pub struct WorldData {
    pub lod_base: Grid<u32>,
    pub lod_alt: Grid<u32>,
    pub lod_horizon: Grid<u32>,
    pub(crate) map: (Vec<Arc<DynamicImage>>, Vec2<u16>, Vec2<f32>),
}

Fields§

§lod_base: Grid<u32>

Just the “base” layer for LOD; currently includes colors and nothing else. In the future we’ll add more layers, like shadows, rivers, and probably foliage, cities, roads, and other structures.

§lod_alt: Grid<u32>

The “height” layer for LOD; currently includes only land altitudes, but in the future should also water depth, and probably other information as well.

§lod_horizon: Grid<u32>

The “shadow” layer for LOD. Includes east and west horizon angles and an approximate max occluder height, which we use to try to approximate soft and volumetric shadows.

§map: (Vec<Arc<DynamicImage>>, Vec2<u16>, Vec2<f32>)

A fully rendered map image for use with the map and minimap; note that this can be constructed dynamically by combining the layers of world map data (e.g. with shadow map data or river data), but at present we opt not to do this.

The first two elements of the tuple are the regular and topographic maps respectively. The third element of the tuple is the world size (as a 2D grid, in chunks), and the fourth element holds the minimum height for any land chunk (i.e. the sea level) in its x coordinate, and the maximum land height above this height (i.e. the max height) in its y coordinate.

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impl WorldData

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pub fn chunk_size(&self) -> Vec2<u16>

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pub fn map_layers(&self) -> &Vec<Arc<DynamicImage>>

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pub fn map_image(&self) -> &Arc<DynamicImage>

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pub fn topo_map_image(&self) -> &Arc<DynamicImage>

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pub fn min_chunk_alt(&self) -> f32

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pub fn max_chunk_alt(&self) -> f32

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