forked from redblobgames/mapgen4
-
Notifications
You must be signed in to change notification settings - Fork 0
/
mesh.js
174 lines (155 loc) · 5.97 KB
/
mesh.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
/*
* From https://www.redblobgames.com/maps/mapgen4/
* Copyright 2018 Red Blob Games <redblobgames@gmail.com>
* License: Apache v2.0 <http://www.apache.org/licenses/LICENSE-2.0.html>
*
* Point selection (blue noise or jittered grid), mountain peak
* selection, and mesh building.
*
* Points are regions (r), and either come from a jittered hexagonal
* grid or a precomputed blue noise set. Mountain peaks are triangles
* (t), and either come from a random subset of triangles or from a
* non-random subset of the blue noise points. However, since the blue
* noise points are regions and mountain peaks are triangles, I
* arbitrarily pick one triangle from each region.
*
* The precomputed points are read from the network, so the module
* uses async functions that build the mesh only after the points are
* read in.
*/
'use strict';
const param = require('./config');
const DualMesh = require('@redblobgames/dual-mesh');
const MeshBuilder = require('@redblobgames/dual-mesh/create');
const {makeRandInt, makeRandFloat} = require('@redblobgames/prng');
/**
* @typedef { import("./types").Mesh } Mesh
*/
/**
* Apply random circular jitter to a set of points.
*
* @param {number[][]} points
* @param {number} dr
* @param {function(): number} randFloat
*/
function applyJitter(points, dr, randFloat) {
let newPoints = [];
for (let p of points) {
let r = dr * Math.sqrt(Math.abs(randFloat()));
let a = Math.PI * randFloat();
let dx = r * Math.cos(a);
let dy = r * Math.sin(a);
newPoints.push([p[0] + dx, p[1] + dy]);
}
return newPoints;
}
/**
* Generate a hexagonal grid with a given spacing. This is used when NOT
* reading points from a file.
*
* @param {number} spacing - horizontal spacing between adjacent hexagons
* @returns {[number, number][]} - list of [x, y] points
*/
function hexagonGrid(spacing) {
let points = /** @type{[number, number][]} */([]);
let offset = 0;
for (let y = spacing/2; y < 1000-spacing/2; y += spacing * 3/4) {
offset = (offset === 0)? spacing/2 : 0;
for (let x = offset + spacing/2; x < 1000-spacing/2; x += spacing) {
points.push([x, y]);
}
}
return points;
}
/**
* Choose a random set of regions for mountain peaks. This is used
* when NOT reading points from a file.
*
* @param {number} numPoints
* @param {number} spacing - param.spacing parameter, used to calculate density
* @param {function(): number} randFloat - random number generator (0-1)
* @returns {number[]} - array of point indices
*/
function chooseMountainPeaks(numPoints, spacing, randFloat) {
const fractionOfPeaks = spacing*spacing / param.mountainDensity;
let peaks_r = [];
for (let r = 0; r < numPoints; r++) {
if (randFloat() < fractionOfPeaks) {
peaks_r.push(r);
}
}
return peaks_r;
}
/**
* Read mesh and mountain peak points from a file saved by generate-points.js
*
* The points are [x,y]; the peaks in the index are an index into the
* points[] array, *not* region ids. The mesh creation process can
* insert new regions before and after this array, so these indices
* have to be adjusted later.
*
* @param {ArrayBuffer} buffer - data read from the mesh file
* @returns {{points: number[][], peaks_index: number[]}}
*/
function extractPoints(buffer) {
/* See file format in generate-points.js */
const pointData = new Uint16Array(buffer);
const numMountainPeaks = pointData[0];
let peaks_index = Array.from(pointData.slice(1, 1 + numMountainPeaks));
const numRegions = (pointData.length - numMountainPeaks - 1) / 2;
let points = [];
for (let i = 0; i < numRegions; i++) {
let j = 1 + numMountainPeaks + 2*i;
points.push([pointData[j], pointData[j+1]]);
}
return {points, peaks_index};
}
/**
* Either read mesh and mountain peak points, or generate locally.
*
* TODO: This hard-codes the spacing of 5; it should be a parameter
*/
async function choosePoints() {
let points = undefined, peaks_index = undefined;
const jitter = 0.5;
if (param.spacing === 5) {
let buffer = await fetch("build/points-5.data").then(response => response.arrayBuffer());
let extraction = extractPoints(buffer);
points = applyJitter(extraction.points, param.spacing * jitter * 0.5, makeRandFloat(param.mesh.seed));
peaks_index = extraction.peaks_index;
} else {
points = applyJitter(hexagonGrid(1.5 * param.spacing), param.spacing * jitter, makeRandFloat(param.mesh.seed));
peaks_index = chooseMountainPeaks(points.length, param.spacing, makeRandFloat(param.mesh.seed));
};
return {points, peaks_index};
}
async function makeMesh() {
let {points, peaks_index} = await choosePoints();
let builder = new MeshBuilder({boundarySpacing: param.spacing * 1.5})
.addPoints(points);
let mesh = /** @type {Mesh} */(builder.create());
console.log(`triangles = ${mesh.numTriangles} regions = ${mesh.numRegions}`);
mesh.s_length = new Float32Array(mesh.numSides);
for (let s = 0; s < mesh.numSides; s++) {
let r1 = mesh.s_begin_r(s),
r2 = mesh.s_end_r(s);
let dx = mesh.r_x(r1) - mesh.r_x(r2),
dy = mesh.r_y(r1) - mesh.r_y(r2);
mesh.s_length[s] = Math.sqrt(dx*dx + dy*dy);
}
/* The input points get assigned to different positions in the
* output mesh. The peaks_index has indices into the original
* array. This test makes sure that the logic for mapping input
* indices to output indices hasn't changed. */
if (points[200][0] !== mesh.r_x(200 + mesh.numBoundaryRegions)
|| points[200][1] !== mesh.r_y(200 + mesh.numBoundaryRegions)) {
throw "Mapping from input points to output points has changed";
}
let peaks_r = peaks_index.map(i => i + mesh.numBoundaryRegions);
let peaks_t = [];
for (let r of peaks_r) {
peaks_t.push(mesh.s_inner_t(mesh._r_in_s[r]));
}
return {mesh, peaks_t};
}
exports.makeMesh = makeMesh;