WIP [generator] Reduce detalisation of coastlines, glaciers and deserts

Signed-off-by: Konstantin Pastbin <konstantin.pastbin@gmail.com>
This commit is contained in:
Konstantin Pastbin
2025-09-01 22:11:08 +07:00
parent 5d4bf4b012
commit fb5b709954
2 changed files with 17 additions and 3 deletions

View File

@@ -11,6 +11,7 @@
#include "routing/routing_helpers.hpp"
#include "indexer/classificator.hpp"
#include "indexer/dat_section_header.hpp"
#include "indexer/feature_impl.hpp"
#include "indexer/scales.hpp"
@@ -157,6 +158,10 @@ public:
Polygons const & polys = fb.GetGeometry();
bool const isCoast = fb.IsCoastCell();
static uint32_t const desertType = classif().GetTypeByPath({"natural", "desert"});
static uint32_t const glacierType = classif().GetTypeByPath({"natural", "glacier"});
bool const isLowDetail = (fb.HasType(desertType, 2) || fb.HasType(glacierType, 2));
int const scalesStart = static_cast<int>(m_header.GetScalesCount()) - 1;
for (int i = scalesStart; i >= 0; --i)
{
@@ -171,10 +176,18 @@ public:
/// @todo Probably, better to keep 3 zooms (skip trg0 with fallback to trg1)?
if (isCoast)
{
// The adjustments make simplification zooms like {5, 6, 8, 10} instead of {3, 5, 7, 9}
// pastk: make it {4, 6, 7, 9}
//if (level <= scales::GetUpperWorldScale())
// ++level;
if (i == 0 || i == 1)
++level;
}
if (!IsCountry() && isArea && isLowDetail)
{
// pastk: reduce detalisation of glaciers and deserts on World map
if (level <= scales::GetUpperWorldScale())
++level;
if (i == 0)
++level;
--level;
}
// Simplify and serialize geometry.

View File

@@ -176,6 +176,7 @@ public:
case feature::GeomType::Area:
{
/// @todo Initial area threshold to push area objects into World.mwm
// TODO discard small glaciers and deserts?
auto const & geometry = fb.GetOuterGeometry();
if (GetPolygonArea(geometry.begin(), geometry.end()) < 0.0025)
return false;