Using diamond-square algorithm to generate heightmaps which stored in a 2D-array.
- basic: Render heightmaps on 2d canvas.
- heightmap-visualizer: Heightmap 2d/3d visualization.
- zatlas: Heightmap generator. Use a legacy version of ds-heightmap.
npm install --save ds-heightmap
import { ds } from 'ds-heightmap';
const data = ds({
width: 129, // the width of the map, must be larger than 1.
height: 129, // the height of the map, must be larger than 1.
depth: 2000, // [optional] the value of each pixel will be within 0~depth, default: 2000.
rough: 1, // [optional] effect the terrain variability (roughness), default: 1.
randomizer(base, range) {
// [optional] customize the logic of random height generation.
// receive two number arguments:
// first is the average of the four(or three) vertices of the square/diamomnd step.
// second is half of the square/diamond width plus half of its height, you might want to use this value to decide how big the random value plus to the average is.
// finally, return the height
const random = Math.random() * Math.pow(2, -range / (129 * 2))
return base + random
}
});
console.log(data.data); // you would get a 2D-array of numbers
console.log(data.max); // the maximum number in all pixels
console.log(data.min); // the minimum number in all pixels
There is also a WebAssembly version of the module:
import { Runner } from 'ds-heightmap/wasm';
const runner = new Runner(
129, // width
129, // height
2000, // depth
1 // rough
);
const data = runner.ds();
console.log(data.data);
console.log(data.max);
console.log(data.min);
Note: randomizer
is not supported in WebAssembly version yet.
Here is an example of how to render the data on canvas:
import { ds } from 'ds-heightmap'
const width = 400
const height = 300
const { data, max, min } = ds({
width,
height
})
const range = max - min
const colorData = []
for (let i = 0; i < height; i++) {
for (let j = 0; j < width; j++) {
const level = (data[j][i] - min) / range
if (level > 0.8) {
colorData.push(186, 174, 154, 255)
} else if (level > 0.6) {
colorData.push(222, 214, 163, 255)
} else if (level > 0.4) {
colorData.push(209, 215, 171, 255)
} else if (level > 0.2) {
colorData.push(189, 204, 150, 255)
} else {
colorData.push(148, 191, 139, 255)
}
}
}
const imageData = new ImageData(
Uint8ClampedArray.from(colorData),
width,
height,
);
const canvas = document.getElementById('canvas')
canvas.width = width
canvas.height = height
const ctx = canvas.getContext('2d')
ctx.putImageData(imageData, 0, 0)