mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2026-03-23 07:37:24 +01:00
refactor: clean up label-related code and introduce raycasting utilities
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parent
7bf33b6e65
commit
dac231f914
3 changed files with 193 additions and 175 deletions
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@ -2,8 +2,6 @@ declare global {
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var Labels: LabelsModule;
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}
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// --- Types ---
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export interface StateLabelData {
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i: number;
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type: "state";
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@ -42,8 +40,6 @@ export interface CustomLabelData {
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export type LabelData = StateLabelData | BurgLabelData | CustomLabelData;
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// --- Implementation ---
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class LabelsModule {
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private getNextId(): number {
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const labels = pack.labels;
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@ -8,24 +8,17 @@ import {
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round,
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splitInTwo,
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} from "../utils";
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import {
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Ray,
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raycast,
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findBestRayPair,
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ANGLES
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} from "../utils/label-raycast";
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declare global {
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var drawStateLabels: (list?: number[]) => void;
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}
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interface Ray {
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angle: number;
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length: number;
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x: number;
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y: number;
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}
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interface AngleData {
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angle: number;
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dx: number;
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dy: number;
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}
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type PathPoints = [number, number][];
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// list - an optional array of stateIds to regenerate
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@ -36,18 +29,9 @@ const stateLabelsRenderer = (list?: number[]): void => {
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const layerDisplay = labels.style("display");
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labels.style("display", null);
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const { cells, states, features } = pack;
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const { cells, states } = pack;
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const stateIds = cells.state;
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// increase step to 15 or 30 to make it faster and more horyzontal
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// decrease step to 5 to improve accuracy
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const ANGLE_STEP = 9;
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const angles = precalculateAngles(ANGLE_STEP);
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const LENGTH_START = 5;
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const LENGTH_STEP = 5;
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const LENGTH_MAX = 300;
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const labelPaths = getLabelPaths();
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const letterLength = checkExampleLetterLength();
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drawLabelPath(letterLength);
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@ -66,7 +50,7 @@ const stateLabelsRenderer = (list?: number[]): void => {
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const maxLakeSize = state.cells! / 20;
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const [x0, y0] = state.pole!;
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const rays: Ray[] = angles.map(({ angle, dx, dy }) => {
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const rays: Ray[] = ANGLES.map(({ angle, dx, dy }) => {
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const { length, x, y } = raycast({
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stateId: state.i,
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x0,
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@ -219,153 +203,6 @@ const stateLabelsRenderer = (list?: number[]): void => {
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return 10;
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}
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function precalculateAngles(step: number): AngleData[] {
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const angles: AngleData[] = [];
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const RAD = Math.PI / 180;
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for (let angle = 0; angle < 360; angle += step) {
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const dx = Math.cos(angle * RAD);
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const dy = Math.sin(angle * RAD);
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angles.push({ angle, dx, dy });
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}
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return angles;
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}
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function raycast({
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stateId,
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x0,
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y0,
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dx,
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dy,
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maxLakeSize,
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offset,
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}: {
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stateId: number;
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x0: number;
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y0: number;
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dx: number;
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dy: number;
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maxLakeSize: number;
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offset: number;
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}): { length: number; x: number; y: number } {
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let ray = { length: 0, x: x0, y: y0 };
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for (
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let length = LENGTH_START;
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length < LENGTH_MAX;
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length += LENGTH_STEP
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) {
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const [x, y] = [x0 + length * dx, y0 + length * dy];
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// offset points are perpendicular to the ray
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const offset1: [number, number] = [x + -dy * offset, y + dx * offset];
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const offset2: [number, number] = [x + dy * offset, y + -dx * offset];
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if (DEBUG.stateLabels) {
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drawPoint([x, y], {
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color: isInsideState(x, y) ? "blue" : "red",
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radius: 0.8,
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});
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drawPoint(offset1, {
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color: isInsideState(...offset1) ? "blue" : "red",
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radius: 0.4,
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});
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drawPoint(offset2, {
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color: isInsideState(...offset2) ? "blue" : "red",
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radius: 0.4,
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});
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}
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const inState =
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isInsideState(x, y) &&
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isInsideState(...offset1) &&
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isInsideState(...offset2);
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if (!inState) break;
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ray = { length, x, y };
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}
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return ray;
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function isInsideState(x: number, y: number): boolean {
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if (x < 0 || x > graphWidth || y < 0 || y > graphHeight) return false;
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const cellId = findClosestCell(x, y, undefined, pack) as number;
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const feature = features[cells.f[cellId]];
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if (feature.type === "lake")
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return isInnerLake(feature) || isSmallLake(feature);
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return stateIds[cellId] === stateId;
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}
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function isInnerLake(feature: { shoreline: number[] }): boolean {
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return feature.shoreline.every((cellId) => stateIds[cellId] === stateId);
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}
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function isSmallLake(feature: { cells: number }): boolean {
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return feature.cells <= maxLakeSize;
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}
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}
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function findBestRayPair(rays: Ray[]): [Ray, Ray] {
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let bestPair: [Ray, Ray] | null = null;
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let bestScore = -Infinity;
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for (let i = 0; i < rays.length; i++) {
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const score1 = rays[i].length * scoreRayAngle(rays[i].angle);
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for (let j = i + 1; j < rays.length; j++) {
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const score2 = rays[j].length * scoreRayAngle(rays[j].angle);
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const pairScore =
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(score1 + score2) * scoreCurvature(rays[i].angle, rays[j].angle);
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if (pairScore > bestScore) {
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bestScore = pairScore;
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bestPair = [rays[i], rays[j]];
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}
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}
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}
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return bestPair!;
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}
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function scoreRayAngle(angle: number): number {
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const normalizedAngle = Math.abs(angle % 180); // [0, 180]
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const horizontality = Math.abs(normalizedAngle - 90) / 90; // [0, 1]
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if (horizontality === 1) return 1; // Best: horizontal
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if (horizontality >= 0.75) return 0.9; // Very good: slightly slanted
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if (horizontality >= 0.5) return 0.6; // Good: moderate slant
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if (horizontality >= 0.25) return 0.5; // Acceptable: more slanted
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if (horizontality >= 0.15) return 0.2; // Poor: almost vertical
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return 0.1; // Very poor: almost vertical
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}
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function scoreCurvature(angle1: number, angle2: number): number {
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const delta = getAngleDelta(angle1, angle2);
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const similarity = evaluateArc(angle1, angle2);
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if (delta === 180) return 1; // straight line: best
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if (delta < 90) return 0; // acute: not allowed
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if (delta < 120) return 0.6 * similarity;
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if (delta < 140) return 0.7 * similarity;
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if (delta < 160) return 0.8 * similarity;
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return similarity;
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}
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function getAngleDelta(angle1: number, angle2: number): number {
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let delta = Math.abs(angle1 - angle2) % 360;
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if (delta > 180) delta = 360 - delta; // [0, 180]
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return delta;
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}
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// compute arc similarity towards x-axis
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function evaluateArc(angle1: number, angle2: number): number {
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const proximity1 = Math.abs((angle1 % 180) - 90);
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const proximity2 = Math.abs((angle2 % 180) - 90);
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return 1 - Math.abs(proximity1 - proximity2) / 90;
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}
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function getLinesAndRatio(
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mode: string,
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name: string,
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185
src/utils/label-raycast.ts
Normal file
185
src/utils/label-raycast.ts
Normal file
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@ -0,0 +1,185 @@
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import { findClosestCell } from "./index";
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export interface Ray {
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angle: number;
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length: number;
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x: number;
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y: number;
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}
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export interface AngleData {
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angle: number;
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dx: number;
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dy: number;
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}
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interface RaycastParams {
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stateId: number;
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x0: number;
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y0: number;
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dx: number;
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dy: number;
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maxLakeSize: number;
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offset: number;
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}
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// increase step to 15 or 30 to make it faster and more horyzontal
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// decrease step to 5 to improve accuracy
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const ANGLE_STEP = 9;
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export const ANGLES = precalculateAngles(ANGLE_STEP);
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const LENGTH_START = 5;
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const LENGTH_STEP = 5;
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const LENGTH_MAX = 300;
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/**
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* Cast a ray from a point in a given direction until it exits a state.
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* Checks both the ray point and offset points perpendicular to it.
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*/
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export function raycast({
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stateId,
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x0,
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y0,
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dx,
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dy,
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maxLakeSize,
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offset,
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}: RaycastParams): { length: number; x: number; y: number } {
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const { cells, features } = pack;
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const stateIds = cells.state;
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let ray = { length: 0, x: x0, y: y0 };
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for (
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let length = LENGTH_START;
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length < LENGTH_MAX;
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length += LENGTH_STEP
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) {
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const [x, y] = [x0 + length * dx, y0 + length * dy];
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// offset points are perpendicular to the ray
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const offset1: [number, number] = [x + -dy * offset, y + dx * offset];
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const offset2: [number, number] = [x + dy * offset, y + -dx * offset];
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const inState =
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isInsideState(x, y, stateId) &&
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isInsideState(...offset1, stateId) &&
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isInsideState(...offset2, stateId);
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if (!inState) break;
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ray = { length, x, y };
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}
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return ray;
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function isInsideState(x: number, y: number, stateId: number): boolean {
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if (x < 0 || x > graphWidth || y < 0 || y > graphHeight) return false;
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const cellId = findClosestCell(x, y, undefined, pack) as number;
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const feature = features[cells.f[cellId]];
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if (feature.type === "lake")
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return isInnerLake(feature) || isSmallLake(feature);
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return stateIds[cellId] === stateId;
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}
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function isInnerLake(feature: { shoreline: number[] }): boolean {
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return feature.shoreline.every((cellId) => stateIds[cellId] === stateId);
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}
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function isSmallLake(feature: { cells: number }): boolean {
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return feature.cells <= maxLakeSize;
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}
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}
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/**
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* Score a ray angle based on how horizontal it is.
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* Horizontal rays (0° or 180°) are preferred for label placement.
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*/
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export function scoreRayAngle(angle: number): number {
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const normalizedAngle = Math.abs(angle % 180); // [0, 180]
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const horizontality = Math.abs(normalizedAngle - 90) / 90; // [0, 1]
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if (horizontality === 1) return 1; // Best: horizontal
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if (horizontality >= 0.75) return 0.9; // Very good: slightly slanted
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if (horizontality >= 0.5) return 0.6; // Good: moderate slant
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if (horizontality >= 0.25) return 0.5; // Acceptable: more slanted
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if (horizontality >= 0.15) return 0.2; // Poor: almost vertical
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return 0.1; // Very poor: almost vertical
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}
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/**
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* Calculate the angle delta between two angles (0-180 degrees).
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*/
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export function getAngleDelta(angle1: number, angle2: number): number {
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let delta = Math.abs(angle1 - angle2) % 360;
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if (delta > 180) delta = 360 - delta; // [0, 180]
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return delta;
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}
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/**
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* Evaluate how similar the arc between two angles is.
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* Computes proximity of both angles towards the x-axis.
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*/
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export function evaluateArc(angle1: number, angle2: number): number {
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const proximity1 = Math.abs((angle1 % 180) - 90);
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const proximity2 = Math.abs((angle2 % 180) - 90);
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return 1 - Math.abs(proximity1 - proximity2) / 90;
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}
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/**
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* Score a ray pair based on the delta angle between them and their arc similarity.
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* Penalizes acute angles (<90°), favors straight lines (180°).
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*/
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export function scoreCurvature(angle1: number, angle2: number): number {
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const delta = getAngleDelta(angle1, angle2);
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const similarity = evaluateArc(angle1, angle2);
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if (delta === 180) return 1; // straight line: best
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if (delta < 90) return 0; // acute: not allowed
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if (delta < 120) return 0.6 * similarity;
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if (delta < 140) return 0.7 * similarity;
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if (delta < 160) return 0.8 * similarity;
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return similarity;
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}
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/**
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* Precompute angles and their vector components for raycast directions.
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* Used to sample rays around a point at regular angular intervals.
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*/
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function precalculateAngles(step: number): AngleData[] {
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const angles: AngleData[] = [];
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const RAD = Math.PI / 180;
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for (let angle = 0; angle < 360; angle += step) {
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const dx = Math.cos(angle * RAD);
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const dy = Math.sin(angle * RAD);
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angles.push({ angle, dx, dy });
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}
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return angles;
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}
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/**
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* Find the best pair of rays for label placement along a curved path.
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* Prefers horizontal rays and well-separated angles.
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*/
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export function findBestRayPair(rays: Ray[]): [Ray, Ray] {
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let bestPair: [Ray, Ray] | null = null;
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let bestScore = -Infinity;
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for (let i = 0; i < rays.length; i++) {
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const score1 = rays[i].length * scoreRayAngle(rays[i].angle);
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for (let j = i + 1; j < rays.length; j++) {
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const score2 = rays[j].length * scoreRayAngle(rays[j].angle);
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const pairScore =
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(score1 + score2) * scoreCurvature(rays[i].angle, rays[j].angle);
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if (pairScore > bestScore) {
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bestScore = pairScore;
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bestPair = [rays[i], rays[j]];
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}
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}
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}
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return bestPair!;
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}
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