {
// Place a bench
if let Some(pt) = first_node {
// Use deterministic RNG for consistent bench orientation across region boundaries
let mut rng = element_rng(element.id());
// 50% chance to 90 degrees rotate the bench
if rng.gen_bool(0.5) {
// 50% chance to 90 degrees rotate the bench using if
if rand::random::<bool>() {
editor.set_block(SMOOTH_STONE, pt.x, 1, pt.z, None, None);
editor.set_block(OAK_LOG, pt.x + 1, 1, pt.z, None, None);
editor.set_block(OAK_LOG, pt.x - 1, 1, pt.z, None, None);
@@ -146,9 +95,12 @@ pub fn generate_amenities(
"shelter" => {
let roof_block: Block = STONE_BRICK_SLAB;
// Use pre-computed flood fill from cache
let polygon_coords: Vec<(i32, i32)> = element
.nodes()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let roof_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute_element(element, args.timeout.as_ref());
flood_fill_area(&polygon_coords, args.timeout.as_ref());
// Place fences and roof slabs at each corner node directly
for node in element.nodes() {
@@ -308,420 +260,3 @@ pub fn generate_amenities(
}
}
}
#[derive(Clone, Copy)]
enum RecyclingLootKind {
GlassBottle,
Paper,
GlassBlock,
GlassPane,
LeatherArmor,
EmptyBucket,
LeatherBoots,
ScrapMetal,
GreenWaste,
}
#[derive(Clone, Copy)]
enum LeatherPiece {
Helmet,
Chestplate,
Leggings,
Boots,
}
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
enum LootCategory {
GlassBottle,
Paper,
Glass,
Leather,
EmptyBucket,
ScrapMetal,
GreenWaste,
}
fn recycling_barrel_properties() -> HashMap<String, Value> {
let mut props = HashMap::new();
props.insert("facing".to_string(), Value::String("up".to_string()));
props
}
fn build_recycling_loot_pool(tags: &HashMap<String, String>) -> Vec<RecyclingLootKind> {
let mut loot_pool: Vec<RecyclingLootKind> = Vec::new();
if tag_enabled(tags, "recycling:glass_bottles") {
loot_pool.push(RecyclingLootKind::GlassBottle);
}
if tag_enabled(tags, "recycling:paper") {
loot_pool.push(RecyclingLootKind::Paper);
}
if tag_enabled(tags, "recycling:glass") {
loot_pool.push(RecyclingLootKind::GlassBlock);
loot_pool.push(RecyclingLootKind::GlassPane);
}
if tag_enabled(tags, "recycling:clothes") {
loot_pool.push(RecyclingLootKind::LeatherArmor);
}
if tag_enabled(tags, "recycling:cans") {
loot_pool.push(RecyclingLootKind::EmptyBucket);
}
if tag_enabled(tags, "recycling:shoes") {
loot_pool.push(RecyclingLootKind::LeatherBoots);
}
if tag_enabled(tags, "recycling:scrap_metal") {
loot_pool.push(RecyclingLootKind::ScrapMetal);
}
if tag_enabled(tags, "recycling:green_waste") {
loot_pool.push(RecyclingLootKind::GreenWaste);
}
loot_pool
}
fn build_recycling_items(
loot_pool: &[RecyclingLootKind],
rng: &mut impl Rng,
) -> Vec<HashMap<String, Value>> {
if loot_pool.is_empty() {
return Vec::new();
}
let mut items = Vec::new();
for slot in 0..27 {
if rng.gen_bool(0.2) {
let kind = loot_pool[rng.gen_range(0..loot_pool.len())];
if let Some(item) = build_item_for_kind(kind, slot as i8, rng) {
items.push(item);
}
}
}
items
}
fn kind_to_category(kind: RecyclingLootKind) -> LootCategory {
match kind {
RecyclingLootKind::GlassBottle => LootCategory::GlassBottle,
RecyclingLootKind::Paper => LootCategory::Paper,
RecyclingLootKind::GlassBlock | RecyclingLootKind::GlassPane => LootCategory::Glass,
RecyclingLootKind::LeatherArmor | RecyclingLootKind::LeatherBoots => LootCategory::Leather,
RecyclingLootKind::EmptyBucket => LootCategory::EmptyBucket,
RecyclingLootKind::ScrapMetal => LootCategory::ScrapMetal,
RecyclingLootKind::GreenWaste => LootCategory::GreenWaste,
}
}
fn single_loot_category(loot_pool: &[RecyclingLootKind]) -> Option<LootCategory> {
let mut categories: HashSet<LootCategory> = HashSet::new();
for kind in loot_pool {
categories.insert(kind_to_category(*kind));
if categories.len() > 1 {
return None;
}
}
categories.iter().next().copied()
}
fn build_display_item_for_category(
category: LootCategory,
rng: &mut impl Rng,
) -> Option<HashMap<String, Value>> {
match category {
LootCategory::GlassBottle => Some(make_display_item("minecraft:glass_bottle", 1)),
LootCategory::Paper => Some(make_display_item("minecraft:paper", rng.gen_range(1..=4))),
LootCategory::Glass => Some(make_display_item("minecraft:glass", 1)),
LootCategory::Leather => Some(build_leather_display_item(rng)),
LootCategory::EmptyBucket => Some(make_display_item("minecraft:bucket", 1)),
LootCategory::ScrapMetal => {
let metals = [
"minecraft:copper_ingot",
"minecraft:iron_ingot",
"minecraft:gold_ingot",
];
let metal = metals.choose(rng)?;
Some(make_display_item(metal, rng.gen_range(1..=2)))
}
LootCategory::GreenWaste => {
let options = [
"minecraft:oak_sapling",
"minecraft:birch_sapling",
"minecraft:tall_grass",
"minecraft:sweet_berries",
"minecraft:wheat_seeds",
];
let choice = options.choose(rng)?;
Some(make_display_item(choice, rng.gen_range(1..=3)))
}
}
}
fn place_item_frame_on_random_side(
editor: &mut WorldEditor,
x: i32,
barrel_absolute_y: i32,
z: i32,
item: HashMap<String, Value>,
) {
let mut rng = rand::thread_rng();
let mut directions = [
((0, 0, -1), 2), // North
((0, 0, 1), 3), // South
((-1, 0, 0), 4), // West
((1, 0, 0), 5), // East
];
directions.shuffle(&mut rng);
let (min_x, min_z) = editor.get_min_coords();
let (max_x, max_z) = editor.get_max_coords();
let ((dx, _dy, dz), facing) = directions
.into_iter()
.find(|((dx, _dy, dz), _)| {
let target_x = x + dx;
let target_z = z + dz;
target_x >= min_x && target_x <= max_x && target_z >= min_z && target_z <= max_z
})
.unwrap_or(((0, 0, 1), 3)); // Fallback south if all directions are out of bounds
let target_x = x + dx;
let target_y = barrel_absolute_y;
let target_z = z + dz;
let ground_y = editor.get_absolute_y(target_x, 0, target_z);
let mut extra = HashMap::new();
extra.insert("Facing".to_string(), Value::Byte(facing)); // 2=north, 3=south, 4=west, 5=east
extra.insert("ItemRotation".to_string(), Value::Byte(0));
extra.insert("Item".to_string(), Value::Compound(item));
extra.insert("ItemDropChance".to_string(), Value::Float(1.0));
extra.insert(
"block_pos".to_string(),
Value::List(vec![
Value::Int(target_x),
Value::Int(target_y),
Value::Int(target_z),
]),
);
extra.insert("TileX".to_string(), Value::Int(target_x));
extra.insert("TileY".to_string(), Value::Int(target_y));
extra.insert("TileZ".to_string(), Value::Int(target_z));
extra.insert("Fixed".to_string(), Value::Byte(1));
let relative_y = target_y - ground_y;
editor.add_entity(
"minecraft:item_frame",
target_x,
relative_y,
target_z,
Some(extra),
);
}
fn make_display_item(id: &str, count: i8) -> HashMap<String, Value> {
let mut item = HashMap::new();
item.insert("id".to_string(), Value::String(id.to_string()));
item.insert("Count".to_string(), Value::Byte(count));
item
}
fn build_leather_display_item(rng: &mut impl Rng) -> HashMap<String, Value> {
let mut item = make_display_item("minecraft:leather_chestplate", 1);
let damage = biased_damage(80, rng);
let mut tag = HashMap::new();
tag.insert("Damage".to_string(), Value::Int(damage));
if let Some(color) = maybe_leather_color(rng) {
let mut display = HashMap::new();
display.insert("color".to_string(), Value::Int(color));
tag.insert("display".to_string(), Value::Compound(display));
}
item.insert("tag".to_string(), Value::Compound(tag));
let mut components = HashMap::new();
components.insert("minecraft:damage".to_string(), Value::Int(damage));
item.insert("components".to_string(), Value::Compound(components));
item
}
fn build_item_for_kind(
kind: RecyclingLootKind,
slot: i8,
rng: &mut impl Rng,
) -> Option<HashMap<String, Value>> {
match kind {
RecyclingLootKind::GlassBottle => Some(make_basic_item(
"minecraft:glass_bottle",
slot,
rng.gen_range(1..=4),
)),
RecyclingLootKind::Paper => Some(make_basic_item(
"minecraft:paper",
slot,
rng.gen_range(1..=10),
)),
RecyclingLootKind::GlassBlock => Some(build_glass_item(false, slot, rng)),
RecyclingLootKind::GlassPane => Some(build_glass_item(true, slot, rng)),
RecyclingLootKind::LeatherArmor => {
Some(build_leather_item(random_leather_piece(rng), slot, rng))
}
RecyclingLootKind::EmptyBucket => Some(make_basic_item("minecraft:bucket", slot, 1)),
RecyclingLootKind::LeatherBoots => Some(build_leather_item(LeatherPiece::Boots, slot, rng)),
RecyclingLootKind::ScrapMetal => Some(build_scrap_metal_item(slot, rng)),
RecyclingLootKind::GreenWaste => Some(build_green_waste_item(slot, rng)),
}
}
fn build_scrap_metal_item(slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
let metals = ["copper_ingot", "iron_ingot", "gold_ingot"];
let metal = metals.choose(rng).expect("scrap metal list is non-empty");
let count = rng.gen_range(1..=3);
make_basic_item(&format!("minecraft:{metal}"), slot, count)
}
fn build_green_waste_item(slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
#[allow(clippy::match_same_arms)]
let (id, count) = match rng.gen_range(0..8) {
0 => ("minecraft:tall_grass", rng.gen_range(1..=4)),
1 => ("minecraft:sweet_berries", rng.gen_range(2..=6)),
2 => ("minecraft:oak_sapling", rng.gen_range(1..=2)),
3 => ("minecraft:birch_sapling", rng.gen_range(1..=2)),
4 => ("minecraft:spruce_sapling", rng.gen_range(1..=2)),
5 => ("minecraft:jungle_sapling", rng.gen_range(1..=2)),
6 => ("minecraft:acacia_sapling", rng.gen_range(1..=2)),
_ => ("minecraft:dark_oak_sapling", rng.gen_range(1..=2)),
};
// 25% chance to replace with seeds instead
let id = if rng.gen_bool(0.25) {
match rng.gen_range(0..4) {
0 => "minecraft:wheat_seeds",
1 => "minecraft:pumpkin_seeds",
2 => "minecraft:melon_seeds",
_ => "minecraft:beetroot_seeds",
}
} else {
id
};
make_basic_item(id, slot, count)
}
fn build_glass_item(is_pane: bool, slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
const GLASS_COLORS: &[&str] = &[
"white",
"orange",
"magenta",
"light_blue",
"yellow",
"lime",
"pink",
"gray",
"light_gray",
"cyan",
"purple",
"blue",
"brown",
"green",
"red",
"black",
];
let use_colorless = rng.gen_bool(0.7);
let id = if use_colorless {
if is_pane {
"minecraft:glass_pane".to_string()
} else {
"minecraft:glass".to_string()
}
} else {
let color = GLASS_COLORS
.choose(rng)
.expect("glass color array is non-empty");
if is_pane {
format!("minecraft:{color}_stained_glass_pane")
} else {
format!("minecraft:{color}_stained_glass")
}
};
let count = if is_pane {
rng.gen_range(4..=16)
} else {
rng.gen_range(1..=6)
};
make_basic_item(&id, slot, count)
}
fn build_leather_item(piece: LeatherPiece, slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
let (id, max_damage) = match piece {
LeatherPiece::Helmet => ("minecraft:leather_helmet", 55),
LeatherPiece::Chestplate => ("minecraft:leather_chestplate", 80),
LeatherPiece::Leggings => ("minecraft:leather_leggings", 75),
LeatherPiece::Boots => ("minecraft:leather_boots", 65),
};
let mut item = make_basic_item(id, slot, 1);
let damage = biased_damage(max_damage, rng);
let mut tag = HashMap::new();
tag.insert("Damage".to_string(), Value::Int(damage));
if let Some(color) = maybe_leather_color(rng) {
let mut display = HashMap::new();
display.insert("color".to_string(), Value::Int(color));
tag.insert("display".to_string(), Value::Compound(display));
}
item.insert("tag".to_string(), Value::Compound(tag));
let mut components = HashMap::new();
components.insert("minecraft:damage".to_string(), Value::Int(damage));
item.insert("components".to_string(), Value::Compound(components));
item
}
fn biased_damage(max_damage: i32, rng: &mut impl Rng) -> i32 {
let safe_max = max_damage.max(1);
let upper = safe_max.saturating_sub(1);
let lower = (safe_max / 2).min(upper);
let heavy_wear = rng.gen_range(lower..=upper);
let random_wear = rng.gen_range(0..=upper);
heavy_wear.max(random_wear)
}
fn maybe_leather_color(rng: &mut impl Rng) -> Option<i32> {
if rng.gen_bool(0.3) {
Some(rng.gen_range(0..=0x00FF_FFFF))
} else {
None
}
}
fn random_leather_piece(rng: &mut impl Rng) -> LeatherPiece {
match rng.gen_range(0..4) {
0 => LeatherPiece::Helmet,
1 => LeatherPiece::Chestplate,
2 => LeatherPiece::Leggings,
_ => LeatherPiece::Boots,
}
}
fn make_basic_item(id: &str, slot: i8, count: i8) -> HashMap<String, Value> {
let mut item = HashMap::new();
item.insert("id".to_string(), Value::String(id.to_string()));
item.insert("Slot".to_string(), Value::Byte(slot));
item.insert("Count".to_string(), Value::Byte(count));
item
}
fn tag_enabled(tags: &HashMap<String, String>, key: &str) -> bool {
tags.get(key).is_some_and(|value| value == "yes")
}

View File

@@ -69,7 +69,7 @@ pub fn generate_barriers(editor: &mut WorldEditor, element: &ProcessedElement) {
barrier_material = LIGHT_GRAY_CONCRETE;
}
if barrier_mat == "metal" {
barrier_material = STONE_BRICK_WALL;
barrier_material = STONE_BRICK_WALL; // IRON_BARS
}
}
@@ -80,8 +80,7 @@ pub fn generate_barriers(editor: &mut WorldEditor, element: &ProcessedElement) {
.get("height")
.and_then(|height: &String| height.parse::<f32>().ok())
.map(|height: f32| height.round() as i32)
.unwrap_or(barrier_height)
.max(2); // Minimum height of 2
.unwrap_or(barrier_height);
// Process nodes to create the barrier wall
for i in 1..way.nodes.len() {

View File

@@ -1,127 +0,0 @@
//! Processing of administrative and urban boundaries.
//!
//! This module handles boundary elements that define urban areas (cities, boroughs, etc.)
//! and sets appropriate ground blocks for them.
//!
//! Boundaries are processed last but only fill empty areas, allowing more specific
//! landuse areas (parks, residential, etc.) to take priority over the general
//! urban ground.
use crate::args::Args;
use crate::block_definitions::*;
use crate::clipping::clip_way_to_bbox;
use crate::coordinate_system::cartesian::XZBBox;
use crate::floodfill_cache::FloodFillCache;
use crate::osm_parser::{ProcessedMemberRole, ProcessedNode, ProcessedRelation, ProcessedWay};
use crate::world_editor::WorldEditor;
/// Checks if a boundary element represents an urban area that should have stone ground.
///
/// Returns true for:
/// - `boundary=administrative` with `admin_level >= 8` (city/borough level or smaller)
/// - `boundary=low_emission_zone` (urban traffic zones)
/// - `boundary=limited_traffic_zone` (urban traffic zones)
/// - `boundary=special_economic_zone` (developed industrial/commercial zones)
/// - `boundary=political` (electoral districts, usually urban)
fn is_urban_boundary(tags: &std::collections::HashMap<String, String>) -> bool {
let Some(boundary_value) = tags.get("boundary") else {
return false;
};
match boundary_value.as_str() {
"administrative" => {
// Only consider city-level or smaller (admin_level >= 8)
// admin_level 2 = country, 4 = state, 6 = county, 8 = city/municipality
if let Some(admin_level_str) = tags.get("admin_level") {
if let Ok(admin_level) = admin_level_str.parse::<u8>() {
return admin_level >= 8;
}
}
false
}
// Urban zones that should have stone ground
"low_emission_zone" | "limited_traffic_zone" | "special_economic_zone" | "political" => {
true
}
// Natural/protected areas should keep grass - don't process these
// "national_park" | "protected_area" | "forest" | "forest_compartment" | "aboriginal_lands"
// Statistical/administrative-only boundaries - don't affect ground
// "census" | "statistical" | "postal_code" | "timezone" | "disputed" | "maritime" | etc.
_ => false,
}
}
/// Generate ground blocks for an urban boundary way.
pub fn generate_boundary(
editor: &mut WorldEditor,
element: &ProcessedWay,
args: &Args,
flood_fill_cache: &FloodFillCache,
) {
// Check if this is an urban boundary
if !is_urban_boundary(&element.tags) {
return;
}
// Get the area of the boundary element using cache
let floor_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
// Fill the area with smooth stone as ground block
// Use None, None to only set where no block exists yet - don't overwrite anything
for (x, z) in floor_area {
editor.set_block(SMOOTH_STONE, x, 0, z, None, None);
}
}
/// Generate ground blocks for an urban boundary relation.
pub fn generate_boundary_from_relation(
editor: &mut WorldEditor,
rel: &ProcessedRelation,
args: &Args,
flood_fill_cache: &FloodFillCache,
xzbbox: &XZBBox,
) {
// Check if this is an urban boundary
if !is_urban_boundary(&rel.tags) {
return;
}
// Collect outer ways (unclipped) for merging
let mut outers: Vec<Vec<ProcessedNode>> = rel
.members
.iter()
.filter(|m| m.role == ProcessedMemberRole::Outer)
.map(|m| m.way.nodes.clone())
.collect();
if outers.is_empty() {
return;
}
// Merge way segments into closed rings
super::merge_way_segments(&mut outers);
// Clip each merged ring to bbox and process
for ring in outers {
if ring.len() < 3 {
continue;
}
// Clip the merged ring to bbox
let clipped_nodes = clip_way_to_bbox(&ring, xzbbox);
if clipped_nodes.len() < 3 {
continue;
}
// Create a ProcessedWay for the clipped ring
let clipped_way = ProcessedWay {
id: rel.id,
nodes: clipped_nodes,
tags: rel.tags.clone(),
};
// Generate boundary area from clipped way
generate_boundary(editor, &clipped_way, args, flood_fill_cache);
}
}

View File

@@ -3,97 +3,37 @@ use crate::bresenham::bresenham_line;
use crate::osm_parser::ProcessedWay;
use crate::world_editor::WorldEditor;
// TODO FIX - This handles ways with bridge=yes tag (e.g., highway bridges)
// TODO FIX
#[allow(dead_code)]
pub fn generate_bridges(editor: &mut WorldEditor, element: &ProcessedWay) {
if let Some(_bridge_type) = element.tags.get("bridge") {
let bridge_height = 3; // Height above the ground level
// Get start and end node elevations and use MAX for level bridge deck
// Using MAX ensures bridges don't dip when multiple bridge ways meet in a valley
let bridge_deck_ground_y = if element.nodes.len() >= 2 {
let start_node = &element.nodes[0];
let end_node = &element.nodes[element.nodes.len() - 1];
let start_y = editor.get_ground_level(start_node.x, start_node.z);
let end_y = editor.get_ground_level(end_node.x, end_node.z);
start_y.max(end_y)
} else {
return; // Need at least 2 nodes for a bridge
};
// Calculate total bridge length for ramp positioning
let total_length: f64 = element
.nodes
.windows(2)
.map(|pair| {
let dx = (pair[1].x - pair[0].x) as f64;
let dz = (pair[1].z - pair[0].z) as f64;
(dx * dx + dz * dz).sqrt()
})
.sum();
if total_length == 0.0 {
return;
}
let mut accumulated_length: f64 = 0.0;
let bridge_height = 3; // Fixed height
for i in 1..element.nodes.len() {
let prev = &element.nodes[i - 1];
let cur = &element.nodes[i];
let segment_dx = (cur.x - prev.x) as f64;
let segment_dz = (cur.z - prev.z) as f64;
let segment_length = (segment_dx * segment_dx + segment_dz * segment_dz).sqrt();
let points = bresenham_line(prev.x, 0, prev.z, cur.x, 0, cur.z);
let ramp_length = (total_length * 0.15).clamp(6.0, 20.0) as usize; // 15% of bridge, min 6, max 20 blocks
let total_length = points.len();
let ramp_length = 6; // Length of ramp at each end
for (idx, (x, _, z)) in points.iter().enumerate() {
// Calculate progress along this segment
let segment_progress = if points.len() > 1 {
idx as f64 / (points.len() - 1) as f64
} else {
0.0
};
// Calculate overall progress along the entire bridge
let point_distance = accumulated_length + segment_progress * segment_length;
let overall_progress = (point_distance / total_length).clamp(0.0, 1.0);
let total_len_usize = total_length as usize;
let overall_idx = (overall_progress * total_len_usize as f64) as usize;
// Calculate ramp height offset
let ramp_offset = if overall_idx < ramp_length {
let height = if idx < ramp_length {
// Start ramp (rising)
(overall_idx as f64 * bridge_height as f64 / ramp_length as f64) as i32
} else if overall_idx >= total_len_usize.saturating_sub(ramp_length) {
(idx * bridge_height) / ramp_length
} else if idx >= total_length - ramp_length {
// End ramp (descending)
let dist_from_end = total_len_usize - overall_idx;
(dist_from_end as f64 * bridge_height as f64 / ramp_length as f64) as i32
((total_length - idx) * bridge_height) / ramp_length
} else {
// Middle section (constant height)
bridge_height
};
// Use fixed bridge deck height (max of endpoints) plus ramp offset
let bridge_y = bridge_deck_ground_y + ramp_offset;
// Place bridge blocks
for dx in -2..=2 {
editor.set_block_absolute(
LIGHT_GRAY_CONCRETE,
*x + dx,
bridge_y,
*z,
None,
None,
);
editor.set_block(LIGHT_GRAY_CONCRETE, *x + dx, height as i32, *z, None, None);
}
}
accumulated_length += segment_length;
}
}
}

View File

@@ -3,9 +3,8 @@ use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::colors::color_text_to_rgb_tuple;
use crate::coordinate_system::cartesian::XZPoint;
use crate::deterministic_rng::element_rng;
use crate::element_processing::subprocessor::buildings_interior::generate_building_interior;
use crate::floodfill_cache::FloodFillCache;
use crate::floodfill::flood_fill_area;
use crate::osm_parser::{ProcessedMemberRole, ProcessedRelation, ProcessedWay};
use crate::world_editor::WorldEditor;
use rand::Rng;
@@ -29,7 +28,6 @@ pub fn generate_buildings(
element: &ProcessedWay,
args: &Args,
relation_levels: Option<i32>,
flood_fill_cache: &FloodFillCache,
) {
// Get min_level first so we can use it both for start_level and building height calculations
let min_level = if let Some(min_level_str) = element.tags.get("building:min_level") {
@@ -45,9 +43,10 @@ pub fn generate_buildings(
let scale_factor = args.scale;
let min_level_offset = multiply_scale(min_level * 4, scale_factor);
// Use pre-computed flood fill from cache
// Cache floodfill result: compute once and reuse throughout
let polygon_coords: Vec<(i32, i32)> = element.nodes.iter().map(|n| (n.x, n.z)).collect();
let cached_floor_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
flood_fill_area(&polygon_coords, args.timeout.as_ref());
let cached_footprint_size = cached_floor_area.len();
// Use fixed starting Y coordinate based on maximum ground level when terrain is enabled
@@ -122,8 +121,7 @@ pub fn generate_buildings(
let mut processed_points: HashSet<(i32, i32)> = HashSet::new();
let mut building_height: i32 = ((6.0 * scale_factor) as i32).max(3); // Default building height with scale and minimum
let mut is_tall_building = false;
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
let mut rng = element_rng(element.id);
let mut rng = rand::thread_rng();
let use_vertical_windows = rng.gen_bool(0.7);
let use_accent_roof_line = rng.gen_bool(0.25);
@@ -157,7 +155,7 @@ pub fn generate_buildings(
let lev = levels - min_level;
if lev >= 1 {
building_height = multiply_scale(lev * 4 + 2, scale_factor);
building_height = multiply_scale(levels * 4 + 2, scale_factor);
building_height = building_height.max(3);
// Mark as tall building if more than 7 stories
@@ -388,7 +386,7 @@ pub fn generate_buildings(
building_height = ((23.0 * scale_factor) as i32).max(3);
}
} else if building_type == "bridge" {
generate_bridge(editor, element, flood_fill_cache, args.timeout.as_ref());
generate_bridge(editor, element, args.timeout.as_ref());
return;
}
}
@@ -542,20 +540,6 @@ pub fn generate_buildings(
}
}
// Detect abandoned buildings via explicit tags
let is_abandoned_building = element
.tags
.get("abandoned")
.is_some_and(|value| value == "yes")
|| element.tags.contains_key("abandoned:building");
// Use cobwebs instead of glowstone for abandoned buildings
let ceiling_light_block = if is_abandoned_building {
COBWEB
} else {
GLOWSTONE
};
for (x, z) in floor_area.iter().cloned() {
if processed_points.insert((x, z)) {
// Create foundation columns for the floor area when using terrain
@@ -587,7 +571,7 @@ pub fn generate_buildings(
if x % 5 == 0 && z % 5 == 0 {
// Light fixtures
editor.set_block_absolute(
ceiling_light_block,
GLOWSTONE,
x,
h + abs_terrain_offset,
z,
@@ -607,7 +591,7 @@ pub fn generate_buildings(
}
} else if x % 5 == 0 && z % 5 == 0 {
editor.set_block_absolute(
ceiling_light_block,
GLOWSTONE,
x,
start_y_offset + building_height + abs_terrain_offset,
z,
@@ -662,7 +646,6 @@ pub fn generate_buildings(
args,
element,
abs_terrain_offset,
is_abandoned_building,
);
}
}
@@ -787,9 +770,6 @@ fn generate_roof(
// Set base height for roof to be at least one block above building top
let base_height = start_y_offset + building_height + 1;
// Optional OSM hint for ridge orientation
let roof_orientation = element.tags.get("roof:orientation").map(|s| s.as_str());
match roof_type {
RoofType::Flat => {
// Simple flat roof
@@ -816,13 +796,8 @@ fn generate_roof(
let roof_peak_height = base_height + roof_height_boost;
// Pre-determine orientation and material
let width_is_longer = width >= length;
let ridge_runs_along_x = match roof_orientation {
Some(orientation) if orientation.eq_ignore_ascii_case("along") => width_is_longer,
Some(orientation) if orientation.eq_ignore_ascii_case("across") => !width_is_longer,
_ => width_is_longer,
};
let max_distance = if ridge_runs_along_x {
let is_wider_than_long = width > length;
let max_distance = if is_wider_than_long {
length >> 1
} else {
width >> 1
@@ -842,15 +817,15 @@ fn generate_roof(
// First pass: calculate all roof heights using vectorized operations
for &(x, z) in floor_area {
let distance_to_ridge = if ridge_runs_along_x {
let distance_to_ridge = if is_wider_than_long {
(z - center_z).abs()
} else {
(x - center_x).abs()
};
let roof_height = if distance_to_ridge == 0
&& ((ridge_runs_along_x && z == center_z)
|| (!ridge_runs_along_x && x == center_x))
&& ((is_wider_than_long && z == center_z)
|| (!is_wider_than_long && x == center_x))
{
roof_peak_height
} else {
@@ -882,7 +857,7 @@ fn generate_roof(
for y in base_height..=roof_height {
if y == roof_height && has_lower_neighbor {
// Pre-compute stair direction
let stair_block_with_props = if ridge_runs_along_x {
let stair_block_with_props = if is_wider_than_long {
if z < center_z {
create_stair_with_properties(
stair_block_material,
@@ -942,12 +917,7 @@ fn generate_roof(
// Determine if building is significantly rectangular or more square-shaped
let is_rectangular =
(width as f64 / length as f64 > 1.3) || (length as f64 / width as f64 > 1.3);
let width_is_longer = width >= length;
let ridge_axis_is_x = match roof_orientation {
Some(orientation) if orientation.eq_ignore_ascii_case("along") => width_is_longer,
Some(orientation) if orientation.eq_ignore_ascii_case("across") => !width_is_longer,
_ => width_is_longer,
};
let long_axis_is_x = width > length;
// Make roof taller and more pointy
let roof_peak_height = base_height + if width.max(length) > 20 { 7 } else { 5 };
@@ -967,7 +937,7 @@ fn generate_roof(
for &(x, z) in floor_area {
// Calculate distance to the ridge line
let distance_to_ridge = if ridge_axis_is_x {
let distance_to_ridge = if long_axis_is_x {
// Distance in Z direction for X-axis ridge
(z - center_z).abs()
} else {
@@ -976,7 +946,7 @@ fn generate_roof(
};
// Calculate maximum distance from ridge to edge
let max_distance_from_ridge = if ridge_axis_is_x {
let max_distance_from_ridge = if long_axis_is_x {
(max_z - min_z) / 2
} else {
(max_x - min_x) / 2
@@ -1016,7 +986,7 @@ fn generate_roof(
if has_lower_neighbor {
// Determine stair direction based on ridge orientation and position
let stair_block_material = get_stair_block_for_material(roof_block);
let stair_block_with_props = if ridge_axis_is_x {
let stair_block_with_props = if long_axis_is_x {
// Ridge runs along X, slopes in Z direction
if z < center_z {
create_stair_with_properties(
@@ -1514,7 +1484,6 @@ pub fn generate_building_from_relation(
editor: &mut WorldEditor,
relation: &ProcessedRelation,
args: &Args,
flood_fill_cache: &FloodFillCache,
) {
// Extract levels from relation tags
let relation_levels = relation
@@ -1526,13 +1495,7 @@ pub fn generate_building_from_relation(
// Process the outer way to create the building walls
for member in &relation.members {
if member.role == ProcessedMemberRole::Outer {
generate_buildings(
editor,
&member.way,
args,
Some(relation_levels),
flood_fill_cache,
);
generate_buildings(editor, &member.way, args, Some(relation_levels));
}
}
@@ -1553,18 +1516,52 @@ pub fn generate_building_from_relation(
}
/// Generates a bridge structure, paying attention to the "level" tag.
/// Bridge deck is interpolated between start and end point elevations to avoid
/// being dragged down by valleys underneath.
fn generate_bridge(
editor: &mut WorldEditor,
element: &ProcessedWay,
flood_fill_cache: &FloodFillCache,
floodfill_timeout: Option<&Duration>,
) {
let floor_block: Block = STONE;
let railing_block: Block = STONE_BRICKS;
// Calculate bridge level offset based on the "level" tag
// Process the nodes to create bridge pathways and railings
let mut previous_node: Option<(i32, i32)> = None;
for node in &element.nodes {
let x: i32 = node.x;
let z: i32 = node.z;
// Calculate bridge level based on the "level" tag
let bridge_y_offset = if let Some(level_str) = element.tags.get("level") {
if let Ok(level) = level_str.parse::<i32>() {
(level * 3) + 1
} else {
1 // Default elevation
}
} else {
1 // Default elevation
};
// Create bridge path using Bresenham's line
if let Some(prev) = previous_node {
let bridge_points: Vec<(i32, i32, i32)> =
bresenham_line(prev.0, bridge_y_offset, prev.1, x, bridge_y_offset, z);
for (bx, by, bz) in bridge_points {
// Place railing blocks
editor.set_block(railing_block, bx, by + 1, bz, None, None);
editor.set_block(railing_block, bx, by, bz, None, None);
}
}
previous_node = Some((x, z));
}
// Flood fill the area between the bridge path nodes
let polygon_coords: Vec<(i32, i32)> = element.nodes.iter().map(|n| (n.x, n.z)).collect();
let bridge_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, floodfill_timeout);
// Calculate bridge level based on the "level" tag
let bridge_y_offset = if let Some(level_str) = element.tags.get("level") {
if let Ok(level) = level_str.parse::<i32>() {
(level * 3) + 1
@@ -1575,51 +1572,8 @@ fn generate_bridge(
1 // Default elevation
};
// Need at least 2 nodes to form a bridge
if element.nodes.len() < 2 {
return;
}
// Get start and end node elevations and use MAX for level bridge deck
// Using MAX ensures bridges don't dip when multiple bridge ways meet in a valley
let start_node = &element.nodes[0];
let end_node = &element.nodes[element.nodes.len() - 1];
let start_y = editor.get_ground_level(start_node.x, start_node.z);
let end_y = editor.get_ground_level(end_node.x, end_node.z);
let bridge_deck_ground_y = start_y.max(end_y);
// Process the nodes to create bridge pathways and railings
let mut previous_node: Option<(i32, i32)> = None;
for node in &element.nodes {
let x: i32 = node.x;
let z: i32 = node.z;
// Create bridge path using Bresenham's line
if let Some(prev) = previous_node {
let bridge_points: Vec<(i32, i32, i32)> = bresenham_line(prev.0, 0, prev.1, x, 0, z);
for (bx, _, bz) in bridge_points.iter() {
// Use fixed bridge deck height (max of endpoints)
let bridge_y = bridge_deck_ground_y + bridge_y_offset;
// Place railing blocks
editor.set_block_absolute(railing_block, *bx, bridge_y + 1, *bz, None, None);
editor.set_block_absolute(railing_block, *bx, bridge_y, *bz, None, None);
}
}
previous_node = Some((x, z));
}
// Flood fill the area between the bridge path nodes (uses cache)
let bridge_area: Vec<(i32, i32)> = flood_fill_cache.get_or_compute(element, floodfill_timeout);
// Use the same level bridge deck height for filled areas
let floor_y = bridge_deck_ground_y + bridge_y_offset;
// Place floor blocks
for (x, z) in bridge_area {
editor.set_block_absolute(floor_block, x, floor_y, z, None, None);
editor.set_block(floor_block, x, bridge_y_offset, z, None, None);
}
}

View File

@@ -2,7 +2,7 @@ use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::coordinate_system::cartesian::XZPoint;
use crate::floodfill_cache::FloodFillCache;
use crate::floodfill::flood_fill_area;
use crate::osm_parser::{ProcessedElement, ProcessedWay};
use crate::world_editor::WorldEditor;
use std::collections::HashMap;
@@ -10,24 +10,14 @@ use std::collections::HashMap;
/// Type alias for highway connectivity map
pub type HighwayConnectivityMap = HashMap<(i32, i32), Vec<i32>>;
/// Minimum terrain dip (in blocks) below max endpoint elevation to classify a bridge as valley-spanning
const VALLEY_BRIDGE_THRESHOLD: i32 = 7;
/// Generates highways with elevation support based on layer tags and connectivity analysis
pub fn generate_highways(
editor: &mut WorldEditor,
element: &ProcessedElement,
args: &Args,
highway_connectivity: &HighwayConnectivityMap,
flood_fill_cache: &FloodFillCache,
) {
generate_highways_internal(
editor,
element,
args,
highway_connectivity,
flood_fill_cache,
);
generate_highways_internal(editor, element, args, highway_connectivity);
}
/// Build a connectivity map for highway endpoints to determine where slopes are needed.
@@ -76,7 +66,6 @@ fn generate_highways_internal(
element: &ProcessedElement,
args: &Args,
highway_connectivity: &HashMap<(i32, i32), Vec<i32>>, // Maps node coordinates to list of layers that connect to this node
flood_fill_cache: &FloodFillCache,
) {
if let Some(highway_type) = element.tags().get("highway") {
if highway_type == "street_lamp" {
@@ -148,9 +137,14 @@ fn generate_highways_internal(
};
}
// Fill the area using flood fill cache
// Fill the area using flood fill or by iterating through the nodes
let polygon_coords: Vec<(i32, i32)> = way
.nodes
.iter()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let filled_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(way, args.timeout.as_ref());
flood_fill_area(&polygon_coords, args.timeout.as_ref());
for (x, z) in filled_area {
editor.set_block(surface_block, x, 0, z, None, None);
@@ -163,11 +157,6 @@ fn generate_highways_internal(
let mut add_outline = false;
let scale_factor = args.scale;
// Check if this is a bridge - bridges need special elevation handling
// to span across valleys instead of following terrain
// Accept any bridge tag value except "no" (e.g., "yes", "viaduct", "aqueduct", etc.)
let is_bridge = element.tags().get("bridge").is_some_and(|v| v != "no");
// Parse the layer value for elevation calculation
let layer_value = element
.tags()
@@ -257,7 +246,6 @@ fn generate_highways_internal(
let base_elevation = layer_value * LAYER_HEIGHT_STEP;
// Check if we need slopes at start and end
// This is used for overpasses that need ramps to ground-level roads
let needs_start_slope =
should_add_slope_at_node(&way.nodes[0], layer_value, highway_connectivity);
let needs_end_slope = should_add_slope_at_node(
@@ -266,67 +254,10 @@ fn generate_highways_internal(
highway_connectivity,
);
// Calculate total way length for slope distribution (needed before valley bridge check)
// Calculate total way length for slope distribution
let total_way_length = calculate_way_length(way);
// For bridges: detect if this spans a valley by checking terrain profile
// A valley bridge has terrain that dips significantly below the endpoints
// Skip valley detection entirely if terrain is disabled (no valleys in flat terrain)
// Skip very short bridges (< 25 blocks) as they're unlikely to span significant valleys
let terrain_enabled = editor
.get_ground()
.map(|g| g.elevation_enabled)
.unwrap_or(false);
let (is_valley_bridge, bridge_deck_y) =
if is_bridge && terrain_enabled && way.nodes.len() >= 2 && total_way_length >= 25 {
let start_node = &way.nodes[0];
let end_node = &way.nodes[way.nodes.len() - 1];
let start_y = editor.get_ground_level(start_node.x, start_node.z);
let end_y = editor.get_ground_level(end_node.x, end_node.z);
let max_endpoint_y = start_y.max(end_y);
// Sample terrain at middle nodes only (excluding endpoints we already have)
// This avoids redundant get_ground_level() calls
let middle_nodes = &way.nodes[1..way.nodes.len().saturating_sub(1)];
let sampled_min = if middle_nodes.is_empty() {
// No middle nodes, just use endpoints
start_y.min(end_y)
} else {
// Sample up to 3 middle points (5 total with endpoints) for performance
// Valleys are wide terrain features, so sparse sampling is sufficient
let sample_count = middle_nodes.len().min(3);
let step = if sample_count > 1 {
(middle_nodes.len() - 1) / (sample_count - 1)
} else {
1
};
middle_nodes
.iter()
.step_by(step.max(1))
.map(|node| editor.get_ground_level(node.x, node.z))
.min()
.unwrap_or(max_endpoint_y)
};
// Include endpoint elevations in the minimum calculation
let min_terrain_y = sampled_min.min(start_y).min(end_y);
// If ANY sampled point along the bridge is significantly lower than the max endpoint,
// treat as valley bridge
let is_valley = min_terrain_y < max_endpoint_y - VALLEY_BRIDGE_THRESHOLD;
if is_valley {
(true, max_endpoint_y)
} else {
(false, 0)
}
} else {
(false, 0)
};
// Check if this is a short isolated elevated segment (layer > 0), if so, treat as ground level
// Check if this is a short isolated elevated segment - if so, treat as ground level
let is_short_isolated_elevated =
needs_start_slope && needs_end_slope && layer_value > 0 && total_way_length <= 35;
@@ -363,28 +294,17 @@ fn generate_highways_internal(
let gap_length: i32 = (5.0 * scale_factor).ceil() as i32;
for (point_index, (x, _, z)) in bresenham_points.iter().enumerate() {
// Calculate Y elevation for this point
// For valley bridges: use fixed deck height (max of endpoints) to stay level
// For overpasses and regular roads: use terrain-relative elevation with slopes
let (current_y, use_absolute_y) = if is_valley_bridge {
// Valley bridge deck is level at the maximum endpoint elevation
// Don't add base_elevation - the layer tag indicates it's above water/road,
// not that it should be higher than the terrain endpoints
(bridge_deck_y, true)
} else {
// Regular road or overpass: use terrain-relative calculation with ramps
let y = calculate_point_elevation(
segment_index,
point_index,
segment_length,
total_segments,
effective_elevation,
effective_start_slope,
effective_end_slope,
slope_length,
);
(y, false)
};
// Calculate Y elevation for this point based on slopes and layer
let current_y = calculate_point_elevation(
segment_index,
point_index,
segment_length,
total_segments,
effective_elevation,
effective_start_slope,
effective_end_slope,
slope_length,
);
// Draw the road surface for the entire width
for dx in -block_range..=block_range {
@@ -400,32 +320,12 @@ fn generate_highways_internal(
let is_horizontal: bool = (x2 - x1).abs() >= (z2 - z1).abs();
if is_horizontal {
if set_x % 2 < 1 {
if use_absolute_y {
editor.set_block_absolute(
WHITE_CONCRETE,
set_x,
current_y,
set_z,
Some(&[BLACK_CONCRETE]),
None,
);
} else {
editor.set_block(
WHITE_CONCRETE,
set_x,
current_y,
set_z,
Some(&[BLACK_CONCRETE]),
None,
);
}
} else if use_absolute_y {
editor.set_block_absolute(
BLACK_CONCRETE,
editor.set_block(
WHITE_CONCRETE,
set_x,
current_y,
set_z,
None,
Some(&[BLACK_CONCRETE]),
None,
);
} else {
@@ -439,32 +339,12 @@ fn generate_highways_internal(
);
}
} else if set_z % 2 < 1 {
if use_absolute_y {
editor.set_block_absolute(
WHITE_CONCRETE,
set_x,
current_y,
set_z,
Some(&[BLACK_CONCRETE]),
None,
);
} else {
editor.set_block(
WHITE_CONCRETE,
set_x,
current_y,
set_z,
Some(&[BLACK_CONCRETE]),
None,
);
}
} else if use_absolute_y {
editor.set_block_absolute(
BLACK_CONCRETE,
editor.set_block(
WHITE_CONCRETE,
set_x,
current_y,
set_z,
None,
Some(&[BLACK_CONCRETE]),
None,
);
} else {
@@ -477,15 +357,6 @@ fn generate_highways_internal(
None,
);
}
} else if use_absolute_y {
editor.set_block_absolute(
block_type,
set_x,
current_y,
set_z,
None,
Some(&[BLACK_CONCRETE, WHITE_CONCRETE]),
);
} else {
editor.set_block(
block_type,
@@ -497,53 +368,30 @@ fn generate_highways_internal(
);
}
// Add stone brick foundation underneath elevated highways/bridges for thickness
if (effective_elevation > 0 || use_absolute_y) && current_y > 0 {
// Add stone brick foundation underneath elevated highways for thickness
if effective_elevation > 0 && current_y > 0 {
// Add 1 layer of stone bricks underneath the highway surface
if use_absolute_y {
editor.set_block_absolute(
STONE_BRICKS,
set_x,
current_y - 1,
set_z,
None,
None,
);
} else {
editor.set_block(
STONE_BRICKS,
set_x,
current_y - 1,
set_z,
None,
None,
);
}
editor.set_block(
STONE_BRICKS,
set_x,
current_y - 1,
set_z,
None,
None,
);
}
// Add support pillars for elevated highways/bridges
if (effective_elevation != 0 || use_absolute_y) && current_y > 0 {
if use_absolute_y {
add_highway_support_pillar_absolute(
editor,
set_x,
current_y,
set_z,
dx,
dz,
block_range,
);
} else {
add_highway_support_pillar(
editor,
set_x,
current_y,
set_z,
dx,
dz,
block_range,
);
}
// Add support pillars for elevated highways
if effective_elevation != 0 && current_y > 0 {
add_highway_support_pillar(
editor,
set_x,
current_y,
set_z,
dx,
dz,
block_range,
);
}
}
}
@@ -554,49 +402,27 @@ fn generate_highways_internal(
for dz in -block_range..=block_range {
let outline_x = x - block_range - 1;
let outline_z = z + dz;
if use_absolute_y {
editor.set_block_absolute(
LIGHT_GRAY_CONCRETE,
outline_x,
current_y,
outline_z,
None,
None,
);
} else {
editor.set_block(
LIGHT_GRAY_CONCRETE,
outline_x,
current_y,
outline_z,
None,
None,
);
}
editor.set_block(
LIGHT_GRAY_CONCRETE,
outline_x,
current_y,
outline_z,
None,
None,
);
}
// Right outline
for dz in -block_range..=block_range {
let outline_x = x + block_range + 1;
let outline_z = z + dz;
if use_absolute_y {
editor.set_block_absolute(
LIGHT_GRAY_CONCRETE,
outline_x,
current_y,
outline_z,
None,
None,
);
} else {
editor.set_block(
LIGHT_GRAY_CONCRETE,
outline_x,
current_y,
outline_z,
None,
None,
);
}
editor.set_block(
LIGHT_GRAY_CONCRETE,
outline_x,
current_y,
outline_z,
None,
None,
);
}
}
@@ -605,25 +431,14 @@ fn generate_highways_internal(
if stripe_length < dash_length {
let stripe_x: i32 = *x;
let stripe_z: i32 = *z;
if use_absolute_y {
editor.set_block_absolute(
WHITE_CONCRETE,
stripe_x,
current_y,
stripe_z,
Some(&[BLACK_CONCRETE]),
None,
);
} else {
editor.set_block(
WHITE_CONCRETE,
stripe_x,
current_y,
stripe_z,
Some(&[BLACK_CONCRETE]),
None,
);
}
editor.set_block(
WHITE_CONCRETE,
stripe_x,
current_y,
stripe_z,
Some(&[BLACK_CONCRETE]),
None,
);
}
// Increment stripe_length and reset after completing a dash and gap
@@ -767,46 +582,6 @@ fn add_highway_support_pillar(
}
}
/// Add support pillars for bridges using absolute Y coordinates
/// Pillars extend from ground level up to the bridge deck
fn add_highway_support_pillar_absolute(
editor: &mut WorldEditor,
x: i32,
bridge_deck_y: i32,
z: i32,
dx: i32,
dz: i32,
_block_range: i32, // Keep for future use
) {
// Only add pillars at specific intervals and positions
if dx == 0 && dz == 0 && (x + z) % 8 == 0 {
// Get the actual ground level at this position
let ground_y = editor.get_ground_level(x, z);
// Add pillar from ground up to bridge deck
// Only if the bridge is actually above the ground
if bridge_deck_y > ground_y {
for y in (ground_y + 1)..bridge_deck_y {
editor.set_block_absolute(STONE_BRICKS, x, y, z, None, None);
}
// Add pillar base at ground level
for base_dx in -1..=1 {
for base_dz in -1..=1 {
editor.set_block_absolute(
STONE_BRICKS,
x + base_dx,
ground_y,
z + base_dz,
None,
None,
);
}
}
}
}
}
/// Generates a siding using stone brick slabs
pub fn generate_siding(editor: &mut WorldEditor, element: &ProcessedWay) {
let mut previous_node: Option<XZPoint> = None;

View File

@@ -1,27 +1,16 @@
use crate::args::Args;
use crate::block_definitions::*;
use crate::deterministic_rng::element_rng;
use crate::element_processing::tree::{Tree, TreeType};
use crate::floodfill_cache::{BuildingFootprintBitmap, FloodFillCache};
use crate::element_processing::tree::Tree;
use crate::floodfill::flood_fill_area;
use crate::osm_parser::{ProcessedMemberRole, ProcessedRelation, ProcessedWay};
use crate::world_editor::WorldEditor;
use rand::prelude::SliceRandom;
use rand::Rng;
pub fn generate_landuse(
editor: &mut WorldEditor,
element: &ProcessedWay,
args: &Args,
flood_fill_cache: &FloodFillCache,
building_footprints: &BuildingFootprintBitmap,
) {
pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args: &Args) {
// Determine block type based on landuse tag
let binding: String = "".to_string();
let landuse_tag: &String = element.tags.get("landuse").unwrap_or(&binding);
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
let mut rng = element_rng(element.id);
let block_type = match landuse_tag.as_str() {
"greenfield" | "meadow" | "grass" | "orchard" | "forest" => GRASS_BLOCK,
"farmland" => FARMLAND,
@@ -33,13 +22,13 @@ pub fn generate_landuse(
if residential_tag == "rural" {
GRASS_BLOCK
} else {
STONE_BRICKS // Placeholder, will be randomized per-block
STONE_BRICKS
}
}
"commercial" => SMOOTH_STONE, // Placeholder, will be randomized per-block
"commercial" => SMOOTH_STONE,
"education" => POLISHED_ANDESITE,
"religious" => POLISHED_ANDESITE,
"industrial" => STONE, // Placeholder, will be randomized per-block
"industrial" => COBBLESTONE,
"military" => GRAY_CONCRETE,
"railway" => GRAVEL,
"landfill" => {
@@ -55,79 +44,19 @@ pub fn generate_landuse(
_ => GRASS_BLOCK,
};
// Get the area of the landuse element using cache
let floor_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
// Get the area of the landuse element
let polygon_coords: Vec<(i32, i32)> = element.nodes.iter().map(|n| (n.x, n.z)).collect();
let floor_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, args.timeout.as_ref());
let trees_ok_to_generate: Vec<TreeType> = {
let mut trees: Vec<TreeType> = vec![];
if let Some(leaf_type) = element.tags.get("leaf_type") {
match leaf_type.as_str() {
"broadleaved" => {
trees.push(TreeType::Oak);
trees.push(TreeType::Birch);
}
"needleleaved" => trees.push(TreeType::Spruce),
_ => {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
}
} else {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
trees
};
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
for (x, z) in floor_area {
// Apply per-block randomness for certain landuse types
let actual_block = if landuse_tag == "residential" && block_type == STONE_BRICKS {
// Urban residential: mix of stone bricks, cracked stone bricks, stone, cobblestone
let random_value = rng.gen_range(0..100);
if random_value < 72 {
STONE_BRICKS
} else if random_value < 87 {
CRACKED_STONE_BRICKS
} else if random_value < 92 {
STONE
} else {
COBBLESTONE
}
} else if landuse_tag == "commercial" {
// Commercial: mix of smooth stone, stone, cobblestone, stone bricks
let random_value = rng.gen_range(0..100);
if random_value < 40 {
SMOOTH_STONE
} else if random_value < 70 {
STONE_BRICKS
} else if random_value < 90 {
STONE
} else {
COBBLESTONE
}
} else if landuse_tag == "industrial" {
// Industrial: primarily stone, with some stone bricks and smooth stone
let random_value = rng.gen_range(0..100);
if random_value < 70 {
STONE
} else if random_value < 90 {
STONE_BRICKS
} else {
SMOOTH_STONE
}
} else {
block_type
};
if landuse_tag == "traffic_island" {
editor.set_block(actual_block, x, 1, z, None, None);
editor.set_block(block_type, x, 1, z, None, None);
} else if landuse_tag == "construction" || landuse_tag == "railway" {
editor.set_block(actual_block, x, 0, z, None, Some(&[SPONGE]));
editor.set_block(block_type, x, 0, z, None, Some(&[SPONGE]));
} else {
editor.set_block(actual_block, x, 0, z, None, None);
editor.set_block(block_type, x, 0, z, None, None);
}
// Add specific features for different landuse types
@@ -155,14 +84,9 @@ pub fn generate_landuse(
editor.set_block(RED_FLOWER, x, 1, z, None, None);
}
} else if random_choice < 33 {
Tree::create(editor, (x, 1, z), Some(building_footprints));
Tree::create(editor, (x, 1, z));
} else if random_choice < 35 {
editor.set_block(OAK_LEAVES, x, 1, z, None, None);
} else if random_choice < 37 {
editor.set_block(FERN, x, 1, z, None, None);
} else if random_choice < 41 {
editor.set_block(LARGE_FERN_LOWER, x, 1, z, None, None);
editor.set_block(LARGE_FERN_UPPER, x, 2, z, None, None);
}
}
}
@@ -170,31 +94,18 @@ pub fn generate_landuse(
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
let random_choice: i32 = rng.gen_range(0..30);
if random_choice == 20 {
let tree_type = *trees_ok_to_generate
.choose(&mut rng)
.unwrap_or(&TreeType::Oak);
Tree::create_of_type(
editor,
(x, 1, z),
tree_type,
Some(building_footprints),
);
Tree::create(editor, (x, 1, z));
} else if random_choice == 2 {
let flower_block: Block = match rng.gen_range(1..=6) {
let flower_block: Block = match rng.gen_range(1..=5) {
1 => OAK_LEAVES,
2 => RED_FLOWER,
3 => BLUE_FLOWER,
4 => YELLOW_FLOWER,
5 => FERN,
_ => WHITE_FLOWER,
};
editor.set_block(flower_block, x, 1, z, None, None);
} else if random_choice <= 12 {
if rng.gen_range(0..100) < 12 {
editor.set_block(FERN, x, 1, z, None, None);
} else {
editor.set_block(GRASS, x, 1, z, None, None);
}
editor.set_block(GRASS, x, 1, z, None, None);
}
}
}
@@ -296,8 +207,7 @@ pub fn generate_landuse(
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
match rng.gen_range(0..200) {
0 => editor.set_block(OAK_LEAVES, x, 1, z, None, None),
1..=8 => editor.set_block(FERN, x, 1, z, None, None),
9..=170 => editor.set_block(GRASS, x, 1, z, None, None),
1..=170 => editor.set_block(GRASS, x, 1, z, None, None),
_ => {}
}
}
@@ -306,8 +216,7 @@ pub fn generate_landuse(
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
match rng.gen_range(0..200) {
0 => editor.set_block(OAK_LEAVES, x, 1, z, None, None),
1..=2 => editor.set_block(FERN, x, 1, z, None, None),
3..=16 => editor.set_block(GRASS, x, 1, z, None, None),
1..=17 => editor.set_block(GRASS, x, 1, z, None, None),
_ => {}
}
}
@@ -316,29 +225,23 @@ pub fn generate_landuse(
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
let random_choice: i32 = rng.gen_range(0..1001);
if random_choice < 5 {
Tree::create(editor, (x, 1, z), Some(building_footprints));
Tree::create(editor, (x, 1, z));
} else if random_choice < 6 {
editor.set_block(RED_FLOWER, x, 1, z, None, None);
} else if random_choice < 9 {
editor.set_block(OAK_LEAVES, x, 1, z, None, None);
} else if random_choice < 40 {
editor.set_block(FERN, x, 1, z, None, None);
} else if random_choice < 65 {
editor.set_block(LARGE_FERN_LOWER, x, 1, z, None, None);
editor.set_block(LARGE_FERN_UPPER, x, 2, z, None, None);
} else if random_choice < 825 {
} else if random_choice < 800 {
editor.set_block(GRASS, x, 1, z, None, None);
}
}
}
"orchard" => {
if x % 18 == 0 && z % 10 == 0 {
Tree::create(editor, (x, 1, z), Some(building_footprints));
Tree::create(editor, (x, 1, z));
} else if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
match rng.gen_range(0..100) {
0 => editor.set_block(OAK_LEAVES, x, 1, z, None, None),
1..=2 => editor.set_block(FERN, x, 1, z, None, None),
3..=20 => editor.set_block(GRASS, x, 1, z, None, None),
1..=20 => editor.set_block(GRASS, x, 1, z, None, None),
_ => {}
}
}
@@ -372,20 +275,12 @@ pub fn generate_landuse_from_relation(
editor: &mut WorldEditor,
rel: &ProcessedRelation,
args: &Args,
flood_fill_cache: &FloodFillCache,
building_footprints: &BuildingFootprintBitmap,
) {
if rel.tags.contains_key("landuse") {
// Generate individual ways with their original tags
for member in &rel.members {
if member.role == ProcessedMemberRole::Outer {
generate_landuse(
editor,
&member.way.clone(),
args,
flood_fill_cache,
building_footprints,
);
generate_landuse(editor, &member.way.clone(), args);
}
}
@@ -407,13 +302,7 @@ pub fn generate_landuse_from_relation(
};
// Generate landuse area from combined way
generate_landuse(
editor,
&combined_way,
args,
flood_fill_cache,
building_footprints,
);
generate_landuse(editor, &combined_way, args);
}
}
}

View File

@@ -1,20 +1,13 @@
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::deterministic_rng::element_rng;
use crate::element_processing::tree::Tree;
use crate::floodfill_cache::{BuildingFootprintBitmap, FloodFillCache};
use crate::floodfill::flood_fill_area;
use crate::osm_parser::{ProcessedMemberRole, ProcessedRelation, ProcessedWay};
use crate::world_editor::WorldEditor;
use rand::Rng;
pub fn generate_leisure(
editor: &mut WorldEditor,
element: &ProcessedWay,
args: &Args,
flood_fill_cache: &FloodFillCache,
building_footprints: &BuildingFootprintBitmap,
) {
pub fn generate_leisure(editor: &mut WorldEditor, element: &ProcessedWay, args: &Args) {
if let Some(leisure_type) = element.tags.get("leisure") {
let mut previous_node: Option<(i32, i32)> = None;
let mut corner_addup: (i32, i32, i32) = (0, 0, 0);
@@ -81,13 +74,15 @@ pub fn generate_leisure(
previous_node = Some((node.x, node.z));
}
// Flood-fill the interior of the leisure area using cache
// Flood-fill the interior of the leisure area
if corner_addup != (0, 0, 0) {
let polygon_coords: Vec<(i32, i32)> = element
.nodes
.iter()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let filled_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
let mut rng = element_rng(element.id);
flood_fill_area(&polygon_coords, args.timeout.as_ref());
for (x, z) in filled_area {
editor.set_block(block_type, x, 0, z, Some(&[GRASS_BLOCK]), None);
@@ -96,20 +91,19 @@ pub fn generate_leisure(
if matches!(leisure_type.as_str(), "park" | "garden" | "nature_reserve")
&& editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK]))
{
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
let random_choice: i32 = rng.gen_range(0..1000);
match random_choice {
0..30 => {
// Plants
let plant_choice = match random_choice {
0..5 => RED_FLOWER,
5..10 => YELLOW_FLOWER,
10..16 => BLUE_FLOWER,
16..22 => WHITE_FLOWER,
22..30 => FERN,
_ => unreachable!(),
// Flowers
let flower_choice = match random_choice {
0..10 => RED_FLOWER,
10..20 => YELLOW_FLOWER,
20..30 => BLUE_FLOWER,
_ => WHITE_FLOWER,
};
editor.set_block(plant_choice, x, 1, z, None, None);
editor.set_block(flower_choice, x, 1, z, None, None);
}
30..90 => {
// Grass
@@ -121,7 +115,7 @@ pub fn generate_leisure(
}
105..120 => {
// Tree
Tree::create(editor, (x, 1, z), Some(building_footprints));
Tree::create(editor, (x, 1, z));
}
_ => {}
}
@@ -129,6 +123,7 @@ pub fn generate_leisure(
// Add playground or recreation ground features
if matches!(leisure_type.as_str(), "playground" | "recreation_ground") {
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
let random_choice: i32 = rng.gen_range(0..5000);
match random_choice {
@@ -181,20 +176,12 @@ pub fn generate_leisure_from_relation(
editor: &mut WorldEditor,
rel: &ProcessedRelation,
args: &Args,
flood_fill_cache: &FloodFillCache,
building_footprints: &BuildingFootprintBitmap,
) {
if rel.tags.get("leisure") == Some(&"park".to_string()) {
// First generate individual ways with their original tags
for member in &rel.members {
if member.role == ProcessedMemberRole::Outer {
generate_leisure(
editor,
&member.way,
args,
flood_fill_cache,
building_footprints,
);
generate_leisure(editor, &member.way, args);
}
}
@@ -214,12 +201,6 @@ pub fn generate_leisure_from_relation(
};
// Generate leisure area from combined way
generate_leisure(
editor,
&combined_way,
args,
flood_fill_cache,
building_footprints,
);
generate_leisure(editor, &combined_way, args);
}
}

View File

@@ -1,6 +1,5 @@
pub mod amenities;
pub mod barriers;
pub mod boundaries;
pub mod bridges;
pub mod buildings;
pub mod doors;
@@ -15,105 +14,3 @@ pub mod tourisms;
pub mod tree;
pub mod water_areas;
pub mod waterways;
use crate::osm_parser::ProcessedNode;
/// Merges way segments that share endpoints into closed rings.
/// Used by water_areas.rs and boundaries.rs for assembling relation members.
pub fn merge_way_segments(rings: &mut Vec<Vec<ProcessedNode>>) {
let mut removed: Vec<usize> = vec![];
let mut merged: Vec<Vec<ProcessedNode>> = vec![];
// Match nodes by ID or proximity (handles synthetic nodes from bbox clipping)
let nodes_match = |a: &ProcessedNode, b: &ProcessedNode| -> bool {
if a.id == b.id {
return true;
}
let dx = (a.x - b.x).abs();
let dz = (a.z - b.z).abs();
dx <= 1 && dz <= 1
};
for i in 0..rings.len() {
for j in 0..rings.len() {
if i == j {
continue;
}
if removed.contains(&i) || removed.contains(&j) {
continue;
}
let x: &Vec<ProcessedNode> = &rings[i];
let y: &Vec<ProcessedNode> = &rings[j];
// Skip empty rings (can happen after clipping)
if x.is_empty() || y.is_empty() {
continue;
}
let x_first = &x[0];
let x_last = x.last().unwrap();
let y_first = &y[0];
let y_last = y.last().unwrap();
// Skip already-closed rings
if nodes_match(x_first, x_last) {
continue;
}
if nodes_match(y_first, y_last) {
continue;
}
if nodes_match(x_first, y_first) {
removed.push(i);
removed.push(j);
let mut x: Vec<ProcessedNode> = x.clone();
x.reverse();
x.extend(y.iter().skip(1).cloned());
merged.push(x);
} else if nodes_match(x_last, y_last) {
removed.push(i);
removed.push(j);
let mut x: Vec<ProcessedNode> = x.clone();
x.extend(y.iter().rev().skip(1).cloned());
merged.push(x);
} else if nodes_match(x_first, y_last) {
removed.push(i);
removed.push(j);
let mut y: Vec<ProcessedNode> = y.clone();
y.extend(x.iter().skip(1).cloned());
merged.push(y);
} else if nodes_match(x_last, y_first) {
removed.push(i);
removed.push(j);
let mut x: Vec<ProcessedNode> = x.clone();
x.extend(y.iter().skip(1).cloned());
merged.push(x);
}
}
}
removed.sort();
for r in removed.iter().rev() {
rings.remove(*r);
}
let merged_len: usize = merged.len();
for m in merged {
rings.push(m);
}
if merged_len > 0 {
merge_way_segments(rings);
}
}

View File

@@ -1,87 +1,20 @@
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::deterministic_rng::element_rng;
use crate::element_processing::tree::{Tree, TreeType};
use crate::floodfill_cache::{BuildingFootprintBitmap, FloodFillCache};
use crate::element_processing::tree::Tree;
use crate::floodfill::flood_fill_area;
use crate::osm_parser::{ProcessedElement, ProcessedMemberRole, ProcessedRelation, ProcessedWay};
use crate::world_editor::WorldEditor;
use rand::prelude::SliceRandom;
use rand::Rng;
pub fn generate_natural(
editor: &mut WorldEditor,
element: &ProcessedElement,
args: &Args,
flood_fill_cache: &FloodFillCache,
building_footprints: &BuildingFootprintBitmap,
) {
pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, args: &Args) {
if let Some(natural_type) = element.tags().get("natural") {
if natural_type == "tree" {
if let ProcessedElement::Node(node) = element {
let x: i32 = node.x;
let z: i32 = node.z;
let mut trees_ok_to_generate: Vec<TreeType> = vec![];
if let Some(species) = element.tags().get("species") {
if species.contains("Betula") {
trees_ok_to_generate.push(TreeType::Birch);
}
if species.contains("Quercus") {
trees_ok_to_generate.push(TreeType::Oak);
}
if species.contains("Picea") {
trees_ok_to_generate.push(TreeType::Spruce);
}
} else if let Some(genus_wikidata) = element.tags().get("genus:wikidata") {
match genus_wikidata.as_str() {
"Q12004" => trees_ok_to_generate.push(TreeType::Birch),
"Q26782" => trees_ok_to_generate.push(TreeType::Oak),
"Q25243" => trees_ok_to_generate.push(TreeType::Spruce),
_ => {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
}
} else if let Some(genus) = element.tags().get("genus") {
match genus.as_str() {
"Betula" => trees_ok_to_generate.push(TreeType::Birch),
"Quercus" => trees_ok_to_generate.push(TreeType::Oak),
"Picea" => trees_ok_to_generate.push(TreeType::Spruce),
_ => trees_ok_to_generate.push(TreeType::Oak),
}
} else if let Some(leaf_type) = element.tags().get("leaf_type") {
match leaf_type.as_str() {
"broadleaved" => {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Birch);
}
"needleleaved" => trees_ok_to_generate.push(TreeType::Spruce),
_ => {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
}
} else {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
if trees_ok_to_generate.is_empty() {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
let mut rng = element_rng(element.id());
let tree_type = *trees_ok_to_generate
.choose(&mut rng)
.unwrap_or(&TreeType::Oak);
Tree::create_of_type(editor, (x, 1, z), tree_type, Some(building_footprints));
Tree::create(editor, (x, 1, z));
}
} else {
let mut previous_node: Option<(i32, i32)> = None;
@@ -136,36 +69,17 @@ pub fn generate_natural(
previous_node = Some((x, z));
}
// If there are natural nodes, flood-fill the area using cache
// If there are natural nodes, flood-fill the area
if corner_addup != (0, 0, 0) {
let polygon_coords: Vec<(i32, i32)> = way
.nodes
.iter()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let filled_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(way, args.timeout.as_ref());
flood_fill_area(&polygon_coords, args.timeout.as_ref());
let trees_ok_to_generate: Vec<TreeType> = {
let mut trees: Vec<TreeType> = vec![];
if let Some(leaf_type) = element.tags().get("leaf_type") {
match leaf_type.as_str() {
"broadleaved" => {
trees.push(TreeType::Oak);
trees.push(TreeType::Birch);
}
"needleleaved" => trees.push(TreeType::Spruce),
_ => {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
}
} else {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
trees
};
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
let mut rng = element_rng(way.id);
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
for (x, z) in filled_area {
editor.set_block(block_type, x, 0, z, None, None);
@@ -218,7 +132,7 @@ pub fn generate_natural(
}
let random_choice = rng.gen_range(0..500);
if random_choice == 0 {
Tree::create(editor, (x, 1, z), Some(building_footprints));
Tree::create(editor, (x, 1, z));
} else if random_choice == 1 {
let flower_block = match rng.gen_range(1..=4) {
1 => RED_FLOWER,
@@ -247,15 +161,7 @@ pub fn generate_natural(
}
let random_choice: i32 = rng.gen_range(0..30);
if random_choice == 0 {
let tree_type = *trees_ok_to_generate
.choose(&mut rng)
.unwrap_or(&TreeType::Oak);
Tree::create_of_type(
editor,
(x, 1, z),
tree_type,
Some(building_footprints),
);
Tree::create(editor, (x, 1, z));
} else if random_choice == 1 {
let flower_block = match rng.gen_range(1..=4) {
1 => RED_FLOWER,
@@ -314,11 +220,7 @@ pub fn generate_natural(
// TODO implement mangrove
let random_choice: i32 = rng.gen_range(0..40);
if random_choice == 0 {
Tree::create(
editor,
(x, 1, z),
Some(building_footprints),
);
Tree::create(editor, (x, 1, z));
} else if random_choice < 35 {
editor.set_block(GRASS, x, 1, z, None, None);
}
@@ -402,7 +304,6 @@ pub fn generate_natural(
Tree::create(
editor,
(cluster_x, 1, cluster_z),
Some(building_footprints),
);
} else if vegetation_chance < 15 {
// 15% chance for grass
@@ -515,7 +416,7 @@ pub fn generate_natural(
let hill_chance = rng.gen_range(0..1000);
if hill_chance == 0 {
// 0.1% chance for rare trees
Tree::create(editor, (x, 1, z), Some(building_footprints));
Tree::create(editor, (x, 1, z));
} else if hill_chance < 50 {
// 5% chance for flowers
let flower_block = match rng.gen_range(1..=4) {
@@ -547,20 +448,12 @@ pub fn generate_natural_from_relation(
editor: &mut WorldEditor,
rel: &ProcessedRelation,
args: &Args,
flood_fill_cache: &FloodFillCache,
building_footprints: &BuildingFootprintBitmap,
) {
if rel.tags.contains_key("natural") {
// Generate individual ways with their original tags
for member in &rel.members {
if member.role == ProcessedMemberRole::Outer {
generate_natural(
editor,
&ProcessedElement::Way((*member.way).clone()),
args,
flood_fill_cache,
building_footprints,
);
generate_natural(editor, &ProcessedElement::Way(member.way.clone()), args);
}
}
@@ -582,13 +475,7 @@ pub fn generate_natural_from_relation(
};
// Generate natural area from combined way
generate_natural(
editor,
&ProcessedElement::Way(combined_way),
args,
flood_fill_cache,
building_footprints,
);
generate_natural(editor, &ProcessedElement::Way(combined_way), args);
}
}
}

View File

@@ -58,7 +58,7 @@ const INTERIOR1_LAYER2: [[char; 23]; 23] = [
['W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
];
/// Interior layout for building level floors (1st layer above floor)
/// Interior layout for building level floors (1nd layer above floor)
#[rustfmt::skip]
const INTERIOR2_LAYER1: [[char; 23]; 23] = [
['W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W',],
@@ -114,119 +114,6 @@ const INTERIOR2_LAYER2: [[char; 23]; 23] = [
['P', 'P', ' ', ' ', ' ', 'E', 'B', 'B', 'B', ' ', ' ', 'W', 'B', 'B', 'B', 'B', 'B', 'B', 'B', ' ', 'B', ' ', 'D',],
];
// Generic Abandoned Building Interiors
/// Interior layout for building ground floors (1st layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR1_LAYER1: [[char; 23]; 23] = [
['1', 'U', ' ', 'W', 'C', ' ', ' ', ' ', 'S', 'S', 'W', 'b', 'T', 'T', 'd', 'W', '7', '8', ' ', ' ', ' ', ' ', 'W',],
['2', ' ', ' ', 'W', 'F', ' ', ' ', ' ', 'U', 'U', 'W', 'b', 'T', 'T', 'd', 'W', '7', '8', ' ', ' ', ' ', 'B', 'W',],
[' ', ' ', ' ', 'W', 'F', ' ', ' ', ' ', ' ', ' ', 'W', 'b', 'T', 'T', 'd', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W',],
['W', 'W', 'D', 'W', 'L', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'M', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'c', 'c', 'c', ' ', ' ', 'J', 'W', ' ', ' ', ' ', 'd', 'W', 'W', 'W',],
['W', 'W', 'W', 'W', 'D', 'W', ' ', ' ', 'W', 'T', 'S', 'S', 'T', ' ', ' ', 'W', 'S', 'S', ' ', 'd', 'W', 'W', 'W',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'T', 'T', 'T', 'T', ' ', ' ', 'W', 'U', 'U', ' ', 'd', 'W', ' ', ' ',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'D', 'T', 'T', 'T', 'T', ' ', 'B', 'W', ' ', ' ', ' ', 'd', 'W', ' ', ' ',],
['L', ' ', 'M', 'L', 'W', 'W', ' ', ' ', 'W', 'J', 'U', 'U', ' ', ' ', 'B', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W', 'C', 'C', 'W', 'W',],
['c', 'c', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', 'W', ' ', ' ', 'W', 'W',],
[' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'D',],
[' ', '6', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['U', '5', ' ', 'W', ' ', ' ', 'W', 'C', 'F', 'F', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'W', 'L', ' ', 'W', 'M', ' ', 'b', 'W', ' ', ' ', 'W',],
['B', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'b', 'W', 'J', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', 'W', 'U', ' ', ' ', 'W', 'B', ' ', 'D',],
['J', ' ', ' ', 'C', 'a', 'a', 'W', 'L', 'F', ' ', 'W', 'F', ' ', 'W', 'L', 'W', '7', '8', ' ', 'W', 'B', ' ', 'W',],
['B', ' ', ' ', 'd', 'W', 'W', 'W', 'W', 'W', ' ', 'W', 'M', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'C', ' ', 'W',],
['B', ' ', ' ', 'd', 'W', ' ', ' ', ' ', 'D', ' ', 'W', 'C', ' ', ' ', 'W', 'W', 'c', 'c', 'c', 'c', 'W', 'D', 'W',],
['W', 'W', 'D', 'W', 'C', ' ', ' ', ' ', 'W', 'W', 'W', 'b', 'T', 'T', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
];
/// Interior layout for building ground floors (2nd layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR1_LAYER2: [[char; 23]; 23] = [
[' ', 'P', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'P', 'P', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', 'B', 'W',],
[' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'B', ' ', ' ', 'B', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W',],
['W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'B', 'B', 'B', ' ', ' ', ' ', 'W', ' ', ' ', ' ', 'B', 'W', 'W', 'W',],
['W', 'W', 'W', 'W', 'D', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', 'B', 'W', 'W', 'W',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'P', 'P', ' ', 'B', 'W', ' ', ' ',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', 'B', 'W', ' ', ' ', ' ', 'B', 'W', ' ', ' ',],
[' ', ' ', ' ', ' ', 'W', 'W', ' ', ' ', 'W', ' ', 'P', 'P', ' ', ' ', 'B', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W', 'C', 'C', 'W', 'W',],
['B', 'B', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', 'W', ' ', ' ', 'W', 'W',],
[' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'D',],
[' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['P', ' ', ' ', 'W', ' ', ' ', 'W', 'N', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'B', 'W', ' ', ' ', 'W',],
['B', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'C', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', 'W', 'P', ' ', ' ', 'W', 'B', ' ', 'D',],
[' ', ' ', ' ', ' ', 'B', 'B', 'W', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'P', 'W', ' ', ' ', ' ', 'W', 'B', ' ', 'W',],
['B', ' ', ' ', 'B', 'W', 'W', 'W', 'W', 'W', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W',],
['B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', 'D', ' ', 'W', 'N', ' ', ' ', 'W', 'W', 'B', 'B', 'B', 'B', 'W', 'D', 'W',],
['W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
];
/// Interior layout for building level floors (1st layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR2_LAYER1: [[char; 23]; 23] = [
['W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W',],
['U', ' ', ' ', ' ', ' ', ' ', 'C', 'W', 'L', ' ', ' ', 'L', 'W', 'M', 'M', 'W', ' ', ' ', ' ', ' ', ' ', 'L', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'Q', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'S', 'S', 'S', ' ', 'W',],
[' ', ' ', 'W', 'F', ' ', ' ', ' ', 'Q', 'C', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'J', ' ', 'U', 'U', 'U', ' ', 'D',],
['U', ' ', 'W', 'F', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W',],
['U', ' ', 'W', 'F', ' ', ' ', ' ', 'D', ' ', ' ', 'T', 'T', 'W', ' ', ' ', ' ', ' ', ' ', 'U', 'W', ' ', 'L', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', 'T', 'J', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ', 'W', 'L', ' ', 'W',],
['J', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'C', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'L', ' ', ' ', ' ', ' ', 'W', 'C', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', 'M', 'c', 'B', 'W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', 'L', ' ', ' ', ' ', ' ', 'W', 'L', ' ', ' ', 'B', 'W', 'W', 'B', 'B', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', 'D', ' ', ' ', 'U', ' ', ' ', ' ', 'D', ' ', ' ', 'F', 'F', 'W', 'M', 'M', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', 'W', ' ', ' ', 'U', ' ', ' ', 'W', 'W', ' ', ' ', ' ', ' ', 'C', ' ', ' ', 'W', ' ', ' ', 'W',],
['C', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', ' ', ' ', 'L', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['L', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'L', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'U', 'U', ' ', 'Q', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'U', 'U', ' ', 'Q', 'b', ' ', 'U', 'U', 'B', ' ', ' ', ' ', ' ', ' ', 'W',],
['S', 'S', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'Q', 'b', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'd', ' ', 'W',],
['U', 'U', ' ', ' ', ' ', 'L', 'a', 'a', 'a', ' ', ' ', 'Q', 'B', 'a', 'a', 'a', 'a', 'a', 'a', ' ', 'd', 'D', 'W',],
];
/// Interior layout for building level floors (2nd layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR2_LAYER2: [[char; 23]; 23] = [
['W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W',],
['P', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'O', ' ', ' ', 'O', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'O', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'Q', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', 'W', 'F', ' ', ' ', ' ', 'Q', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'P', 'P', 'P', ' ', 'D',],
['P', ' ', 'W', 'F', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W',],
['P', ' ', 'W', 'F', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'P', 'W', ' ', 'P', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'P', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'O', ' ', ' ', ' ', ' ', 'W', 'P', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', ' ', 'c', 'B', 'W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', 'O', ' ', ' ', ' ', ' ', 'W', 'O', ' ', ' ', 'B', 'W', 'W', 'B', 'B', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', 'D', ' ', ' ', 'P', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', 'W', ' ', ' ', 'P', ' ', ' ', 'W', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', ' ', ' ', 'O', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['O', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'O', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'P', 'P', ' ', 'Q', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'P', 'P', ' ', 'Q', 'b', ' ', 'P', 'P', 'c', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'Q', 'b', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'd', ' ', 'W',],
['P', 'P', ' ', ' ', ' ', 'O', 'a', 'a', 'a', ' ', ' ', 'Q', 'b', 'a', 'a', 'a', 'a', 'a', 'a', ' ', 'd', ' ', 'D',],
];
/// Maps interior layout characters to actual block types for different floor layers
#[inline(always)]
pub fn get_interior_block(c: char, is_layer2: bool, wall_block: Block) -> Option<Block> {
@@ -258,19 +145,12 @@ pub fn get_interior_block(c: char, is_layer2: bool, wall_block: Block) -> Option
Some(DARK_OAK_DOOR_LOWER)
}
}
'J' => Some(NOTE_BLOCK), // Note block
'G' => Some(GLOWSTONE), // Glowstone
'N' => Some(BREWING_STAND), // Brewing Stand
'T' => Some(WHITE_CARPET), // White Carpet
'E' => Some(OAK_LEAVES), // Oak Leaves
'O' => Some(COBWEB), // Cobweb
'a' => Some(CHISELLED_BOOKSHELF_NORTH), // Chiseled Bookshelf
'b' => Some(CHISELLED_BOOKSHELF_EAST), // Chiseled Bookshelf East
'c' => Some(CHISELLED_BOOKSHELF_SOUTH), // Chiseled Bookshelf South
'd' => Some(CHISELLED_BOOKSHELF_WEST), // Chiseled Bookshelf West
'M' => Some(DAMAGED_ANVIL), // Damaged Anvil
'Q' => Some(SCAFFOLDING), // Scaffolding
_ => None, // Default case for unknown characters
'J' => Some(NOTE_BLOCK), // Note block
'G' => Some(GLOWSTONE), // Glowstone
'N' => Some(BREWING_STAND), // Brewing Stand
'T' => Some(WHITE_CARPET), // White Carpet
'E' => Some(OAK_LEAVES), // Oak Leaves
_ => None, // Default case for unknown characters
}
}
@@ -290,7 +170,6 @@ pub fn generate_building_interior(
args: &crate::args::Args,
element: &crate::osm_parser::ProcessedWay,
abs_terrain_offset: i32,
is_abandoned_building: bool,
) {
// Skip interior generation for very small buildings
let width = max_x - min_x + 1;
@@ -335,13 +214,7 @@ pub fn generate_building_interior(
};
// Choose the appropriate interior pattern based on floor number
let (layer1, layer2) = if is_abandoned_building {
if floor_index == 0 {
(&ABANDONED_INTERIOR1_LAYER1, &ABANDONED_INTERIOR1_LAYER2)
} else {
(&ABANDONED_INTERIOR2_LAYER1, &ABANDONED_INTERIOR2_LAYER2)
}
} else if floor_index == 0 {
let (layer1, layer2) = if floor_index == 0 {
// Ground floor uses INTERIOR1 patterns
(&INTERIOR1_LAYER1, &INTERIOR1_LAYER2)
} else {

View File

@@ -1,6 +1,4 @@
use crate::block_definitions::*;
use crate::deterministic_rng::coord_rng;
use crate::floodfill_cache::BuildingFootprintBitmap;
use crate::world_editor::WorldEditor;
use rand::Rng;
@@ -92,7 +90,6 @@ fn round(editor: &mut WorldEditor, material: Block, (x, y, z): Coord, block_patt
}
}
#[derive(Clone, Copy)]
pub enum TreeType {
Oak,
Spruce,
@@ -110,46 +107,7 @@ pub struct Tree<'a> {
}
impl Tree<'_> {
/// Creates a tree at the specified coordinates.
///
/// # Arguments
/// * `editor` - The world editor to place blocks
/// * `(x, y, z)` - The base coordinates for the tree
/// * `building_footprints` - Optional bitmap of (x, z) coordinates that are inside buildings.
/// If provided, trees will not be placed at coordinates within this bitmap.
pub fn create(
editor: &mut WorldEditor,
(x, y, z): Coord,
building_footprints: Option<&BuildingFootprintBitmap>,
) {
// Use deterministic RNG based on coordinates for consistent tree types across region boundaries
// The element_id of 0 is used as a salt for tree-specific randomness
let mut rng = coord_rng(x, z, 0);
let tree_type = match rng.gen_range(1..=3) {
1 => TreeType::Oak,
2 => TreeType::Spruce,
3 => TreeType::Birch,
_ => unreachable!(),
};
Self::create_of_type(editor, (x, y, z), tree_type, building_footprints);
}
/// Creates a tree of a specific type at the specified coordinates.
pub fn create_of_type(
editor: &mut WorldEditor,
(x, y, z): Coord,
tree_type: TreeType,
building_footprints: Option<&BuildingFootprintBitmap>,
) {
// Skip if this coordinate is inside a building
if let Some(footprints) = building_footprints {
if footprints.contains(x, z) {
return;
}
}
pub fn create(editor: &mut WorldEditor, (x, y, z): Coord) {
let mut blacklist: Vec<Block> = Vec::new();
blacklist.extend(Self::get_building_wall_blocks());
blacklist.extend(Self::get_building_floor_blocks());
@@ -157,7 +115,14 @@ impl Tree<'_> {
blacklist.extend(Self::get_functional_blocks());
blacklist.push(WATER);
let tree = Self::get_tree(tree_type);
let mut rng = rand::thread_rng();
let tree = Self::get_tree(match rng.gen_range(1..=3) {
1 => TreeType::Oak,
2 => TreeType::Spruce,
3 => TreeType::Birch,
_ => unreachable!(),
});
// Build the logs
editor.fill_blocks(

View File

@@ -1,5 +1,6 @@
use geo::orient::{Direction, Orient};
use geo::{Contains, Intersects, LineString, Point, Polygon, Rect};
use std::time::Instant;
use crate::clipping::clip_water_ring_to_bbox;
use crate::{
@@ -14,13 +15,15 @@ pub fn generate_water_area_from_way(
element: &ProcessedWay,
_xzbbox: &XZBBox,
) {
let start_time = Instant::now();
let outers = [element.nodes.clone()];
if !verify_closed_rings(&outers) {
println!("Skipping way {} due to invalid polygon", element.id);
return;
}
generate_water_areas(editor, &outers, &[]);
generate_water_areas(editor, &outers, &[], start_time);
}
pub fn generate_water_areas_from_relation(
@@ -28,6 +31,8 @@ pub fn generate_water_areas_from_relation(
element: &ProcessedRelation,
xzbbox: &XZBBox,
) {
let start_time = Instant::now();
// Check if this is a water relation (either with water tag or natural=water)
let is_water = element.tags.contains_key("water")
|| element
@@ -58,14 +63,14 @@ pub fn generate_water_areas_from_relation(
}
// Preserve OSM-defined outer/inner roles without modification
super::merge_way_segments(&mut outers);
merge_way_segments(&mut outers);
// Clip assembled rings to bbox (must happen after merging to preserve ring connectivity)
outers = outers
.into_iter()
.filter_map(|ring| clip_water_ring_to_bbox(&ring, xzbbox))
.collect();
super::merge_way_segments(&mut inners);
merge_way_segments(&mut inners);
inners = inners
.into_iter()
.filter_map(|ring| clip_water_ring_to_bbox(&ring, xzbbox))
@@ -112,19 +117,20 @@ pub fn generate_water_areas_from_relation(
}
}
super::merge_way_segments(&mut inners);
merge_way_segments(&mut inners);
if !verify_closed_rings(&inners) {
println!("Skipping relation {} due to invalid polygon", element.id);
return;
}
generate_water_areas(editor, &outers, &inners);
generate_water_areas(editor, &outers, &inners, start_time);
}
fn generate_water_areas(
editor: &mut WorldEditor,
outers: &[Vec<ProcessedNode>],
inners: &[Vec<ProcessedNode>],
start_time: Instant,
) {
// Calculate polygon bounding box to limit fill area
let mut poly_min_x = i32::MAX;
@@ -163,7 +169,108 @@ fn generate_water_areas(
.map(|x| x.iter().map(|y| y.xz()).collect::<Vec<_>>())
.collect();
inverse_floodfill(min_x, min_z, max_x, max_z, outers_xz, inners_xz, editor);
inverse_floodfill(
min_x, min_z, max_x, max_z, outers_xz, inners_xz, editor, start_time,
);
}
/// Merges way segments that share endpoints into closed rings.
fn merge_way_segments(rings: &mut Vec<Vec<ProcessedNode>>) {
let mut removed: Vec<usize> = vec![];
let mut merged: Vec<Vec<ProcessedNode>> = vec![];
// Match nodes by ID or proximity (handles synthetic nodes from bbox clipping)
let nodes_match = |a: &ProcessedNode, b: &ProcessedNode| -> bool {
if a.id == b.id {
return true;
}
let dx = (a.x - b.x).abs();
let dz = (a.z - b.z).abs();
dx <= 1 && dz <= 1
};
for i in 0..rings.len() {
for j in 0..rings.len() {
if i == j {
continue;
}
if removed.contains(&i) || removed.contains(&j) {
continue;
}
let x: &Vec<ProcessedNode> = &rings[i];
let y: &Vec<ProcessedNode> = &rings[j];
// Skip empty rings (can happen after clipping)
if x.is_empty() || y.is_empty() {
continue;
}
let x_first = &x[0];
let x_last = x.last().unwrap();
let y_first = &y[0];
let y_last = y.last().unwrap();
// Skip already-closed rings
if nodes_match(x_first, x_last) {
continue;
}
if nodes_match(y_first, y_last) {
continue;
}
if nodes_match(x_first, y_first) {
removed.push(i);
removed.push(j);
let mut x: Vec<ProcessedNode> = x.clone();
x.reverse();
x.extend(y.iter().skip(1).cloned());
merged.push(x);
} else if nodes_match(x_last, y_last) {
removed.push(i);
removed.push(j);
let mut x: Vec<ProcessedNode> = x.clone();
x.extend(y.iter().rev().skip(1).cloned());
merged.push(x);
} else if nodes_match(x_first, y_last) {
removed.push(i);
removed.push(j);
let mut y: Vec<ProcessedNode> = y.clone();
y.extend(x.iter().skip(1).cloned());
merged.push(y);
} else if nodes_match(x_last, y_first) {
removed.push(i);
removed.push(j);
let mut x: Vec<ProcessedNode> = x.clone();
x.extend(y.iter().skip(1).cloned());
merged.push(x);
}
}
}
removed.sort();
for r in removed.iter().rev() {
rings.remove(*r);
}
let merged_len: usize = merged.len();
for m in merged {
rings.push(m);
}
if merged_len > 0 {
merge_way_segments(rings);
}
}
/// Verifies all rings are properly closed (first node matches last).
@@ -201,6 +308,7 @@ fn inverse_floodfill(
outers: Vec<Vec<XZPoint>>,
inners: Vec<Vec<XZPoint>>,
editor: &mut WorldEditor,
start_time: Instant,
) {
// Convert to geo Polygons with normalized winding order
let inners: Vec<_> = inners
@@ -233,7 +341,14 @@ fn inverse_floodfill(
})
.collect();
inverse_floodfill_recursive((min_x, min_z), (max_x, max_z), &outers, &inners, editor);
inverse_floodfill_recursive(
(min_x, min_z),
(max_x, max_z),
&outers,
&inners,
editor,
start_time,
);
}
fn inverse_floodfill_recursive(
@@ -242,11 +357,12 @@ fn inverse_floodfill_recursive(
outers: &[Polygon],
inners: &[Polygon],
editor: &mut WorldEditor,
start_time: Instant,
) {
// Check if we've exceeded 40 seconds
// if start_time.elapsed().as_secs() > 40 {
// println!("Water area generation exceeded 40 seconds, continuing anyway");
// }
// Check if we've exceeded 25 seconds
if start_time.elapsed().as_secs() > 25 {
println!("Water area generation exceeded 25 seconds, continuing anyway");
}
const ITERATIVE_THRES: i64 = 10_000;
@@ -301,6 +417,7 @@ fn inverse_floodfill_recursive(
&outers_intersects,
&inners_intersects,
editor,
start_time,
);
}
}

View File

@@ -1,15 +1,14 @@
use crate::coordinate_system::{geographic::LLBBox, transformation::geo_distance};
#[cfg(feature = "gui")]
use crate::telemetry::{send_log, LogLevel};
use crate::{
coordinate_system::{geographic::LLBBox, transformation::geo_distance},
progress::emit_gui_progress_update,
};
use image::Rgb;
use rayon::prelude::*;
use std::path::{Path, PathBuf};
/// Maximum Y coordinate in Minecraft (build height limit)
const MAX_Y: i32 = 319;
/// Scale factor for converting real elevation to Minecraft heights
const BASE_HEIGHT_SCALE: f64 = 0.7;
/// AWS S3 Terrarium tiles endpoint (no API key required)
const AWS_TERRARIUM_URL: &str =
"https://s3.amazonaws.com/elevation-tiles-prod/terrarium/{z}/{x}/{y}.png";
@@ -21,8 +20,6 @@ const MIN_ZOOM: u8 = 10;
const MAX_ZOOM: u8 = 15;
/// Maximum concurrent tile downloads to be respectful to AWS
const MAX_CONCURRENT_DOWNLOADS: usize = 8;
/// Maximum age for cached tiles in days before they are cleaned up
const TILE_CACHE_MAX_AGE_DAYS: u64 = 7;
/// Holds processed elevation data and metadata
#[derive(Clone)]
@@ -40,88 +37,6 @@ type TileImage = image::ImageBuffer<Rgb<u8>, Vec<u8>>;
/// Result type for tile download operations: ((tile_x, tile_y), image) or error
type TileDownloadResult = Result<((u32, u32), TileImage), String>;
/// Cleans up old cached tiles from the tile cache directory.
/// Only deletes .png files within the arnis-tile-cache directory that are older than TILE_CACHE_MAX_AGE_DAYS.
/// This function is safe and will not delete files outside the cache directory or fail on errors.
pub fn cleanup_old_cached_tiles() {
let tile_cache_dir = PathBuf::from("./arnis-tile-cache");
if !tile_cache_dir.exists() || !tile_cache_dir.is_dir() {
return; // Nothing to clean up
}
let max_age = std::time::Duration::from_secs(TILE_CACHE_MAX_AGE_DAYS * 24 * 60 * 60);
let now = std::time::SystemTime::now();
let mut deleted_count = 0;
let mut error_count = 0;
// Read directory entries
let entries = match std::fs::read_dir(&tile_cache_dir) {
Ok(entries) => entries,
Err(_) => {
return;
}
};
for entry in entries.flatten() {
let path = entry.path();
// Safety check: only process .png files within the cache directory
if !path.is_file() {
continue;
}
// Verify the file is a .png and follows our naming pattern (z{zoom}_x{x}_y{y}.png)
let file_name = match path.file_name().and_then(|n| n.to_str()) {
Some(name) => name,
None => continue,
};
if !file_name.ends_with(".png") || !file_name.starts_with('z') {
continue; // Skip files that don't match our tile naming pattern
}
// Check file age
let metadata = match std::fs::metadata(&path) {
Ok(m) => m,
Err(_) => continue,
};
let modified = match metadata.modified() {
Ok(time) => time,
Err(_) => continue,
};
let age = match now.duration_since(modified) {
Ok(duration) => duration,
Err(_) => continue, // File modified in the future? Skip it.
};
if age > max_age {
match std::fs::remove_file(&path) {
Ok(()) => deleted_count += 1,
Err(e) => {
// Log but don't fail, this is a best-effort cleanup
if error_count == 0 {
eprintln!(
"Warning: Failed to delete old cached tile {}: {e}",
path.display()
);
}
error_count += 1;
}
}
}
}
if deleted_count > 0 {
println!("Cleaned up {deleted_count} old cached elevation tiles (older than {TILE_CACHE_MAX_AGE_DAYS} days)");
}
if error_count > 1 {
eprintln!("Warning: Failed to delete {error_count} old cached tiles");
}
}
/// Calculates appropriate zoom level for the given bounding box
fn calculate_zoom_level(bbox: &LLBBox) -> u8 {
let lat_diff: f64 = (bbox.max().lat() - bbox.min().lat()).abs();
@@ -139,13 +54,7 @@ fn lat_lng_to_tile(lat: f64, lng: f64, zoom: u8) -> (u32, u32) {
(x, y)
}
/// Maximum number of retry attempts for tile downloads
const TILE_DOWNLOAD_MAX_RETRIES: u32 = 3;
/// Base delay in milliseconds for exponential backoff between retries
const TILE_DOWNLOAD_RETRY_BASE_DELAY_MS: u64 = 500;
/// Downloads a tile from AWS Terrain Tiles service with retry logic
/// Downloads a tile from AWS Terrain Tiles service
fn download_tile(
client: &reqwest::blocking::Client,
tile_x: u32,
@@ -159,51 +68,7 @@ fn download_tile(
.replace("{x}", &tile_x.to_string())
.replace("{y}", &tile_y.to_string());
let mut last_error: String = String::new();
for attempt in 0..TILE_DOWNLOAD_MAX_RETRIES {
if attempt > 0 {
// Exponential backoff: 500ms, 1000ms, 2000ms...
let delay_ms = TILE_DOWNLOAD_RETRY_BASE_DELAY_MS * (1 << (attempt - 1));
eprintln!(
"Retry attempt {}/{} for tile x={},y={},z={} after {}ms delay",
attempt,
TILE_DOWNLOAD_MAX_RETRIES - 1,
tile_x,
tile_y,
zoom,
delay_ms
);
std::thread::sleep(std::time::Duration::from_millis(delay_ms));
}
match download_tile_once(client, &url, tile_path) {
Ok(img) => return Ok(img),
Err(e) => {
last_error = e;
if attempt < TILE_DOWNLOAD_MAX_RETRIES - 1 {
eprintln!(
"Tile download failed for x={},y={},z={}: {}",
tile_x, tile_y, zoom, last_error
);
}
}
}
}
Err(format!(
"Failed to download tile x={},y={},z={} after {} attempts: {}",
tile_x, tile_y, zoom, TILE_DOWNLOAD_MAX_RETRIES, last_error
))
}
/// Single download attempt for a tile (no retries)
fn download_tile_once(
client: &reqwest::blocking::Client,
url: &str,
tile_path: &Path,
) -> Result<image::ImageBuffer<Rgb<u8>, Vec<u8>>, String> {
let response = client.get(url).send().map_err(|e| e.to_string())?;
let response = client.get(&url).send().map_err(|e| e.to_string())?;
response.error_for_status_ref().map_err(|e| e.to_string())?;
let bytes = response.bytes().map_err(|e| e.to_string())?;
std::fs::write(tile_path, &bytes).map_err(|e| e.to_string())?;
@@ -223,6 +88,35 @@ fn fetch_or_load_tile(
tile_path: &Path,
) -> Result<image::ImageBuffer<Rgb<u8>, Vec<u8>>, String> {
if tile_path.exists() {
// Check if the cached file has a reasonable size (PNG files should be at least a few KB)
let file_size = std::fs::metadata(tile_path).map(|m| m.len()).unwrap_or(0);
if file_size < 1000 {
eprintln!(
"Warning: Cached tile at {} appears to be too small ({} bytes). Refetching tile.",
tile_path.display(),
file_size
);
#[cfg(feature = "gui")]
send_log(
LogLevel::Warning,
"Cached tile appears too small, refetching.",
);
// Remove the potentially corrupted file
if let Err(e) = std::fs::remove_file(tile_path) {
eprintln!("Warning: Failed to remove corrupted tile file: {e}");
#[cfg(feature = "gui")]
send_log(
LogLevel::Warning,
"Failed to remove corrupted tile file during refetching.",
);
}
// Re-download the tile
return download_tile(client, tile_x, tile_y, zoom, tile_path);
}
// Try to load cached tile, but handle corruption gracefully
match image::open(tile_path) {
Ok(img) => {
@@ -336,7 +230,6 @@ pub fn fetch_elevation_data(
}
println!("Processing {} elevation tiles...", successful_tiles.len());
emit_gui_progress_update(15.0, "Processing elevation...");
// Process tiles sequentially (writes to shared height_grid)
for ((tile_x, tile_y), rgb_img) in successful_tiles {
@@ -425,46 +318,44 @@ pub fn fetch_elevation_data(
// This smooths terrain proportionally while preserving more detail.
let sigma: f64 = BASE_SIGMA_REF * (grid_size / BASE_GRID_REF).sqrt();
//let blur_percentage: f64 = (sigma / grid_size) * 100.0;
/*eprintln!(
let blur_percentage: f64 = (sigma / grid_size) * 100.0;
eprintln!(
"Elevation blur: grid={}x{}, sigma={:.2}, blur_percentage={:.2}%",
grid_width, grid_height, sigma, blur_percentage
);*/
);
/* eprintln!(
"Grid: {}x{}, Blur sigma: {:.2}",
grid_width, grid_height, sigma
); */
// Continue with the existing blur and conversion to Minecraft heights...
let blurred_heights: Vec<Vec<f64>> = apply_gaussian_blur(&height_grid, sigma);
// Release raw height grid
drop(height_grid);
let mut mc_heights: Vec<Vec<i32>> = Vec::with_capacity(blurred_heights.len());
// Find min/max in raw data using parallel reduction
let (min_height, max_height, extreme_low_count, extreme_high_count) = blurred_heights
.par_iter()
.map(|row| {
let mut local_min = f64::MAX;
let mut local_max = f64::MIN;
let mut local_low = 0usize;
let mut local_high = 0usize;
for &height in row {
local_min = local_min.min(height);
local_max = local_max.max(height);
if height < -1000.0 {
local_low += 1;
}
if height > 10000.0 {
local_high += 1;
}
// Find min/max in raw data
let mut min_height: f64 = f64::MAX;
let mut max_height: f64 = f64::MIN;
let mut extreme_low_count = 0;
let mut extreme_high_count = 0;
for row in &blurred_heights {
for &height in row {
min_height = min_height.min(height);
max_height = max_height.max(height);
// Count extreme values that might indicate data issues
if height < -1000.0 {
extreme_low_count += 1;
}
(local_min, local_max, local_low, local_high)
})
.reduce(
|| (f64::MAX, f64::MIN, 0usize, 0usize),
|(min1, max1, low1, high1), (min2, max2, low2, high2)| {
(min1.min(min2), max1.max(max2), low1 + low2, high1 + high2)
},
);
if height > 10000.0 {
extreme_high_count += 1;
}
}
}
//eprintln!("Height data range: {min_height} to {max_height} m");
eprintln!("Height data range: {min_height} to {max_height} m");
if extreme_low_count > 0 {
eprintln!(
"WARNING: Found {extreme_low_count} pixels with extremely low elevations (< -1000m)"
@@ -477,63 +368,39 @@ pub fn fetch_elevation_data(
}
let height_range: f64 = max_height - min_height;
// Apply scale factor to height scaling
let mut height_scale: f64 = BASE_HEIGHT_SCALE * scale.sqrt(); // sqrt to make height scaling less extreme
let mut scaled_range: f64 = height_range * height_scale;
// Realistic height scaling: 1 meter of real elevation = scale blocks in Minecraft
// At scale=1.0, 1 meter = 1 block (realistic 1:1 mapping)
// At scale=2.0, 1 meter = 2 blocks (exaggerated for larger worlds)
let ideal_scaled_range: f64 = height_range * scale;
// Adaptive scaling: ensure we don't exceed reasonable Y range
let available_y_range = (MAX_Y - ground_level) as f64;
let safety_margin = 0.9; // Use 90% of available range
let max_allowed_range = available_y_range * safety_margin;
// Calculate available Y range in Minecraft (from ground_level to MAX_Y)
// Leave a buffer at the top for buildings, trees, and other structures
const TERRAIN_HEIGHT_BUFFER: i32 = 15;
let available_y_range: f64 = (MAX_Y - TERRAIN_HEIGHT_BUFFER - ground_level) as f64;
// Determine final height scale:
// - Use realistic 1:1 (times scale) if terrain fits within Minecraft limits
// - Only compress if the terrain would exceed the build height
let scaled_range: f64 = if ideal_scaled_range <= available_y_range {
// Terrain fits! Use realistic scaling
if scaled_range > max_allowed_range {
let adjustment_factor = max_allowed_range / scaled_range;
height_scale *= adjustment_factor;
scaled_range = height_range * height_scale;
eprintln!(
"Realistic elevation: {:.1}m range fits in {} available blocks",
height_range, available_y_range as i32
"Height range too large, applying scaling adjustment factor: {adjustment_factor:.3}"
);
ideal_scaled_range
} else {
// Terrain too tall, compress to fit within Minecraft limits
let compression_factor: f64 = available_y_range / height_range;
let compressed_range: f64 = height_range * compression_factor;
eprintln!(
"Elevation compressed: {:.1}m range -> {:.0} blocks ({:.2}:1 ratio, 1 block = {:.2}m)",
height_range,
compressed_range,
height_range / compressed_range,
compressed_range / height_range
);
compressed_range
};
eprintln!("Adjusted scaled range: {scaled_range:.1} blocks");
}
// Convert to scaled Minecraft Y coordinates (parallelized across rows)
// Lowest real elevation maps to ground_level, highest maps to ground_level + scaled_range
let mc_heights: Vec<Vec<i32>> = blurred_heights
.par_iter()
.map(|row| {
row.iter()
.map(|&h| {
// Calculate relative position within the elevation range (0.0 to 1.0)
let relative_height: f64 = if height_range > 0.0 {
(h - min_height) / height_range
} else {
0.0
};
// Scale to Minecraft blocks and add to ground level
let scaled_height: f64 = relative_height * scaled_range;
// Clamp to valid Minecraft Y range (leave buffer at top for structures)
((ground_level as f64 + scaled_height).round() as i32)
.clamp(ground_level, MAX_Y - TERRAIN_HEIGHT_BUFFER)
})
.collect()
})
.collect();
// Convert to scaled Minecraft Y coordinates
for row in blurred_heights {
let mc_row: Vec<i32> = row
.iter()
.map(|&h| {
// Scale the height differences
let relative_height: f64 = (h - min_height) / height_range;
let scaled_height: f64 = relative_height * scaled_range;
// With terrain enabled, ground_level is used as the MIN_Y for terrain
((ground_level as f64 + scaled_height).round() as i32).clamp(ground_level, MAX_Y)
})
.collect();
mc_heights.push(mc_row);
}
let mut min_block_height: i32 = i32::MAX;
let mut max_block_height: i32 = i32::MIN;
@@ -543,7 +410,7 @@ pub fn fetch_elevation_data(
max_block_height = max_block_height.max(height);
}
}
//eprintln!("Minecraft height data range: {min_block_height} to {max_block_height} blocks");
eprintln!("Minecraft height data range: {min_block_height} to {max_block_height} blocks");
Ok(ElevationData {
heights: mc_heights,
@@ -567,68 +434,59 @@ fn get_tile_coordinates(bbox: &LLBBox, zoom: u8) -> Vec<(u32, u32)> {
}
fn apply_gaussian_blur(heights: &[Vec<f64>], sigma: f64) -> Vec<Vec<f64>> {
let height: usize = heights.len();
let width: usize = heights.first().map(|row| row.len()).unwrap_or(0);
if height == 0 || width == 0 {
return Vec::new();
}
let kernel_size: usize = (sigma * 3.0).ceil() as usize * 2 + 1;
let kernel: Vec<f64> = create_gaussian_kernel(kernel_size, sigma);
let half_kernel: i32 = kernel_size as i32 / 2;
let height_len = heights.len();
let width = heights[0].len();
let mut flat: Vec<f64> = Vec::with_capacity(width * height);
for row in heights {
flat.extend_from_slice(row);
}
// Horizontal pass - parallelize across rows (each row is independent)
let after_horizontal: Vec<Vec<f64>> = heights
.par_iter()
.map(|row| {
let mut temp: Vec<f64> = vec![0.0; row.len()];
for (i, val) in temp.iter_mut().enumerate() {
let mut sum: f64 = 0.0;
let mut weight_sum: f64 = 0.0;
for (j, k) in kernel.iter().enumerate() {
let idx: i32 = i as i32 + j as i32 - kernel_size as i32 / 2;
if idx >= 0 && idx < row.len() as i32 {
sum += row[idx as usize] * k;
weight_sum += k;
}
let mut scratch: Vec<f64> = vec![0.0; width * height];
// Horizontal pass: flat -> scratch
for y in 0..height {
let row_offset = y * width;
for x in 0..width {
let mut sum: f64 = 0.0;
let mut weight_sum: f64 = 0.0;
for (j, k) in kernel.iter().enumerate() {
let idx_x = x as i32 + j as i32 - half_kernel;
if (0..width as i32).contains(&idx_x) {
let idx = row_offset + idx_x as usize;
sum += flat[idx] * k;
weight_sum += k;
}
*val = sum / weight_sum;
}
temp
})
.collect();
// Vertical pass - parallelize across columns (each column is independent)
// Process each column in parallel and collect results as column vectors
let blurred_columns: Vec<Vec<f64>> = (0..width)
.into_par_iter()
.map(|x| {
// Extract column from after_horizontal
let column: Vec<f64> = after_horizontal.iter().map(|row| row[x]).collect();
// Apply vertical blur to this column
let mut blurred_column: Vec<f64> = vec![0.0; height_len];
for (y, val) in blurred_column.iter_mut().enumerate() {
let mut sum: f64 = 0.0;
let mut weight_sum: f64 = 0.0;
for (j, k) in kernel.iter().enumerate() {
let idx: i32 = y as i32 + j as i32 - kernel_size as i32 / 2;
if idx >= 0 && idx < height_len as i32 {
sum += column[idx as usize] * k;
weight_sum += k;
}
}
*val = sum / weight_sum;
}
blurred_column
})
.collect();
// Transpose columns back to row-major format
let mut blurred: Vec<Vec<f64>> = vec![vec![0.0; width]; height_len];
for (x, column) in blurred_columns.into_iter().enumerate() {
for (y, val) in column.into_iter().enumerate() {
blurred[y][x] = val;
scratch[row_offset + x] = sum / weight_sum;
}
}
blurred
// Vertical pass: scratch -> flat
for y in 0..height {
for x in 0..width {
let mut sum: f64 = 0.0;
let mut weight_sum: f64 = 0.0;
for (j, k) in kernel.iter().enumerate() {
let idx_y = y as i32 + j as i32 - half_kernel;
if (0..height as i32).contains(&idx_y) {
let idx = idx_y as usize * width + x;
sum += scratch[idx] * k;
weight_sum += k;
}
}
flat[y * width + x] = sum / weight_sum;
}
}
flat.chunks(width).map(|row| row.to_vec()).collect()
}
fn create_gaussian_kernel(size: usize, sigma: f64) -> Vec<f64> {
@@ -706,24 +564,17 @@ fn filter_elevation_outliers(height_grid: &mut [Vec<f64>]) {
return;
}
// Sort to find percentiles
all_heights.sort_by(|a, b| a.partial_cmp(b).unwrap());
let len = all_heights.len();
// Use 1st and 99th percentiles to define reasonable bounds
// Using quickselect (select_nth_unstable) instead of full sort: O(n) vs O(n log n)
let p1_idx = (len as f64 * 0.01) as usize;
let p99_idx = ((len as f64 * 0.99) as usize).min(len - 1);
let p99_idx = (len as f64 * 0.99) as usize;
let min_reasonable = all_heights[p1_idx];
let max_reasonable = all_heights[p99_idx];
// Find p1 (1st percentile) - all elements before p1_idx will be <= p1
let (_, p1_val, _) =
all_heights.select_nth_unstable_by(p1_idx, |a, b| a.partial_cmp(b).unwrap());
let min_reasonable = *p1_val;
// Find p99 (99th percentile) - need to search in remaining slice or use separate call
let (_, p99_val, _) =
all_heights.select_nth_unstable_by(p99_idx, |a, b| a.partial_cmp(b).unwrap());
let max_reasonable = *p99_val;
//eprintln!("Filtering outliers outside range: {min_reasonable:.1}m to {max_reasonable:.1}m");
eprintln!("Filtering outliers outside range: {min_reasonable:.1}m to {max_reasonable:.1}m");
let mut outliers_filtered = 0;
@@ -738,7 +589,7 @@ fn filter_elevation_outliers(height_grid: &mut [Vec<f64>]) {
}
if outliers_filtered > 0 {
//eprintln!("Filtered {outliers_filtered} elevation outliers, interpolating replacements...");
eprintln!("Filtered {outliers_filtered} elevation outliers, interpolating replacements...");
// Re-run the NaN filling to interpolate the filtered values
fill_nan_values(height_grid);
}

View File

@@ -1,339 +0,0 @@
//! Pre-computed flood fill cache for parallel polygon filling.
//!
//! This module provides a way to pre-compute all flood fill operations in parallel
//! before the main element processing loop, then retrieve cached results during
//! sequential processing.
use crate::coordinate_system::cartesian::XZBBox;
use crate::floodfill::flood_fill_area;
use crate::osm_parser::{ProcessedElement, ProcessedMemberRole, ProcessedWay};
use fnv::FnvHashMap;
use rayon::prelude::*;
use std::time::Duration;
/// A memory-efficient bitmap for storing building footprint coordinates.
///
/// Instead of storing each coordinate individually (~24 bytes per entry in a HashSet),
/// this uses 1 bit per coordinate in the world bounds, reducing memory usage by ~200x.
///
/// For a world of size W x H blocks, the bitmap uses only (W * H) / 8 bytes.
pub struct BuildingFootprintBitmap {
/// The bitmap data, where each bit represents one (x, z) coordinate
bits: Vec<u8>,
/// Minimum x coordinate (offset for indexing)
min_x: i32,
/// Minimum z coordinate (offset for indexing)
min_z: i32,
/// Width of the world (max_x - min_x + 1)
width: usize,
/// Height of the world (max_z - min_z + 1)
height: usize,
/// Number of coordinates marked as building footprints
count: usize,
}
impl BuildingFootprintBitmap {
/// Creates a new empty bitmap covering the given world bounds.
pub fn new(xzbbox: &XZBBox) -> Self {
let min_x = xzbbox.min_x();
let min_z = xzbbox.min_z();
// Use i64 to avoid overflow when world spans more than i32::MAX in either dimension
let width = (i64::from(xzbbox.max_x()) - i64::from(min_x) + 1) as usize;
let height = (i64::from(xzbbox.max_z()) - i64::from(min_z) + 1) as usize;
// Calculate number of bytes needed (round up to nearest byte)
let total_bits = width
.checked_mul(height)
.expect("BuildingFootprintBitmap: world size too large (width * height overflowed)");
let num_bytes = total_bits.div_ceil(8);
Self {
bits: vec![0u8; num_bytes],
min_x,
min_z,
width,
height,
count: 0,
}
}
/// Converts (x, z) coordinate to bit index, returning None if out of bounds.
#[inline]
fn coord_to_index(&self, x: i32, z: i32) -> Option<usize> {
// Use i64 arithmetic to avoid overflow when coordinates span large ranges
let local_x = i64::from(x) - i64::from(self.min_x);
let local_z = i64::from(z) - i64::from(self.min_z);
if local_x < 0 || local_z < 0 {
return None;
}
let local_x = local_x as usize;
let local_z = local_z as usize;
if local_x >= self.width || local_z >= self.height {
return None;
}
// Safe: bounds checks above ensure this won't overflow (max = total_bits - 1)
Some(local_z * self.width + local_x)
}
/// Sets a coordinate as part of a building footprint.
#[inline]
pub fn set(&mut self, x: i32, z: i32) {
if let Some(bit_index) = self.coord_to_index(x, z) {
let byte_index = bit_index / 8;
let bit_offset = bit_index % 8;
// Safety: coord_to_index already validates bounds, so byte_index is always valid
let mask = 1u8 << bit_offset;
// Only increment count if bit wasn't already set
if self.bits[byte_index] & mask == 0 {
self.bits[byte_index] |= mask;
self.count += 1;
}
}
}
/// Checks if a coordinate is part of a building footprint.
#[inline]
pub fn contains(&self, x: i32, z: i32) -> bool {
if let Some(bit_index) = self.coord_to_index(x, z) {
let byte_index = bit_index / 8;
let bit_offset = bit_index % 8;
// Safety: coord_to_index already validates bounds, so byte_index is always valid
return (self.bits[byte_index] >> bit_offset) & 1 == 1;
}
false
}
/// Returns true if no coordinates are marked.
#[must_use]
#[allow(dead_code)] // Standard API method for collection-like types
pub fn is_empty(&self) -> bool {
self.count == 0
}
}
/// A cache of pre-computed flood fill results, keyed by element ID.
pub struct FloodFillCache {
/// Cached results: element_id -> filled coordinates
way_cache: FnvHashMap<u64, Vec<(i32, i32)>>,
}
impl FloodFillCache {
/// Creates an empty cache.
pub fn new() -> Self {
Self {
way_cache: FnvHashMap::default(),
}
}
/// Pre-computes flood fills for all elements that need them.
///
/// This runs in parallel using Rayon, taking advantage of multiple CPU cores.
pub fn precompute(elements: &[ProcessedElement], timeout: Option<&Duration>) -> Self {
// Collect all ways that need flood fill
let ways_needing_fill: Vec<&ProcessedWay> = elements
.iter()
.filter_map(|el| match el {
ProcessedElement::Way(way) => {
if Self::way_needs_flood_fill(way) {
Some(way)
} else {
None
}
}
_ => None,
})
.collect();
// Compute all way flood fills in parallel
let way_results: Vec<(u64, Vec<(i32, i32)>)> = ways_needing_fill
.par_iter()
.map(|way| {
let polygon_coords: Vec<(i32, i32)> =
way.nodes.iter().map(|n| (n.x, n.z)).collect();
let filled = flood_fill_area(&polygon_coords, timeout);
(way.id, filled)
})
.collect();
// Build the cache
let mut cache = Self::new();
for (id, filled) in way_results {
cache.way_cache.insert(id, filled);
}
cache
}
/// Gets cached flood fill result for a way, or computes it if not cached.
///
/// Note: Combined ways created from relations (e.g., in `generate_natural_from_relation`)
/// will miss the cache and fall back to on-demand computation. This is by design,
/// these synthetic ways don't exist in the original element list and have relation IDs
/// rather than way IDs. The individual member ways are still cached.
pub fn get_or_compute(
&self,
way: &ProcessedWay,
timeout: Option<&Duration>,
) -> Vec<(i32, i32)> {
if let Some(cached) = self.way_cache.get(&way.id) {
// Clone is intentional: each result is typically accessed once during
// sequential processing, so the cost is acceptable vs Arc complexity
cached.clone()
} else {
// Fallback: compute on demand for synthetic/combined ways from relations
let polygon_coords: Vec<(i32, i32)> = way.nodes.iter().map(|n| (n.x, n.z)).collect();
flood_fill_area(&polygon_coords, timeout)
}
}
/// Gets cached flood fill result for a ProcessedElement (Way only).
/// For Nodes/Relations, returns empty vec.
pub fn get_or_compute_element(
&self,
element: &ProcessedElement,
timeout: Option<&Duration>,
) -> Vec<(i32, i32)> {
match element {
ProcessedElement::Way(way) => self.get_or_compute(way, timeout),
_ => Vec::new(),
}
}
/// Determines if a way element needs flood fill based on its tags.
///
/// This checks for tag presence (not specific values) because:
/// - Only some values within each tag type actually use flood fill
/// - But caching extra results is harmless (small memory overhead)
/// - And avoids duplicating value-checking logic from processors
///
/// Covered cases:
/// - building/building:part -> buildings::generate_buildings (includes bridge)
/// - landuse -> landuse::generate_landuse
/// - leisure -> leisure::generate_leisure
/// - amenity -> amenities::generate_amenities
/// - natural (except tree) -> natural::generate_natural
/// - highway with area=yes -> highways::generate_highways (area fill)
fn way_needs_flood_fill(way: &ProcessedWay) -> bool {
way.tags.contains_key("building")
|| way.tags.contains_key("building:part")
|| way.tags.contains_key("boundary")
|| way.tags.contains_key("landuse")
|| way.tags.contains_key("leisure")
|| way.tags.contains_key("amenity")
|| way
.tags
.get("natural")
.map(|v| v != "tree")
.unwrap_or(false)
// Highway areas (like pedestrian plazas) use flood fill when area=yes
|| (way.tags.contains_key("highway")
&& way.tags.get("area").map(|v| v == "yes").unwrap_or(false))
}
/// Collects all building footprint coordinates from the pre-computed cache.
///
/// This should be called after precompute() and before elements are processed.
/// Returns a memory-efficient bitmap of all (x, z) coordinates that are part of buildings.
///
/// The bitmap uses only 1 bit per coordinate in the world bounds, compared to ~24 bytes
/// per entry in a HashSet, reducing memory usage by ~200x for large worlds.
pub fn collect_building_footprints(
&self,
elements: &[ProcessedElement],
xzbbox: &XZBBox,
) -> BuildingFootprintBitmap {
let mut footprints = BuildingFootprintBitmap::new(xzbbox);
for element in elements {
match element {
ProcessedElement::Way(way) => {
if way.tags.contains_key("building") || way.tags.contains_key("building:part") {
if let Some(cached) = self.way_cache.get(&way.id) {
for &(x, z) in cached {
footprints.set(x, z);
}
}
}
}
ProcessedElement::Relation(rel) => {
if rel.tags.contains_key("building") || rel.tags.contains_key("building:part") {
for member in &rel.members {
// Only treat outer members as building footprints.
// Inner members represent courtyards/holes where trees can spawn.
if member.role == ProcessedMemberRole::Outer {
if let Some(cached) = self.way_cache.get(&member.way.id) {
for &(x, z) in cached {
footprints.set(x, z);
}
}
}
}
}
}
_ => {}
}
}
footprints
}
/// Removes a way's cached flood fill result, freeing memory.
///
/// Call this after processing an element to release its cached data.
pub fn remove_way(&mut self, way_id: u64) {
self.way_cache.remove(&way_id);
}
/// Removes all cached flood fill results for ways in a relation.
///
/// Relations contain multiple ways, so we need to remove all of them.
pub fn remove_relation_ways(&mut self, way_ids: &[u64]) {
for &id in way_ids {
self.way_cache.remove(&id);
}
}
}
impl Default for FloodFillCache {
fn default() -> Self {
Self::new()
}
}
/// Configures the global Rayon thread pool with a CPU usage cap.
///
/// Call this once at startup before any parallel operations.
///
/// # Arguments
/// * `cpu_fraction` - Fraction of available cores to use (e.g., 0.9 for 90%).
/// Values are clamped to the range [0.1, 1.0].
pub fn configure_rayon_thread_pool(cpu_fraction: f64) {
// Clamp cpu_fraction to valid range
let cpu_fraction = cpu_fraction.clamp(0.1, 1.0);
let available_cores = std::thread::available_parallelism()
.map(|n| n.get())
.unwrap_or(4);
let target_threads = ((available_cores as f64) * cpu_fraction).floor() as usize;
let target_threads = target_threads.max(1); // At least 1 thread
// Only configure if we haven't already (this can only be called once)
match rayon::ThreadPoolBuilder::new()
.num_threads(target_threads)
.build_global()
{
Ok(()) => {
// Successfully configured (silent to avoid cluttering output)
}
Err(_) => {
// Thread pool already configured
}
}
}

View File

@@ -2,8 +2,6 @@ use crate::args::Args;
use crate::coordinate_system::{cartesian::XZPoint, geographic::LLBBox};
use crate::elevation_data::{fetch_elevation_data, ElevationData};
use crate::progress::emit_gui_progress_update;
#[cfg(feature = "gui")]
use crate::telemetry::{send_log, LogLevel};
use colored::Colorize;
use image::{Rgb, RgbImage};
@@ -33,11 +31,7 @@ impl Ground {
},
Err(e) => {
eprintln!("Failed to fetch elevation data: {}", e);
#[cfg(feature = "gui")]
send_log(
LogLevel::Warning,
"Elevation unavailable, using flat ground",
);
emit_gui_progress_update(15.0, "Elevation unavailable, using flat ground");
// Graceful fallback: disable elevation and keep provided ground_level
Self {
elevation_enabled: false,
@@ -147,7 +141,7 @@ impl Ground {
pub fn generate_ground_data(args: &Args) -> Ground {
if args.terrain {
println!("{} Fetching elevation...", "[3/7]".bold());
emit_gui_progress_update(14.0, "Fetching elevation...");
emit_gui_progress_update(15.0, "Fetching elevation...");
let ground = Ground::new_enabled(&args.bbox, args.scale, args.ground_level);
if args.debug {
ground.save_debug_image("elevation_debug");

View File

@@ -1,5 +1,5 @@
use crate::args::Args;
use crate::coordinate_system::cartesian::{XZBBox, XZPoint};
use crate::coordinate_system::cartesian::XZPoint;
use crate::coordinate_system::geographic::{LLBBox, LLPoint};
use crate::coordinate_system::transformation::CoordTransformer;
use crate::data_processing::{self, GenerationOptions};
@@ -62,13 +62,6 @@ impl Drop for SessionLock {
}
}
/// Returns the Desktop directory for Bedrock .mcworld file output.
fn get_bedrock_output_directory() -> PathBuf {
dirs::desktop_dir()
.or_else(dirs::home_dir)
.unwrap_or_else(|| PathBuf::from("."))
}
/// Gets the area name for a given bounding box using the center point
fn get_area_name_for_bedrock(bbox: &LLBBox) -> String {
let center_lat = (bbox.min().lat() + bbox.max().lat()) / 2.0;
@@ -81,12 +74,6 @@ fn get_area_name_for_bedrock(bbox: &LLBBox) -> String {
}
pub fn run_gui() {
// Configure thread pool with 90% CPU cap to keep system responsive
crate::floodfill_cache::configure_rayon_thread_pool(0.9);
// Clean up old cached elevation tiles on startup
crate::elevation_data::cleanup_old_cached_tiles();
// Launch the UI
println!("Launching UI...");
@@ -112,7 +99,7 @@ pub fn run_gui() {
tauri::Builder::default()
.plugin(
LogBuilder::default()
.level(LevelFilter::Info)
.level(LevelFilter::Warn)
.targets([
Target::new(TargetKind::LogDir {
file_name: Some("arnis".into()),
@@ -168,20 +155,16 @@ fn gui_select_world(generate_new: bool) -> Result<String, i32> {
if generate_new {
// Handle new world generation
// Try Minecraft saves directory first, fall back to current directory
let target_path = if let Some(default_path) = &default_dir {
if let Some(default_path) = &default_dir {
if default_path.exists() {
default_path.clone()
// Call create_new_world and return the result
create_new_world(default_path).map_err(|_| 1) // Error code 1: Minecraft directory not found
} else {
// Minecraft directory doesn't exist, use current directory
env::current_dir().unwrap_or_else(|_| PathBuf::from("."))
Err(1) // Error code 1: Minecraft directory not found
}
} else {
// No default directory configured, use current directory
env::current_dir().unwrap_or_else(|_| PathBuf::from("."))
};
create_new_world(&target_path).map_err(|_| 3) // Error code 3: Failed to create new world
Err(1) // Error code 1: Minecraft directory not found
}
} else {
// Handle existing world selection
// Open the directory picker dialog
@@ -429,7 +412,6 @@ fn add_localized_world_name(world_path: PathBuf, bbox: &LLBBox) -> PathBuf {
if let Ok(compressed_data) = encoder.finish() {
if let Err(e) = std::fs::write(&level_path, compressed_data) {
eprintln!("Failed to update level.dat with area name: {e}");
#[cfg(feature = "gui")]
send_log(
LogLevel::Warning,
"Failed to update level.dat with area name",
@@ -448,20 +430,36 @@ fn add_localized_world_name(world_path: PathBuf, bbox: &LLBBox) -> PathBuf {
world_path
}
/// Calculates the default spawn point at X=1, Z=1 relative to the world origin.
/// This is used when no spawn point is explicitly selected by the user.
fn calculate_default_spawn(xzbbox: &XZBBox) -> (i32, i32) {
(xzbbox.min_x() + 1, xzbbox.min_z() + 1)
}
/// Sets the player spawn point in level.dat using Minecraft XZ coordinates.
/// The Y coordinate is set to a temporary value (150) and will be updated
/// after terrain generation by `update_player_spawn_y_after_generation`.
fn set_player_spawn_in_level_dat(
// Function to update player position in level.dat based on spawn point coordinates
fn update_player_position(
world_path: &str,
spawn_x: i32,
spawn_z: i32,
spawn_point: Option<(f64, f64)>,
bbox_text: String,
scale: f64,
) -> Result<(), String> {
use crate::coordinate_system::transformation::CoordTransformer;
let Some((lat, lng)) = spawn_point else {
return Ok(()); // No spawn point selected, exit early
};
// Parse geometrical point and bounding box
let llpoint =
LLPoint::new(lat, lng).map_err(|e| format!("Failed to parse spawn point:\n{e}"))?;
let llbbox = LLBBox::from_str(&bbox_text)
.map_err(|e| format!("Failed to parse bounding box for spawn point:\n{e}"))?;
// Check if spawn point is within the bbox
if !llbbox.contains(&llpoint) {
return Err("Spawn point is outside the selected area".to_string());
}
// Convert lat/lng to Minecraft coordinates
let (transformer, _) = CoordTransformer::llbbox_to_xzbbox(&llbbox, scale)
.map_err(|e| format!("Failed to build transformation on coordinate systems:\n{e}"))?;
let xzpoint = transformer.transform_point(llpoint);
// Default y spawn position since terrain elevation cannot be determined yet
let y = 150.0;
@@ -493,24 +491,21 @@ fn set_player_spawn_in_level_dat(
if let Value::Compound(ref mut root) = nbt_data {
if let Some(Value::Compound(ref mut data)) = root.get_mut("Data") {
// Set world spawn point
data.insert("SpawnX".to_string(), Value::Int(spawn_x));
data.insert("SpawnX".to_string(), Value::Int(xzpoint.x));
data.insert("SpawnY".to_string(), Value::Int(y as i32));
data.insert("SpawnZ".to_string(), Value::Int(spawn_z));
data.insert("SpawnZ".to_string(), Value::Int(xzpoint.z));
// Update player position if Player compound exists
// Update player position
if let Some(Value::Compound(ref mut player)) = data.get_mut("Player") {
if let Some(Value::List(ref mut pos)) = player.get_mut("Pos") {
// Safely update position values with bounds checking
if pos.len() >= 3 {
if let Some(Value::Double(ref mut pos_x)) = pos.get_mut(0) {
*pos_x = spawn_x as f64;
}
if let Some(Value::Double(ref mut pos_y)) = pos.get_mut(1) {
*pos_y = y;
}
if let Some(Value::Double(ref mut pos_z)) = pos.get_mut(2) {
*pos_z = spawn_z as f64;
}
if let Value::Double(ref mut pos_x) = pos.get_mut(0).unwrap() {
*pos_x = xzpoint.x as f64;
}
if let Value::Double(ref mut pos_y) = pos.get_mut(1).unwrap() {
*pos_y = y;
}
if let Value::Double(ref mut pos_z) = pos.get_mut(2).unwrap() {
*pos_z = xzpoint.z as f64;
}
}
}
@@ -542,15 +537,19 @@ fn set_player_spawn_in_level_dat(
}
// Function to update player spawn Y coordinate based on terrain height after generation
// This updates the spawn Y coordinate to be at terrain height + 3 blocks
pub fn update_player_spawn_y_after_generation(
world_path: &Path,
spawn_point: Option<(f64, f64)>,
bbox_text: String,
scale: f64,
ground: &Ground,
) -> Result<(), String> {
use crate::coordinate_system::transformation::CoordTransformer;
let Some((_lat, _lng)) = spawn_point else {
return Ok(()); // No spawn point selected, exit early
};
// Read the current level.dat file to get existing spawn coordinates
let level_path = PathBuf::from(world_path).join("level.dat");
if !level_path.exists() {
@@ -619,7 +618,7 @@ pub fn update_player_spawn_y_after_generation(
let relative_z = existing_spawn_z - xzbbox.min_z();
let terrain_point = XZPoint::new(relative_x, relative_z);
ground.level(terrain_point) + 3 // Add 3 blocks above terrain for safety
ground.level(terrain_point) + 2
} else {
-61 // Default Y if no terrain
};
@@ -633,8 +632,8 @@ pub fn update_player_spawn_y_after_generation(
// Update player position - only Y coordinate
if let Some(Value::Compound(ref mut player)) = data.get_mut("Player") {
if let Some(Value::List(ref mut pos)) = player.get_mut("Pos") {
// Safely update Y position with bounds checking
if let Some(Value::Double(ref mut pos_y)) = pos.get_mut(1) {
// Keep existing X and Z, only update Y
if let Value::Double(ref mut pos_y) = pos.get_mut(1).unwrap() {
*pos_y = spawn_y as f64;
}
}
@@ -717,22 +716,12 @@ fn gui_get_world_map_data(world_path: String) -> Result<Option<WorldMapData>, St
.as_f64()
.ok_or("Missing maxGeoLon in metadata")?;
// Extract Minecraft coordinate bounds
let min_mc_x = metadata["minMcX"].as_i64().unwrap_or(0) as i32;
let max_mc_x = metadata["maxMcX"].as_i64().unwrap_or(0) as i32;
let min_mc_z = metadata["minMcZ"].as_i64().unwrap_or(0) as i32;
let max_mc_z = metadata["maxMcZ"].as_i64().unwrap_or(0) as i32;
Ok(Some(WorldMapData {
image_base64: format!("data:image/png;base64,{}", base64_image),
min_lat,
max_lat,
min_lon,
max_lon,
min_mc_x,
max_mc_x,
min_mc_z,
max_mc_z,
}))
}
@@ -744,11 +733,6 @@ struct WorldMapData {
max_lat: f64,
min_lon: f64,
max_lon: f64,
// Minecraft coordinate bounds for coordinate copying
min_mc_x: i32,
max_mc_x: i32,
min_mc_z: i32,
max_mc_z: i32,
}
/// Opens the file with default application (Windows) or shows in file explorer (macOS/Linux)
@@ -810,6 +794,7 @@ fn gui_start_generation(
selected_world: String,
world_scale: f64,
ground_level: i32,
floodfill_timeout: u64,
terrain_enabled: bool,
skip_osm_objects: bool,
interior_enabled: bool,
@@ -829,49 +814,36 @@ fn gui_start_generation(
// Send generation click telemetry
telemetry::send_generation_click();
// For new Java worlds, set the spawn point in level.dat
// If spawn point was chosen and the world is new, check and set the spawn point
// Only update player position for Java worlds - Bedrock worlds don't have a pre-existing
// level.dat to modify (the spawn point will be set when the .mcworld is created)
if is_new_world && world_format != "bedrock" {
let llbbox = match LLBBox::from_str(&bbox_text) {
Ok(bbox) => bbox,
Err(e) => {
let error_msg = format!("Failed to parse bounding box: {e}");
eprintln!("{error_msg}");
emit_gui_error(&error_msg);
return Err(error_msg);
}
};
if is_new_world && spawn_point.is_some() && world_format != "bedrock" {
// Verify the spawn point is within bounds
if let Some(coords) = spawn_point {
let llbbox = match LLBBox::from_str(&bbox_text) {
Ok(bbox) => bbox,
Err(e) => {
let error_msg = format!("Failed to parse bounding box: {e}");
eprintln!("{error_msg}");
emit_gui_error(&error_msg);
return Err(error_msg);
}
};
let (transformer, xzbbox) = match CoordTransformer::llbbox_to_xzbbox(&llbbox, world_scale) {
Ok(result) => result,
Err(e) => {
let error_msg = format!("Failed to create coordinate transformer: {e}");
eprintln!("{error_msg}");
emit_gui_error(&error_msg);
return Err(error_msg);
}
};
let (spawn_x, spawn_z) = if let Some(coords) = spawn_point {
// User selected a spawn point - verify it's within bounds and convert to XZ
let llpoint = LLPoint::new(coords.0, coords.1)
.map_err(|e| format!("Failed to parse spawn point: {e}"))?;
if llbbox.contains(&llpoint) {
let xzpoint = transformer.transform_point(llpoint);
(xzpoint.x, xzpoint.z)
} else {
// Spawn point outside bounds, use default
calculate_default_spawn(&xzbbox)
// Spawn point is valid, update the player position
update_player_position(
&selected_world,
spawn_point,
bbox_text.clone(),
world_scale,
)
.map_err(|e| format!("Failed to set spawn point: {e}"))?;
}
} else {
// No user-selected spawn point - use default at X=1, Z=1 relative to world origin
calculate_default_spawn(&xzbbox)
};
set_player_spawn_in_level_dat(&selected_world, spawn_x, spawn_z)
.map_err(|e| format!("Failed to set spawn point: {e}"))?;
}
}
tauri::async_runtime::spawn(async move {
@@ -947,18 +919,18 @@ fn gui_start_generation(
(updated_path, None)
}
WorldFormat::BedrockMcWorld => {
// Bedrock: generate .mcworld on Desktop with location-based name
// Bedrock: generate .mcworld in current directory with location-based name
let area_name = get_area_name_for_bedrock(&bbox);
let filename = format!("Arnis {}.mcworld", area_name);
let lvl_name = format!("Arnis World: {}", area_name);
let output_path = get_bedrock_output_directory().join(&filename);
let output_path = std::env::current_dir()
.unwrap_or_else(|_| PathBuf::from("."))
.join(filename);
(output_path, Some(lvl_name))
}
};
// Calculate MC spawn coordinates from lat/lng if spawn point was provided
// Otherwise, default to X=1, Z=1 (relative to xzbbox min coordinates)
let mc_spawn_point: Option<(i32, i32)> = if let Some((lat, lng)) = spawn_point {
if let Ok(llpoint) = LLPoint::new(lat, lng) {
if let Ok((transformer, _)) =
@@ -973,12 +945,7 @@ fn gui_start_generation(
None
}
} else {
// Default spawn point: X=1, Z=1 relative to world origin
if let Ok((_, xzbbox)) = CoordTransformer::llbbox_to_xzbbox(&bbox, world_scale) {
Some(calculate_default_spawn(&xzbbox))
} else {
None
}
None
};
// Create generation options
@@ -1008,7 +975,8 @@ fn gui_start_generation(
roof: roof_enabled,
fillground: fillground_enabled,
debug: false,
timeout: Some(std::time::Duration::from_secs(40)),
timeout: Some(std::time::Duration::from_secs(floodfill_timeout)),
spawn_point,
};
// If skip_osm_objects is true (terrain-only mode), skip fetching and processing OSM data
@@ -1101,9 +1069,10 @@ fn gui_start_generation(
Ok(())
}
Err(e) => {
emit_gui_error(&e.to_string());
let error_msg = format!("Failed to fetch data: {e}");
emit_gui_error(&error_msg);
// Session lock will be automatically released when _session_lock goes out of scope
Err(e.to_string())
Err(error_msg)
}
}
})

51
src/gui/css/bbox.css vendored
View File

@@ -8,9 +8,13 @@ body,
font-family: "Courier New", Courier, monospace;
}
/* Hide the BBOX coordinates display at bottom of map */
#info-box {
display: none;
position: absolute;
width: 100%;
height: auto;
bottom: 0;
border: 0 0 7px 0;
z-index: 10000;
}
#coord-format {
@@ -347,8 +351,7 @@ body,
background-position: -31px -2px;
}
.leaflet-draw-toolbar .leaflet-draw-edit-preview.disabled,
.leaflet-draw-toolbar .leaflet-draw-edit-preview.editing-mode {
.leaflet-draw-toolbar .leaflet-draw-edit-preview.disabled {
opacity: 0.4;
cursor: not-allowed;
pointer-events: none;
@@ -375,42 +378,4 @@ body,
accent-color: #3887BE;
display: block;
margin: 0;
}
/* Context menu for coordinate copying */
.coordinate-context-menu {
position: fixed;
background: white;
border: 1px solid #ccc;
border-radius: 4px;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.2);
z-index: 10000;
min-width: 160px;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif;
font-size: 13px;
}
.coordinate-context-menu-item {
padding: 8px 12px;
cursor: pointer;
display: flex;
align-items: center;
gap: 8px;
color: #333;
}
.coordinate-context-menu-item:hover {
background: #f0f0f0;
}
.coordinate-context-menu-item svg {
width: 16px;
height: 16px;
flex-shrink: 0;
}
.coordinate-context-menu-separator {
height: 1px;
background: #e0e0e0;
margin: 4px 0;
}
}

188
src/gui/css/styles.css vendored
View File

@@ -32,12 +32,9 @@ p {
.logo {
height: 6em;
padding-top: 0.4em;
padding-bottom: 0.5em;
padding: 1.5em;
will-change: filter;
transition: 0.75s;
max-width: 950px;
max-height: 600px;
}
.logo.arnis:hover {
@@ -62,11 +59,11 @@ a:hover {
.flex-container {
display: flex;
gap: 15px;
gap: 20px;
justify-content: center;
align-items: stretch;
margin-top: 5px;
min-height: 70vh;
min-height: 60vh;
}
.section {
@@ -78,70 +75,34 @@ a:hover {
.map-box,
.controls-box {
width: 45%;
background: #575757;
padding: 20px;
border-radius: 8px;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
display: flex;
flex-direction: column;
}
.map-box {
width: 63%;
min-height: 420px;
padding: 0;
overflow: hidden;
background: #575757;
border-radius: 8px;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
}
.controls-box {
width: 32%;
background: transparent;
padding: 0;
border-radius: 0;
box-shadow: none;
min-height: 400px;
}
.controls-content {
display: flex;
flex-direction: column;
height: 100%;
justify-content: space-between;
}
.controls-box .progress-section {
margin-top: 0;
}
.controls-top {
display: flex;
flex-direction: column;
}
.bbox-selection-text {
font-size: 0.9em;
color: #ffffff;
display: block;
font-weight: bold;
min-height: 2.5em;
line-height: 1.25em;
margin-top: 8px;
}
.progress-info-text {
font-size: 0.9em;
color: #ececec;
display: block;
font-weight: bold;
min-height: 1.5em;
line-height: 1.25em;
margin-bottom: 5px;
margin-top: auto;
}
.map-container {
border: none;
border: 2px solid #e0e0e0;
border-radius: 8px;
flex-grow: 1;
width: 100%;
height: 100%;
min-height: 300px;
}
.section h2 {
@@ -181,25 +142,18 @@ button:hover {
margin-top: auto;
}
.progress-row {
display: flex;
align-items: center;
gap: 10px;
.progress-section h2 {
margin-bottom: 8px;
text-align: center;
}
.progress-bar-container {
flex: 1;
width: 100%;
height: 20px;
background-color: #e0e0e0;
border-radius: 10px;
overflow: hidden;
}
#progress-detail {
min-width: 40px;
text-align: right;
font-size: 0.9em;
color: #fff;
margin-top: 8px;
}
.progress-bar {
@@ -209,6 +163,15 @@ button:hover {
transition: width 0.4s;
}
/* Left and right alignment for "Saving world..." text */
.progress-status {
display: flex;
justify-content: space-between;
font-size: 0.9em;
margin-top: 8px;
color: #fff;
}
.footer {
margin-top: 20px;
text-align: center;
@@ -227,7 +190,7 @@ button:hover {
@media (prefers-color-scheme: dark) {
:root {
color: #f6f6f6;
background-color: #333333;
background-color: #2f2f2f;
}
p {
@@ -270,7 +233,6 @@ button:hover {
width: 100%;
border-radius: 8px 8px 0 0 !important;
margin-bottom: 0 !important;
margin-top: 0 !important;
box-shadow: none !important;
}
@@ -325,7 +287,7 @@ button:hover {
/* Customization Settings */
.modal {
position: fixed;
z-index: 20001;
z-index: 1000;
left: 0;
top: 0;
width: 100%;
@@ -338,7 +300,7 @@ button:hover {
}
.modal-content {
background-color: #717171;
background-color: #797979;
padding: 20px;
border: 1px solid #797979;
border-radius: 10px;
@@ -458,20 +420,6 @@ button:hover {
box-shadow: 0 0 5px #fecc44;
}
#save-path {
width: 100%;
padding: 5px;
border: 1px solid #fecc44;
border-radius: 4px;
font-size: 14px;
}
#save-path:focus {
outline: none;
border-color: #fecc44;
box-shadow: 0 0 5px #fecc44;
}
/* Settings Modal Layout */
.settings-row {
display: flex;
@@ -483,75 +431,6 @@ button:hover {
.settings-row label {
text-align: left;
flex: 1;
display: flex;
align-items: center;
gap: 6px;
}
/* Tooltip icon (question mark in circle) */
.tooltip-icon {
display: inline-flex;
align-items: center;
justify-content: center;
width: 16px;
height: 16px;
border-radius: 50%;
background-color: rgba(254, 204, 68, 0.3);
color: #fecc44;
font-size: 11px;
font-weight: bold;
cursor: help;
position: relative;
flex-shrink: 0;
}
.tooltip-icon:hover {
background-color: rgba(254, 204, 68, 0.5);
}
/* Arnis-styled tooltip box */
.tooltip-icon::after {
content: attr(data-tooltip);
position: absolute;
left: 50%;
bottom: calc(100% + 8px);
transform: translateX(-50%);
background-color: #2a2a2a;
color: #fecc44;
padding: 6px 14px;
border-radius: 6px;
font-size: 12px;
font-weight: normal;
white-space: nowrap;
box-shadow: 0 2px 8px rgba(0, 0, 0, 0.3);
border: 1px solid #fecc44;
opacity: 0;
visibility: hidden;
transition: opacity 0.2s ease, visibility 0.2s ease;
z-index: 1000;
pointer-events: none;
}
/* Tooltip arrow */
.tooltip-icon::before {
content: '';
position: absolute;
left: 50%;
bottom: calc(100% + 2px);
transform: translateX(-50%);
border: 6px solid transparent;
border-top-color: #fecc44;
opacity: 0;
visibility: hidden;
transition: opacity 0.2s ease, visibility 0.2s ease;
z-index: 1001;
pointer-events: none;
}
.tooltip-icon:hover::after,
.tooltip-icon:hover::before {
opacity: 1;
visibility: visible;
}
.settings-control {
@@ -727,12 +606,9 @@ button:hover {
transition: background-color 0.3s, border-color 0.3s;
}
.settings-button svg {
stroke: white;
width: 22px;
height: 22px;
min-width: 22px;
min-height: 22px;
.settings-button .gear-icon::before {
content: "⚙️";
font-size: 18px;
}
/* Logo Animation */

147
src/gui/index.html vendored
View File

@@ -20,52 +20,60 @@
</div>
<div class="flex-container">
<!-- Left Box: Map -->
<section class="section map-box">
<iframe src="maps.html" width="100%" height="100%" class="map-container" title="Map Picker"></iframe>
<!-- Left Box: Map and BBox Input -->
<section class="section map-box" style="margin-bottom: 0; padding-bottom: 0;">
<h2 data-localize="select_location">Select Location</h2>
<span id="bbox-text" style="font-size: 1.0em; display: block; margin-top: -8px; margin-bottom: 3px;" data-localize="zoom_in_and_choose">
Zoom in and choose your area using the rectangle tool
</span>
<iframe src="maps.html" width="100%" height="300" class="map-container" title="Map Picker"></iframe>
<span id="bbox-info"
style="font-size: 0.75em; color: #7bd864; display: block; margin-bottom: 4px; font-weight: bold; min-height: 2em;"></span>
</section>
<!-- Right Box: Directory Selection, Start Button, and Progress Bar -->
<section class="section controls-box">
<div class="controls-content">
<div class="controls-top">
<!-- World Selection Container -->
<div class="world-selection-container">
<div class="tooltip" style="width: 100%;">
<button type="button" id="choose-world-btn" onclick="openWorldPicker()" class="choose-world-btn">
<span id="choose_world">Choose World</span>
<br>
<span id="selected-world" style="font-size: 0.8em; color: #fecc44; display: block; margin-top: 4px;" data-localize="no_world_selected">
No world selected
</span>
</button>
</div>
<!-- World Format Toggle -->
<div class="format-toggle-container">
<button type="button" id="format-java" class="format-toggle-btn format-active" onclick="setWorldFormat('java')">
Java
</button>
<button type="button" id="format-bedrock" class="format-toggle-btn" onclick="setWorldFormat('bedrock')">
Bedrock
</button>
</div>
</div>
<div class="button-container">
<button type="button" id="start-button" class="start-button" onclick="startGeneration()" data-localize="start_generation">Start Generation</button>
<button type="button" class="settings-button" onclick="openSettings()" aria-label="Settings">
<svg xmlns="http://www.w3.org/2000/svg" width="22" height="22" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true"><path d="M12.22 2h-.44a2 2 0 0 0-2 2v.18a2 2 0 0 1-1 1.73l-.43.25a2 2 0 0 1-2 0l-.15-.08a2 2 0 0 0-2.73.73l-.22.38a2 2 0 0 0 .73 2.73l.15.1a2 2 0 0 1 1 1.72v.51a2 2 0 0 1-1 1.74l-.15.09a2 2 0 0 0-.73 2.73l.22.38a2 2 0 0 0 2.73.73l.15-.08a2 2 0 0 1 2 0l.43.25a2 2 0 0 1 1 1.73V20a2 2 0 0 0 2 2h.44a2 2 0 0 0 2-2v-.18a2 2 0 0 1 1-1.73l.43-.25a2 2 0 0 1 2 0l.15.08a2 2 0 0 0 2.73-.73l.22-.39a2 2 0 0 0-.73-2.73l-.15-.08a2 2 0 0 1-1-1.74v-.5a2 2 0 0 1 1-1.74l.15-.09a2 2 0 0 0 .73-2.73l-.22-.38a2 2 0 0 0-2.73-.73l-.15.08a2 2 0 0 1-2 0l-.43-.25a2 2 0 0 1-1-1.73V4a2 2 0 0 0-2-2z"></path><circle cx="12" cy="12" r="3"></circle></svg>
<h2 data-localize="select_world">Select World</h2>
<!-- World Selection Container -->
<div class="world-selection-container">
<div class="tooltip" style="width: 100%;">
<button type="button" id="choose-world-btn" onclick="openWorldPicker()" class="choose-world-btn">
<span id="choose_world">Choose World</span>
<br>
<span id="selected-world" style="font-size: 0.8em; color: #fecc44; display: block; margin-top: 4px;" data-localize="no_world_selected">
No world selected
</span>
</button>
</div>
<!-- World Format Toggle -->
<div class="format-toggle-container">
<button type="button" id="format-java" class="format-toggle-btn format-active" onclick="setWorldFormat('java')">
Java
</button>
<button type="button" id="format-bedrock" class="format-toggle-btn" onclick="setWorldFormat('bedrock')">
Bedrock
</button>
</div>
<span id="bbox-selection-info" class="bbox-selection-text" data-localize="select_area_prompt">Select an area on the map using the tools.</span>
</div>
<div class="button-container">
<button type="button" id="start-button" class="start-button" onclick="startGeneration()" data-localize="start_generation">Start Generation</button>
<button type="button" class="settings-button" onclick="openSettings()">
<i class="gear-icon"></i>
</button>
</div>
<br><br>
<div class="progress-section">
<span id="progress-info" class="progress-info-text"></span>
<div class="progress-row">
<div class="progress-bar-container">
<div class="progress-bar" id="progress-bar"></div>
</div>
<h2 data-localize="progress">Progress</h2>
<div class="progress-bar-container">
<div class="progress-bar" id="progress-bar"></div>
</div>
<div class="progress-status">
<span id="progress-message"></span>
<span id="progress-detail">0%</span>
</div>
</div>
@@ -92,10 +100,7 @@
<!-- Generation Mode Dropdown -->
<div class="settings-row">
<label for="generation-mode-select">
<span data-localize="generation_mode">Generation Mode</span>
<span class="tooltip-icon" data-tooltip="Choose what to generate: buildings/roads with terrain, just objects, or terrain only">?</span>
</label>
<label for="generation-mode-select" data-localize="generation_mode">Generation Mode</label>
<div class="settings-control">
<select id="generation-mode-select" name="generation-mode-select" class="generation-mode-dropdown">
<option value="geo-terrain" data-localize="mode_geo_terrain">Objects + Terrain</option>
@@ -105,34 +110,25 @@
</div>
</div>
<!-- Interior Toggle Button -->
<div class="settings-row">
<label for="interior-toggle" data-localize="interior">Interior Generation</label>
<div class="settings-control">
<input type="checkbox" id="interior-toggle" name="interior-toggle" checked>
</div>
</div>
<!-- Roof Toggle Button -->
<div class="settings-row">
<label for="roof-toggle">
<span data-localize="roof">Roof Generation</span>
<span class="tooltip-icon" data-tooltip="Generate roofs on buildings">?</span>
</label>
<label for="roof-toggle" data-localize="roof">Roof Generation</label>
<div class="settings-control">
<input type="checkbox" id="roof-toggle" name="roof-toggle" checked>
</div>
</div>
<!-- Interior Toggle Button -->
<div class="settings-row">
<label for="interior-toggle">
<span data-localize="interior">Interior Generation</span>
<span class="tooltip-icon" data-tooltip="Generate interior details inside buildings">?</span>
</label>
<div class="settings-control">
<input type="checkbox" id="interior-toggle" name="interior-toggle">
</div>
</div>
<!-- Fill ground Toggle Button -->
<div class="settings-row">
<label for="fillground-toggle">
<span data-localize="fillground">Fill Ground</span>
<span class="tooltip-icon" data-tooltip="Fill the ground below the surface">?</span>
</label>
<label for="fillground-toggle" data-localize="fillground">Fill Ground</label>
<div class="settings-control">
<input type="checkbox" id="fillground-toggle" name="fillground-toggle">
</div>
@@ -140,10 +136,7 @@
<!-- World Scale Slider -->
<div class="settings-row">
<label for="scale-value-slider">
<span data-localize="world_scale">World Scale</span>
<span class="tooltip-icon" data-tooltip="Scale factor for the generated world (1.0 = real-world scale)">?</span>
</label>
<label for="scale-value-slider" data-localize="world_scale">World Scale</label>
<div class="settings-control">
<input type="range" id="scale-value-slider" name="scale-value-slider" min="0.30" max="2.5" step="0.1" value="1">
<span id="slider-value">1.00</span>
@@ -152,21 +145,23 @@
<!-- Bounding Box Input -->
<div class="settings-row">
<label for="bbox-coords">
<span data-localize="custom_bounding_box">Custom Bounding Box</span>
<span class="tooltip-icon" data-tooltip="Manually enter coordinates (lat,lng,lat,lng) or use map selection">?</span>
</label>
<label for="bbox-coords" data-localize="custom_bounding_box">Custom Bounding Box</label>
<div class="settings-control">
<input type="text" id="bbox-coords" name="bbox-coords" maxlength="55" placeholder="Format: lat,lng,lat,lng">
</div>
</div>
<!-- Floodfill Timeout Input -->
<div class="settings-row">
<label for="floodfill-timeout" data-localize="floodfill_timeout">Floodfill Timeout (sec)</label>
<div class="settings-control">
<input type="number" id="floodfill-timeout" name="floodfill-timeout" min="0" step="1" value="20" placeholder="Seconds">
</div>
</div>
<!-- Map Theme Selector -->
<div class="settings-row">
<label for="tile-theme-select">
<span data-localize="map_theme">Map Theme</span>
<span class="tooltip-icon" data-tooltip="Visual style of the map picker">?</span>
</label>
<label for="tile-theme-select" data-localize="map_theme">Map Theme</label>
<div class="settings-control">
<select id="tile-theme-select" name="tile-theme-select" class="theme-dropdown">
<option value="osm">Standard</option>
@@ -180,10 +175,7 @@
<!-- Language Selector -->
<div class="settings-row">
<label for="language-select">
<span data-localize="language">Language</span>
<span class="tooltip-icon" data-tooltip="Interface language">?</span>
</label>
<label for="language-select" data-localize="language">Language</label>
<div class="settings-control">
<select id="language-select" name="language-select" class="language-dropdown">
<option value="en">English</option>
@@ -207,10 +199,7 @@
<!-- Telemetry Consent Toggle -->
<div class="settings-row">
<label for="telemetry-toggle" style="white-space: nowrap;">
<span>Anonymous Crash Reports</span>
<span class="tooltip-icon" data-tooltip="Send anonymous crash data to help improve Arnis">?</span>
</label>
<label for="telemetry-toggle">Anonymous Crash Reports</label>
<div class="settings-control">
<input type="checkbox" id="telemetry-toggle" name="telemetry-toggle">
</div>

226
src/gui/js/bbox.js vendored
View File

@@ -564,7 +564,6 @@ $(document).ready(function () {
var worldOverlayEnabled = false;
var worldPreviewAvailable = false;
var sliderControl = null;
var worldOverlayHiddenForEdit = false; // Track if we hid the overlay for edit/delete mode
// Create the opacity slider as a proper Leaflet control
var SliderControl = L.Control.extend({
@@ -723,214 +722,6 @@ $(document).ready(function () {
}
}
// Temporarily hide the overlay (for edit/delete mode)
function hideWorldOverlayTemporarily() {
if (worldOverlay && worldOverlayEnabled) {
worldOverlayHiddenForEdit = true;
map.removeLayer(worldOverlay);
}
// Also visually disable the preview button during edit/delete mode
var btn = document.getElementById('world-preview-btn');
if (btn) {
btn.classList.add('editing-mode');
}
}
// Restore the overlay after edit/delete mode ends
function restoreWorldOverlay() {
if (worldOverlayHiddenForEdit && worldOverlay && worldOverlayEnabled) {
worldOverlay.addTo(map);
worldOverlayHiddenForEdit = false;
}
// Re-enable the preview button
var btn = document.getElementById('world-preview-btn');
if (btn) {
btn.classList.remove('editing-mode');
}
}
// ========== Context Menu for Coordinate Copying ==========
var contextMenuElement = null;
// Create the context menu element
function createContextMenu() {
if (contextMenuElement) return contextMenuElement;
contextMenuElement = document.createElement('div');
contextMenuElement.className = 'coordinate-context-menu';
contextMenuElement.style.display = 'none';
contextMenuElement.innerHTML = `
<div class="coordinate-context-menu-item" id="copy-coords-item">
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
<rect x="9" y="9" width="13" height="13" rx="2" ry="2"></rect>
<path d="M5 15H4a2 2 0 0 1-2-2V4a2 2 0 0 1 2-2h9a2 2 0 0 1 2 2v1"></path>
</svg>
<span id="copy-coords-text">Copy coordinates</span>
</div>
`;
document.body.appendChild(contextMenuElement);
// Handle click on the copy coordinates item
var copyItem = contextMenuElement.querySelector('#copy-coords-item');
copyItem.addEventListener('click', function(e) {
e.preventDefault();
e.stopPropagation();
copyMinecraftCoordinates();
hideContextMenu();
});
return contextMenuElement;
}
// Show context menu at position
function showContextMenu(x, y, latLng) {
if (!worldPreviewAvailable || !worldOverlayData) return;
var menu = createContextMenu();
// Position the menu, ensuring it stays within viewport
var menuWidth = 180;
var menuHeight = 40;
var viewportWidth = window.innerWidth;
var viewportHeight = window.innerHeight;
var posX = x;
var posY = y;
// Adjust if menu would go off-screen
if (x + menuWidth > viewportWidth) {
posX = viewportWidth - menuWidth - 10;
}
if (y + menuHeight > viewportHeight) {
posY = viewportHeight - menuHeight - 10;
}
menu.style.left = posX + 'px';
menu.style.top = posY + 'px';
menu.style.display = 'block';
// Store the latLng for copying
menu.dataset.lat = latLng.lat;
menu.dataset.lng = latLng.lng;
}
// Hide context menu
function hideContextMenu() {
if (contextMenuElement) {
contextMenuElement.style.display = 'none';
}
}
// Calculate Minecraft coordinates from lat/lng
function calculateMinecraftCoords(lat, lng) {
if (!worldOverlayData) return null;
var data = worldOverlayData;
// Check if Minecraft coordinate bounds are available (not all zeros)
if (data.min_mc_x === 0 && data.max_mc_x === 0 &&
data.min_mc_z === 0 && data.max_mc_z === 0) {
return null;
}
// Calculate the relative position within the geo bounds (0 to 1)
// Note: Latitude increases northward, but Minecraft Z increases southward
var relX = (lng - data.min_lon) / (data.max_lon - data.min_lon);
var relZ = (data.max_lat - lat) / (data.max_lat - data.min_lat);
// Clamp to 0-1 range
relX = Math.max(0, Math.min(1, relX));
relZ = Math.max(0, Math.min(1, relZ));
// Calculate Minecraft X and Z coordinates
var mcX = Math.round(data.min_mc_x + relX * (data.max_mc_x - data.min_mc_x));
var mcZ = Math.round(data.min_mc_z + relZ * (data.max_mc_z - data.min_mc_z));
// Default Y coordinate (ground level, typically around 64-70)
var mcY = 100;
return { x: mcX, y: mcY, z: mcZ };
}
// Copy Minecraft coordinates to clipboard
function copyMinecraftCoordinates() {
if (!contextMenuElement) return;
var lat = parseFloat(contextMenuElement.dataset.lat);
var lng = parseFloat(contextMenuElement.dataset.lng);
var coords = calculateMinecraftCoords(lat, lng);
if (!coords) return;
var tpCommand = '/tp ' + coords.x + ' ' + coords.y + ' ' + coords.z;
// Copy to clipboard using modern API with fallback
if (navigator.clipboard && navigator.clipboard.writeText) {
navigator.clipboard.writeText(tpCommand).catch(function(err) {
// Fallback for clipboard API failure
fallbackCopyToClipboard(tpCommand);
});
} else {
// Fallback for older browsers
fallbackCopyToClipboard(tpCommand);
}
}
// Fallback clipboard copy method for older browsers
function fallbackCopyToClipboard(text) {
var textArea = document.createElement('textarea');
textArea.value = text;
textArea.style.position = 'fixed';
textArea.style.left = '-9999px';
textArea.style.top = '-9999px';
document.body.appendChild(textArea);
textArea.focus();
textArea.select();
try {
document.execCommand('copy');
} catch (err) {
console.error('Failed to copy coordinates:', err);
}
document.body.removeChild(textArea);
}
// Check if Minecraft coordinate bounds are available
function hasMinecraftCoords() {
if (!worldOverlayData) return false;
var data = worldOverlayData;
return !(data.min_mc_x === 0 && data.max_mc_x === 0 &&
data.min_mc_z === 0 && data.max_mc_z === 0);
}
// Handle right-click on the map
map.on('contextmenu', function(e) {
// Only show context menu if world preview is available and has Minecraft coords
if (worldPreviewAvailable && worldOverlayData && hasMinecraftCoords()) {
// Check if the click is within the world bounds
var data = worldOverlayData;
var lat = e.latlng.lat;
var lng = e.latlng.lng;
if (lat >= data.min_lat && lat <= data.max_lat &&
lng >= data.min_lon && lng <= data.max_lon) {
showContextMenu(e.originalEvent.clientX, e.originalEvent.clientY, e.latlng);
}
}
});
// Hide context menu on any click or map interaction
document.addEventListener('click', function(e) {
if (contextMenuElement && !contextMenuElement.contains(e.target)) {
hideContextMenu();
}
});
map.on('movestart', hideContextMenu);
map.on('zoomstart', hideContextMenu);
// ========== End Context Menu ==========
// Listen for messages from parent window
window.addEventListener('message', function(event) {
if (event.data && event.data.type === 'changeTileTheme') {
@@ -1208,23 +999,6 @@ $(document).ready(function () {
map.fitBounds(bounds.getBounds());
});
// Hide world preview overlay when entering edit or delete mode
map.on('draw:editstart', function() {
hideWorldOverlayTemporarily();
});
map.on('draw:deletestart', function() {
hideWorldOverlayTemporarily();
});
// Restore world preview overlay when exiting edit or delete mode
map.on('draw:editstop', function() {
restoreWorldOverlay();
});
map.on('draw:deletestop', function() {
restoreWorldOverlay();
});
function display() {
$('#boxbounds').text(formatBounds(bounds.getBounds(), '4326'));
$('#boxboundsmerc').text(formatBounds(bounds.getBounds(), currentproj));

127
src/gui/js/main.js vendored
View File

@@ -12,25 +12,6 @@ if (window.__TAURI__) {
const DEFAULT_LOCALE_PATH = `./locales/en.json`;
// Track current bbox selection info localization key for language changes
let currentBboxSelectionKey = "select_area_prompt";
let currentBboxSelectionColor = "#ffffff";
// Helper function to set bbox selection info text and track it for language changes
async function setBboxSelectionInfo(bboxSelectionElement, localizationKey, color) {
currentBboxSelectionKey = localizationKey;
currentBboxSelectionColor = color;
// Ensure localization is available
let localization = window.localization;
if (!localization) {
localization = await getLocalization();
}
localizeElement(localization, { element: bboxSelectionElement }, localizationKey);
bboxSelectionElement.style.color = color;
}
// Initialize elements and start the demo progress
window.addEventListener("DOMContentLoaded", async () => {
registerMessageEvent();
@@ -85,7 +66,7 @@ async function localizeElement(json, elementObject, localizedStringKey) {
const attribute = localizedStringKey.startsWith("placeholder_") ? "placeholder" : "textContent";
if (element) {
if (json && localizedStringKey in json) {
if (localizedStringKey in json) {
element[attribute] = json[localizedStringKey];
} else {
// Fallback to default (English) string
@@ -97,15 +78,20 @@ async function localizeElement(json, elementObject, localizedStringKey) {
async function applyLocalization(localization) {
const localizationElements = {
"h2[data-localize='select_location']": "select_location",
"#bbox-text": "zoom_in_and_choose",
"h2[data-localize='select_world']": "select_world",
"span[id='choose_world']": "choose_world",
"#selected-world": "no_world_selected",
"#start-button": "start_generation",
"h2[data-localize='progress']": "progress",
"h2[data-localize='choose_world_modal_title']": "choose_world_modal_title",
"button[data-localize='select_existing_world']": "select_existing_world",
"button[data-localize='generate_new_world']": "generate_new_world",
"h2[data-localize='customization_settings']": "customization_settings",
"label[data-localize='world_scale']": "world_scale",
"label[data-localize='custom_bounding_box']": "custom_bounding_box",
"label[data-localize='floodfill_timeout']": "floodfill_timeout",
// DEPRECATED: Ground level localization removed
// "label[data-localize='ground_level']": "ground_level",
"label[data-localize='language']": "language",
@@ -124,6 +110,7 @@ async function applyLocalization(localization) {
// Placeholder strings
"input[id='bbox-coords']": "placeholder_bbox",
"input[id='floodfill-timeout']": "placeholder_floodfill",
// DEPRECATED: Ground level placeholder removed
// "input[id='ground-level']": "placeholder_ground"
};
@@ -132,13 +119,6 @@ async function applyLocalization(localization) {
localizeElement(localization, { selector: selector }, localizationElements[selector]);
}
// Re-apply current bbox selection info text with new language
const bboxSelectionInfo = document.getElementById("bbox-selection-info");
if (bboxSelectionInfo && currentBboxSelectionKey) {
localizeElement(localization, { element: bboxSelectionInfo }, currentBboxSelectionKey);
bboxSelectionInfo.style.color = currentBboxSelectionColor;
}
// Update error messages
window.localization = localization;
}
@@ -187,7 +167,7 @@ async function checkForUpdates() {
updateMessage.style.textDecoration = "none";
localizeElement(window.localization, { element: updateMessage }, "new_version_available");
footer.style.marginTop = "10px";
footer.style.marginTop = "15px";
footer.appendChild(updateMessage);
}
} catch (error) {
@@ -210,7 +190,7 @@ function registerMessageEvent() {
// Function to set up the progress bar listener
function setupProgressListener() {
const progressBar = document.getElementById("progress-bar");
const progressInfo = document.getElementById("progress-info");
const progressMessage = document.getElementById("progress-message");
const progressDetail = document.getElementById("progress-detail");
window.__TAURI__.event.listen("progress-update", (event) => {
@@ -222,16 +202,16 @@ function setupProgressListener() {
}
if (message != "") {
progressInfo.textContent = message;
progressMessage.textContent = message;
if (message.startsWith("Error!")) {
progressInfo.style.color = "#fa7878";
progressMessage.style.color = "#fa7878";
generationButtonEnabled = true;
} else if (message.startsWith("Done!")) {
progressInfo.style.color = "#7bd864";
progressMessage.style.color = "#7bd864";
generationButtonEnabled = true;
} else {
progressInfo.style.color = "#ececec";
progressMessage.style.color = "";
}
}
});
@@ -272,20 +252,6 @@ function initSettings() {
settingsModal.style.display = "none";
}
// Close settings and license modals on escape key
document.addEventListener("keydown", (event) => {
if (event.key === "Escape") {
if (settingsModal.style.display === "flex") {
closeSettings();
}
const licenseModal = document.getElementById("license-modal");
if (licenseModal && licenseModal.style.display === "flex") {
closeLicense();
}
}
});
window.openSettings = openSettings;
window.closeSettings = closeSettings;
@@ -535,7 +501,7 @@ function initWorldPicker() {
*/
function handleBboxInput() {
const inputBox = document.getElementById("bbox-coords");
const bboxSelectionInfo = document.getElementById("bbox-selection-info");
const bboxInfo = document.getElementById("bbox-info");
inputBox.addEventListener("input", function () {
const input = inputBox.value.trim();
@@ -547,12 +513,11 @@ function handleBboxInput() {
// Clear the info text only if no map selection exists
if (!mapSelectedBBox) {
setBboxSelectionInfo(bboxSelectionInfo, "select_area_prompt", "#ffffff");
bboxInfo.textContent = "";
bboxInfo.style.color = "";
} else {
// Restore map selection info display but don't update input field
const [lng1, lat1, lng2, lat2] = mapSelectedBBox.split(" ").map(Number);
const selectedSize = calculateBBoxSize(lng1, lat1, lng2, lat2);
displayBboxSizeStatus(bboxSelectionInfo, selectedSize);
// Restore map selection display
displayBboxInfoText(mapSelectedBBox);
}
return;
}
@@ -588,7 +553,8 @@ function handleBboxInput() {
// Update the info text and mark custom input as valid
customBBoxValid = true;
selectedBBox = bboxText.replace(/,/g, ' '); // Convert to space format for consistency
setBboxSelectionInfo(bboxSelectionInfo, "custom_selection_confirmed", "#7bd864");
localizeElement(window.localization, { element: bboxInfo }, "custom_selection_confirmed");
bboxInfo.style.color = "#7bd864";
} else {
// Valid numbers but invalid order or range
customBBoxValid = false;
@@ -598,7 +564,8 @@ function handleBboxInput() {
} else {
selectedBBox = mapSelectedBBox;
}
setBboxSelectionInfo(bboxSelectionInfo, "error_coordinates_out_of_range", "#fecc44");
localizeElement(window.localization, { element: bboxInfo }, "error_coordinates_out_of_range");
bboxInfo.style.color = "#fecc44";
}
} else {
// Input doesn't match the required format
@@ -609,7 +576,8 @@ function handleBboxInput() {
} else {
selectedBBox = mapSelectedBBox;
}
setBboxSelectionInfo(bboxSelectionInfo, "invalid_format", "#fecc44");
localizeElement(window.localization, { element: bboxInfo }, "invalid_format");
bboxInfo.style.color = "#fecc44";
}
});
}
@@ -658,21 +626,6 @@ let selectedBBox = "";
let mapSelectedBBox = ""; // Tracks bbox from map selection
let customBBoxValid = false; // Tracks if custom input is valid
/**
* Displays the appropriate bbox size status message based on area thresholds
* @param {HTMLElement} bboxSelectionElement - The element to display the message in
* @param {number} selectedSize - The calculated bbox area in square meters
*/
function displayBboxSizeStatus(bboxSelectionElement, selectedSize) {
if (selectedSize > threshold2) {
setBboxSelectionInfo(bboxSelectionElement, "area_too_large", "#fa7878");
} else if (selectedSize > threshold1) {
setBboxSelectionInfo(bboxSelectionElement, "area_extensive", "#fecc44");
} else {
setBboxSelectionInfo(bboxSelectionElement, "selection_confirmed", "#7bd864");
}
}
// Function to handle incoming bbox data
function displayBboxInfoText(bboxText) {
let [lng1, lat1, lng2, lat2] = bboxText.split(" ").map(Number);
@@ -686,13 +639,11 @@ function displayBboxInfoText(bboxText) {
selectedBBox = mapSelectedBBox;
customBBoxValid = false;
const bboxSelectionInfo = document.getElementById("bbox-selection-info");
const bboxCoordsInput = document.getElementById("bbox-coords");
const bboxInfo = document.getElementById("bbox-info");
// Reset the info text if the bbox is 0,0,0,0
if (lng1 === 0 && lat1 === 0 && lng2 === 0 && lat2 === 0) {
setBboxSelectionInfo(bboxSelectionInfo, "select_area_prompt", "#ffffff");
bboxCoordsInput.value = "";
bboxInfo.textContent = "";
mapSelectedBBox = "";
if (!customBBoxValid) {
selectedBBox = "";
@@ -700,13 +651,19 @@ function displayBboxInfoText(bboxText) {
return;
}
// Update the custom bbox input with the map selection (comma-separated format)
bboxCoordsInput.value = `${lng1},${lat1},${lng2},${lat2}`;
// Calculate the size of the selected bbox
const selectedSize = calculateBBoxSize(lng1, lat1, lng2, lat2);
displayBboxSizeStatus(bboxSelectionInfo, selectedSize);
if (selectedSize > threshold2) {
localizeElement(window.localization, { element: bboxInfo }, "area_too_large");
bboxInfo.style.color = "#fa7878";
} else if (selectedSize > threshold1) {
localizeElement(window.localization, { element: bboxInfo }, "area_extensive");
bboxInfo.style.color = "#fecc44";
} else {
localizeElement(window.localization, { element: bboxInfo }, "selection_confirmed");
bboxInfo.style.color = "#7bd864";
}
}
let worldPath = "";
@@ -796,8 +753,9 @@ async function startGeneration() {
}
if (!selectedBBox || selectedBBox == "0.000000 0.000000 0.000000 0.000000") {
const bboxSelectionInfo = document.getElementById('bbox-selection-info');
setBboxSelectionInfo(bboxSelectionInfo, "select_location_first", "#fa7878");
const bboxInfo = document.getElementById('bbox-info');
localizeElement(window.localization, { element: bboxInfo }, "select_location_first");
bboxInfo.style.color = "#fa7878";
return;
}
@@ -833,12 +791,14 @@ async function startGeneration() {
var roof = document.getElementById("roof-toggle").checked;
var fill_ground = document.getElementById("fillground-toggle").checked;
var scale = parseFloat(document.getElementById("scale-value-slider").value);
var floodfill_timeout = parseInt(document.getElementById("floodfill-timeout").value, 10);
// var ground_level = parseInt(document.getElementById("ground-level").value, 10);
// DEPRECATED: Ground level input removed from UI
var ground_level = -62;
// Validate ground_level
ground_level = isNaN(ground_level) || ground_level < -62 ? -62 : ground_level;
// Validate floodfill_timeout and ground_level
floodfill_timeout = isNaN(floodfill_timeout) || floodfill_timeout < 0 ? 20 : floodfill_timeout;
ground_level = isNaN(ground_level) || ground_level < -62 ? 20 : ground_level;
// Get telemetry consent (defaults to false if not set)
const telemetryConsent = window.getTelemetryConsent ? window.getTelemetryConsent() : false;
@@ -849,6 +809,7 @@ async function startGeneration() {
selectedWorld: worldPath,
worldScale: scale,
groundLevel: ground_level,
floodfillTimeout: floodfill_timeout,
terrainEnabled: terrain,
skipOsmObjects: skipOsmObjects,
interiorEnabled: interior,

View File

@@ -195,7 +195,11 @@ Wkt.Wkt.prototype.toObject = function (config) {
* Absorbs the geometry of another Wkt.Wkt instance, merging it with its own,
* creating a collection (MULTI-geometry) based on their types, which must agree.
* For example, creates a MULTIPOLYGON from a POLYGON type merged with another
<<<<<<< HEAD
* POLYGON type.
=======
* POLYGON type, or adds a POLYGON instance to a MULTIPOLYGON instance.
>>>>>>> dev
* @memberof Wkt.Wkt
* @method
*/

View File

@@ -1,7 +1,11 @@
{
"select_location": "اختيار موقع",
"zoom_in_and_choose": "قم بالتكبير واختر منطقتك باستخدام أداة المستطيل",
"select_world": "تحديد عالم",
"choose_world": "اختيار عالم",
"no_world_selected": "لم يتم تحديد عالم",
"start_generation": "بدء البناء",
"progress": "التقدم",
"custom_selection_confirmed": "تم تأكيد التحديد المخصص!",
"error_coordinates_out_of_range": "خطأ: الإحداثيات خارج النطاق أو مرتبة بشكل غير صحيح (مطلوب خط العرض قبل خط الطول).",
"invalid_format": "تنسيق غير صالح. استخدم 'lat,lng,lat,lng' أو 'lat lng lat lng'.",
@@ -26,7 +30,6 @@
"area_too_large": "تُعتبر هذه المنطقة كبيرة جدًا وقد تتجاوز حدود الحوسبة النموذجية.",
"area_extensive": "المنطقة واسعة جدًا وقد تتطلب الكثير من الوقت والموارد.",
"selection_confirmed": "تم تأكيد التحديد!",
"select_area_prompt": "حدد منطقة على الخريطة باستخدام الأدوات.",
"unknown_error": "خطأ غير معروف",
"license_and_credits": "الرخصة والمساهمون",
"placeholder_bbox": "الصيغة: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Standort auswählen",
"zoom_in_and_choose": "Zoome hinein und wähle dein Gebiet aus",
"select_world": "Welt auswählen",
"choose_world": "Welt wählen",
"no_world_selected": "Keine Welt ausgewählt",
"start_generation": "Generierung starten",
"progress": "Fortschritt",
"custom_selection_confirmed": "Benutzerdefinierte Auswahl bestätigt!",
"error_coordinates_out_of_range": "Fehler: Koordinaten sind außerhalb des Bereichs oder falsch geordnet (Lat vor Lng erforderlich).",
"invalid_format": "Ungültiges Format. Bitte verwende 'lat,lng,lat,lng' oder 'lat lng lat lng'.",
@@ -26,7 +30,6 @@
"area_too_large": "Dieses Gebiet ist sehr groß und könnte das Berechnungslimit überschreiten.",
"area_extensive": "Diese Gebietsgröße könnte längere Zeit für die Generierung benötigen.",
"selection_confirmed": "Auswahl bestätigt!",
"select_area_prompt": "Wähle einen Bereich auf der Karte aus.",
"unknown_error": "Unbekannter Fehler",
"license_and_credits": "Lizenz und Credits",
"placeholder_bbox": "Format: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Select Location",
"zoom_in_and_choose": "Zoom in and choose your area using the rectangle tool",
"select_world": "Select World",
"choose_world": "Choose World",
"no_world_selected": "No world selected",
"start_generation": "Start Generation",
"progress": "Progress",
"custom_selection_confirmed": "Custom selection confirmed!",
"error_coordinates_out_of_range": "Error: Coordinates are out of range or incorrectly ordered (Lat before Lng required).",
"invalid_format": "Invalid format. Please use 'lat,lng,lat,lng' or 'lat lng lat lng'.",
@@ -26,7 +30,6 @@
"area_too_large": "This area is very large and could exceed typical computing limits.",
"area_extensive": "The area is quite extensive and may take significant time and resources.",
"selection_confirmed": "Selection confirmed!",
"select_area_prompt": "Select an area on the map using the tools.",
"unknown_error": "Unknown error",
"license_and_credits": "License and Credits",
"placeholder_bbox": "Format: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Seleccionar ubicación",
"zoom_in_and_choose": "Acércate y elige tu área usando la herramienta de rectángulo",
"select_world": "Seleccionar mundo",
"choose_world": "Elegir mundo",
"no_world_selected": "Ningún mundo seleccionado",
"start_generation": "Iniciar generación",
"progress": "Progreso",
"custom_selection_confirmed": "¡Selección personalizada confirmada!",
"error_coordinates_out_of_range": "Error: Las coordenadas están fuera de rango o están ordenadas incorrectamente (Lat antes de Lng requerido).",
"invalid_format": "Formato inválido. Por favor, use 'lat,lng,lat,lng' o 'lat lng lat lng'.",
@@ -26,7 +30,6 @@
"area_too_large": "Esta área es muy grande y podría exceder los límites típicos de computación.",
"area_extensive": "El área es bastante extensa y puede requerir mucho tiempo y recursos.",
"selection_confirmed": "¡Selección confirmada!",
"select_area_prompt": "Selecciona un área en el mapa usando las herramientas.",
"unknown_error": "Unknown error",
"license_and_credits": "License and Credits",
"placeholder_bbox": "Format: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Valitse paikka",
"zoom_in_and_choose": "Zoomaa ja valitse paikka käyttämällä suorakulmatyökalua.",
"select_world": "Valitse maailma",
"choose_world": "Valitse maailma",
"no_world_selected": "Maailmaa ei valittu",
"start_generation": "Aloita generointi",
"progress": "Edistys",
"custom_selection_confirmed": "Mukautettu valinta vahvistettu!",
"error_coordinates_out_of_range": "Virhe: Koordinaatit ovat kantaman ulkopuolella tai vääriin aseteltu (Lat ennen Lng vaadittu).",
"invalid_format": "Väärä formaatti. Käytä 'lat,lng,lat,lng' tai 'lat lng lat lng'.",
@@ -26,7 +30,6 @@
"area_too_large": "Tämä alue on todella iso ja voi ylittää tyypilliset laskentarajat.",
"area_extensive": "Alue on aika laaja ja voi viedä pitkän ajan ja resursseja.",
"selection_confirmed": "Valinta vahvistettu!",
"select_area_prompt": "Valitse alue kartalta työkaluilla.",
"unknown_error": "Tuntematon virhe",
"license_and_credits": "Lisenssi ja krediitit",
"placeholder_bbox": "Formaatti: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Sélectionner une localisation",
"zoom_in_and_choose": "Zoomez et choisissez votre zone avec l'outil rectangle",
"select_world": "Sélectionner un monde",
"choose_world": "Choisir un monde",
"no_world_selected": "Aucun monde sélectionné",
"start_generation": "Commencer la génération",
"progress": "Progrès",
"custom_selection_confirmed": "Sélection personnalisée confirmée !",
"error_coordinates_out_of_range": "Erreur: Coordonnées hors de portée ou dans un ordre incorrect (besoin de la latitude avant la longitude).",
"invalid_format": "Format invalide. Utilisez 'lat,lng,lat,lng' ou 'lat lng lat lng'.",
@@ -26,7 +30,6 @@
"area_too_large": "Cette zone est très grande et pourrait dépasser les limites de calcul courantes.",
"area_extensive": "Cette zone est très étendue et pourrait nécessiter beaucoup de ressources et de temps.",
"selection_confirmed": "Sélection confirmée !",
"select_area_prompt": "Sélectionnez une zone sur la carte avec les outils.",
"unknown_error": "Erreur inconnue",
"license_and_credits": "Licence et crédits",
"placeholder_bbox": "Format: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Hely kiválasztása",
"zoom_in_and_choose": "Nagyíts és jelöld ki a területet a kijelölő eszközzel",
"select_world": "Világ kijelölése",
"choose_world": "Világ kiválasztása",
"no_world_selected": "Nincs világ kiválasztva",
"start_generation": "Generálás indítása",
"progress": "Haladás",
"custom_selection_confirmed": "Egyéni kiválasztás megerősítve",
"error_coordinates_out_of_range": "Hiba: A koordináták tartományon kívül vannak vagy hibásan rendezettek (a szélességi foknak a hosszúsági fok előtt kell lennie)",
"invalid_format": "Érvénytelen formátum. Kérjük, használja a 'lat,lng,lat,lng' vagy a 'lat lng lat lng' formátumot.'.",
@@ -26,7 +30,6 @@
"area_too_large": "Ez a terület nagyon nagy, és meghaladhatja a szokásos számítási korlátokat.",
"area_extensive": "A terület meglehetősen kiterjedt, és jelentős időt és erőforrásokat igényelhet.",
"selection_confirmed": "Kiválasztás megerősítve",
"select_area_prompt": "Jelölj ki egy területet a térképen az eszközökkel.",
"unknown_error": "Ismeretlen hiba",
"license_and_credits": "Licenc és elismerés.",
"placeholder_bbox": "Formátum: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "장소 선택",
"zoom_in_and_choose": "줌 인하고 직사각형 도구를 사용하여 영역을 선택하세요.",
"select_world": "세계 선택",
"choose_world": "세계 선택",
"no_world_selected": "선택된 세계 없음",
"start_generation": "생성 시작",
"progress": "진행",
"custom_selection_confirmed": "사용자 지정 선택이 확인되었습니다!",
"error_coordinates_out_of_range": "오류: 좌표가 범위를 벗어나거나 잘못된 순서입니다 (Lat이 Lng보다 먼저 필요합니다).",
"invalid_format": "잘못된 형식입니다. 'lat,lng,lat,lng' 또는 'lat lng lat lng' 형식을 사용하세요.",
@@ -24,9 +28,8 @@
"select_minecraft_world_first": "먼저 마인크래프트 세계를 선택하세요!",
"select_location_first": "먼저 위치를 선택하세요!",
"area_too_large": "이 지역은 매우 크고, 일반적인 계산 한계를 초과할 수 있습니다.",
"area_extensive": "이 지역은 꽤 광범위하여 상당한 시간과 자원이 필요할 수 있습니다.",
"area_extensive": "이 지역은 꽤 광범위하여 значитель한 시간과 자원이 필요할 수 있습니다.",
"selection_confirmed": "선택이 확인되었습니다!",
"select_area_prompt": "도구를 사용하여 지도에서 영역을 선택하세요.",
"unknown_error": "Unknown error",
"license_and_credits": "License and Credits",
"placeholder_bbox": "Format: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Vietos pasirinkimas",
"zoom_in_and_choose": "Pasididinkite žemėlapį ir pasirinkite plotą su kvadrato įrankiu",
"select_world": "Pasaulio pasirinkimas",
"choose_world": "Pasirinkti pasaulį",
"no_world_selected": "Pasaulis nepasirinktas",
"start_generation": "Pradėti generaciją",
"progress": "Progresas",
"custom_selection_confirmed": "Rėmo pasirinkimas patvirtintas!",
"error_coordinates_out_of_range": "Klaida: Koordinatės yra už ribų arba neteisingai išdėstytos (plat turi būti prieš ilg).",
"invalid_format": "Neteisingas formatas. Prašome naudoti 'plat,ilg,plat,ilg' arba 'plat ilg plat ilg'.",
@@ -26,7 +30,6 @@
"area_too_large": "Šis plotas yra labai didelis ir gali viršyti tipinius resursų limitus.",
"area_extensive": "Šis plotas yra pakankamai didelis kuriam reikėtų daug laiko ir resursų.",
"selection_confirmed": "Pasirinkimas patvirtintas!",
"select_area_prompt": "Pasirinkite plotą žemėlapyje naudodami įrankius.",
"unknown_error": "Nežinoma klaida",
"license_and_credits": "Licencija ir padėkos",
"placeholder_bbox": "Formatas: plat,lyg,plat,lyg",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Izvēlēties atrašanās vietu",
"zoom_in_and_choose": "Pietuviniet un izvēlieties apgabalu",
"select_world": "Izvēlēties pasauli",
"choose_world": "Izvēlēties pasauli",
"no_world_selected": "Pasaulē nav izvēlēta",
"start_generation": "Sākt ģenerēšanu",
"progress": "Progress",
"custom_selection_confirmed": "Pielāgota izvēle apstiprināta!",
"error_coordinates_out_of_range": "Kļūda: koordinātas ir ārpus darbības zonas vai norādītas nepareizā secībā (vispirms platums, tad garums)",
"invalid_format": "Nederīgs formāts. Izmantojiet 'platums,garums,platums,garums' vai 'platums garums platums garums'",
@@ -26,7 +30,6 @@
"area_too_large": "Šis apgabals ir pārāk liels un var pārsniegt tipiskos aprēķina ierobežojumus",
"area_extensive": "Apgabals ir diezgan plašs un var prasīt ievērojamu laiku un resursus",
"selection_confirmed": "Izvēle apstiprināta!",
"select_area_prompt": "Izvēlieties apgabalu kartē, izmantojot rīkus.",
"unknown_error": "Nezināma kļūda",
"license_and_credits": "Licence un autori",
"placeholder_bbox": "Formāts: platums,garums,platums,garums",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Wybierz lokalizację",
"zoom_in_and_choose": "Przybliż i zaznacz obszar za pomocą prostokąta",
"select_world": "Wybierz świat",
"choose_world": "Wybierz świat",
"no_world_selected": "Nie wybrano świata",
"start_generation": "Rozpocznij generowanie",
"progress": "Postęp",
"custom_selection_confirmed": "Niestandardowy wybór potwierdzony!",
"error_coordinates_out_of_range": "Błąd: Współrzędne są poza zakresem lub w złej kolejności (wymagana szerokość przed długością).",
"invalid_format": "Nieprawidłowy format. Użyj 'szer.,dł.,szer.,dł.' lub 'szer. dł. szer. dł.'.",
@@ -26,7 +30,6 @@
"area_too_large": "Ten obszar jest bardzo duży i może przekroczyć limity obliczeniowe.",
"area_extensive": "Ten obszar jest rozległy i może pochłonąć dużo czasu oraz zasobów.",
"selection_confirmed": "Wybór potwierdzony!",
"select_area_prompt": "Zaznacz obszar na mapie za pomocą narzędzi.",
"unknown_error": "Nieznany błąd",
"license_and_credits": "Licencja i autorzy",
"placeholder_bbox": "Format: szer,dł,szer,dł",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Выбрать местоположение",
"zoom_in_and_choose": "Приблизьте и выберите область",
"select_world": "Выбрать мир",
"choose_world": "Выбрать мир",
"no_world_selected": "Мир не выбран",
"start_generation": "Начать генерацию",
"progress": "Прогресс",
"custom_selection_confirmed": "Пользовательский выбор подтвержден!",
"error_coordinates_out_of_range": "Ошибка: Координаты находятся вне зоны действия или указаны в неправильном порядке (сначала широта, затем долгота)",
"invalid_format": "Неверный формат. Используйте 'широта,долгота,широта,долгота' или 'широта долгота широта долгота'",
@@ -26,7 +30,6 @@
"area_too_large": "Эта область слишком велика и может превысить типичные вычислительные ограничения",
"area_extensive": "Область довольно обширна и может потребовать значительного времени и ресурсов",
"selection_confirmed": "Выбор подтвержден!",
"select_area_prompt": "Выберите область на карте с помощью инструментов.",
"unknown_error": "Неизвестная ошибка",
"license_and_credits": "Лицензия и авторы",
"placeholder_bbox": "Формат: широта,долгота,широта,долгота",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Välj plats",
"zoom_in_and_choose": "Zooma in och välj ditt område med rektangulärt verktyg",
"select_world": "Välj värld",
"choose_world": "Välj värld",
"no_world_selected": "Ingen värld vald",
"start_generation": "Starta generering",
"progress": "Framsteg",
"custom_selection_confirmed": "Anpassad markering bekräftad!",
"error_coordinates_out_of_range": "Fel: Koordinater är utanför området eller felaktigt ordnade (Lat före Lng krävs).",
"invalid_format": "Ogiltigt format. Använd 'lat,lng,lat,lng' eller 'lat lng lat lng'.",
@@ -26,7 +30,6 @@
"area_too_large": "Detta område är mycket stort och kan överskrida vanliga beräkningsgränser.",
"area_extensive": "Området är ganska extensivt och kan ta betydande tid och resurser.",
"selection_confirmed": "Val bekräftat!",
"select_area_prompt": "Välj ett område på kartan med verktygen.",
"unknown_error": "Unknown error",
"license_and_credits": "License and Credits",
"placeholder_bbox": "Format: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "Обрати локацію",
"zoom_in_and_choose": "Збільште і оберіть область за допомогою прямокутника",
"select_world": "Обрати світ",
"choose_world": "Обрати світ",
"no_world_selected": "Світ не обрано",
"start_generation": "Почати генерацію",
"progress": "Прогрес",
"custom_selection_confirmed": "Користувацький вибір підтверджено!",
"error_coordinates_out_of_range": "Помилка: Координати поза діапазоном або неправильно впорядковані (потрібно широта перед довгота)",
"invalid_format": "Неправильний формат. Будь ласка, використовуйте 'широта,довгота,широта,довгота' або 'широта довгота широта довгота'",
@@ -26,7 +30,6 @@
"area_too_large": "Ця область дуже велика і може перевищити типові обчислювальні межі",
"area_extensive": "Область досить велика і може вимагати значного часу та ресурсів",
"selection_confirmed": "Вибір підтверджено!",
"select_area_prompt": "Виберіть область на карті за допомогою інструментів.",
"unknown_error": "Unknown error",
"license_and_credits": "License and Credits",
"placeholder_bbox": "Format: lat,lng,lat,lng",

View File

@@ -1,7 +1,11 @@
{
"select_location": "选择位置",
"zoom_in_and_choose": "放大并使用矩形工具选择您的区域",
"select_world": "选择世界",
"choose_world": "选择世界",
"no_world_selected": "未选择世界",
"start_generation": "开始生成",
"progress": "进度",
"custom_selection_confirmed": "自定义选择已确认!",
"error_coordinates_out_of_range": "错误:坐标超出范围或顺序不正确(需要先纬度后经度)。",
"invalid_format": "格式无效。请使用 'lat,lng,lat,lng' 或 'lat lng lat lng'。",
@@ -26,7 +30,6 @@
"area_too_large": "该区域非常大,可能会超出典型的计算限制。",
"area_extensive": "该区域相当广泛,可能需要大量时间和资源。",
"selection_confirmed": "选择已确认!",
"select_area_prompt": "使用工具在地图上选择一个区域。",
"unknown_error": "未知错误",
"license_and_credits": "许可证和致谢",
"placeholder_bbox": "格式: lat,lng,lat,lng",

2
src/gui/maps.html vendored
View File

@@ -26,7 +26,7 @@
<div id="search-container">
<div id="search-box">
<input type="text" id="city-search" placeholder="Search for a city..." autocomplete="off" />
<button id="search-btn" aria-label="Search"><svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true"><circle cx="11" cy="11" r="8"></circle><path d="m21 21-4.3-4.3"></path></svg></button>
<button id="search-btn">🔍</button>
</div>
<div id="search-results"></div>
</div>

View File

@@ -9,11 +9,9 @@ mod clipping;
mod colors;
mod coordinate_system;
mod data_processing;
mod deterministic_rng;
mod element_processing;
mod elevation_data;
mod floodfill;
mod floodfill_cache;
mod ground;
mod map_renderer;
mod map_transformation;
@@ -51,12 +49,6 @@ mod progress {
use windows::Win32::System::Console::{AttachConsole, FreeConsole, ATTACH_PARENT_PROCESS};
fn run_cli() {
// Configure thread pool with 90% CPU cap to keep system responsive
floodfill_cache::configure_rayon_thread_pool(0.9);
// Clean up old cached elevation tiles on startup
elevation_data::cleanup_old_cached_tiles();
let version: &str = env!("CARGO_PKG_VERSION");
let repository: &str = env!("CARGO_PKG_REPOSITORY");
println!(

View File

@@ -5,8 +5,8 @@ use crate::coordinate_system::transformation::CoordTransformer;
use crate::progress::emit_gui_progress_update;
use colored::Colorize;
use serde::Deserialize;
use serde_json::Value;
use std::collections::HashMap;
use std::sync::Arc;
// Raw data from OSM
@@ -29,18 +29,9 @@ struct OsmElement {
pub members: Vec<OsmMember>,
}
#[derive(Debug, Deserialize)]
pub struct OsmData {
elements: Vec<OsmElement>,
#[serde(default)]
pub remark: Option<String>,
}
impl OsmData {
/// Returns true if there are no elements in the OSM data
pub fn is_empty(&self) -> bool {
self.elements.is_empty()
}
#[derive(Deserialize)]
struct OsmData {
pub elements: Vec<OsmElement>,
}
struct SplitOsmData {
@@ -77,6 +68,11 @@ impl SplitOsmData {
}
}
fn parse_raw_osm_data(json_data: Value) -> Result<SplitOsmData, serde_json::Error> {
let osm_data: OsmData = serde_json::from_value(json_data)?;
Ok(SplitOsmData::from_raw_osm_data(osm_data))
}
// End raw data
// Normalized data that we can use
@@ -116,7 +112,7 @@ pub enum ProcessedMemberRole {
#[derive(Debug, Clone, PartialEq)]
pub struct ProcessedMember {
pub role: ProcessedMemberRole,
pub way: Arc<ProcessedWay>,
pub way: ProcessedWay,
}
#[derive(Debug, Clone, PartialEq)]
@@ -168,7 +164,7 @@ impl ProcessedElement {
}
pub fn parse_osm_data(
osm_data: OsmData,
json_data: Value,
bbox: LLBBox,
scale: f64,
debug: bool,
@@ -178,7 +174,7 @@ pub fn parse_osm_data(
emit_gui_progress_update(5.0, "Parsing data...");
// Deserialize the JSON data into the OSMData structure
let data = SplitOsmData::from_raw_osm_data(osm_data);
let data = parse_raw_osm_data(json_data).expect("Failed to parse OSM data");
let (coord_transformer, xzbbox) = CoordTransformer::llbbox_to_xzbbox(&bbox, scale)
.unwrap_or_else(|e| {
@@ -193,7 +189,7 @@ pub fn parse_osm_data(
}
let mut nodes_map: HashMap<u64, ProcessedNode> = HashMap::new();
let mut ways_map: HashMap<u64, Arc<ProcessedWay>> = HashMap::new();
let mut ways_map: HashMap<u64, ProcessedWay> = HashMap::new();
let mut processed_elements: Vec<ProcessedElement> = Vec::new();
@@ -242,15 +238,17 @@ pub fn parse_osm_data(
let tags = element.tags.clone().unwrap_or_default();
// Store unclipped way for relation assembly (clipping happens after ring merging)
let way = Arc::new(ProcessedWay {
id: element.id,
tags,
nodes,
});
ways_map.insert(element.id, Arc::clone(&way));
ways_map.insert(
element.id,
ProcessedWay {
id: element.id,
tags: tags.clone(),
nodes: nodes.clone(),
},
);
// Clip way nodes for standalone way processing (not relations)
let clipped_nodes = clip_way_to_bbox(&way.nodes, &xzbbox);
let clipped_nodes = clip_way_to_bbox(&nodes, &xzbbox);
// Skip ways that are completely outside the bbox (empty after clipping)
if clipped_nodes.is_empty() {
@@ -259,8 +257,8 @@ pub fn parse_osm_data(
let processed: ProcessedWay = ProcessedWay {
id: element.id,
tags: way.tags.clone(),
nodes: clipped_nodes,
tags: tags.clone(),
nodes: clipped_nodes.clone(),
};
processed_elements.push(ProcessedElement::Way(processed));
@@ -272,17 +270,13 @@ pub fn parse_osm_data(
continue;
};
// Process multipolygons and boundary relations
let relation_type = tags.get("type").map(|x: &String| x.as_str());
if relation_type != Some("multipolygon") && relation_type != Some("boundary") {
// Only process multipolygons for now
if tags.get("type").map(|x: &String| x.as_str()) != Some("multipolygon") {
continue;
};
// Water relations require unclipped ways for ring merging in water_areas.rs
// Boundary relations also require unclipped ways for proper ring assembly
let is_water_relation = is_water_element(tags);
let is_boundary_relation = tags.contains_key("boundary");
let keep_unclipped = is_water_relation || is_boundary_relation;
let members: Vec<ProcessedMember> = element
.members
@@ -300,28 +294,28 @@ pub fn parse_osm_data(
};
// Check if the way exists in ways_map
let way = match ways_map.get(&mem.r#ref) {
Some(w) => Arc::clone(w),
let way: ProcessedWay = match ways_map.get(&mem.r#ref) {
Some(w) => w.clone(),
None => {
// Way was likely filtered out because it was completely outside the bbox
return None;
}
};
// Water and boundary relations: keep unclipped for ring merging
// Other relations: clip member ways now
let final_way = if keep_unclipped {
// Water relations: keep unclipped for ring merging
// Non-water relations: clip member ways now
let final_way = if is_water_relation {
way
} else {
let clipped_nodes = clip_way_to_bbox(&way.nodes, &xzbbox);
if clipped_nodes.is_empty() {
return None;
}
Arc::new(ProcessedWay {
ProcessedWay {
id: way.id,
tags: way.tags.clone(),
tags: way.tags,
nodes: clipped_nodes,
})
}
};
Some(ProcessedMember {
@@ -340,10 +334,7 @@ pub fn parse_osm_data(
}
}
emit_gui_progress_update(14.0, "");
drop(nodes_map);
drop(ways_map);
emit_gui_progress_update(15.0, "");
(processed_elements, xzbbox)
}

View File

@@ -1,16 +1,12 @@
use crate::coordinate_system::geographic::LLBBox;
use crate::osm_parser::OsmData;
use crate::progress::{emit_gui_error, emit_gui_progress_update, is_running_with_gui};
#[cfg(feature = "gui")]
use crate::telemetry::{send_log, LogLevel};
use colored::Colorize;
use rand::seq::SliceRandom;
use reqwest::blocking::Client;
use reqwest::blocking::ClientBuilder;
use serde::Deserialize;
use serde_json::Value;
use std::fs::File;
use std::io::{self, BufReader, Cursor, Write};
use std::io::{self, BufReader, Write};
use std::process::Command;
use std::time::Duration;
@@ -38,22 +34,19 @@ fn download_with_reqwest(url: &str, query: &str) -> Result<String, Box<dyn std::
}
Err(e) => {
if e.is_timeout() {
let msg = "Request timed out. Try selecting a smaller area.";
eprintln!("{}", format!("Error! {msg}").red().bold());
Err(msg.into())
} else if e.is_connect() {
let msg = "No internet connection.";
eprintln!("{}", format!("Error! {msg}").red().bold());
Err(msg.into())
} else {
#[cfg(feature = "gui")]
send_log(
LogLevel::Error,
&format!("Request error in download_with_reqwest: {e}"),
eprintln!(
"{}",
"Error! Request timed out. Try selecting a smaller area."
.red()
.bold()
);
emit_gui_error("Request timed out. Try selecting a smaller area.");
} else {
eprintln!("{}", format!("Error! {e:.52}").red().bold());
Err(format!("{e:.52}").into())
emit_gui_error(&format!("{:.52}", e.to_string()));
}
// Always propagate errors
Err(e.into())
}
}
}
@@ -86,14 +79,13 @@ fn download_with_wget(url: &str, query: &str) -> io::Result<String> {
}
}
pub fn fetch_data_from_file(file: &str) -> Result<OsmData, Box<dyn std::error::Error>> {
pub fn fetch_data_from_file(file: &str) -> Result<Value, Box<dyn std::error::Error>> {
println!("{} Loading data from file...", "[1/7]".bold());
emit_gui_progress_update(1.0, "Loading data from file...");
let file: File = File::open(file)?;
let reader: BufReader<File> = BufReader::new(file);
let mut deserializer = serde_json::Deserializer::from_reader(reader);
let data: OsmData = OsmData::deserialize(&mut deserializer)?;
let data: Value = serde_json::from_reader(reader)?;
Ok(data)
}
@@ -103,7 +95,7 @@ pub fn fetch_data_from_overpass(
debug: bool,
download_method: &str,
save_file: Option<&str>,
) -> Result<OsmData, Box<dyn std::error::Error>> {
) -> Result<Value, Box<dyn std::error::Error>> {
println!("{} Fetching data...", "[1/7]".bold());
emit_gui_progress_update(1.0, "Fetching data...");
@@ -137,7 +129,6 @@ pub fn fetch_data_from_overpass(
nwr["barrier"];
nwr["entrance"];
nwr["door"];
nwr["boundary"];
way;
)->.relsinbbox;
(
@@ -191,12 +182,14 @@ pub fn fetch_data_from_overpass(
println!("API response saved to: {save_file}");
}
let mut deserializer =
serde_json::Deserializer::from_reader(Cursor::new(response.as_bytes()));
let data: OsmData = OsmData::deserialize(&mut deserializer)?;
let data: Value = serde_json::from_str(&response)?;
if data.is_empty() {
if let Some(remark) = data.remark.as_deref() {
if data["elements"]
.as_array()
.map_or(0, |elements: &Vec<Value>| elements.len())
== 0
{
if let Some(remark) = data["remark"].as_str() {
// Check if the remark mentions memory or other runtime errors
if remark.contains("runtime error") && remark.contains("out of memory") {
eprintln!("{}", "Error! The query ran out of memory on the Overpass API server. Try using a smaller area.".red().bold());
@@ -218,7 +211,7 @@ pub fn fetch_data_from_overpass(
}
if debug {
println!("Additional debug information: {data:?}");
println!("Additional debug information: {data}");
}
if !is_running_with_gui() {

View File

@@ -7,8 +7,9 @@ use crate::retrieve_data;
// this is copied from main.rs
pub fn generate_example(llbbox: LLBBox) -> (XZBBox, Vec<ProcessedElement>) {
// Fetch data
let raw_data = retrieve_data::fetch_data_from_overpass(llbbox, false, "requests", None)
.expect("Failed to fetch data");
let raw_data: serde_json::Value =
retrieve_data::fetch_data_from_overpass(llbbox, false, "requests", None)
.expect("Failed to fetch data");
// Parse raw data
let (mut parsed_elements, xzbbox) = osm_parser::parse_osm_data(raw_data, llbbox, 1.0, false);

View File

@@ -14,14 +14,11 @@ use crate::ground::Ground;
use crate::progress::emit_gui_progress_update;
use bedrockrs_level::level::db_interface::bedrock_key::ChunkKey;
use bedrockrs_level::level::db_interface::key_level::KeyTypeTag;
use bedrockrs_level::level::db_interface::rusty::{mcpe_options, RustyDBInterface};
use bedrockrs_level::level::db_interface::rusty::RustyDBInterface;
use bedrockrs_level::level::file_interface::RawWorldTrait;
use bedrockrs_shared::world::dimension::Dimension;
use byteorder::{LittleEndian, WriteBytesExt};
use fastnbt::Value;
use indicatif::{ProgressBar, ProgressStyle};
use rusty_leveldb::DB;
use serde::Serialize;
use std::collections::HashMap as StdHashMap;
use std::fs::{self, File};
@@ -85,8 +82,6 @@ impl From<serde_json::Error> for BedrockSaveError {
}
}
const DEFAULT_BEDROCK_COMPRESSION_LEVEL: u8 = 6;
/// Metadata for Bedrock worlds
#[derive(Serialize)]
struct BedrockMetadata {
@@ -220,11 +215,8 @@ impl BedrockWriter {
.ground
.as_ref()
.map(|ground| {
// Ground elevation data expects coordinates relative to the XZ bbox origin
let rel_x = spawn_x - xzbbox.min_x();
let rel_z = spawn_z - xzbbox.min_z();
let coord = crate::coordinate_system::cartesian::XZPoint::new(rel_x, rel_z);
ground.level(coord) + 3 // Add 3 blocks above ground for safety
let coord = crate::coordinate_system::cartesian::XZPoint::new(spawn_x, spawn_z);
ground.level(coord) + 2 // Add 2 blocks above ground for safety
})
.unwrap_or(64);
@@ -407,7 +399,7 @@ impl BedrockWriter {
// Open LevelDB with Bedrock-compatible options
let mut state = ();
let mut db: RustyDBInterface<()> =
RustyDBInterface::new(db_path.clone().into_boxed_path(), true, &mut state)
RustyDBInterface::new(db_path.into_boxed_path(), true, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Count total chunks for progress
@@ -421,128 +413,63 @@ impl BedrockWriter {
return Ok(());
}
{
let progress_bar = ProgressBar::new(total_chunks as u64);
progress_bar.set_style(
ProgressStyle::default_bar()
.template("{spinner:.green} [{elapsed_precise}] [{bar:45.white/black}] {pos}/{len} chunks ({eta})")
.unwrap()
.progress_chars("█▓░"),
);
let progress_bar = ProgressBar::new(total_chunks as u64);
progress_bar.set_style(
ProgressStyle::default_bar()
.template("{spinner:.green} [{elapsed_precise}] [{bar:45.white/black}] {pos}/{len} chunks ({eta})")
.unwrap()
.progress_chars("█▓░"),
);
let mut chunks_processed: usize = 0;
// Process each region and chunk
for ((region_x, region_z), region) in &world.regions {
for ((local_chunk_x, local_chunk_z), chunk) in &region.chunks {
// Calculate absolute chunk coordinates
let abs_chunk_x = region_x * 32 + local_chunk_x;
let abs_chunk_z = region_z * 32 + local_chunk_z;
let chunk_pos = Vec2::new(abs_chunk_x, abs_chunk_z);
// Write chunk version marker (42 is current Bedrock version as of 1.21+)
let version_key = ChunkKey::chunk_marker(chunk_pos, Dimension::Overworld);
db.set_subchunk_raw(version_key, &[42], &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Write Data3D (heightmap + biomes) - required for chunk to be valid
let data3d_key = ChunkKey::data3d(chunk_pos, Dimension::Overworld);
let data3d = self.create_data3d(chunk);
db.set_subchunk_raw(data3d_key, &data3d, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Process each section (subchunk)
for (&section_y, section) in &chunk.sections {
// Encode the subchunk
let subchunk_bytes = self.encode_subchunk(section, section_y)?;
// Write to database
let subchunk_key =
ChunkKey::new_subchunk(chunk_pos, Dimension::Overworld, section_y);
db.set_subchunk_raw(subchunk_key, &subchunk_bytes, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
}
chunks_processed += 1;
progress_bar.inc(1);
// Update GUI progress (92% to 97% range for chunk writing)
if chunks_processed.is_multiple_of(10) || chunks_processed == total_chunks {
let chunk_progress = chunks_processed as f64 / total_chunks as f64;
let gui_progress = 92.0 + (chunk_progress * 5.0); // 92% to 97%
emit_gui_progress_update(gui_progress, "");
}
}
}
progress_bar.finish_with_message("Chunks written to LevelDB");
}
// Ensure the RustyDBInterface handle is dropped before opening another DB for the same path.
drop(db);
self.write_chunk_entities(world, &db_path)?;
Ok(())
}
fn write_chunk_entities(
&self,
world: &WorldToModify,
db_path: &std::path::Path,
) -> Result<(), BedrockSaveError> {
let mut opts = mcpe_options(DEFAULT_BEDROCK_COMPRESSION_LEVEL);
opts.create_if_missing = true;
let mut db = DB::open(db_path.to_path_buf().into_boxed_path(), opts)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
let mut chunks_processed: usize = 0;
// Process each region and chunk
for ((region_x, region_z), region) in &world.regions {
for ((local_chunk_x, local_chunk_z), chunk) in &region.chunks {
let chunk_pos =
Vec2::new(region_x * 32 + local_chunk_x, region_z * 32 + local_chunk_z);
// Calculate absolute chunk coordinates
let abs_chunk_x = region_x * 32 + local_chunk_x;
let abs_chunk_z = region_z * 32 + local_chunk_z;
let chunk_pos = Vec2::new(abs_chunk_x, abs_chunk_z);
self.write_compound_list_record(
&mut db,
chunk_pos,
KeyTypeTag::BlockEntity,
chunk.other.get("block_entities"),
)?;
self.write_compound_list_record(
&mut db,
chunk_pos,
KeyTypeTag::Entity,
chunk.other.get("entities"),
)?;
// Write chunk version marker (42 is current Bedrock version as of 1.21+)
let version_key = ChunkKey::chunk_marker(chunk_pos, Dimension::Overworld);
db.set_subchunk_raw(version_key, &[42], &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Write Data3D (heightmap + biomes) - required for chunk to be valid
let data3d_key = ChunkKey::data3d(chunk_pos, Dimension::Overworld);
let data3d = self.create_data3d(chunk);
db.set_subchunk_raw(data3d_key, &data3d, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Process each section (subchunk)
for (&section_y, section) in &chunk.sections {
// Encode the subchunk
let subchunk_bytes = self.encode_subchunk(section, section_y)?;
// Write to database
let subchunk_key =
ChunkKey::new_subchunk(chunk_pos, Dimension::Overworld, section_y);
db.set_subchunk_raw(subchunk_key, &subchunk_bytes, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
}
chunks_processed += 1;
progress_bar.inc(1);
// Update GUI progress (92% to 97% range for chunk writing)
if chunks_processed.is_multiple_of(10) || chunks_processed == total_chunks {
let chunk_progress = chunks_processed as f64 / total_chunks as f64;
let gui_progress = 92.0 + (chunk_progress * 5.0); // 92% to 97%
emit_gui_progress_update(gui_progress, "");
}
}
}
Ok(())
}
progress_bar.finish_with_message("Chunks written to LevelDB");
fn write_compound_list_record(
&self,
db: &mut DB,
chunk_pos: Vec2<i32>,
key_type: KeyTypeTag,
value: Option<&Value>,
) -> Result<(), BedrockSaveError> {
let Some(Value::List(values)) = value else {
return Ok(());
};
if values.is_empty() {
return Ok(());
}
let deduped = dedup_compound_list(values);
if deduped.is_empty() {
return Ok(());
}
let data = nbtx::to_le_bytes(&deduped).map_err(|e| BedrockSaveError::Nbt(e.to_string()))?;
let key = build_chunk_key_bytes(chunk_pos, Dimension::Overworld, key_type, None);
db.put(&key, &data)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// LevelDB writes are flushed when the database is dropped
drop(db);
Ok(())
}
@@ -807,91 +734,6 @@ fn bedrock_bits_per_block(palette_count: u32) -> u8 {
16 // Maximum
}
fn build_chunk_key_bytes(
chunk_pos: Vec2<i32>,
dimension: Dimension,
key_type: KeyTypeTag,
y_index: Option<i8>,
) -> Vec<u8> {
let mut buffer = Vec::with_capacity(
9 + if dimension != Dimension::Overworld {
4
} else {
0
} + 1,
);
buffer.extend_from_slice(&chunk_pos.x.to_le_bytes());
buffer.extend_from_slice(&chunk_pos.y.to_le_bytes());
if dimension != Dimension::Overworld {
buffer.extend_from_slice(&i32::from(dimension).to_le_bytes());
}
buffer.push(key_type.to_byte());
if let Some(y) = y_index {
buffer.push(y as u8);
}
buffer
}
fn dedup_compound_list(values: &[Value]) -> Vec<Value> {
let mut coord_index: StdHashMap<(i32, i32, i32), usize> = StdHashMap::new();
let mut deduped: Vec<Value> = Vec::with_capacity(values.len());
for value in values {
if let Value::Compound(map) = value {
if let Some(coords) = get_entity_coords(map) {
if let Some(idx) = coord_index.get(&coords).copied() {
deduped[idx] = value.clone();
continue;
} else {
coord_index.insert(coords, deduped.len());
}
}
}
deduped.push(value.clone());
}
deduped
}
fn get_entity_coords(entity: &StdHashMap<String, Value>) -> Option<(i32, i32, i32)> {
if let Some(Value::List(pos)) = entity.get("Pos") {
if pos.len() == 3 {
if let (Some(x), Some(y), Some(z)) = (
value_to_i32(&pos[0]),
value_to_i32(&pos[1]),
value_to_i32(&pos[2]),
) {
return Some((x, y, z));
}
}
}
let (Some(x), Some(y), Some(z)) = (
entity.get("x").and_then(value_to_i32),
entity.get("y").and_then(value_to_i32),
entity.get("z").and_then(value_to_i32),
) else {
return None;
};
Some((x, y, z))
}
fn value_to_i32(value: &Value) -> Option<i32> {
match value {
Value::Byte(v) => Some(i32::from(*v)),
Value::Short(v) => Some(i32::from(*v)),
Value::Int(v) => Some(*v),
Value::Long(v) => i32::try_from(*v).ok(),
Value::Float(v) => Some(*v as i32),
Value::Double(v) => Some(*v as i32),
_ => None,
}
}
/// Level.dat structure for Bedrock Edition
/// This struct contains all required fields for a valid Bedrock world
#[derive(serde::Serialize)]

View File

@@ -27,7 +27,7 @@ pub(crate) struct Chunk {
}
/// Section within a chunk (16x16x16 blocks)
#[derive(Serialize, Deserialize, Clone)]
#[derive(Serialize, Deserialize)]
pub(crate) struct Section {
pub block_states: Blockstates,
#[serde(rename = "Y")]
@@ -37,7 +37,7 @@ pub(crate) struct Section {
}
/// Block states within a section
#[derive(Serialize, Deserialize, Clone)]
#[derive(Serialize, Deserialize)]
pub(crate) struct Blockstates {
pub palette: Vec<PaletteItem>,
pub data: Option<LongArray>,
@@ -46,7 +46,7 @@ pub(crate) struct Blockstates {
}
/// Palette item for block state encoding
#[derive(Serialize, Deserialize, Clone)]
#[derive(Serialize, Deserialize)]
pub(crate) struct PaletteItem {
#[serde(rename = "Name")]
pub name: String,
@@ -155,7 +155,7 @@ impl SectionToModify {
let palette = unique_blocks
.iter()
.map(|(block, stored_props)| PaletteItem {
name: format!("{}:{}", block.namespace(), block.name()),
name: block.name().to_string(),
properties: stored_props.clone().or_else(|| block.properties()),
})
.collect();

View File

@@ -16,24 +16,6 @@ use std::collections::HashMap;
use std::fs::File;
use std::io::Write;
use std::sync::atomic::{AtomicU64, Ordering};
use std::sync::OnceLock;
/// Cached base chunk sections (grass at Y=-62)
/// Computed once on first use and reused for all empty chunks
static BASE_CHUNK_SECTIONS: OnceLock<Vec<Section>> = OnceLock::new();
/// Get or create the cached base chunk sections
fn get_base_chunk_sections() -> &'static [Section] {
BASE_CHUNK_SECTIONS.get_or_init(|| {
let mut chunk = ChunkToModify::default();
for x in 0..16 {
for z in 0..16 {
chunk.set_block(x, -62, z, GRASS_BLOCK);
}
}
chunk.sections().collect()
})
}
#[cfg(feature = "gui")]
use crate::telemetry::{send_log, LogLevel};
@@ -65,18 +47,23 @@ impl<'a> WorldEditor<'a> {
}
/// Helper function to create a base chunk with grass blocks at Y -62
/// Uses cached sections for efficiency - only serialization happens per chunk
pub(super) fn create_base_chunk(abs_chunk_x: i32, abs_chunk_z: i32) -> (Vec<u8>, bool) {
// Use cached sections (computed once on first call)
let sections = get_base_chunk_sections();
let mut chunk = ChunkToModify::default();
// Prepare chunk data with cloned sections
// Fill the bottom layer with grass blocks at Y -62
for x in 0..16 {
for z in 0..16 {
chunk.set_block(x, -62, z, GRASS_BLOCK);
}
}
// Prepare chunk data
let chunk_data = Chunk {
sections: sections.to_vec(),
sections: chunk.sections().collect(),
x_pos: abs_chunk_x,
z_pos: abs_chunk_z,
is_light_on: 0,
other: FnvHashMap::default(),
other: chunk.other,
};
// Create the Level wrapper
@@ -90,8 +77,6 @@ impl<'a> WorldEditor<'a> {
}
/// Saves the world in Java Edition Anvil format.
///
/// Uses parallel processing with rayon for fast region saving.
pub(super) fn save_java(&mut self) {
println!("{} Saving world...", "[7/7]".bold());
emit_gui_progress_update(90.0, "Saving world...");
@@ -121,12 +106,122 @@ impl<'a> WorldEditor<'a> {
.regions
.par_iter()
.for_each(|((region_x, region_z), region_to_modify)| {
self.save_single_region(*region_x, *region_z, region_to_modify);
let mut region = self.create_region(*region_x, *region_z);
let mut ser_buffer = Vec::with_capacity(8192);
for (&(chunk_x, chunk_z), chunk_to_modify) in &region_to_modify.chunks {
if !chunk_to_modify.sections.is_empty() || !chunk_to_modify.other.is_empty() {
// Read existing chunk data if it exists
let existing_data = region
.read_chunk(chunk_x as usize, chunk_z as usize)
.unwrap()
.unwrap_or_default();
// Parse existing chunk or create new one
let mut chunk: Chunk = if !existing_data.is_empty() {
fastnbt::from_bytes(&existing_data).unwrap()
} else {
Chunk {
sections: Vec::new(),
x_pos: chunk_x + (region_x * 32),
z_pos: chunk_z + (region_z * 32),
is_light_on: 0,
other: FnvHashMap::default(),
}
};
// Update sections while preserving existing data
let new_sections: Vec<Section> = chunk_to_modify.sections().collect();
for new_section in new_sections {
if let Some(existing_section) =
chunk.sections.iter_mut().find(|s| s.y == new_section.y)
{
// Merge block states
existing_section.block_states.palette =
new_section.block_states.palette;
existing_section.block_states.data = new_section.block_states.data;
} else {
// Add new section if it doesn't exist
chunk.sections.push(new_section);
}
}
// Preserve existing block entities and merge with new ones
if let Some(existing_entities) = chunk.other.get_mut("block_entities") {
if let Some(new_entities) = chunk_to_modify.other.get("block_entities")
{
if let (Value::List(existing), Value::List(new)) =
(existing_entities, new_entities)
{
// Remove old entities that are replaced by new ones
existing.retain(|e| {
if let Value::Compound(map) = e {
let (x, y, z) = get_entity_coords(map);
!new.iter().any(|new_e| {
if let Value::Compound(new_map) = new_e {
let (nx, ny, nz) = get_entity_coords(new_map);
x == nx && y == ny && z == nz
} else {
false
}
})
} else {
true
}
});
// Add new entities
existing.extend(new.clone());
}
}
} else {
// If no existing entities, just add the new ones
if let Some(new_entities) = chunk_to_modify.other.get("block_entities")
{
chunk
.other
.insert("block_entities".to_string(), new_entities.clone());
}
}
// Update chunk coordinates and flags
chunk.x_pos = chunk_x + (region_x * 32);
chunk.z_pos = chunk_z + (region_z * 32);
// Create Level wrapper and save
let level_data = create_level_wrapper(&chunk);
ser_buffer.clear();
fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
region
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
.unwrap();
}
}
// Second pass: ensure all chunks exist
for chunk_x in 0..32 {
for chunk_z in 0..32 {
let abs_chunk_x = chunk_x + (region_x * 32);
let abs_chunk_z = chunk_z + (region_z * 32);
// Check if chunk exists in our modifications
let chunk_exists =
region_to_modify.chunks.contains_key(&(chunk_x, chunk_z));
// If chunk doesn't exist, create it with base layer
if !chunk_exists {
let (ser_buffer, _) = Self::create_base_chunk(abs_chunk_x, abs_chunk_z);
region
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
.unwrap();
}
}
}
// Update progress
let regions_done = regions_processed.fetch_add(1, Ordering::SeqCst) + 1;
// Update progress at regular intervals (every ~10% or at least every 10 regions)
// Update progress at regular intervals (every ~1% or at least every 10 regions)
// This ensures progress is visible even with many regions
let update_interval = (total_regions / 10).max(1);
if regions_done.is_multiple_of(update_interval) || regions_done == total_regions {
let progress = 90.0 + (regions_done as f64 / total_regions as f64) * 9.0;
@@ -138,197 +233,91 @@ impl<'a> WorldEditor<'a> {
save_pb.finish();
}
/// Saves a single region to disk.
///
/// Optimized for new world creation, writes chunks directly without reading existing data.
/// This assumes we're creating a fresh world, not modifying an existing one.
fn save_single_region(
&self,
region_x: i32,
region_z: i32,
region_to_modify: &super::common::RegionToModify,
) {
let mut region = self.create_region(region_x, region_z);
let mut ser_buffer = Vec::with_capacity(8192);
// First pass: write all chunks that have content
for (&(chunk_x, chunk_z), chunk_to_modify) in &region_to_modify.chunks {
if !chunk_to_modify.sections.is_empty() || !chunk_to_modify.other.is_empty() {
// Create chunk directly, we're writing to a fresh region file
// so there's no existing data to preserve
let chunk = Chunk {
sections: chunk_to_modify.sections().collect(),
x_pos: chunk_x + (region_x * 32),
z_pos: chunk_z + (region_z * 32),
is_light_on: 0,
other: chunk_to_modify.other.clone(),
};
// Create Level wrapper and save
let level_data = create_level_wrapper(&chunk);
ser_buffer.clear();
fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
region
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
.unwrap();
}
}
// Second pass: ensure all chunks exist (fill with base layer if not)
for chunk_x in 0..32 {
for chunk_z in 0..32 {
let abs_chunk_x = chunk_x + (region_x * 32);
let abs_chunk_z = chunk_z + (region_z * 32);
// Check if chunk exists in our modifications
let chunk_exists = region_to_modify.chunks.contains_key(&(chunk_x, chunk_z));
// If chunk doesn't exist, create it with base layer
if !chunk_exists {
let (ser_buffer, _) = Self::create_base_chunk(abs_chunk_x, abs_chunk_z);
region
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
.unwrap();
}
}
}
}
}
/// Helper function to get entity coordinates
/// Note: Currently unused since we write directly without merging, but kept for potential future use
#[inline]
#[allow(dead_code)]
fn get_entity_coords(entity: &HashMap<String, Value>) -> Option<(i32, i32, i32)> {
if let Some(Value::List(pos)) = entity.get("Pos") {
if pos.len() == 3 {
if let (Some(x), Some(y), Some(z)) = (
value_to_i32(&pos[0]),
value_to_i32(&pos[1]),
value_to_i32(&pos[2]),
) {
return Some((x, y, z));
}
}
}
let (Some(x), Some(y), Some(z)) = (
entity.get("x").and_then(value_to_i32),
entity.get("y").and_then(value_to_i32),
entity.get("z").and_then(value_to_i32),
) else {
return None;
fn get_entity_coords(entity: &HashMap<String, Value>) -> (i32, i32, i32) {
let x = if let Value::Int(x) = entity.get("x").unwrap_or(&Value::Int(0)) {
*x
} else {
0
};
Some((x, y, z))
let y = if let Value::Int(y) = entity.get("y").unwrap_or(&Value::Int(0)) {
*y
} else {
0
};
let z = if let Value::Int(z) = entity.get("z").unwrap_or(&Value::Int(0)) {
*z
} else {
0
};
(x, y, z)
}
/// Creates a Level wrapper for chunk data (Java Edition format)
#[inline]
fn create_level_wrapper(chunk: &Chunk) -> HashMap<String, Value> {
let mut level_map = HashMap::from([
("xPos".to_string(), Value::Int(chunk.x_pos)),
("zPos".to_string(), Value::Int(chunk.z_pos)),
(
"isLightOn".to_string(),
Value::Byte(i8::try_from(chunk.is_light_on).unwrap()),
),
(
"sections".to_string(),
Value::List(
chunk
.sections
.iter()
.map(|section| {
let mut block_states = HashMap::from([(
"palette".to_string(),
Value::List(
section
.block_states
.palette
.iter()
.map(|item| {
let mut palette_item = HashMap::from([(
"Name".to_string(),
Value::String(item.name.clone()),
)]);
if let Some(props) = &item.properties {
palette_item
.insert("Properties".to_string(), props.clone());
}
Value::Compound(palette_item)
})
.collect(),
),
)]);
// Only add the `data` attribute if it's non-empty
// to maintain compatibility with third-party tools like Dynmap
if let Some(data) = &section.block_states.data {
if !data.is_empty() {
block_states
.insert("data".to_string(), Value::LongArray(data.to_owned()));
}
}
Value::Compound(HashMap::from([
("Y".to_string(), Value::Byte(section.y)),
("block_states".to_string(), Value::Compound(block_states)),
]))
})
.collect(),
HashMap::from([(
"Level".to_string(),
Value::Compound(HashMap::from([
("xPos".to_string(), Value::Int(chunk.x_pos)),
("zPos".to_string(), Value::Int(chunk.z_pos)),
(
"isLightOn".to_string(),
Value::Byte(i8::try_from(chunk.is_light_on).unwrap()),
),
),
]);
(
"sections".to_string(),
Value::List(
chunk
.sections
.iter()
.map(|section| {
let mut block_states = HashMap::from([(
"palette".to_string(),
Value::List(
section
.block_states
.palette
.iter()
.map(|item| {
let mut palette_item = HashMap::from([(
"Name".to_string(),
Value::String(item.name.clone()),
)]);
if let Some(props) = &item.properties {
palette_item.insert(
"Properties".to_string(),
props.clone(),
);
}
Value::Compound(palette_item)
})
.collect(),
),
)]);
for (key, value) in &chunk.other {
level_map.insert(key.clone(), value.clone());
}
HashMap::from([("Level".to_string(), Value::Compound(level_map))])
}
/// Merge compound lists (entities, block_entities) from chunk_to_modify into chunk
/// Note: Currently unused since we write directly without merging, but kept for potential future use
#[allow(dead_code)]
fn merge_compound_list(chunk: &mut Chunk, chunk_to_modify: &ChunkToModify, key: &str) {
if let Some(existing_entities) = chunk.other.get_mut(key) {
if let Some(new_entities) = chunk_to_modify.other.get(key) {
if let (Value::List(existing), Value::List(new)) = (existing_entities, new_entities) {
existing.retain(|e| {
if let Value::Compound(map) = e {
if let Some((x, y, z)) = get_entity_coords(map) {
return !new.iter().any(|new_e| {
if let Value::Compound(new_map) = new_e {
get_entity_coords(new_map) == Some((x, y, z))
} else {
false
// Only add the `data` attribute if it's non-empty
// to maintain compatibility with third-party tools like Dynmap
if let Some(data) = &section.block_states.data {
if !data.is_empty() {
block_states.insert(
"data".to_string(),
Value::LongArray(data.to_owned()),
);
}
});
}
}
true
});
existing.extend(new.clone());
}
}
} else if let Some(new_entities) = chunk_to_modify.other.get(key) {
chunk.other.insert(key.to_string(), new_entities.clone());
}
}
}
/// Convert NBT Value to i32
/// Note: Currently unused since we write directly without merging, but kept for potential future use
#[allow(dead_code)]
fn value_to_i32(value: &Value) -> Option<i32> {
match value {
Value::Byte(v) => Some(i32::from(*v)),
Value::Short(v) => Some(i32::from(*v)),
Value::Int(v) => Some(*v),
Value::Long(v) => i32::try_from(*v).ok(),
Value::Float(v) => Some(*v as i32),
Value::Double(v) => Some(*v as i32),
_ => None,
}
Value::Compound(HashMap::from([
("Y".to_string(), Value::Byte(section.y)),
("block_states".to_string(), Value::Compound(block_states)),
]))
})
.collect(),
),
),
])),
)])
}

View File

@@ -27,9 +27,9 @@ use crate::coordinate_system::geographic::LLBBox;
use crate::ground::Ground;
use crate::progress::emit_gui_progress_update;
use colored::Colorize;
use fastnbt::{IntArray, Value};
use fastnbt::Value;
use serde::Serialize;
use std::collections::{hash_map::Entry, HashMap};
use std::collections::HashMap;
use std::fs::File;
use std::io::Write;
use std::path::PathBuf;
@@ -151,19 +151,6 @@ impl<'a> WorldEditor<'a> {
}
}
/// Get the ground level at a specific world coordinate (without any offset)
#[inline(always)]
pub fn get_ground_level(&self, x: i32, z: i32) -> i32 {
if let Some(ground) = &self.ground {
ground.level(XZPoint::new(
x - self.xzbbox.min_x(),
z - self.xzbbox.min_z(),
))
} else {
0 // Default ground level if no terrain data
}
}
/// Returns the minimum world coordinates
pub fn get_min_coords(&self) -> (i32, i32) {
(self.xzbbox.min_x(), self.xzbbox.min_z())
@@ -243,212 +230,6 @@ impl<'a> WorldEditor<'a> {
self.set_block(SIGN, x, y, z, None, None);
}
/// Adds an entity at the given coordinates (Y is ground-relative).
#[allow(dead_code)]
pub fn add_entity(
&mut self,
id: &str,
x: i32,
y: i32,
z: i32,
extra_data: Option<HashMap<String, Value>>,
) {
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
return;
}
let absolute_y = self.get_absolute_y(x, y, z);
let mut entity = HashMap::new();
entity.insert("id".to_string(), Value::String(id.to_string()));
entity.insert(
"Pos".to_string(),
Value::List(vec![
Value::Double(x as f64 + 0.5),
Value::Double(absolute_y as f64),
Value::Double(z as f64 + 0.5),
]),
);
entity.insert(
"Motion".to_string(),
Value::List(vec![
Value::Double(0.0),
Value::Double(0.0),
Value::Double(0.0),
]),
);
entity.insert(
"Rotation".to_string(),
Value::List(vec![Value::Float(0.0), Value::Float(0.0)]),
);
entity.insert("OnGround".to_string(), Value::Byte(1));
entity.insert("FallDistance".to_string(), Value::Float(0.0));
entity.insert("Fire".to_string(), Value::Short(-20));
entity.insert("Air".to_string(), Value::Short(300));
entity.insert("PortalCooldown".to_string(), Value::Int(0));
entity.insert(
"UUID".to_string(),
Value::IntArray(build_deterministic_uuid(id, x, absolute_y, z)),
);
if let Some(extra) = extra_data {
for (key, value) in extra {
entity.insert(key, value);
}
}
let chunk_x: i32 = x >> 4;
let chunk_z: i32 = z >> 4;
let region_x: i32 = chunk_x >> 5;
let region_z: i32 = chunk_z >> 5;
let region = self.world.get_or_create_region(region_x, region_z);
let chunk = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
match chunk.other.entry("entities".to_string()) {
Entry::Occupied(mut entry) => {
if let Value::List(list) = entry.get_mut() {
list.push(Value::Compound(entity));
}
}
Entry::Vacant(entry) => {
entry.insert(Value::List(vec![Value::Compound(entity)]));
}
}
}
/// Places a chest with the provided items at the given coordinates (ground-relative Y).
#[allow(dead_code)]
pub fn set_chest_with_items(
&mut self,
x: i32,
y: i32,
z: i32,
items: Vec<HashMap<String, Value>>,
) {
let absolute_y = self.get_absolute_y(x, y, z);
self.set_chest_with_items_absolute(x, absolute_y, z, items);
}
/// Places a chest with the provided items at the given coordinates (absolute Y).
#[allow(dead_code)]
pub fn set_chest_with_items_absolute(
&mut self,
x: i32,
absolute_y: i32,
z: i32,
items: Vec<HashMap<String, Value>>,
) {
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
return;
}
let chunk_x: i32 = x >> 4;
let chunk_z: i32 = z >> 4;
let region_x: i32 = chunk_x >> 5;
let region_z: i32 = chunk_z >> 5;
let mut chest_data = HashMap::new();
chest_data.insert(
"id".to_string(),
Value::String("minecraft:chest".to_string()),
);
chest_data.insert("x".to_string(), Value::Int(x));
chest_data.insert("y".to_string(), Value::Int(absolute_y));
chest_data.insert("z".to_string(), Value::Int(z));
chest_data.insert(
"Items".to_string(),
Value::List(items.into_iter().map(Value::Compound).collect()),
);
chest_data.insert("keepPacked".to_string(), Value::Byte(0));
let region = self.world.get_or_create_region(region_x, region_z);
let chunk = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
match chunk.other.entry("block_entities".to_string()) {
Entry::Occupied(mut entry) => {
if let Value::List(list) = entry.get_mut() {
list.push(Value::Compound(chest_data));
}
}
Entry::Vacant(entry) => {
entry.insert(Value::List(vec![Value::Compound(chest_data)]));
}
}
self.set_block_absolute(CHEST, x, absolute_y, z, None, None);
}
/// Places a block entity with items at the given coordinates (ground-relative Y).
#[allow(dead_code)]
pub fn set_block_entity_with_items(
&mut self,
block_with_props: BlockWithProperties,
x: i32,
y: i32,
z: i32,
block_entity_id: &str,
items: Vec<HashMap<String, Value>>,
) {
let absolute_y = self.get_absolute_y(x, y, z);
self.set_block_entity_with_items_absolute(
block_with_props,
x,
absolute_y,
z,
block_entity_id,
items,
);
}
/// Places a block entity with items at the given coordinates (absolute Y).
#[allow(dead_code)]
pub fn set_block_entity_with_items_absolute(
&mut self,
block_with_props: BlockWithProperties,
x: i32,
absolute_y: i32,
z: i32,
block_entity_id: &str,
items: Vec<HashMap<String, Value>>,
) {
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
return;
}
let chunk_x: i32 = x >> 4;
let chunk_z: i32 = z >> 4;
let region_x: i32 = chunk_x >> 5;
let region_z: i32 = chunk_z >> 5;
let mut block_entity = HashMap::new();
block_entity.insert("id".to_string(), Value::String(block_entity_id.to_string()));
block_entity.insert("x".to_string(), Value::Int(x));
block_entity.insert("y".to_string(), Value::Int(absolute_y));
block_entity.insert("z".to_string(), Value::Int(z));
block_entity.insert(
"Items".to_string(),
Value::List(items.into_iter().map(Value::Compound).collect()),
);
block_entity.insert("keepPacked".to_string(), Value::Byte(0));
let region = self.world.get_or_create_region(region_x, region_z);
let chunk = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
match chunk.other.entry("block_entities".to_string()) {
Entry::Occupied(mut entry) => {
if let Value::List(list) = entry.get_mut() {
list.push(Value::Compound(block_entity));
}
}
Entry::Vacant(entry) => {
entry.insert(Value::List(vec![Value::Compound(block_entity)]));
}
}
self.set_block_with_properties_absolute(block_with_props, x, absolute_y, z, None, None);
}
/// Sets a block of the specified type at the given coordinates.
///
/// Y value is interpreted as an offset from ground level.
@@ -805,30 +586,3 @@ impl<'a> WorldEditor<'a> {
Ok(())
}
}
#[allow(dead_code)]
fn build_deterministic_uuid(id: &str, x: i32, y: i32, z: i32) -> IntArray {
let mut hash: i64 = 17;
for byte in id.bytes() {
hash = hash.wrapping_mul(31).wrapping_add(byte as i64);
}
let seed_a = hash ^ (x as i64).wrapping_shl(32) ^ (y as i64).wrapping_mul(17);
let seed_b = hash.rotate_left(7) ^ (z as i64).wrapping_mul(31) ^ (x as i64).wrapping_mul(13);
IntArray::new(vec![
(seed_a >> 32) as i32,
seed_a as i32,
(seed_b >> 32) as i32,
seed_b as i32,
])
}
#[allow(dead_code)]
fn single_item(id: &str, slot: i8, count: i8) -> HashMap<String, Value> {
let mut item = HashMap::new();
item.insert("id".to_string(), Value::String(id.to_string()));
item.insert("Slot".to_string(), Value::Byte(slot));
item.insert("Count".to_string(), Value::Byte(count));
item
}

View File

@@ -1,7 +1,7 @@
{
"$schema": "https://schema.tauri.app/config/2",
"productName": "Arnis",
"version": "2.4.1",
"version": "2.4.0",
"identifier": "com.louisdev.arnis",
"build": {
"frontendDist": "src/gui"