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Significant work done porting to headless engine
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94
procedural/src/engine/modules/ocean-layers.js
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94
procedural/src/engine/modules/ocean-layers.js
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"use strict";
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export function generateOceanLayers(grid, config, utils) {
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const { lineGen, clipPoly, round, rn, P } = utils;
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if (config.outline === "none") return { layers: [] };
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const cells = grid.cells;
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const pointsN = grid.cells.i.length;
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const vertices = grid.vertices;
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const limits = config.outline === "random" ? randomizeOutline(P) : config.outline.split(",").map(s => +s);
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const chains = [];
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const opacity = rn(0.4 / limits.length, 2);
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const used = new Uint8Array(pointsN); // to detect already passed cells
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for (const i of cells.i) {
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const t = cells.t[i];
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if (t > 0) continue;
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if (used[i] || !limits.includes(t)) continue;
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const start = findStart(i, t, cells, vertices, pointsN);
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if (!start) continue;
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used[i] = 1;
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const chain = connectVertices(start, t, cells, vertices, pointsN, used); // 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) || vertices.c[v].some(c => c >= pointsN));
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if (relaxed.length < 4) continue;
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const points = clipPoly(
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relaxed.map(v => vertices.p[v]),
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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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const layers = [];
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for (const t of limits) {
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const layer = chains.filter(c => c[0] === t);
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const paths = layer.map(c => round(lineGen(c[1]))).filter(path => path);
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if (paths.length > 0) {
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layers.push({
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type: t,
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paths: paths,
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opacity: opacity
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});
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}
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}
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return { layers };
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}
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function randomizeOutline(P) {
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const limits = [];
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let odd = 0.2;
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for (let l = -9; l < 0; l++) {
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if (P(odd)) {
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odd = 0.2;
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limits.push(l);
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} else {
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odd *= 2;
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}
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}
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return limits;
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}
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// find eligible cell vertex to start path detection
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function findStart(i, t, cells, vertices, pointsN) {
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if (cells.b[i]) return cells.v[i].find(v => vertices.c[v].some(c => c >= pointsN)); // map border cell
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return cells.v[i][cells.c[i].findIndex(c => cells.t[c] < t || !cells.t[c])];
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}
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// connect vertices to chain
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function connectVertices(start, t, cells, vertices, pointsN, used) {
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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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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 = vertices.c[current]; // cells adjacent to vertex
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c.filter(c => cells.t[c] === t).forEach(c => (used[c] = 1));
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const v = vertices.v[current]; // neighboring vertices
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const c0 = !cells.t[c[0]] || cells.t[c[0]] === t - 1;
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const c1 = !cells.t[c[1]] || cells.t[c[1]] === t - 1;
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const c2 = !cells.t[c[2]] || cells.t[c[2]] === t - 1;
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if (v[0] !== undefined && v[0] !== prev && c0 !== c1) current = v[0];
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else if (v[1] !== undefined && v[1] !== prev && c1 !== c2) current = v[1];
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else if (v[2] !== undefined && v[2] !== prev && c0 !== c2) current = v[2];
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if (current === chain[chain.length - 1]) {
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console.error("Next vertex is not found");
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break;
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}
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}
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chain.push(chain[0]); // push first vertex as the last one
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return chain;
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}
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