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mesh.js
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mesh.js
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/*
* From https://www.redblobgames.com/maps/mapgen4/
* Copyright 2018 Red Blob Games <redblobgames@gmail.com>
* License: Apache v2.0 <http://www.apache.org/licenses/LICENSE-2.0.html>
*
* Point selection (blue noise or jittered grid), mountain peak
* selection, and mesh building.
*
* Points are regions (r), and either come from a jittered hexagonal
* grid or a precomputed blue noise set. Mountain peaks are triangles
* (t), and either come from a random subset of triangles or from a
* non-random subset of the blue noise points. However, since the blue
* noise points are regions and mountain peaks are triangles, I
* arbitrarily pick one triangle from each region.
*
* The precomputed points are read from the network, so the module
* uses async functions that build the mesh only after the points are
* read in.
*/
import param from './config';
import MeshBuilder from '@redblobgames/dual-mesh/create';
import {makeRandFloat} from '@redblobgames/prng';
/**
* @typedef { import("./types").Mesh } Mesh
*/
/**
* Apply random circular jitter to a set of points.
*
* @param {number[][]} points
* @param {number} dr
* @param {function(): number} randFloat
*/
function applyJitter(points, dr, randFloat) {
let newPoints = [];
for (let p of points) {
let r = dr * Math.sqrt(Math.abs(randFloat()));
let a = Math.PI * randFloat();
let dx = r * Math.cos(a);
let dy = r * Math.sin(a);
newPoints.push([p[0] + dx, p[1] + dy]);
}
return newPoints;
}
/**
* Generate a hexagonal grid with a given spacing. This is used when NOT
* reading points from a file.
*
* @param {number} spacing - horizontal spacing between adjacent hexagons
* @returns {[number, number][]} - list of [x, y] points
*/
function hexagonGrid(spacing) {
let points = /** @type{[number, number][]} */([]);
let offset = 0;
for (let y = spacing/2; y < 1000-spacing/2; y += spacing * 3/4) {
offset = (offset === 0)? spacing/2 : 0;
for (let x = offset + spacing/2; x < 1000-spacing/2; x += spacing) {
points.push([x, y]);
}
}
return points;
}
/**
* Choose a random set of regions for mountain peaks. This is used
* when NOT reading points from a file.
*
* @param {number} numPoints
* @param {number} spacing - param.spacing parameter, used to calculate density
* @param {function(): number} randFloat - random number generator (0-1)
* @returns {number[]} - array of point indices
*/
function chooseMountainPeaks(numPoints, spacing, randFloat) {
const fractionOfPeaks = spacing*spacing / param.mountainDensity;
let peaks_r = [];
for (let r = 0; r < numPoints; r++) {
if (randFloat() < fractionOfPeaks) {
peaks_r.push(r);
}
}
return peaks_r;
}
/**
* Read mesh and mountain peak points from a file saved by generate-points.js
*
* The points are [x,y]; the peaks in the index are an index into the
* points[] array, *not* region ids. The mesh creation process can
* insert new regions before and after this array, so these indices
* have to be adjusted later.
*
* @param {ArrayBuffer} buffer - data read from the mesh file
* @returns {{points: number[][], peaks_index: number[]}}
*/
function extractPoints(buffer) {
/* See file format in generate-points.js */
const pointData = new Uint16Array(buffer);
const numMountainPeaks = pointData[0];
let peaks_index = Array.from(pointData.slice(1, 1 + numMountainPeaks));
const numRegions = (pointData.length - numMountainPeaks - 1) / 2;
let points = [];
for (let i = 0; i < numRegions; i++) {
let j = 1 + numMountainPeaks + 2*i;
points.push([pointData[j], pointData[j+1]]);
}
return {points, peaks_index};
}
/**
* Either read mesh and mountain peak points, or generate locally.
*
* TODO: This hard-codes the spacing of 5; it should be a parameter
*/
async function choosePoints() {
let points = undefined, peaks_index = undefined;
const jitter = 0.5;
if (param.spacing === 5) {
let buffer = await fetch("build/points-5.data").then(response => response.arrayBuffer());
let extraction = extractPoints(buffer);
points = applyJitter(extraction.points, param.spacing * jitter * 0.5, makeRandFloat(param.mesh.seed));
peaks_index = extraction.peaks_index;
} else {
points = applyJitter(hexagonGrid(1.5 * param.spacing), param.spacing * jitter, makeRandFloat(param.mesh.seed));
peaks_index = chooseMountainPeaks(points.length, param.spacing, makeRandFloat(param.mesh.seed));
};
return {points, peaks_index};
}
export async function makeMesh() {
let {points, peaks_index} = await choosePoints();
let builder = new MeshBuilder({boundarySpacing: param.spacing * 1.5})
.addPoints(points);
let mesh = /** @type {Mesh} */(builder.create());
console.log(`triangles = ${mesh.numTriangles} regions = ${mesh.numRegions}`);
mesh.s_length = new Float32Array(mesh.numSides);
for (let s = 0; s < mesh.numSides; s++) {
let r1 = mesh.s_begin_r(s),
r2 = mesh.s_end_r(s);
let dx = mesh.r_x(r1) - mesh.r_x(r2),
dy = mesh.r_y(r1) - mesh.r_y(r2);
mesh.s_length[s] = Math.sqrt(dx*dx + dy*dy);
}
/* The input points get assigned to different positions in the
* output mesh. The peaks_index has indices into the original
* array. This test makes sure that the logic for mapping input
* indices to output indices hasn't changed. */
if (points[200][0] !== mesh.r_x(200 + mesh.numBoundaryRegions)
|| points[200][1] !== mesh.r_y(200 + mesh.numBoundaryRegions)) {
throw "Mapping from input points to output points has changed";
}
let peaks_r = peaks_index.map(i => i + mesh.numBoundaryRegions);
let peaks_t = [];
for (let r of peaks_r) {
peaks_t.push(mesh.s_inner_t(mesh._r_in_s[r]));
}
return {mesh, peaks_t};
}