mirror of
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migrating all util files from js to ts
This commit is contained in:
parent
76f86497c7
commit
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39 changed files with 3174 additions and 1523 deletions
454
src/utils/graphUtils.ts
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454
src/utils/graphUtils.ts
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import Delaunator from "delaunator";
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import Alea from "alea";
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import { color } from "d3";
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import { byId } from "./shorthands";
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import { rn } from "./numberUtils";
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import { createTypedArray } from "./arrayUtils";
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/**
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* Get boundary points on a regular square grid
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* @param {number} width - The width of the area
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* @param {number} height - The height of the area
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* @param {number} spacing - The spacing between points
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* @returns {Array} - An array of boundary points
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*/
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const getBoundaryPoints = (width: number, height: number, spacing: number) => {
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const offset = rn(-1 * spacing);
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const bSpacing = spacing * 2;
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const w = width - offset * 2;
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const h = height - offset * 2;
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const numberX = Math.ceil(w / bSpacing) - 1;
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const numberY = Math.ceil(h / bSpacing) - 1;
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const points = [];
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for (let i = 0.5; i < numberX; i++) {
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let x = Math.ceil((w * i) / numberX + offset);
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points.push([x, offset], [x, h + offset]);
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}
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for (let i = 0.5; i < numberY; i++) {
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let y = Math.ceil((h * i) / numberY + offset);
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points.push([offset, y], [w + offset, y]);
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}
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return points;
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}
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/**
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* Get points on a jittered square grid
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* @param {number} width - The width of the area
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* @param {number} height - The height of the area
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* @param {number} spacing - The spacing between points
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* @returns {Array} - An array of jittered grid points
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*/
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const getJitteredGrid = (width: number, height: number, spacing: number): number[][] => {
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const radius = spacing / 2; // square radius
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const jittering = radius * 0.9; // max deviation
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const doubleJittering = jittering * 2;
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const jitter = () => Math.random() * doubleJittering - jittering;
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let points: number[][] = [];
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for (let y = radius; y < height; y += spacing) {
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for (let x = radius; x < width; x += spacing) {
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const xj = Math.min(rn(x + jitter(), 2), width);
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const yj = Math.min(rn(y + jitter(), 2), height);
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points.push([xj, yj]);
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}
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}
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return points;
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}
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/**
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* Places points on a jittered grid and calculates spacing and cell counts
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* @param {number} graphWidth - The width of the graph
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* @param {number} graphHeight - The height of the graph
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* @returns {Object} - An object containing spacing, cellsDesired, boundary points, grid points, cellsX, and cellsY
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*/
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const placePoints = (graphWidth: number, graphHeight: number) => {
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window.TIME && console.time("placePoints");
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const cellsDesired = +(byId("pointsInput")?.dataset.cells || 0);
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const spacing = rn(Math.sqrt((graphWidth * graphHeight) / cellsDesired), 2); // spacing between points before jirrering
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const boundary = getBoundaryPoints(graphWidth, graphHeight, spacing);
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const points = getJitteredGrid(graphWidth, graphHeight, spacing); // points of jittered square grid
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const cellsX = Math.floor((graphWidth + 0.5 * spacing - 1e-10) / spacing);
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const cellsY = Math.floor((graphHeight + 0.5 * spacing - 1e-10) / spacing);
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window.TIME && console.timeEnd("placePoints");
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return {spacing, cellsDesired, boundary, points, cellsX, cellsY};
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}
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/**
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* Checks if the grid needs to be regenerated based on desired parameters
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* @param {Object} grid - The current grid object
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* @param {number} expectedSeed - The expected seed value
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* @param {number} graphWidth - The width of the graph
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* @param {number} graphHeight - The height of the graph
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* @returns {boolean} - True if the grid should be regenerated, false otherwise
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*/
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export const shouldRegenerateGrid = (grid: any, expectedSeed: number, graphWidth: number, graphHeight: number) => {
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if (expectedSeed && expectedSeed !== grid.seed) return true;
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const cellsDesired = +(byId("pointsInput")?.dataset?.cells || 0);
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if (cellsDesired !== grid.cellsDesired) return true;
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const newSpacing = rn(Math.sqrt((graphWidth * graphHeight) / cellsDesired), 2);
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const newCellsX = Math.floor((graphWidth + 0.5 * newSpacing - 1e-10) / newSpacing);
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const newCellsY = Math.floor((graphHeight + 0.5 * newSpacing - 1e-10) / newSpacing);
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return grid.spacing !== newSpacing || grid.cellsX !== newCellsX || grid.cellsY !== newCellsY;
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}
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/**
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* Generates a Voronoi grid based on jittered grid points
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* @returns {Object} - The generated grid object containing spacing, cellsDesired, boundary, points, cellsX, cellsY, cells, vertices, and seed
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*/
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export const generateGrid = (seed: string, graphWidth: number, graphHeight: number) => {
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Math.random = Alea(seed); // reset PRNG
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const {spacing, cellsDesired, boundary, points, cellsX, cellsY} = placePoints(graphWidth, graphHeight);
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const {cells, vertices} = calculateVoronoi(points, boundary);
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return {spacing, cellsDesired, boundary, points, cellsX, cellsY, cells, vertices, seed};
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}
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/**
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* Calculates the Voronoi diagram from given points and boundary
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* @param {Array} points - The array of points for Voronoi calculation
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* @param {Array} boundary - The boundary points to clip the Voronoi cells
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* @returns {Object} - An object containing Voronoi cells and vertices
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*/
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export const calculateVoronoi = (points: number[][], boundary: number[][]) => {
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window.TIME && console.time("calculateDelaunay");
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const allPoints = points.concat(boundary);
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const delaunay = Delaunator.from(allPoints);
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window.TIME && console.timeEnd("calculateDelaunay");
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window.TIME && console.time("calculateVoronoi");
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const voronoi = new window.Voronoi(delaunay, allPoints, points.length);
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const cells = voronoi.cells;
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cells.i = createTypedArray({maxValue: points.length, length: points.length}).map((_, i) => i); // array of indexes
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const vertices = voronoi.vertices;
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window.TIME && console.timeEnd("calculateVoronoi");
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return {cells, vertices};
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}
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/**
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* Returns a cell index on a regular square grid based on x and y coordinates
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* @param {number} x - The x coordinate
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* @param {number} y - The y coordinate
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* @param {Object} grid - The grid object containing spacing, cellsX, and cellsY
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* @returns {number} - The index of the cell in the grid
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*/
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export const findGridCell = (x: number, y: number, grid: any): number => {
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return (
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Math.floor(Math.min(y / grid.spacing, grid.cellsY - 1)) * grid.cellsX +
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Math.floor(Math.min(x / grid.spacing, grid.cellsX - 1))
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);
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}
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/**
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* return array of cell indexes in radius on a regular square grid
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* @param {number} x - The x coordinate
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* @param {number} y - The y coordinate
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* @param {number} radius - The search radius
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* @param {Object} grid - The grid object containing spacing, cellsX, and cellsY
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* @returns {Array} - An array of cell indexes within the specified radius
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*/
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export const findGridAll = (x: number, y: number, radius: number, grid: any): number[] => {
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const c = grid.cells.c;
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let r = Math.floor(radius / grid.spacing);
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let found = [findGridCell(x, y, grid)];
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if (!r || radius === 1) return found;
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if (r > 0) found = found.concat(c[found[0]]);
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if (r > 1) {
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let frontier = c[found[0]];
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while (r > 1) {
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let cycle = frontier.slice();
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frontier = [];
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cycle.forEach(function (s: number) {
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c[s].forEach(function (e: number) {
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if (found.indexOf(e) !== -1) return;
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found.push(e);
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frontier.push(e);
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});
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});
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r--;
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}
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}
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return found;
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}
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/**
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* Returns the index of the packed cell containing the given x and y coordinates
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* @param {number} x - The x coordinate
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* @param {number} y - The y coordinate
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* @param {number} radius - The search radius (default is Infinity)
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* @returns {number|undefined} - The index of the found cell or undefined if not found
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*/
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export const findClosestCell = (x: number, y: number, radius = Infinity, packedGraph: any): number | undefined => {
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if (!packedGraph.cells?.q) return;
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const found = packedGraph.cells.q.find(x, y, radius);
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return found ? found[2] : undefined;
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}
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/**
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* Returns an array of packed cell indexes within a specified radius from given x and y coordinates
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* @param {number} x - The x coordinate
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* @param {number} y - The y coordinate
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*/
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export const findAllCellsInRadius = (x: number, y: number, radius: number, packedGraph: any): number[] => {
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const found = packedGraph.cells.q.findAll(x, y, radius);
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return found.map((r: any) => r[2]);
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}
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/**
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* Returns the polygon points for a packed cell given its index
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* @param {number} i - The index of the packed cell
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* @returns {Array} - An array of polygon points for the specified cell
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*/
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export const getPackPolygon = (cellIndex: number, packedGraph: any) => {
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return packedGraph.cells.v[cellIndex].map((v: number) => packedGraph.vertices.p[v]);
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}
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/**
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* Returns the polygon points for a grid cell given its index
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* @param {number} i - The index of the grid cell
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* @returns {Array} - An array of polygon points for the specified grid cell
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*/
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export const getGridPolygon = (i: number, grid: any) => {
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return grid.cells.v[i].map((v: number) => grid.vertices.p[v]);
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}
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/**
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* mbostock's poissonDiscSampler implementation
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* Generates points using Poisson-disc sampling within a specified rectangle
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* @param {number} x0 - The minimum x coordinate of the rectangle
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* @param {number} y0 - The minimum y coordinate of the rectangle
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* @param {number} x1 - The maximum x coordinate of the rectangle
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* @param {number} y1 - The maximum y coordinate of the rectangle
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* @param {number} r - The minimum distance between points
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* @param {number} k - The number of attempts before rejection (default is 3)
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* @yields {Array} - An array containing the x and y coordinates of a generated point
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*/
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export function* poissonDiscSampler(x0: number, y0: number, x1: number, y1: number, r: number, k = 3) {
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if (!(x1 >= x0) || !(y1 >= y0) || !(r > 0)) throw new Error();
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const width = x1 - x0;
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const height = y1 - y0;
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const r2 = r * r;
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const r2_3 = 3 * r2;
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const cellSize = r * Math.SQRT1_2;
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const gridWidth = Math.ceil(width / cellSize);
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const gridHeight = Math.ceil(height / cellSize);
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const grid = new Array(gridWidth * gridHeight);
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const queue: [number, number][] = [];
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function far(x: number, y: number) {
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const i = (x / cellSize) | 0;
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const j = (y / cellSize) | 0;
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const i0 = Math.max(i - 2, 0);
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const j0 = Math.max(j - 2, 0);
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const i1 = Math.min(i + 3, gridWidth);
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const j1 = Math.min(j + 3, gridHeight);
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for (let j = j0; j < j1; ++j) {
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const o = j * gridWidth;
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for (let i = i0; i < i1; ++i) {
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const s = grid[o + i];
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if (s) {
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const dx = s[0] - x;
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const dy = s[1] - y;
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if (dx * dx + dy * dy < r2) return false;
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}
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}
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}
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return true;
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}
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function sample(x: number, y: number) {
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const point: [number, number] = [x, y];
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queue.push((grid[gridWidth * ((y / cellSize) | 0) + ((x / cellSize) | 0)] = point));
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return [x + x0, y + y0];
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}
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yield sample(width / 2, height / 2);
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pick: while (queue.length) {
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const i = (Math.random() * queue.length) | 0;
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const parent = queue[i];
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for (let j = 0; j < k; ++j) {
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const a = 2 * Math.PI * Math.random();
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const r = Math.sqrt(Math.random() * r2_3 + r2);
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const x = parent[0] + r * Math.cos(a);
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const y = parent[1] + r * Math.sin(a);
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if (0 <= x && x < width && 0 <= y && y < height && far(x, y)) {
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yield sample(x, y);
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continue pick;
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}
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}
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const r = queue.pop();
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if (r !== undefined && i < queue.length) queue[i] = r;
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}
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}
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/**
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* Checks if a packed cell is land based on its height
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* @param {number} i - The index of the packed cell
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* @returns {boolean} - True if the cell is land, false otherwise
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*/
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export const isLand = (i: number, packedGraph: any) => {
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return packedGraph.cells.h[i] >= 20;
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}
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/**
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* Checks if a packed cell is water based on its height
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* @param {number} i - The index of the packed cell
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* @returns {boolean} - True if the cell is water, false otherwise
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*/
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export const isWater = (i: number, packedGraph: any) => {
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return packedGraph.cells.h[i] < 20;
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}
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export const findAllInQuadtree = (x: number, y: number, radius: number, quadtree: any) => {
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const radiusSearchInit = (t: any, radius: number) => {
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t.result = [];
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(t.x0 = t.x - radius), (t.y0 = t.y - radius);
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(t.x3 = t.x + radius), (t.y3 = t.y + radius);
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t.radius = radius * radius;
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};
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const radiusSearchVisit = (t: any, d2: number) => {
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t.node.data.scanned = true;
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if (d2 < t.radius) {
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do {
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t.result.push(t.node.data);
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t.node.data.selected = true;
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} while ((t.node = t.node.next));
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}
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};
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class Quad {
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node: any;
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x0: number;
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y0: number;
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x1: number;
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y1: number;
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constructor(node: any, x0: number, y0: number, x1: number, y1: number) {
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this.node = node;
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this.x0 = x0;
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this.y0 = y0;
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this.x1 = x1;
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this.y1 = y1;
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}
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}
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const t: any = {x, y, x0: quadtree._x0, y0: quadtree._y0, x3: quadtree._x1, y3: quadtree._y1, quads: [], node: quadtree._root};
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if (t.node) t.quads.push(new Quad(t.node, t.x0, t.y0, t.x3, t.y3));
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radiusSearchInit(t, radius);
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var i = 0;
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while ((t.q = t.quads.pop())) {
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i++;
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// Stop searching if this quadrant can’t contain a closer node.
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if (
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!(t.node = t.q.node) ||
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(t.x1 = t.q.x0) > t.x3 ||
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(t.y1 = t.q.y0) > t.y3 ||
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(t.x2 = t.q.x1) < t.x0 ||
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(t.y2 = t.q.y1) < t.y0
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)
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continue;
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// Bisect the current quadrant.
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if (t.node.length) {
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t.node.explored = true;
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var xm: number = (t.x1 + t.x2) / 2,
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ym: number = (t.y1 + t.y2) / 2;
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t.quads.push(
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new Quad(t.node[3], xm, ym, t.x2, t.y2),
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new Quad(t.node[2], t.x1, ym, xm, t.y2),
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new Quad(t.node[1], xm, t.y1, t.x2, ym),
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new Quad(t.node[0], t.x1, t.y1, xm, ym)
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);
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// Visit the closest quadrant first.
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if ((t.i = (+(y >= ym) << 1) | +(x >= xm))) {
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t.q = t.quads[t.quads.length - 1];
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t.quads[t.quads.length - 1] = t.quads[t.quads.length - 1 - t.i];
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t.quads[t.quads.length - 1 - t.i] = t.q;
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}
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}
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// Visit this point. (Visiting coincident points isn’t necessary!)
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else {
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var dx = x - +quadtree._x.call(null, t.node.data),
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dy = y - +quadtree._y.call(null, t.node.data),
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d2 = dx * dx + dy * dy;
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radiusSearchVisit(t, d2);
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}
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}
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return t.result;
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}
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// draw raster heightmap preview (not used in main generation)
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/**
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* Draws a raster heightmap preview based on given heights and rendering options
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* @param {Object} options - The options for drawing the heightmap
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* @param {Array} options.heights - The array of height values
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* @param {number} options.width - The width of the heightmap
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* @param {number} options.height - The height of the heightmap
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* @param {Function} options.scheme - The color scheme function for rendering heights
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* @param {boolean} options.renderOcean - Whether to render ocean heights
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* @returns {string} - A data URL representing the drawn heightmap image
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*/
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export const drawHeights = ({heights, width, height, scheme, renderOcean}: {heights: number[], width: number, height: number, scheme: (value: number) => string, renderOcean: boolean}) => {
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const canvas = document.createElement("canvas");
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canvas.width = width;
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canvas.height = height;
|
||||
const ctx = canvas.getContext("2d")!;
|
||||
const imageData = ctx.createImageData(width, height);
|
||||
|
||||
const getHeight = (height: number) => (height < 20 ? (renderOcean ? height : 0) : height);
|
||||
|
||||
for (let i = 0; i < heights.length; i++) {
|
||||
const colorScheme = scheme(1 - getHeight(heights[i]) / 100);
|
||||
const {r, g, b} = color(colorScheme)!.rgb();
|
||||
|
||||
const n = i * 4;
|
||||
imageData.data[n] = r;
|
||||
imageData.data[n + 1] = g;
|
||||
imageData.data[n + 2] = b;
|
||||
imageData.data[n + 3] = 255;
|
||||
}
|
||||
|
||||
ctx.putImageData(imageData, 0, 0);
|
||||
return canvas.toDataURL("image/png");
|
||||
}
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
TIME: boolean;
|
||||
Voronoi: any;
|
||||
|
||||
shouldRegenerateGrid: typeof shouldRegenerateGrid;
|
||||
generateGrid: typeof generateGrid;
|
||||
findCell: typeof findClosestCell;
|
||||
findGridCell: typeof findGridCell;
|
||||
findGridAll: typeof findGridAll;
|
||||
calculateVoronoi: typeof calculateVoronoi;
|
||||
findAll: typeof findAllCellsInRadius;
|
||||
getPackPolygon: typeof getPackPolygon;
|
||||
getGridPolygon: typeof getGridPolygon;
|
||||
poissonDiscSampler: typeof poissonDiscSampler;
|
||||
isLand: typeof isLand;
|
||||
isWater: typeof isWater;
|
||||
findAllInQuadtree: typeof findAllInQuadtree;
|
||||
drawHeights: typeof drawHeights;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue