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-rw-r--r-- | main.js | 21 | ||||
-rw-r--r-- | modules/Terrain.js | 82 |
2 files changed, 103 insertions, 0 deletions
@@ -0,0 +1,21 @@ +import Voronoi from './modules/3rdparty/rhill-voronoi-core.js'; +import Terrain from './modules/Terrain.js'; + +const $ = id => document.getElementById(id) + +window.onload = () => { + let canvas = document.createElement('canvas'); + canvas.setAttribute('width', window.innerWidth); + canvas.setAttribute('height', window.innerHeight); + const ct = canvas.getContext('2d'); + + const scale = Math.min(window.innerWidth, window.innerHeight); + ct.scale(scale, scale); + + const terrain = new Terrain(); + terrain.renderGrid(ct); + + + const root = $('root'); + root.appendChild(canvas); +} diff --git a/modules/Terrain.js b/modules/Terrain.js new file mode 100644 index 0000000..ca0ab77 --- /dev/null +++ b/modules/Terrain.js @@ -0,0 +1,82 @@ +'use strict'; + +import Voronoi from './3rdparty/rhill-voronoi-core.js'; + +import { useAverage } from './Util.js'; +import { QuadTree } from './Geometry.js'; + + +/* from here on up, we always assume that points live in the range [(0,0), (1,1)) */ + +function lloydRelax(point_set, density) { + /* setup quadtree and averages */ + let tree = new QuadTree(1,1); + let averages = {}; + for (let i=0; i<point_set.length; i++) { + const point = point_set[i]; + point.index = i; + tree.insert(point); + + let [avg, append] = useAverage(); + const cent_x = { avg, append }; + [avg, append] = useAverage(); + const cent_y = { avg, append }; + averages[i] = { cent_x, cent_y }; + } + + /* compute average centroids */ + for (let x=0; x<1; x += 1/density) { + for (let y=0; y<1; y += 1/density) { + const point = { x, y }; + const closest = tree.closest(point); + const { cent_x, cent_y } = averages[closest.index]; + cent_x.append(point.x); + cent_y.append(point.y); + } + } + + /* return centroid points */ + const result = []; + for (let i=0; i<point_set.length; i++) { + const point = { x: averages[i].cent_x.avg(), y: averages[i].cent_y.avg() }; + result.push(point); + } + return result; +} + + +class Terrain { + constructor() { + const N_SEED_POINTS = 2**14; + const N_RELAX_ITERATIONS = 1; + const RELAX_DENSITY = 400; + const randomPoint = () => ({x: Math.random(), y: Math.random()}); + + let seed_points = []; + for (let i=0; i<N_SEED_POINTS; i++) seed_points.push(randomPoint()); + + for (let i=0; i<N_RELAX_ITERATIONS; i++) + lloydRelax(seed_points, RELAX_DENSITY); + + const v = new Voronoi(); + this.graph = v.compute(seed_points, {xl: 0, xr: 1, yt: 0, yb: 1}); + + this.tree = new QuadTree(1,1); + for (let v of this.graph.vertices) this.tree.insert(v); + } + + + renderGrid(ct) { + ct.lineWidth = 0.001; + for (let edge of this.graph.edges) { + ct.beginPath(); + ct.moveTo(edge.va.x, edge.va.y); + ct.lineTo(edge.vb.x, edge.vb.y); + ct.closePath(); + ct.stroke(); + } + } +} + +export { lloydRelax }; +export default Terrain; |