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chore: add biome for linting/formatting
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parent
6797baf7fe
commit
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29 changed files with 1929 additions and 754 deletions
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@ -1,6 +1,6 @@
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import { line, curveBasisClosed } from 'd3';
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import type { Selection } from 'd3';
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import { clipPoly,P,rn,round } from '../utils';
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import type { Selection } from "d3";
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import { curveBasisClosed, line } from "d3";
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import { clipPoly, P, rn, round } from "../utils";
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declare global {
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var OceanLayers: typeof OceanModule.prototype.draw;
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@ -13,7 +13,6 @@ class OceanModule {
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private lineGen = line().curve(curveBasisClosed);
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private oceanLayers: Selection<SVGGElement, unknown, null, undefined>;
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constructor(oceanLayers: Selection<SVGGElement, unknown, null, undefined>) {
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this.oceanLayers = oceanLayers;
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}
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@ -35,11 +34,17 @@ class OceanModule {
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// connect vertices to chain
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connectVertices(start: number, t: number) {
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const chain = []; // vertices chain to form a path
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for (let i = 0, current = start; i === 0 || (current !== start && i < 10000); i++) {
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for (
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let i = 0, current = start;
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i === 0 || (current !== start && i < 10000);
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i++
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) {
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const prev = chain[chain.length - 1]; // previous vertex in chain
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chain.push(current); // add current vertex to sequence
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const c = this.vertices.c[current]; // cells adjacent to vertex
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c.filter((c: number) => this.cells.t[c] === t).forEach((c: number) => (this.used[c] = 1));
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c.filter((c: number) => this.cells.t[c] === t).forEach((c: number) => {
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this.used[c] = 1;
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});
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const v = this.vertices.v[current]; // neighboring vertices
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const c0 = !this.cells.t[c[0]] || this.cells.t[c[0]] === t - 1;
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const c1 = !this.cells.t[c[1]] || this.cells.t[c[1]] === t - 1;
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@ -58,9 +63,16 @@ class OceanModule {
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// find eligible cell vertex to start path detection
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findStart(i: number, t: number) {
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if (this.cells.b[i]) return this.cells.v[i].find((v: number) => this.vertices.c[v].some((c: number) => c >= this.pointsN)); // map border cell
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return this.cells.v[i][this.cells.c[i].findIndex((c: number)=> this.cells.t[c] < t || !this.cells.t[c])];
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}
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if (this.cells.b[i])
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return this.cells.v[i].find((v: number) =>
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this.vertices.c[v].some((c: number) => c >= this.pointsN),
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); // map border cell
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return this.cells.v[i][
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this.cells.c[i].findIndex(
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(c: number) => this.cells.t[c] < t || !this.cells.t[c],
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)
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];
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}
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draw() {
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const outline = this.oceanLayers.attr("layers");
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@ -69,8 +81,11 @@ class OceanModule {
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this.cells = grid.cells;
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this.pointsN = grid.cells.i.length;
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this.vertices = grid.vertices;
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const limits = outline === "random" ? this.randomizeOutline() : outline.split(",").map((s: string) => +s);
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const limits =
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outline === "random"
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? this.randomizeOutline()
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: outline.split(",").map((s: string) => +s);
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const chains: [number, any[]][] = [];
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const opacity = rn(0.4 / limits.length, 2);
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this.used = new Uint8Array(this.pointsN); // to detect already passed cells
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@ -85,22 +100,33 @@ class OceanModule {
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const chain = this.connectVertices(start, t); // vertices chain to form a path
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if (chain.length < 4) continue;
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const relax = 1 + t * -2; // select only n-th point
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const relaxed = chain.filter((v, i) => !(i % relax) || this.vertices.c[v].some((c: number) => c >= this.pointsN));
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const relaxed = chain.filter(
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(v, i) =>
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!(i % relax) ||
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this.vertices.c[v].some((c: number) => c >= this.pointsN),
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);
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if (relaxed.length < 4) continue;
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const points = clipPoly(
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relaxed.map(v => this.vertices.p[v]),
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relaxed.map((v) => this.vertices.p[v]),
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graphWidth,
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graphHeight,
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1
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1,
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);
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chains.push([t, points]);
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}
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for (const t of limits) {
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const layer = chains.filter((c: [number, any[]]) => c[0] === t);
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let path = layer.map((c: [number, any[]]) => round(this.lineGen(c[1]) || "")).join("");
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if (path) this.oceanLayers.append("path").attr("d", path).attr("fill", "#ecf2f9").attr("fill-opacity", opacity);
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const path = layer
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.map((c: [number, any[]]) => round(this.lineGen(c[1]) || ""))
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.join("");
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if (path)
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this.oceanLayers
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.append("path")
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.attr("d", path)
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.attr("fill", "#ecf2f9")
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.attr("fill-opacity", opacity);
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}
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TIME && console.timeEnd("drawOceanLayers");
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