refactor: clean up label-related code and introduce raycasting utilities

This commit is contained in:
StempunkDev 2026-02-10 22:53:32 +01:00
parent 7bf33b6e65
commit dac231f914
3 changed files with 193 additions and 175 deletions

View file

@ -2,8 +2,6 @@ declare global {
var Labels: LabelsModule;
}
// --- Types ---
export interface StateLabelData {
i: number;
type: "state";
@ -42,8 +40,6 @@ export interface CustomLabelData {
export type LabelData = StateLabelData | BurgLabelData | CustomLabelData;
// --- Implementation ---
class LabelsModule {
private getNextId(): number {
const labels = pack.labels;

View file

@ -8,24 +8,17 @@ import {
round,
splitInTwo,
} from "../utils";
import {
Ray,
raycast,
findBestRayPair,
ANGLES
} from "../utils/label-raycast";
declare global {
var drawStateLabels: (list?: number[]) => void;
}
interface Ray {
angle: number;
length: number;
x: number;
y: number;
}
interface AngleData {
angle: number;
dx: number;
dy: number;
}
type PathPoints = [number, number][];
// list - an optional array of stateIds to regenerate
@ -36,18 +29,9 @@ const stateLabelsRenderer = (list?: number[]): void => {
const layerDisplay = labels.style("display");
labels.style("display", null);
const { cells, states, features } = pack;
const { cells, states } = pack;
const stateIds = cells.state;
// increase step to 15 or 30 to make it faster and more horyzontal
// decrease step to 5 to improve accuracy
const ANGLE_STEP = 9;
const angles = precalculateAngles(ANGLE_STEP);
const LENGTH_START = 5;
const LENGTH_STEP = 5;
const LENGTH_MAX = 300;
const labelPaths = getLabelPaths();
const letterLength = checkExampleLetterLength();
drawLabelPath(letterLength);
@ -66,7 +50,7 @@ const stateLabelsRenderer = (list?: number[]): void => {
const maxLakeSize = state.cells! / 20;
const [x0, y0] = state.pole!;
const rays: Ray[] = angles.map(({ angle, dx, dy }) => {
const rays: Ray[] = ANGLES.map(({ angle, dx, dy }) => {
const { length, x, y } = raycast({
stateId: state.i,
x0,
@ -219,153 +203,6 @@ const stateLabelsRenderer = (list?: number[]): void => {
return 10;
}
function precalculateAngles(step: number): AngleData[] {
const angles: AngleData[] = [];
const RAD = Math.PI / 180;
for (let angle = 0; angle < 360; angle += step) {
const dx = Math.cos(angle * RAD);
const dy = Math.sin(angle * RAD);
angles.push({ angle, dx, dy });
}
return angles;
}
function raycast({
stateId,
x0,
y0,
dx,
dy,
maxLakeSize,
offset,
}: {
stateId: number;
x0: number;
y0: number;
dx: number;
dy: number;
maxLakeSize: number;
offset: number;
}): { length: number; x: number; y: number } {
let ray = { length: 0, x: x0, y: y0 };
for (
let length = LENGTH_START;
length < LENGTH_MAX;
length += LENGTH_STEP
) {
const [x, y] = [x0 + length * dx, y0 + length * dy];
// offset points are perpendicular to the ray
const offset1: [number, number] = [x + -dy * offset, y + dx * offset];
const offset2: [number, number] = [x + dy * offset, y + -dx * offset];
if (DEBUG.stateLabels) {
drawPoint([x, y], {
color: isInsideState(x, y) ? "blue" : "red",
radius: 0.8,
});
drawPoint(offset1, {
color: isInsideState(...offset1) ? "blue" : "red",
radius: 0.4,
});
drawPoint(offset2, {
color: isInsideState(...offset2) ? "blue" : "red",
radius: 0.4,
});
}
const inState =
isInsideState(x, y) &&
isInsideState(...offset1) &&
isInsideState(...offset2);
if (!inState) break;
ray = { length, x, y };
}
return ray;
function isInsideState(x: number, y: number): boolean {
if (x < 0 || x > graphWidth || y < 0 || y > graphHeight) return false;
const cellId = findClosestCell(x, y, undefined, pack) as number;
const feature = features[cells.f[cellId]];
if (feature.type === "lake")
return isInnerLake(feature) || isSmallLake(feature);
return stateIds[cellId] === stateId;
}
function isInnerLake(feature: { shoreline: number[] }): boolean {
return feature.shoreline.every((cellId) => stateIds[cellId] === stateId);
}
function isSmallLake(feature: { cells: number }): boolean {
return feature.cells <= maxLakeSize;
}
}
function findBestRayPair(rays: Ray[]): [Ray, Ray] {
let bestPair: [Ray, Ray] | null = null;
let bestScore = -Infinity;
for (let i = 0; i < rays.length; i++) {
const score1 = rays[i].length * scoreRayAngle(rays[i].angle);
for (let j = i + 1; j < rays.length; j++) {
const score2 = rays[j].length * scoreRayAngle(rays[j].angle);
const pairScore =
(score1 + score2) * scoreCurvature(rays[i].angle, rays[j].angle);
if (pairScore > bestScore) {
bestScore = pairScore;
bestPair = [rays[i], rays[j]];
}
}
}
return bestPair!;
}
function scoreRayAngle(angle: number): number {
const normalizedAngle = Math.abs(angle % 180); // [0, 180]
const horizontality = Math.abs(normalizedAngle - 90) / 90; // [0, 1]
if (horizontality === 1) return 1; // Best: horizontal
if (horizontality >= 0.75) return 0.9; // Very good: slightly slanted
if (horizontality >= 0.5) return 0.6; // Good: moderate slant
if (horizontality >= 0.25) return 0.5; // Acceptable: more slanted
if (horizontality >= 0.15) return 0.2; // Poor: almost vertical
return 0.1; // Very poor: almost vertical
}
function scoreCurvature(angle1: number, angle2: number): number {
const delta = getAngleDelta(angle1, angle2);
const similarity = evaluateArc(angle1, angle2);
if (delta === 180) return 1; // straight line: best
if (delta < 90) return 0; // acute: not allowed
if (delta < 120) return 0.6 * similarity;
if (delta < 140) return 0.7 * similarity;
if (delta < 160) return 0.8 * similarity;
return similarity;
}
function getAngleDelta(angle1: number, angle2: number): number {
let delta = Math.abs(angle1 - angle2) % 360;
if (delta > 180) delta = 360 - delta; // [0, 180]
return delta;
}
// compute arc similarity towards x-axis
function evaluateArc(angle1: number, angle2: number): number {
const proximity1 = Math.abs((angle1 % 180) - 90);
const proximity2 = Math.abs((angle2 % 180) - 90);
return 1 - Math.abs(proximity1 - proximity2) / 90;
}
function getLinesAndRatio(
mode: string,
name: string,

185
src/utils/label-raycast.ts Normal file
View file

@ -0,0 +1,185 @@
import { findClosestCell } from "./index";
export interface Ray {
angle: number;
length: number;
x: number;
y: number;
}
export interface AngleData {
angle: number;
dx: number;
dy: number;
}
interface RaycastParams {
stateId: number;
x0: number;
y0: number;
dx: number;
dy: number;
maxLakeSize: number;
offset: number;
}
// increase step to 15 or 30 to make it faster and more horyzontal
// decrease step to 5 to improve accuracy
const ANGLE_STEP = 9;
export const ANGLES = precalculateAngles(ANGLE_STEP);
const LENGTH_START = 5;
const LENGTH_STEP = 5;
const LENGTH_MAX = 300;
/**
* Cast a ray from a point in a given direction until it exits a state.
* Checks both the ray point and offset points perpendicular to it.
*/
export function raycast({
stateId,
x0,
y0,
dx,
dy,
maxLakeSize,
offset,
}: RaycastParams): { length: number; x: number; y: number } {
const { cells, features } = pack;
const stateIds = cells.state;
let ray = { length: 0, x: x0, y: y0 };
for (
let length = LENGTH_START;
length < LENGTH_MAX;
length += LENGTH_STEP
) {
const [x, y] = [x0 + length * dx, y0 + length * dy];
// offset points are perpendicular to the ray
const offset1: [number, number] = [x + -dy * offset, y + dx * offset];
const offset2: [number, number] = [x + dy * offset, y + -dx * offset];
const inState =
isInsideState(x, y, stateId) &&
isInsideState(...offset1, stateId) &&
isInsideState(...offset2, stateId);
if (!inState) break;
ray = { length, x, y };
}
return ray;
function isInsideState(x: number, y: number, stateId: number): boolean {
if (x < 0 || x > graphWidth || y < 0 || y > graphHeight) return false;
const cellId = findClosestCell(x, y, undefined, pack) as number;
const feature = features[cells.f[cellId]];
if (feature.type === "lake")
return isInnerLake(feature) || isSmallLake(feature);
return stateIds[cellId] === stateId;
}
function isInnerLake(feature: { shoreline: number[] }): boolean {
return feature.shoreline.every((cellId) => stateIds[cellId] === stateId);
}
function isSmallLake(feature: { cells: number }): boolean {
return feature.cells <= maxLakeSize;
}
}
/**
* Score a ray angle based on how horizontal it is.
* Horizontal rays (0° or 180°) are preferred for label placement.
*/
export function scoreRayAngle(angle: number): number {
const normalizedAngle = Math.abs(angle % 180); // [0, 180]
const horizontality = Math.abs(normalizedAngle - 90) / 90; // [0, 1]
if (horizontality === 1) return 1; // Best: horizontal
if (horizontality >= 0.75) return 0.9; // Very good: slightly slanted
if (horizontality >= 0.5) return 0.6; // Good: moderate slant
if (horizontality >= 0.25) return 0.5; // Acceptable: more slanted
if (horizontality >= 0.15) return 0.2; // Poor: almost vertical
return 0.1; // Very poor: almost vertical
}
/**
* Calculate the angle delta between two angles (0-180 degrees).
*/
export function getAngleDelta(angle1: number, angle2: number): number {
let delta = Math.abs(angle1 - angle2) % 360;
if (delta > 180) delta = 360 - delta; // [0, 180]
return delta;
}
/**
* Evaluate how similar the arc between two angles is.
* Computes proximity of both angles towards the x-axis.
*/
export function evaluateArc(angle1: number, angle2: number): number {
const proximity1 = Math.abs((angle1 % 180) - 90);
const proximity2 = Math.abs((angle2 % 180) - 90);
return 1 - Math.abs(proximity1 - proximity2) / 90;
}
/**
* Score a ray pair based on the delta angle between them and their arc similarity.
* Penalizes acute angles (<90°), favors straight lines (180°).
*/
export function scoreCurvature(angle1: number, angle2: number): number {
const delta = getAngleDelta(angle1, angle2);
const similarity = evaluateArc(angle1, angle2);
if (delta === 180) return 1; // straight line: best
if (delta < 90) return 0; // acute: not allowed
if (delta < 120) return 0.6 * similarity;
if (delta < 140) return 0.7 * similarity;
if (delta < 160) return 0.8 * similarity;
return similarity;
}
/**
* Precompute angles and their vector components for raycast directions.
* Used to sample rays around a point at regular angular intervals.
*/
function precalculateAngles(step: number): AngleData[] {
const angles: AngleData[] = [];
const RAD = Math.PI / 180;
for (let angle = 0; angle < 360; angle += step) {
const dx = Math.cos(angle * RAD);
const dy = Math.sin(angle * RAD);
angles.push({ angle, dx, dy });
}
return angles;
}
/**
* Find the best pair of rays for label placement along a curved path.
* Prefers horizontal rays and well-separated angles.
*/
export function findBestRayPair(rays: Ray[]): [Ray, Ray] {
let bestPair: [Ray, Ray] | null = null;
let bestScore = -Infinity;
for (let i = 0; i < rays.length; i++) {
const score1 = rays[i].length * scoreRayAngle(rays[i].angle);
for (let j = i + 1; j < rays.length; j++) {
const score2 = rays[j].length * scoreRayAngle(rays[j].angle);
const pairScore =
(score1 + score2) * scoreCurvature(rays[i].angle, rays[j].angle);
if (pairScore > bestScore) {
bestScore = pairScore;
bestPair = [rays[i], rays[j]];
}
}
}
return bestPair!;
}