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fix(examples): now water and glaciers are distinguished #174
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| @@ -0,0 +1,10 @@ | ||
| # La Meije is a mountain in the Massif des Écrins range. | ||
| worldName: La Meije - Massif des Écrins range | ||
| verticalScale: 1.0 | ||
| horizontalScale: 1.0 | ||
| area: | ||
| center: | ||
| latitude: 45.005 | ||
| longitude: 6.308 | ||
| extentX: 2000 | ||
| extentY: 2000 |
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@@ -3,6 +3,8 @@ heightmaps: | |
| default: 0 | ||
| water: | ||
| default: 0 | ||
| snowfields: | ||
| default: 0 | ||
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| forEachTile: | ||
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@@ -54,9 +56,9 @@ forEachTile: | |
| processor: | ||
| type: geoToolsVector | ||
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| fetchWater: | ||
| fetchHydrographic: | ||
| type: fetchData | ||
| modelType: water | ||
| modelType: hydrographic | ||
| provider: | ||
| type: wfs | ||
| url: https://data.geopf.fr/wfs/wfs | ||
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@@ -91,11 +93,15 @@ forEachTile: | |
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| flattenWater: | ||
| after: | ||
| - fetchWater | ||
| - fetchHydrographic | ||
| - setAltitude | ||
| type: copyHeightmap | ||
| models: | ||
| type: water | ||
| type: hydrographic | ||
| filter: | ||
| not: | ||
| metadata: nature | ||
| equals: "Glacier, névé" | ||
| from: | ||
| localMin: ground | ||
| range: 9 | ||
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@@ -187,18 +193,37 @@ forEachTile: | |
| place: *forest-tree2 | ||
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| populateWaterPresence: | ||
| after: fetchWater | ||
| after: fetchHydrographic | ||
| type: copyHeightmap | ||
| models: | ||
| type: water | ||
| type: hydrographic | ||
| filter: | ||
| not: | ||
| metadata: nature | ||
| equals: "Glacier, névé" | ||
| from: 1 | ||
| to: water | ||
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| populateSnowfieldsPresence: | ||
| after: fetchHydrographic | ||
| type: copyHeightmap | ||
| models: | ||
| type: hydrographic | ||
| filter: | ||
| metadata: nature | ||
| equals: "Glacier, névé" | ||
| from: 1 | ||
| to: snowfields | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Pourquoi passer par une heightmap comme pour l'eau alors qu'on ne fait pas d'applanissement ? On pourrait faire beaucoup plus simple en faisant comme avec les squares ou les étendues d'herbe, c'est-à-dire laisser le sol se générer, et l'écraser avec un nouveau sol (en glace) à la place |
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| computeWaterDepth: | ||
| after: populateWaterPresence | ||
| type: copyHeightmap | ||
| models: | ||
| type: water | ||
| type: hydrographic | ||
| filter: | ||
| not: | ||
| metadata: nature | ||
| equals: "Glacier, névé" | ||
| from: | ||
| remap: | ||
| manhattan: water | ||
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@@ -235,6 +260,21 @@ forEachTile: | |
| - put: *voxel-air | ||
| at: [ 0, 0, 1..12 ] | ||
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| renderSnowfields: | ||
| after: | ||
| - renderGround | ||
| type: renderHeightmap | ||
| minimum: | ||
| sum: | ||
| - ground | ||
| - 1 | ||
| - product: [ -5, snowfields ] | ||
| maximum: ground | ||
| place: | ||
| structure: | ||
| - put: *voxel-snowfields | ||
| at: [ 0, 0, 0 ] | ||
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Comment on lines
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. D'autant plus qu'ici, au lieu d'un render heightmap, avec un min/max compliqué, tu aurais une simple structure de 1x1x5 de glace posée à la hauteur du sol, avec le render surfaces sur les bons models |
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| path: | ||
| after: | ||
| - fetchRoads | ||
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There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Tu utilises ça pour représenter les glaciers, ça me semble un peu étrange de choisir de la neige (et d'appeler ça "snowfields").
Certes les névés sont des amas de neige, mais qui a durci, et vu qu'on n'a pas de moyen de différencier les deux, je dirais que la neige dure s'apparente plus facilement à de la glace que le contraire... Quelque chose comme de la Packed Ice devrait faire l'affaire.
D'autant plus que pour les générations en montagne, on pourra activer le mode neige pour ajouter une couche de neige partout, si on veut (d'où le fait de se concentrer ici à mon sens sur les glaciers)