xxxxxxxxxx
function Voronoi() {
this.vertices = null;
this.edges = null;
this.cells = null;
this.toRecycle = null;
this.beachsectionJunkyard = [];
this.circleEventJunkyard = [];
this.vertexJunkyard = [];
this.edgeJunkyard = [];
this.cellJunkyard = [];
}
// ---------------------------------------------------------------------------
Voronoi.prototype.reset = function() {
if (!this.beachline) {
this.beachline = new this.RBTree();
}
// Move leftover beachsections to the beachsection junkyard.
if (this.beachline.root) {
var beachsection = this.beachline.getFirst(this.beachline.root);
while (beachsection) {
this.beachsectionJunkyard.push(beachsection); // mark for reuse
beachsection = beachsection.rbNext;
}
}
this.beachline.root = null;
if (!this.circleEvents) {
this.circleEvents = new this.RBTree();
}
this.circleEvents.root = this.firstCircleEvent = null;
this.vertices = [];
this.edges = [];
this.cells = [];
};
Voronoi.prototype.sqrt = Math.sqrt;
Voronoi.prototype.abs = Math.abs;
Voronoi.prototype.ε = Voronoi.ε = 1e-9;
Voronoi.prototype.invε = Voronoi.invε = 1.0 / Voronoi.ε;
Voronoi.prototype.equalWithEpsilon = function(a,b){return this.abs(a-b)<1e-9;};
Voronoi.prototype.greaterThanWithEpsilon = function(a,b){return a-b>1e-9;};
Voronoi.prototype.greaterThanOrEqualWithEpsilon = function(a,b){return b-a<1e-9;};
Voronoi.prototype.lessThanWithEpsilon = function(a,b){return b-a>1e-9;};
Voronoi.prototype.lessThanOrEqualWithEpsilon = function(a,b){return a-b<1e-9;};
// ---------------------------------------------------------------------------
// Red-Black tree code (based on C version of "rbtree" by Franck Bui-Huu
// https://github.com/fbuihuu/libtree/blob/master/rb.c
Voronoi.prototype.RBTree = function() {
this.root = null;
};
Voronoi.prototype.RBTree.prototype.rbInsertSuccessor = function(node, successor) {
var parent;
if (node) {
// >>> rhill 2011-05-27: Performance: cache previous/next nodes
successor.rbPrevious = node;
successor.rbNext = node.rbNext;
if (node.rbNext) {
node.rbNext.rbPrevious = successor;
}
node.rbNext = successor;
// <<<
if (node.rbRight) {
// in-place expansion of node.rbRight.getFirst();
node = node.rbRight;
while (node.rbLeft) {node = node.rbLeft;}
node.rbLeft = successor;
}
else {
node.rbRight = successor;
}
parent = node;
}
// rhill 2011-06-07: if node is null, successor must be inserted
// to the left-most part of the tree
else if (this.root) {
node = this.getFirst(this.root);
// >>> Performance: cache previous/next nodes
successor.rbPrevious = null;
successor.rbNext = node;
node.rbPrevious = successor;
// <<<
node.rbLeft = successor;
parent = node;
}
else {
// >>> Performance: cache previous/next nodes
successor.rbPrevious = successor.rbNext = null;
// <<<
this.root = successor;
parent = null;
}
successor.rbLeft = successor.rbRight = null;
successor.rbParent = parent;
successor.rbRed = true;
// Fixup the modified tree by recoloring nodes and performing
// rotations (2 at most) hence the red-black tree properties are
// preserved.
var grandpa, uncle;
node = successor;
while (parent && parent.rbRed) {
grandpa = parent.rbParent;
if (parent === grandpa.rbLeft) {
uncle = grandpa.rbRight;
if (uncle && uncle.rbRed) {
parent.rbRed = uncle.rbRed = false;
grandpa.rbRed = true;
node = grandpa;
}
else {
if (node === parent.rbRight) {
this.rbRotateLeft(parent);
node = parent;
parent = node.rbParent;
}
parent.rbRed = false;
grandpa.rbRed = true;
this.rbRotateRight(grandpa);
}
}
else {
uncle = grandpa.rbLeft;
if (uncle && uncle.rbRed) {
parent.rbRed = uncle.rbRed = false;
grandpa.rbRed = true;
node = grandpa;
}
else {
if (node === parent.rbLeft) {
this.rbRotateRight(parent);
node = parent;
parent = node.rbParent;
}
parent.rbRed = false;
grandpa.rbRed = true;
this.rbRotateLeft(grandpa);
}
}
parent = node.rbParent;
}
this.root.rbRed = false;
};
Voronoi.prototype.RBTree.prototype.rbRemoveNode = function(node) {
// >>> rhill 2011-05-27: Performance: cache previous/next nodes
if (node.rbNext) {
node.rbNext.rbPrevious = node.rbPrevious;
}
if (node.rbPrevious) {
node.rbPrevious.rbNext = node.rbNext;
}
node.rbNext = node.rbPrevious = null;
// <<<
var parent = node.rbParent,
left = node.rbLeft,
right = node.rbRight,
next;
if (!left) {
next = right;
}
else if (!right) {
next = left;
}
else {
next = this.getFirst(right);
}
if (parent) {
if (parent.rbLeft === node) {
parent.rbLeft = next;
}
else {
parent.rbRight = next;
}
}
else {
this.root = next;
}
// enforce red-black rules
var isRed;
if (left && right) {
isRed = next.rbRed;
next.rbRed = node.rbRed;
next.rbLeft = left;
left.rbParent = next;
if (next !== right) {
parent = next.rbParent;
next.rbParent = node.rbParent;
node = next.rbRight;
parent.rbLeft = node;
next.rbRight = right;
right.rbParent = next;
}
else {
next.rbParent = parent;
parent = next;
node = next.rbRight;
}
}
else {
isRed = node.rbRed;
node = next;
}
// 'node' is now the sole successor's child and 'parent' its
// new parent (since the successor can have been moved)
if (node) {
node.rbParent = parent;
}
// the 'easy' cases
if (isRed) {return;}
if (node && node.rbRed) {
node.rbRed = false;
return;
}
// the other cases
var sibling;
do {
if (node === this.root) {
break;
}
if (node === parent.rbLeft) {
sibling = parent.rbRight;
if (sibling.rbRed) {
sibling.rbRed = false;
parent.rbRed = true;
this.rbRotateLeft(parent);
sibling = parent.rbRight;
}
if ((sibling.rbLeft && sibling.rbLeft.rbRed) || (sibling.rbRight && sibling.rbRight.rbRed)) {
if (!sibling.rbRight || !sibling.rbRight.rbRed) {
sibling.rbLeft.rbRed = false;
sibling.rbRed = true;
this.rbRotateRight(sibling);
sibling = parent.rbRight;
}
sibling.rbRed = parent.rbRed;
parent.rbRed = sibling.rbRight.rbRed = false;
this.rbRotateLeft(parent);
node = this.root;
break;
}
}
else {
sibling = parent.rbLeft;
if (sibling.rbRed) {
sibling.rbRed = false;
parent.rbRed = true;
this.rbRotateRight(parent);
sibling = parent.rbLeft;
}
if ((sibling.rbLeft && sibling.rbLeft.rbRed) || (sibling.rbRight && sibling.rbRight.rbRed)) {
if (!sibling.rbLeft || !sibling.rbLeft.rbRed) {
sibling.rbRight.rbRed = false;
sibling.rbRed = true;
this.rbRotateLeft(sibling);
sibling = parent.rbLeft;
}
sibling.rbRed = parent.rbRed;
parent.rbRed = sibling.rbLeft.rbRed = false;
this.rbRotateRight(parent);
node = this.root;
break;
}
}
sibling.rbRed = true;
node = parent;
parent = parent.rbParent;
} while (!node.rbRed);
if (node) {node.rbRed = false;}
};
Voronoi.prototype.RBTree.prototype.rbRotateLeft = function(node) {
var p = node,
q = node.rbRight, // can't be null
parent = p.rbParent;
if (parent) {
if (parent.rbLeft === p) {
parent.rbLeft = q;
}
else {
parent.rbRight = q;
}
}
else {
this.root = q;
}
q.rbParent = parent;
p.rbParent = q;
p.rbRight = q.rbLeft;
if (p.rbRight) {
p.rbRight.rbParent = p;
}
q.rbLeft = p;
};
Voronoi.prototype.RBTree.prototype.rbRotateRight = function(node) {
var p = node,
q = node.rbLeft, // can't be null
parent = p.rbParent;
if (parent) {
if (parent.rbLeft === p) {
parent.rbLeft = q;
}
else {
parent.rbRight = q;
}
}
else {
this.root = q;
}
q.rbParent = parent;
p.rbParent = q;
p.rbLeft = q.rbRight;
if (p.rbLeft) {
p.rbLeft.rbParent = p;
}
q.rbRight = p;
};
Voronoi.prototype.RBTree.prototype.getFirst = function(node) {
while (node.rbLeft) {
node = node.rbLeft;
}
return node;
};
Voronoi.prototype.RBTree.prototype.getLast = function(node) {
while (node.rbRight) {
node = node.rbRight;
}
return node;
};
// ---------------------------------------------------------------------------
// Diagram methods
Voronoi.prototype.Diagram = function(site) {
this.site = site;
};
// ---------------------------------------------------------------------------
// Cell methods
Voronoi.prototype.Cell = function(site) {
this.site = site;
this.halfedges = [];
this.closeMe = false;
};
Voronoi.prototype.Cell.prototype.init = function(site) {
this.site = site;
this.halfedges = [];
this.closeMe = false;
return this;
};
Voronoi.prototype.createCell = function(site) {
var cell = this.cellJunkyard.pop();
if ( cell ) {
return cell.init(site);
}
return new this.Cell(site);
};
Voronoi.prototype.Cell.prototype.prepareHalfedges = function() {
var halfedges = this.halfedges,
iHalfedge = halfedges.length,
edge;
// get rid of unused halfedges
// rhill 2011-05-27: Keep it simple, no point here in trying
// to be fancy: dangling edges are a typically a minority.
while (iHalfedge--) {
edge = halfedges[iHalfedge].edge;
if (!edge.vb || !edge.va) {
halfedges.splice(iHalfedge,1);
}
}
// rhill 2011-05-26: I tried to use a binary search at insertion
// time to keep the array sorted on-the-fly (in Cell.addHalfedge()).
// There was no real benefits in doing so, performance on
// Firefox 3.6 was improved marginally, while performance on
// Opera 11 was penalized marginally.
halfedges.sort(function(a,b){return b.angle-a.angle;});
return halfedges.length;
};
// Return a list of the neighbor Ids
Voronoi.prototype.Cell.prototype.getNeighborIds = function() {
var neighbors = [],
iHalfedge = this.halfedges.length,
edge;
while (iHalfedge--){
edge = this.halfedges[iHalfedge].edge;
if (edge.lSite !== null && edge.lSite.voronoiId != this.site.voronoiId) {
neighbors.push(edge.lSite.voronoiId);
}
else if (edge.rSite !== null && edge.rSite.voronoiId != this.site.voronoiId){
neighbors.push(edge.rSite.voronoiId);
}
}
return neighbors;
};
// Compute bounding box
//
Voronoi.prototype.Cell.prototype.getBbox = function() {
var halfedges = this.halfedges,
iHalfedge = halfedges.length,
xmin = Infinity,
ymin = Infinity,
xmax = -Infinity,
ymax = -Infinity,
v, vx, vy;
while (iHalfedge--) {
v = halfedges[iHalfedge].getStartpoint();
vx = v.x;
vy = v.y;
if (vx < xmin) {xmin = vx;}
if (vy < ymin) {ymin = vy;}
if (vx > xmax) {xmax = vx;}
if (vy > ymax) {ymax = vy;}
// we dont need to take into account end point,
// since each end point matches a start point
}
return {
x: xmin,
y: ymin,
width: xmax-xmin,
height: ymax-ymin
};
};
// Return whether a point is inside, on, or outside the cell:
// -1: point is outside the perimeter of the cell
// 0: point is on the perimeter of the cell
// 1: point is inside the perimeter of the cell
//
Voronoi.prototype.Cell.prototype.pointIntersection = function(x, y) {
// Check if point in polygon. Since all polygons of a Voronoi
// diagram are convex, then:
// http://paulbourke.net/geometry/polygonmesh/
// Solution 3 (2D):
// "If the polygon is convex then one can consider the polygon
// "as a 'path' from the first vertex. A point is on the interior
// "of this polygons if it is always on the same side of all the
// "line segments making up the path. ...
// "(y - y0) (x1 - x0) - (x - x0) (y1 - y0)
// "if it is less than 0 then P is to the right of the line segment,
// "if greater than 0 it is to the left, if equal to 0 then it lies
// "on the line segment"
var halfedges = this.halfedges,
iHalfedge = halfedges.length,
halfedge,
p0, p1, r;
while (iHalfedge--) {
halfedge = halfedges[iHalfedge];
p0 = halfedge.getStartpoint();
p1 = halfedge.getEndpoint();
r = (y-p0.y)*(p1.x-p0.x)-(x-p0.x)*(p1.y-p0.y);
if (!r) {
return 0;
}
if (r > 0) {
return -1;
}
}
return 1;
};
// ---------------------------------------------------------------------------
// Edge methods
//
Voronoi.prototype.Vertex = function(x, y) {
this.x = x;
this.y = y;
};
Voronoi.prototype.Edge = function(lSite, rSite) {
this.lSite = lSite;
this.rSite = rSite;
this.va = this.vb = null;
};
Voronoi.prototype.Halfedge = function(edge, lSite, rSite) {
this.site = lSite;
this.edge = edge;
// 'angle' is a value to be used for properly sorting the
// halfsegments counterclockwise. By convention, we will
// use the angle of the line defined by the 'site to the left'
// to the 'site to the right'.
// However, border edges have no 'site to the right': thus we
// use the angle of line perpendicular to the halfsegment (the
// edge should have both end points defined in such case.)
if (rSite) {
this.angle = Math.atan2(rSite.y-lSite.y, rSite.x-lSite.x);
}
else {
var va = edge.va,
vb = edge.vb;
// rhill 2011-05-31: used to call getStartpoint()/getEndpoint(),
// but for performance purpose, these are expanded in place here.
this.angle = edge.lSite === lSite ?
Math.atan2(vb.x-va.x, va.y-vb.y) :
Math.atan2(va.x-vb.x, vb.y-va.y);
}
};
Voronoi.prototype.createHalfedge = function(edge, lSite, rSite) {
return new this.Halfedge(edge, lSite, rSite);
};
Voronoi.prototype.Halfedge.prototype.getStartpoint = function() {
return this.edge.lSite === this.site ? this.edge.va : this.edge.vb;
};
Voronoi.prototype.Halfedge.prototype.getEndpoint = function() {
return this.edge.lSite === this.site ? this.edge.vb : this.edge.va;
};
// this create and add a vertex to the internal collection
Voronoi.prototype.createVertex = function(x, y) {
var v = this.vertexJunkyard.pop();
if ( !v ) {
v = new this.Vertex(x, y);
}
else {
v.x = x;
v.y = y;
}
this.vertices.push(v);
return v;
};
// this create and add an edge to internal collection, and also create
// two halfedges which are added to each site's counterclockwise array
// of halfedges.
Voronoi.prototype.createEdge = function(lSite, rSite, va, vb) {
var edge = this.edgeJunkyard.pop();
if ( !edge ) {
edge = new this.Edge(lSite, rSite);
}
else {
edge.lSite = lSite;
edge.rSite = rSite;
edge.va = edge.vb = null;
}
this.edges.push(edge);
if (va) {
this.setEdgeStartpoint(edge, lSite, rSite, va);
}
if (vb) {
this.setEdgeEndpoint(edge, lSite, rSite, vb);
}
this.cells[lSite.voronoiId].halfedges.push(this.createHalfedge(edge, lSite, rSite));
this.cells[rSite.voronoiId].halfedges.push(this.createHalfedge(edge, rSite, lSite));
return edge;
};
Voronoi.prototype.createBorderEdge = function(lSite, va, vb) {
var edge = this.edgeJunkyard.pop();
if ( !edge ) {
edge = new this.Edge(lSite, null);
}
else {
edge.lSite = lSite;
edge.rSite = null;
}
edge.va = va;
edge.vb = vb;
this.edges.push(edge);
return edge;
};
Voronoi.prototype.setEdgeStartpoint = function(edge, lSite, rSite, vertex) {
if (!edge.va && !edge.vb) {
edge.va = vertex;
edge.lSite = lSite;
edge.rSite = rSite;
}
else if (edge.lSite === rSite) {
edge.vb = vertex;
}
else {
edge.va = vertex;
}
};
Voronoi.prototype.setEdgeEndpoint = function(edge, lSite, rSite, vertex) {
this.setEdgeStartpoint(edge, rSite, lSite, vertex);
};
// ---------------------------------------------------------------------------
// Beachline methods
// rhill 2011-06-07: For some reasons, performance suffers significantly
// when instanciating a literal object instead of an empty ctor
Voronoi.prototype.Beachsection = function() {
};
// rhill 2011-06-02: A lot of Beachsection instanciations
// occur during the computation of the Voronoi diagram,
// somewhere between the number of sites and twice the
// number of sites, while the number of Beachsections on the
// beachline at any given time is comparatively low. For this
// reason, we reuse already created Beachsections, in order
// to avoid new memory allocation. This resulted in a measurable
// performance gain.
Voronoi.prototype.createBeachsection = function(site) {
var beachsection = this.beachsectionJunkyard.pop();
if (!beachsection) {
beachsection = new this.Beachsection();
}
beachsection.site = site;
return beachsection;
};
// calculate the left break point of a particular beach section,
// given a particular sweep line
Voronoi.prototype.leftBreakPoint = function(arc, directrix) {
// http://en.wikipedia.org/wiki/Parabola
// http://en.wikipedia.org/wiki/Quadratic_equation
// h1 = x1,
// k1 = (y1+directrix)/2,
// h2 = x2,
// k2 = (y2+directrix)/2,
// p1 = k1-directrix,
// a1 = 1/(4*p1),
// b1 = -h1/(2*p1),
// c1 = h1*h1/(4*p1)+k1,
// p2 = k2-directrix,
// a2 = 1/(4*p2),
// b2 = -h2/(2*p2),
// c2 = h2*h2/(4*p2)+k2,
// x = (-(b2-b1) + Math.sqrt((b2-b1)*(b2-b1) - 4*(a2-a1)*(c2-c1))) / (2*(a2-a1))
// When x1 become the x-origin:
// h1 = 0,
// k1 = (y1+directrix)/2,
// h2 = x2-x1,
// k2 = (y2+directrix)/2,
// p1 = k1-directrix,
// a1 = 1/(4*p1),
// b1 = 0,
// c1 = k1,
// p2 = k2-directrix,
// a2 = 1/(4*p2),
// b2 = -h2/(2*p2),
// c2 = h2*h2/(4*p2)+k2,
// x = (-b2 + Math.sqrt(b2*b2 - 4*(a2-a1)*(c2-k1))) / (2*(a2-a1)) + x1
// change code below at your own risk: care has been taken to
// reduce errors due to computers' finite arithmetic precision.
// Maybe can still be improved, will see if any more of this
// kind of errors pop up again.
var site = arc.site,
rfocx = site.x,
rfocy = site.y,
pby2 = rfocy-directrix;
// parabola in degenerate case where focus is on directrix
if (!pby2) {
return rfocx;
}
var lArc = arc.rbPrevious;
if (!lArc) {
return -Infinity;
}
site = lArc.site;
var lfocx = site.x,
lfocy = site.y,
plby2 = lfocy-directrix;
// parabola in degenerate case where focus is on directrix
if (!plby2) {
return lfocx;
}
var hl = lfocx-rfocx,
aby2 = 1/pby2-1/plby2,
b = hl/plby2;
if (aby2) {
return (-b+this.sqrt(b*b-2*aby2*(hl*hl/(-2*plby2)-lfocy+plby2/2+rfocy-pby2/2)))/aby2+rfocx;
}
// both parabolas have same distance to directrix, thus break point is midway
return (rfocx+lfocx)/2;
};
// calculate the right break point of a particular beach section,
// given a particular directrix
Voronoi.prototype.rightBreakPoint = function(arc, directrix) {
var rArc = arc.rbNext;
if (rArc) {
return this.leftBreakPoint(rArc, directrix);
}
var site = arc.site;
return site.y === directrix ? site.x : Infinity;
};
Voronoi.prototype.detachBeachsection = function(beachsection) {
this.detachCircleEvent(beachsection); // detach potentially attached circle event
this.beachline.rbRemoveNode(beachsection); // remove from RB-tree
this.beachsectionJunkyard.push(beachsection); // mark for reuse
};
Voronoi.prototype.removeBeachsection = function(beachsection) {
var circle = beachsection.circleEvent,
x = circle.x,
y = circle.ycenter,
vertex = this.createVertex(x, y),
previous = beachsection.rbPrevious,
next = beachsection.rbNext,
disappearingTransitions = [beachsection],
abs_fn = Math.abs;
// remove collapsed beachsection from beachline
this.detachBeachsection(beachsection);
// there could be more than one empty arc at the deletion point, this
// happens when more than two edges are linked by the same vertex,
// so we will collect all those edges by looking up both sides of
// the deletion point.
// by the way, there is *always* a predecessor/successor to any collapsed
// beach section, it's just impossible to have a collapsing first/last
// beach sections on the beachline, since they obviously are unconstrained
// on their left/right side.
// look left
var lArc = previous;
while (lArc.circleEvent && abs_fn(x-lArc.circleEvent.x)<1e-9 && abs_fn(y-lArc.circleEvent.ycenter)<1e-9) {
previous = lArc.rbPrevious;
disappearingTransitions.unshift(lArc);
this.detachBeachsection(lArc); // mark for reuse
lArc = previous;
}
// even though it is not disappearing, I will also add the beach section
// immediately to the left of the left-most collapsed beach section, for
// convenience, since we need to refer to it later as this beach section
// is the 'left' site of an edge for which a start point is set.
disappearingTransitions.unshift(lArc);
this.detachCircleEvent(lArc);
// look right
var rArc = next;
while (rArc.circleEvent && abs_fn(x-rArc.circleEvent.x)<1e-9 && abs_fn(y-rArc.circleEvent.ycenter)<1e-9) {
next = rArc.rbNext;
disappearingTransitions.push(rArc);
this.detachBeachsection(rArc); // mark for reuse
rArc = next;
}
// we also have to add the beach section immediately to the right of the
// right-most collapsed beach section, since there is also a disappearing
// transition representing an edge's start point on its left.
disappearingTransitions.push(rArc);
this.detachCircleEvent(rArc);
// walk through all the disappearing transitions between beach sections and
// set the start point of their (implied) edge.
var nArcs = disappearingTransitions.length,
iArc;
for (iArc=1; iArc<nArcs; iArc++) {
rArc = disappearingTransitions[iArc];
lArc = disappearingTransitions[iArc-1];
this.setEdgeStartpoint(rArc.edge, lArc.site, rArc.site, vertex);
}
// create a new edge as we have now a new transition between
// two beach sections which were previously not adjacent.
// since this edge appears as a new vertex is defined, the vertex
// actually define an end point of the edge (relative to the site
// on the left)
lArc = disappearingTransitions[0];
rArc = disappearingTransitions[nArcs-1];
rArc.edge = this.createEdge(lArc.site, rArc.site, undefined, vertex);
// create circle events if any for beach sections left in the beachline
// adjacent to collapsed sections
this.attachCircleEvent(lArc);
this.attachCircleEvent(rArc);
};
Voronoi.prototype.addBeachsection = function(site) {
var x = site.x,
directrix = site.y;
// find the left and right beach sections which will surround the newly
// created beach section.
// rhill 2011-06-01: This loop is one of the most often executed,
// hence we expand in-place the comparison-against-epsilon calls.
var lArc, rArc,
dxl, dxr,
node = this.beachline.root;
while (node) {
dxl = this.leftBreakPoint(node,directrix)-x;
// x lessThanWithEpsilon xl => falls somewhere before the left edge of the beachsection
if (dxl > 1e-9) {
// this case should never happen
// if (!node.rbLeft) {
// rArc = node.rbLeft;
// break;
// }
node = node.rbLeft;
}
else {
dxr = x-this.rightBreakPoint(node,directrix);
// x greaterThanWithEpsilon xr => falls somewhere after the right edge of the beachsection
if (dxr > 1e-9) {
if (!node.rbRight) {
lArc = node;
break;
}
node = node.rbRight;
}
else {
// x equalWithEpsilon xl => falls exactly on the left edge of the beachsection
if (dxl > -1e-9) {
lArc = node.rbPrevious;
rArc = node;
}
// x equalWithEpsilon xr => falls exactly on the right edge of the beachsection
else if (dxr > -1e-9) {
lArc = node;
rArc = node.rbNext;
}
// falls exactly somewhere in the middle of the beachsection
else {
lArc = rArc = node;
}
break;
}
}
}
// at this point, keep in mind that lArc and/or rArc could be
// undefined or null.
// create a new beach section object for the site and add it to RB-tree
var newArc = this.createBeachsection(site);
this.beachline.rbInsertSuccessor(lArc, newArc);
// cases:
//
// [null,null]
// least likely case: new beach section is the first beach section on the
// beachline.
// This case means:
// no new transition appears
// no collapsing beach section
// new beachsection become root of the RB-tree
if (!lArc && !rArc) {
return;
}
// [lArc,rArc] where lArc == rArc
// most likely case: new beach section split an existing beach
// section.
// This case means:
// one new transition appears
// the left and right beach section might be collapsing as a result
// two new nodes added to the RB-tree
if (lArc === rArc) {
// invalidate circle event of split beach section
this.detachCircleEvent(lArc);
// split the beach section into two separate beach sections
rArc = this.createBeachsection(lArc.site);
this.beachline.rbInsertSuccessor(newArc, rArc);
// since we have a new transition between two beach sections,
// a new edge is born
newArc.edge = rArc.edge = this.createEdge(lArc.site, newArc.site);
// check whether the left and right beach sections are collapsing
// and if so create circle events, to be notified when the point of
// collapse is reached.
this.attachCircleEvent(lArc);
this.attachCircleEvent(rArc);
return;
}
// [lArc,null]
// even less likely case: new beach section is the *last* beach section
// on the beachline -- this can happen *only* if *all* the previous beach
// sections currently on the beachline share the same y value as
// the new beach section.
// This case means:
// one new transition appears
// no collapsing beach section as a result
// new beach section become right-most node of the RB-tree
if (lArc && !rArc) {
newArc.edge = this.createEdge(lArc.site,newArc.site);
return;
}
// [null,rArc]
// impossible case: because sites are strictly processed from top to bottom,
// and left to right, which guarantees that there will always be a beach section
// on the left -- except of course when there are no beach section at all on
// the beach line, which case was handled above.
// rhill 2011-06-02: No point testing in non-debug version
//if (!lArc && rArc) {
// throw "Voronoi.addBeachsection(): What is this I don't even";
// }
// [lArc,rArc] where lArc != rArc
// somewhat less likely case: new beach section falls *exactly* in between two
// existing beach sections
// This case means:
// one transition disappears
// two new transitions appear
// the left and right beach section might be collapsing as a result
// only one new node added to the RB-tree
if (lArc !== rArc) {
// invalidate circle events of left and right sites
this.detachCircleEvent(lArc);
this.detachCircleEvent(rArc);
// an existing transition disappears, meaning a vertex is defined at
// the disappearance point.
// since the disappearance is caused by the new beachsection, the
// vertex is at the center of the circumscribed circle of the left,
// new and right beachsections.
// http://mathforum.org/library/drmath/view/55002.html
// Except that I bring the origin at A to simplify
// calculation
var lSite = lArc.site,
ax = lSite.x,
ay = lSite.y,
bx=site.x-ax,
by=site.y-ay,
rSite = rArc.site,
cx=rSite.x-ax,
cy=rSite.y-ay,
d=2*(bx*cy-by*cx),
hb=bx*bx+by*by,
hc=cx*cx+cy*cy,
vertex = this.createVertex((cy*hb-by*hc)/d+ax, (bx*hc-cx*hb)/d+ay);
// one transition disappear
this.setEdgeStartpoint(rArc.edge, lSite, rSite, vertex);
// two new transitions appear at the new vertex location
newArc.edge = this.createEdge(lSite, site, undefined, vertex);
rArc.edge = this.createEdge(site, rSite, undefined, vertex);
// check whether the left and right beach sections are collapsing
// and if so create circle events, to handle the point of collapse.
this.attachCircleEvent(lArc);
this.attachCircleEvent(rArc);
return;
}
};
// ---------------------------------------------------------------------------
// Circle event methods
// rhill 2011-06-07: For some reasons, performance suffers significantly
// when instanciating a literal object instead of an empty ctor
Voronoi.prototype.CircleEvent = function() {
// rhill 2013-10-12: it helps to state exactly what we are at ctor time.
this.arc = null;
this.rbLeft = null;
this.rbNext = null;
this.rbParent = null;
this.rbPrevious = null;
this.rbRed = false;
this.rbRight = null;
this.site = null;
this.x = this.y = this.ycenter = 0;
};
Voronoi.prototype.attachCircleEvent = function(arc) {
var lArc = arc.rbPrevious,
rArc = arc.rbNext;
if (!lArc || !rArc) {return;} // does that ever happen?
var lSite = lArc.site,
cSite = arc.site,
rSite = rArc.site;
// If site of left beachsection is same as site of
// right beachsection, there can't be convergence
if (lSite===rSite) {return;}
// Find the circumscribed circle for the three sites associated
// with the beachsection triplet.
// rhill 2011-05-26: It is more efficient to calculate in-place
// rather than getting the resulting circumscribed circle from an
// object returned by calling Voronoi.circumcircle()
// http://mathforum.org/library/drmath/view/55002.html
// Except that I bring the origin at cSite to simplify calculations.
// The bottom-most part of the circumcircle is our Fortune 'circle
// event', and its center is a vertex potentially part of the final
// Voronoi diagram.
var bx = cSite.x,
by = cSite.y,
ax = lSite.x-bx,
ay = lSite.y-by,
cx = rSite.x-bx,
cy = rSite.y-by;
// If points l->c->r are clockwise, then center beach section does not
// collapse, hence it can't end up as a vertex (we reuse 'd' here, which
// sign is reverse of the orientation, hence we reverse the test.
// http://en.wikipedia.org/wiki/Curve_orientation#Orientation_of_a_simple_polygon
// rhill 2011-05-21: Nasty finite precision error which caused circumcircle() to
// return infinites: 1e-12 seems to fix the problem.
var d = 2*(ax*cy-ay*cx);
if (d >= -2e-12){return;}
var ha = ax*ax+ay*ay,
hc = cx*cx+cy*cy,
x = (cy*ha-ay*hc)/d,
y = (ax*hc-cx*ha)/d,
ycenter = y+by;
// Important: ybottom should always be under or at sweep, so no need
// to waste CPU cycles by checking
// recycle circle event object if possible
var circleEvent = this.circleEventJunkyard.pop();
if (!circleEvent) {
circleEvent = new this.CircleEvent();
}
circleEvent.arc = arc;
circleEvent.site = cSite;
circleEvent.x = x+bx;
circleEvent.y = ycenter+this.sqrt(x*x+y*y); // y bottom
circleEvent.ycenter = ycenter;
arc.circleEvent = circleEvent;
// find insertion point in RB-tree: circle events are ordered from
// smallest to largest
var predecessor = null,
node = this.circleEvents.root;
while (node) {
if (circleEvent.y < node.y || (circleEvent.y === node.y && circleEvent.x <= node.x)) {
if (node.rbLeft) {
node = node.rbLeft;
}
else {
predecessor = node.rbPrevious;
break;
}
}
else {
if (node.rbRight) {
node = node.rbRight;
}
else {
predecessor = node;
break;
}
}
}
this.circleEvents.rbInsertSuccessor(predecessor, circleEvent);
if (!predecessor) {
this.firstCircleEvent = circleEvent;
}
};
Voronoi.prototype.detachCircleEvent = function(arc) {
var circleEvent = arc.circleEvent;
if (circleEvent) {
if (!circleEvent.rbPrevious) {
this.firstCircleEvent = circleEvent.rbNext;
}
this.circleEvents.rbRemoveNode(circleEvent); // remove from RB-tree
this.circleEventJunkyard.push(circleEvent);
arc.circleEvent = null;
}
};
// ---------------------------------------------------------------------------
// Diagram completion methods
// connect dangling edges (not if a cursory test tells us
// it is not going to be visible.
// return value:
// false: the dangling endpoint couldn't be connected
// true: the dangling endpoint could be connected
Voronoi.prototype.connectEdge = function(edge, bbox) {
// skip if end point already connected
var vb = edge.vb;
if (!!vb) {return true;}
// make local copy for performance purpose
var va = edge.va,
xl = bbox.xl,
xr = bbox.xr,
yt = bbox.yt,
yb = bbox.yb,
lSite = edge.lSite,
rSite = edge.rSite,
lx = lSite.x,
ly = lSite.y,
rx = rSite.x,
ry = rSite.y,
fx = (lx+rx)/2,
fy = (ly+ry)/2,
fm, fb;
// if we reach here, this means cells which use this edge will need
// to be closed, whether because the edge was removed, or because it
// was connected to the bounding box.
this.cells[lSite.voronoiId].closeMe = true;
this.cells[rSite.voronoiId].closeMe = true;
// get the line equation of the bisector if line is not vertical
if (ry !== ly) {
fm = (lx-rx)/(ry-ly);
fb = fy-fm*fx;
}
// remember, direction of line (relative to left site):
// upward: left.x < right.x
// downward: left.x > right.x
// horizontal: left.x == right.x
// upward: left.x < right.x
// rightward: left.y < right.y
// leftward: left.y > right.y
// vertical: left.y == right.y
// depending on the direction, find the best side of the
// bounding box to use to determine a reasonable start point
// rhill 2013-12-02:
// While at it, since we have the values which define the line,
// clip the end of va if it is outside the bbox.
// https://github.com/gorhill/Javascript-Voronoi/issues/15
// TODO: Do all the clipping here rather than rely on Liang-Barsky
// which does not do well sometimes due to loss of arithmetic
// precision. The code here doesn't degrade if one of the vertex is
// at a huge distance.
// special case: vertical line
if (fm === undefined) {
// doesn't intersect with viewport
if (fx < xl || fx >= xr) {return false;}
// downward
if (lx > rx) {
if (!va || va.y < yt) {
va = this.createVertex(fx, yt);
}
else if (va.y >= yb) {
return false;
}
vb = this.createVertex(fx, yb);
}
// upward
else {
if (!va || va.y > yb) {
va = this.createVertex(fx, yb);
}
else if (va.y < yt) {
return false;
}
vb = this.createVertex(fx, yt);
}
}
// closer to vertical than horizontal, connect start point to the
// top or bottom side of the bounding box
else if (fm < -1 || fm > 1) {
// downward
if (lx > rx) {
if (!va || va.y < yt) {
va = this.createVertex((yt-fb)/fm, yt);
}
else if (va.y >= yb) {
return false;
}
vb = this.createVertex((yb-fb)/fm, yb);
}
// upward
else {
if (!va || va.y > yb) {
va = this.createVertex((yb-fb)/fm, yb);
}
else if (va.y < yt) {
return false;
}
vb = this.createVertex((yt-fb)/fm, yt);
}
}
// closer to horizontal than vertical, connect start point to the
// left or right side of the bounding box
else {
// rightward
if (ly < ry) {
if (!va || va.x < xl) {
va = this.createVertex(xl, fm*xl+fb);
}
else if (va.x >= xr) {
return false;
}
vb = this.createVertex(xr, fm*xr+fb);
}
// leftward
else {
if (!va || va.x > xr) {
va = this.createVertex(xr, fm*xr+fb);
}
else if (va.x < xl) {
return false;
}
vb = this.createVertex(xl, fm*xl+fb);
}
}
edge.va = va;
edge.vb = vb;
return true;
};
// line-clipping code taken from:
// Liang-Barsky function by Daniel White
// http://www.skytopia.com/project/articles/compsci/clipping.html
// Thanks!
// A bit modified to minimize code paths
Voronoi.prototype.clipEdge = function(edge, bbox) {
var ax = edge.va.x,
ay = edge.va.y,
bx = edge.vb.x,
by = edge.vb.y,
t0 = 0,
t1 = 1,
dx = bx-ax,
dy = by-ay;
// left
var q = ax-bbox.xl;
if (dx===0 && q<0) {return false;}
var r = -q/dx;
if (dx<0) {
if (r<t0) {return false;}
if (r<t1) {t1=r;}
}
else if (dx>0) {
if (r>t1) {return false;}
if (r>t0) {t0=r;}
}
// right
q = bbox.xr-ax;
if (dx===0 && q<0) {return false;}
r = q/dx;
if (dx<0) {
if (r>t1) {return false;}
if (r>t0) {t0=r;}
}
else if (dx>0) {
if (r<t0) {return false;}
if (r<t1) {t1=r;}
}
// top
q = ay-bbox.yt;
if (dy===0 && q<0) {return false;}
r = -q/dy;
if (dy<0) {
if (r<t0) {return false;}
if (r<t1) {t1=r;}
}
else if (dy>0) {
if (r>t1) {return false;}
if (r>t0) {t0=r;}
}
// bottom
q = bbox.yb-ay;
if (dy===0 && q<0) {return false;}
r = q/dy;
if (dy<0) {
if (r>t1) {return false;}
if (r>t0) {t0=r;}
}
else if (dy>0) {
if (r<t0) {return false;}
if (r<t1) {t1=r;}
}
// if we reach this point, Voronoi edge is within bbox
// if t0 > 0, va needs to change
// rhill 2011-06-03: we need to create a new vertex rather
// than modifying the existing one, since the existing
// one is likely shared with at least another edge
if (t0 > 0) {
edge.va = this.createVertex(ax+t0*dx, ay+t0*dy);
}
// if t1 < 1, vb needs to change
// rhill 2011-06-03: we need to create a new vertex rather
// than modifying the existing one, since the existing
// one is likely shared with at least another edge
if (t1 < 1) {
edge.vb = this.createVertex(ax+t1*dx, ay+t1*dy);
}
// va and/or vb were clipped, thus we will need to close
// cells which use this edge.
if ( t0 > 0 || t1 < 1 ) {
this.cells[edge.lSite.voronoiId].closeMe = true;
this.cells[edge.rSite.voronoiId].closeMe = true;
}
return true;
};
// Connect/cut edges at bounding box
Voronoi.prototype.clipEdges = function(bbox) {
// connect all dangling edges to bounding box
// or get rid of them if it can't be done
var edges = this.edges,
iEdge = edges.length,
edge,
abs_fn = Math.abs;
// iterate backward so we can splice safely
while (iEdge--) {
edge = edges[iEdge];
// edge is removed if:
// it is wholly outside the bounding box
// it is looking more like a point than a line
if (!this.connectEdge(edge, bbox) ||
!this.clipEdge(edge, bbox) ||
(abs_fn(edge.va.x-edge.vb.x)<1e-9 && abs_fn(edge.va.y-edge.vb.y)<1e-9)) {
edge.va = edge.vb = null;
edges.splice(iEdge,1);
}
}
};
// Close the cells.
// The cells are bound by the supplied bounding box.
// Each cell refers to its associated site, and a list
// of halfedges ordered counterclockwise.
Voronoi.prototype.closeCells = function(bbox) {
var xl = bbox.xl,
xr = bbox.xr,
yt = bbox.yt,
yb = bbox.yb,
cells = this.cells,
iCell = cells.length,
cell,
iLeft,
halfedges, nHalfedges,
edge,
va, vb, vz,
lastBorderSegment,
abs_fn = Math.abs;
while (iCell--) {
cell = cells[iCell];
// prune, order halfedges counterclockwise, then add missing ones
// required to close cells
if (!cell.prepareHalfedges()) {
continue;
}
if (!cell.closeMe) {
continue;
}
// find first 'unclosed' point.
// an 'unclosed' point will be the end point of a halfedge which
// does not match the start point of the following halfedge
halfedges = cell.halfedges;
nHalfedges = halfedges.length;
// special case: only one site, in which case, the viewport is the cell
// ...
// all other cases
iLeft = 0;
while (iLeft < nHalfedges) {
va = halfedges[iLeft].getEndpoint();
vz = halfedges[(iLeft+1) % nHalfedges].getStartpoint();
// if end point is not equal to start point, we need to add the missing
// halfedge(s) up to vz
if (abs_fn(va.x-vz.x)>=1e-9 || abs_fn(va.y-vz.y)>=1e-9) {
// rhill 2013-12-02:
// "Holes" in the halfedges are not necessarily always adjacent.
// https://github.com/gorhill/Javascript-Voronoi/issues/16
// find entry point:
switch (true) {
// walk downward along left side
case this.equalWithEpsilon(va.x,xl) && this.lessThanWithEpsilon(va.y,yb):
lastBorderSegment = this.equalWithEpsilon(vz.x,xl);
vb = this.createVertex(xl, lastBorderSegment ? vz.y : yb);
edge = this.createBorderEdge(cell.site, va, vb);
iLeft++;
halfedges.splice(iLeft, 0, this.createHalfedge(edge, cell.site, null));
nHalfedges++;
if ( lastBorderSegment ) { break; }
va = vb;
// fall through
// walk rightward along bottom side
case this.equalWithEpsilon(va.y,yb) && this.lessThanWithEpsilon(va.x,xr):
lastBorderSegment = this.equalWithEpsilon(vz.y,yb);
vb = this.createVertex(lastBorderSegment ? vz.x : xr, yb);
edge = this.createBorderEdge(cell.site, va, vb);
iLeft++;
halfedges.splice(iLeft, 0, this.createHalfedge(edge, cell.site, null));
nHalfedges++;
if ( lastBorderSegment ) { break; }
va = vb;
// fall through
// walk upward along right side
case this.equalWithEpsilon(va.x,xr) && this.greaterThanWithEpsilon(va.y,yt):
lastBorderSegment = this.equalWithEpsilon(vz.x,xr);
vb = this.createVertex(xr, lastBorderSegment ? vz.y : yt);
edge = this.createBorderEdge(cell.site, va, vb);
iLeft++;
halfedges.splice(iLeft, 0, this.createHalfedge(edge, cell.site, null));
nHalfedges++;
if ( lastBorderSegment ) { break; }
va = vb;
// fall through
// walk leftward along top side
case this.equalWithEpsilon(va.y,yt) && this.greaterThanWithEpsilon(va.x,xl):
lastBorderSegment = this.equalWithEpsilon(vz.y,yt);
vb = this.createVertex(lastBorderSegment ? vz.x : xl, yt);
edge = this.createBorderEdge(cell.site, va, vb);
iLeft++;
halfedges.splice(iLeft, 0, this.createHalfedge(edge, cell.site, null));
nHalfedges++;
if ( lastBorderSegment ) { break; }
va = vb;
// fall through
// walk downward along left side
lastBorderSegment = this.equalWithEpsilon(vz.x,xl);
vb = this.createVertex(xl, lastBorderSegment ? vz.y : yb);
edge = this.createBorderEdge(cell.site, va, vb);
iLeft++;
halfedges.splice(iLeft, 0, this.createHalfedge(edge, cell.site, null));
nHalfedges++;
if ( lastBorderSegment ) { break; }
va = vb;
// fall through
// walk rightward along bottom side
lastBorderSegment = this.equalWithEpsilon(vz.y,yb);
vb = this.createVertex(lastBorderSegment ? vz.x : xr, yb);
edge = this.createBorderEdge(cell.site, va, vb);
iLeft++;
halfedges.splice(iLeft, 0, this.createHalfedge(edge, cell.site, null));
nHalfedges++;
if ( lastBorderSegment ) { break; }
va = vb;
// fall through
// walk upward along right side
lastBorderSegment = this.equalWithEpsilon(vz.x,xr);
vb = this.createVertex(xr, lastBorderSegment ? vz.y : yt);
edge = this.createBorderEdge(cell.site, va, vb);
iLeft++;
halfedges.splice(iLeft, 0, this.createHalfedge(edge, cell.site, null));
nHalfedges++;
if ( lastBorderSegment ) { break; }
// fall through
default:
throw "Voronoi.closeCells() > this makes no sense!";
}
}
iLeft++;
}
cell.closeMe = false;
}
};
// ---------------------------------------------------------------------------
// Debugging helper
Voronoi.prototype.dumpBeachline = function(y) {
console.log('Voronoi.dumpBeachline(%f) > Beachsections, from left to right:', y);
if ( !this.beachline ) {
console.log(' None');
}
else {
var bs = this.beachline.getFirst(this.beachline.root);
while ( bs ) {
console.log(' site %d: xl: %f, xr: %f', bs.site.voronoiId, this.leftBreakPoint(bs, y), this.rightBreakPoint(bs, y));
bs = bs.rbNext;
}
}
};
// ---------------------------------------------------------------------------
// Helper: Quantize sites
// rhill 2013-10-12:
// This is to solve https://github.com/gorhill/Javascript-Voronoi/issues/15
// Since not all users will end up using the kind of coord values which would
// cause the issue to arise, I chose to let the user decide whether or not
// he should sanitize his coord values through this helper. This way, for
// those users who uses coord values which are known to be fine, no overhead is
// added.
Voronoi.prototype.quantizeSites = function(sites) {
var ε = this.ε,
n = sites.length,
site;
while ( n-- ) {
site = sites[n];
site.x = Math.floor(site.x / ε) * ε;
site.y = Math.floor(site.y / ε) * ε;
}
};
// ---------------------------------------------------------------------------
// Helper: Recycle diagram: all vertex, edge and cell objects are
// "surrendered" to the Voronoi object for reuse.
// TODO: rhill-voronoi-core v2: more performance to be gained
// when I change the semantic of what is returned.
Voronoi.prototype.recycle = function(diagram) {
if ( diagram ) {
if ( diagram instanceof this.Diagram ) {
this.toRecycle = diagram;
}
else {
throw 'Voronoi.recycleDiagram() > Need a Diagram object.';
}
}
};
// ---------------------------------------------------------------------------
// Top-level Fortune loop
// rhill 2011-05-19:
// Voronoi sites are kept client-side now, to allow
// user to freely modify content. At compute time,
// *references* to sites are copied locally.
Voronoi.prototype.compute = function(sites, bbox) {
// to measure execution time
var startTime = new Date();
// init internal state
this.reset();
// any diagram data available for recycling?
// I do that here so that this is included in execution time
if ( this.toRecycle ) {
this.vertexJunkyard = this.vertexJunkyard.concat(this.toRecycle.vertices);
this.edgeJunkyard = this.edgeJunkyard.concat(this.toRecycle.edges);
this.cellJunkyard = this.cellJunkyard.concat(this.toRecycle.cells);
this.toRecycle = null;
}
// Initialize site event queue
var siteEvents = sites.slice(0);
siteEvents.sort(function(a,b){
var r = b.y - a.y;
if (r) {return r;}
return b.x - a.x;
});
// process queue
var site = siteEvents.pop(),
siteid = 0,
xsitex, // to avoid duplicate sites
xsitey,
cells = this.cells,
circle;
// main loop
for (;;) {
// we need to figure whether we handle a site or circle event
// for this we find out if there is a site event and it is
// 'earlier' than the circle event
circle = this.firstCircleEvent;
// add beach section
if (site && (!circle || site.y < circle.y || (site.y === circle.y && site.x < circle.x))) {
// only if site is not a duplicate
if (site.x !== xsitex || site.y !== xsitey) {
// first create cell for new site
cells[siteid] = this.createCell(site);
site.voronoiId = siteid++;
// then create a beachsection for that site
this.addBeachsection(site);
// remember last site coords to detect duplicate
xsitey = site.y;
xsitex = site.x;
}
site = siteEvents.pop();
}
// remove beach section
else if (circle) {
this.removeBeachsection(circle.arc);
}
// all done, quit
else {
break;
}
}
// wrapping-up:
// connect dangling edges to bounding box
// cut edges as per bounding box
// discard edges completely outside bounding box
// discard edges which are point-like
this.clipEdges(bbox);
// add missing edges in order to close opened cells
this.closeCells(bbox);
// to measure execution time
var stopTime = new Date();
// prepare return values
var diagram = new this.Diagram();
diagram.cells = this.cells;
diagram.edges = this.edges;
diagram.vertices = this.vertices;
diagram.execTime = stopTime.getTime()-startTime.getTime();
// clean up
this.reset();
return diagram;
};
/******************************************************************************/
if ( typeof module !== 'undefined' ) {
module.exports = Voronoi;
}
function edge_centre(inhalfedge) {
let edgecentre = {};
edgecentre.x = inhalfedge.edge.va.x - (inhalfedge.edge.va.x - inhalfedge.edge.vb.x) / 2;
edgecentre.y = inhalfedge.edge.va.y - (inhalfedge.edge.va.y - inhalfedge.edge.vb.y) / 2;
return edgecentre;
}
function vertex_scale(a, b, inscale) {
let scaledVertex = {};
let pdist = dist2D(a.x, a.y, b.x, b.y)/offset
scaledVertex.x = a.x - (a.x - b.x) / pdist;
scaledVertex.y = a.y - (a.y - b.y) / pdist;
return scaledVertex;
}
function dist2D(ix, iy, fx, fy){
return (Math.sqrt((ix - fx)**2+(iy - fy)**2))
}
function setRandoms(width, height, randomMinimumDist, rnum){
var ran = [];
for (var i = 0; i < rnum; i++) {
var flag;
var nX = R.random_between(0, width);
var nY = R.random_between(0, height);
var triesLimit = 500;
var tries = 0;
if (randomMinimumDist > 0) {
do{
flag = false;
nX = R.random_between(0, width);
nY = R.random_between(0, height);
for (var j = 0; j < ran.length; j++) {
if(dist2D(nX, nY, ran[j].x, ran[j].y) < randomMinimumDist)
flag = true;
}
tries++;
}while(flag == true && tries <= triesLimit)
}
ran.push({x:nX, y:nY});
}
return ran;
}
function castVoronoi(i){
for (var j = 0; j < vcells[i].halfedges.length; j++) {
if (dist2D(vcells[i].halfedges[j].edge.va.x, vcells[i].halfedges[j].edge.va.y, vcells[i].halfedges[j].edge.vb.x, vcells[i].halfedges[j].edge.vb.y) < canvasSize/20) {continue;}
if (dist2D(vcells[i].halfedges[(j+1)%vcells[i].halfedges.length].edge.va.x, vcells[i].halfedges[(j+1)%vcells[i].halfedges.length].edge.va.y, vcells[i].halfedges[(j+1)%vcells[i].halfedges.length].edge.vb.x, vcells[i].halfedges[(j+1)%vcells[i].halfedges.length].edge.vb.y) > canvasSize/20) {
vertex(vertex_scale(edge_centre(vcells[i].halfedges[j]), cursite, cellscale).x,vertex_scale(edge_centre(vcells[i].halfedges[j]), cursite, cellscale).y * cor);
quadraticVertex(vertex_scale(curvert[j],cursite, cellscale).x,vertex_scale(curvert[j],cursite, cellscale).y * cor,vertex_scale(edge_centre(vcells[i].halfedges[(j+1)%vcells[i].halfedges.length]), cursite, cellscale).x,vertex_scale(edge_centre(vcells[i].halfedges[(j+1)%vcells[i].halfedges.length]), cursite, cellscale).y * cor);
}
else {
let nskip = 0;
while (dist2D(vcells[i].halfedges[(j+nskip+1)%vcells[i].halfedges.length].edge.va.x, vcells[i].halfedges[(j+nskip+1)%vcells[i].halfedges.length].edge.va.y, vcells[i].halfedges[(j+nskip+1)%vcells[i].halfedges.length].edge.vb.x, vcells[i].halfedges[(j+nskip+1)%vcells[i].halfedges.length].edge.vb.y) <= canvasSize/20) {
nskip += 1;
}
vertex(vertex_scale(edge_centre(vcells[i].halfedges[j]), cursite, cellscale).x,vertex_scale(edge_centre(vcells[i].halfedges[j]), cursite, cellscale).y * cor);
quadraticVertex(vertex_scale(curvert[(j+nskip)%vcells[i].halfedges.length],cursite, cellscale).x,vertex_scale(curvert[(j+nskip)%vcells[i].halfedges.length],cursite, cellscale).y * cor,vertex_scale(edge_centre(vcells[i].halfedges[(j+nskip+1)%vcells[i].halfedges.length]), cursite, cellscale).x,vertex_scale(edge_centre(vcells[i].halfedges[(j+nskip+1)%vcells[i].halfedges.length]), cursite, cellscale).y * cor);
}
}
}
function castVertexes(i) {
check = {x:vcells[i].halfedges[vcells[i].halfedges.length - 1].edge.va.x,y:vcells[i].halfedges[vcells[i].halfedges.length - 1].edge.vb.x}
cursite = vcells[i].site
curvert = [];
for (var j = 0; j < vcells[i].halfedges.length; j++) {
vert = {}
if (vcells[i].halfedges[j].edge.va.x != check.x && vcells[i].halfedges[j].edge.va.x != check.y) {
check.x = vcells[i].halfedges[j].edge.va.x;
check.y = vcells[i].halfedges[j].edge.va.y;
vert.x = vcells[i].halfedges[j].edge.va.x;
vert.y = vcells[i].halfedges[j].edge.va.y;
}
else {
check.x = vcells[i].halfedges[j].edge.vb.x;
check.y = vcells[i].halfedges[j].edge.vb.y;
vert.x = vcells[i].halfedges[j].edge.vb.x;
vert.y = vcells[i].halfedges[j].edge.vb.y;
}
curvert.push(vert)
}
}
function frame() {
erase();
beginShape();
vertex(0, 0);
vertex(canvasSize, 0);
vertex(canvasSize, canvasSize);
vertex(0, canvasSize);
beginContour();
vertex(canvasSize/2, canvasSize/100);
quadraticVertex(framecor, framecor, canvasSize/100, canvasSize/2);
quadraticVertex(framecor, canvasSize - framecor, canvasSize/2, canvasSize-canvasSize/100);
quadraticVertex(canvasSize - framecor, canvasSize - framecor, canvasSize-canvasSize/100, canvasSize/2);
quadraticVertex(canvasSize - framecor, framecor, canvasSize/2, canvasSize/100);
endContour();
endShape(CLOSE);
noErase();
}
function Particle() {
this.pos = createVector(random(width), random(height));
this.privpos = createVector(0, 0);
this.vel = createVector(0, 0);
this.acc = createVector(0, 0);
this.maxspeed = canvasSize / 400;
this.body = createVector(0, 0);
this.bodyl = createVector(0,0)
this.bodyr = createVector(0,0)
this.update = function(speedcoef) {
this.vel.add(this.acc);
this.vel.limit(this.maxspeed * speedcoef);
this.pos.add(this.vel);
this.acc.mult(0);
}
this.applyForce = function(force, vcoef) {
this.acc.add(force);
this.acc.rotate(vcoef);
}
this.show = function(sizecoef, bcolor) {
this.body.mult(0);
this.body.add(createVector(this.privpos.x - this.pos.x, this.privpos.y - this.pos.y));
this.bodyl.mult(0);
this.bodyr.mult(0);
this.body.normalize()
this.bodyl.add(this.body)
this.bodyl.rotate(90)
this.bodyr.add(this.body)
this.bodyr.rotate(-90)
this.body.mult(canvasSize/80 * sizecoef)
this.bodyl.mult(canvasSize/400 * sizecoef)
this.bodyr.mult(canvasSize/400 * sizecoef)
stroke(bcolor)
push();
strokeWeight(canvasSize/300 * sizecoef)
translate(this.pos.x, this.pos.y);
line(this.bodyl.x, this.bodyl.y, this.body.x, this.body.y)
line(this.bodyr.x, this.bodyr.y, this.body.x, this.body.y)
pop();
circle(this.pos.x, this.pos.y, canvasSize/400 * sizecoef);
}
this.castShadow = function(sizecoef, slen, scolor) {
var corx = 0
var cory = 0
if (this.pos.x + slen > fieldSize - canvOffset) corx = -fieldSize
if (this.pos.y + slen > fieldSize - canvOffset) cory = -fieldSize
stroke(scolor)
push();
strokeWeight(canvasSize/300 * sizecoef)
translate(this.pos.x, this.pos.y);
line(this.bodyl.x + slen + corx, this.bodyl.y + slen + cory, this.body.x + slen + corx, this.body.y + slen + cory)
line(this.bodyr.x + slen + corx, this.bodyr.y + slen + cory, this.body.x + slen + corx, this.body.y + slen + cory)
pop();
circle(this.pos.x + slen + corx, this.pos.y + slen + cory, canvasSize/400);
}
this.edges = function() {
if (this.pos.x > fieldSize - canvOffset) this.pos.x = -canvOffset;
if (this.pos.x < -canvOffset) this.pos.x = fieldSize -canvOffset;
if (this.pos.y > fieldSize - canvOffset) this.pos.y = -canvOffset;
if (this.pos.y < -canvOffset) this.pos.y = fieldSize -canvOffset;
}
this.follow = function(vectors, vcoef) {
var x = floor((this.pos.x + canvOffset) / vscale)
var y = floor((this.pos.y + canvOffset) / vscale)
this.privpos.mult(0)
this.privpos.add(this.pos)
var index = x + y * vcols;
var force = vectors[index];
this.applyForce(force, vcoef);
}
}
function random_hash() {
let chars = "0123456789abcdef";
let result = '0x';
for (let i = 64; i > 0; --i) result += chars[Math.floor(Math.random() * chars.length)];
return result;
}
tokenData = {"hash": random_hash()}
let seed = parseInt(tokenData.hash.slice(0, 16), 16);
class Random {
constructor(seed) {
this.seed = seed
}
random_dec() {
this.seed ^= this.seed << 13
this.seed ^= this.seed >> 17
this.seed ^= this.seed << 5
return ((this.seed < 0 ? ~this.seed + 1 : this.seed) % 1000) / 1000
}
random_between(a, b) {
return a + (b - a) * this.random_dec()
}
random_int(a, b) {
return Math.floor(this.random_between(a, b+1))
}
random_choice(x) {
return x[Math.floor(this.random_between(0, x.length * 0.99))]
}
}
let hash = tokenData.hash
let R = new Random(seed)
var canvasSize = 800
var canvOffset = canvasSize/10
var fieldSize = canvasSize + canvOffset * 2
var cor = canvasSize / (canvasSize + canvasSize/2)
var framecor = canvasSize/100
var numcells = 50;
var vertexMinimumDist = canvasSize / 15
var offset = canvasSize / 80
var voronoi = new Voronoi();
var bbox = {xl: 0, xr: canvasSize, yt: 0, yb: canvasSize + canvasSize/2}; // xl is x-left, xr is x-right, yt is y-top, and yb is y-bottom
var sites = []; // {x: 200, y: 200}, {x: 50, y: 250}, {x: 400, y: 100} /* , ... */
sites = setRandoms(canvasSize, canvasSize + canvasSize/2, vertexMinimumDist, numcells);
var coloption = R.random_between(0, 50) - 30;
var diagram = voronoi.compute(sites, bbox);
var vedges = diagram.edges;
var vcells = diagram.cells;
var cursite;
var curvert;
var vert;
var check;
var cellscale = 0.8;
var sky;
var bottom;
var t1;
var t2;
var coloffset = 0.9;
var pninc = 0.05;
var vinc = 0.0003;
var vscale = 25;
var vcols, vrows;
var zoff = 0;
var speedcoef = [];
var fishgroups = R.random_between(1, 4)
var fishcount = []
var delay = []
var sinlen = []
var sinadd = []
var magnit = []
var groupCoef = []
var groupColor = []
var pnvalue = []
var v = []
var c = []
var shadow = []
var particles = []
var flowfield = []
var start = 0
for (var g = 0; g < fishgroups; g++) {
fishcount.push(R.random_between(80 / fishgroups, 200 / fishgroups))
sinlen.push(R.random_between(500, 1000))
sinadd.push(R.random_between(1.5, 2))
magnit.push(R.random_between(1, 1.8))
groupCoef.push(R.random_between(0.8, 1.2) + g / fishgroups / 2)
groupColor.push(R.random_between(0, 1))
delay.push(g * 1000)
particles.push([])
speedcoef.push(0)
shadow.push(canvasSize/60 * groupCoef[g])
}
groupCoef.sort()
shadow.sort()
function setup() {
createCanvas(834, 834);
colorMode(HSB);
var c1 = color(186 + coloption, 90, 59);
var c2 = color(224 + coloption, 100, 19);
colorMode(RGB)
var c3 = color(160)
var c4 = color(0)
img2 = createImage(width, height)
img2.loadPixels()
for (let i = 0; i < width; i++) {
for (let j = 0; j < height; j++) {
col = color(c3.levels[0] + (c4.levels[0] - c3.levels[0])*j/canvasSize)
img2.set(i, j, col)
}
}
img2.updatePixels()
image(img2, 0, 0)
fill(c4)
offset = canvasSize / 30
for (var i = 0; i < vcells.length; i++) {
castVertexes(i)
beginShape();
castVoronoi(i);
endShape(CLOSE);
}
sky = get();
sky.filter(BLUR,10)
img1 = createImage(width, height)
img1.loadPixels()
for (let i = 0; i < width; i++) {
for (let j = 0; j < height; j++) {
if (j < canvasSize * coloffset) {
col = color(c1.levels[0] + (c2.levels[0] - c1.levels[0])*j/canvasSize/coloffset,
c1.levels[1] + (c2.levels[1] - c1.levels[1])*j/canvasSize/coloffset,
c1.levels[2] + (c2.levels[2] - c1.levels[2])*j/canvasSize/coloffset)
}
else {
col = color(c2)
}
img1.set(i, j, col)
}
}
img1.updatePixels()
image(img1, 0, 0)
fill(c2)
offset = canvasSize / 80
noStroke();
beginShape();
vertex(0, 0)
vertex(canvasSize, 0)
vertex(canvasSize, canvasSize)
vertex(0, canvasSize)
for (var i = 0; i < vedges.length; i++) {
noStroke();
line(vedges[i].va.x, vedges[i].va.y, vedges[i].vb.x, vedges[i].vb.y);
}
for (var i = 0; i < vcells.length; i++) {
castVertexes(i);
beginContour();
castVoronoi(i);
endContour(CLOSE);
}
endShape(CLOSE);
bottom = get();
frameRate(30)
colorMode(HSB);
var fc1 = color(206 + coloption, 27, 82)
var fc2 = color(200 + coloption, 70, 65)
colorMode(RGB);
vcols = floor(fieldSize / vscale);
vrows = floor(fieldSize / vscale);
for (var g = 0; g < fishgroups; g++) {
flowfield[g] = new Array(vcols * vrows);
c.push(color((((fc2.levels[0] - fc1.levels[0]) * groupColor[g] + fc1.levels[0]) - c2.levels[0]) * (groupCoef[g] - 0.3) + c2.levels[0],
(((fc2.levels[1] - fc1.levels[1]) * groupColor[g] + fc1.levels[1]) - c2.levels[1]) * (groupCoef[g] - 0.3) + c2.levels[1],
(((fc2.levels[2] - fc1.levels[2]) * groupColor[g] + fc1.levels[2]) - c2.levels[2]) * (groupCoef[g] - 0.3) + c2.levels[2]))
for (var i = 0; i < fishcount[g]; i++) {
particles[g][i] = new Particle()
pnvalue.push(0)
v.push(0)
}
}
frame()
}
function draw() {
translate(20, 0)
colorMode(HSB);
var c2 = color(224 + coloption, 100, 19);
colorMode(RGB);
t1 = 200 + (Math.sin(millis()/8000) + 1) * 200
t2 = 200 + (Math.sin(millis()/1000) + 1) * 10
blendMode(BLEND);
image(bottom, 0, 0);
push()
noiseDetail(4, 0.2)
for (var g = 0; g < fishgroups; g++) {
speedcoef[g] = (noise((millis()/500)+ delay[g]) + 0.2) * 3 * (Math.sin((millis()+delay[g])/sinlen[g])+sinadd[g])
}
pop();
noiseSeed(0)
var yoff = 0;
for (var y = 0; y < vrows; y++) {
var xoff = 0;
for (var x = 0; x < vcols; x++) {
var index = x + y * vcols;
for (var g = 0; g < fishgroups; g++) {
pnvalue[g] = noise(xoff + delay[g], yoff + delay[g], zoff + delay[g]) * TWO_PI * 4;
v[g] = p5.Vector.fromAngle(pnvalue[g]);
v[g].setMag(magnit[g]);
flowfield[g][index] = v[g];
}
xoff += pninc;
}
yoff += pninc;
zoff += vinc;
}
for (var g = 0; g < fishgroups; g++) {
for (var i = 0; i < particles[g].length; i++) {
strokeWeight(canvasSize/200 * groupCoef[g])
particles[g][i].follow(flowfield[g], i * 2)
particles[g][i].update(speedcoef[g])
particles[g][i].castShadow(groupCoef[g], shadow[g], c2)
particles[g][i].edges()
}
}
for (var g = 0; g < fishgroups; g++) {
for (var i = 0; i < particles[g].length; i++) {
strokeWeight(canvasSize/200 * groupCoef[g])
particles[g][i].show(groupCoef[g], c[g])
}
}
push();
angleMode(DEGREES)
rotate(-45)
scale(2.5,0.5)
blendMode(SCREEN);
image(sky, -t1, t2);
pop();
frame()
// the next lines conceal artifacts due to canvas size change
noStroke();
fill(255);
rect(-27, 0, 30, height);
rect(796, 0, 30, height);
rect(-100, 800, width*1.2, 150);
}
//save JPG
let lapse = 0; // mouse timer
function mousePressed(){
// prevents mouse press from registering twice
if (millis() - lapse > 400){
save("img_" + month() + '-' + day() + '_' + hour() + '-' + minute() + '-' + second() + ".jpg");
lapse = millis();
}
}