better handle outliers in voronoi
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c2365d3668
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b1f41d7974
1 changed files with 73 additions and 11 deletions
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@ -5,10 +5,60 @@ import { DefaultRenderable } from "../webgl/renderer";
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import { IndexBuffer, VertexBuffer } from "../webgl/buffer";
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import { VertexBufferLayout, VertexArray } from "../webgl/vertexBufferLayout";
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function arcctg(x: number): number { return Math.PI / 2 - Math.atan(x); }
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function to_key(p: Point): string {
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return [p.x, p.y] + "";
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}
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function round_point(center: Point, point: Point, amount_fn = (b: number) => 0.7): Point {
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const d = dist(center, point, true);
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console.log("f:", amount_fn(d));
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const x = center.x + amount_fn(d) * (point.x - center.x);
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const y = center.y + amount_fn(d) * (point.y - center.y);
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return { 'x': x, 'y': y };
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}
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function median_point(c: Point, p: Point, n: Point, d = 0.1): number[] {
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const dd = 1.0 - 2 * d;
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return [
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dd * c.x + d * p.x + d * n.x,
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dd * c.y + d * p.y + d * n.y,
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]
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}
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function build_point_map(es: Voronoi.HalfEdge[]): (point: Point) => Point {
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const mean = es.map(e => dist(e.getStartpoint(), e.getEndpoint())).reduce((a, b) => a + b, 0) / es.length;
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const map = {};
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for (let edge of es) {
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const start = edge.getStartpoint();
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const end = edge.getEndpoint();
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if (dist(start, end) < 0.1 * mean) { // These points have to be merged
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const middle = { 'x': (start.x + end.x) / 2, 'y': (start.y + end.y) / 2 };
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map[to_key(start)] = middle;
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map[to_key(end)] = middle;
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}
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}
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return (p) => map[to_key(p)] || p;
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}
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function get_round_fn(dist_mean: number, amount = 0.7): (d: number) => number {
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return (d) => {
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console.log(arcctg(d - dist_mean));
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return arcctg((d - dist_mean) * 3) / Math.PI / 2 + 0.5
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}
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}
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function dist(a: Point, b: Point, norm = false): number {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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if (norm) return Math.sqrt(dx * dx + dy * dy);
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return dx * dx + dy * dy;
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}
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export class VoronoiBuilder {
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inner: DefaultRenderable;
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@ -18,10 +68,10 @@ export class VoronoiBuilder {
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constructor(gl: WebGLRenderingContext, shader: Shader, planets: Point[], bbox: BBox) {
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const voronoi = new Voronoi();
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// This voronoi sorts the planets, then owners don't align anymore
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const own_map = {};
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planets.forEach((p, i) => own_map[to_key(p)] = i);
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// This voronoi sorts the planets, then owners don't align anymore
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this.vor = voronoi.compute(planets, bbox);
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const a_pos = [];
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@ -33,27 +83,39 @@ export class VoronoiBuilder {
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for (let i = 0; i < this.vor.cells.length; i++) {
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const cell = this.vor.cells[i];
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const planetId = own_map[to_key(cell.site)];
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const point_map = build_point_map(cell.halfedges);
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const centerId = vertCount++;
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a_pos.push(cell.site.x, cell.site.y);
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a_own.push(planetId);
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const dist_mean = cell.halfedges.map(e => dist(cell.site, e.getStartpoint(), true)).reduce((a, b) => a + b, 0) / cell.halfedges.length;
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const round_fn = get_round_fn(dist_mean);
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for (let edge of cell.halfedges) {
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const start = edge.getStartpoint();
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const end = edge.getEndpoint();
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const center = {'x': (start.x + end.x) / 2, 'y': (start.y + end.y) / 2};
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let start = point_map(edge.getStartpoint());
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let end = point_map(edge.getEndpoint());
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let center = { 'x': (start.x + end.x) / 2, 'y': (start.y + end.y) / 2 };
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if (to_key(start) == to_key(end)) continue;
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start = round_point(cell.site, start, round_fn);
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center = round_point(cell.site, center, round_fn);
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end = round_point(cell.site, end, round_fn);
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ids.push(centerId);
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ids.push(vertCount++);
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a_pos.push(start.x, start.y);
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a_own.push(-1);
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// ids.push(vertCount++);
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// a_pos.push(center.x, center.y);
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// a_own.push(planetId);
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ids.push(vertCount++);
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a_pos.push(center.x, center.y);
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a_own.push(-1);
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ids.push(centerId);
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ids.push(vertCount - 1);
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// ids.push(centerId);
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// ids.push(vertCount-1);
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ids.push(vertCount++);
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a_pos.push(end.x, end.y);
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a_own.push(-1);
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