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  • §

    Demo Delaunator 001

    Delauney triangulation and Voronoi cell visualisation

  • §

    Run code

    import {
        addNativeListener,
        library as L,
        makeBlock,
        makeEmitter,
        makeRender,
        makeStar,
        makeWheel,
        makeWorld,
    } from '../source/scrawl.js';
  • §

    @ts-expect-error

    import Delaunator from 'https://cdn.skypack.dev/delaunator@5.0.0';
    
    import { reportSpeed } from './utilities.js';
  • §

    The following functions are used to handle the Delaunay object

    • Code adapted from the Delaunator Guide website
    const edgesOfTriangle = (t) => [3 * t, 3 * t + 1, 3 * t + 2];
    
    const pointsOfTriangle = (del, t) => {
    
        let { triangles } = del;
    
        return edgesOfTriangle(t).map(e => triangles[e]);
    };
    
    const triangleOfEdge = (e) => Math.floor(e / 3);
    
    const nextHalfedge = (e) => (e % 3 === 2) ? e - 2 : e + 1;
    
    const prevHalfedge = (e) => (e % 3 === 0) ? e + 2 : e - 1;
    
    const forEachTriangleEdge = (pts, del, cb) => {
    
        let { triangles, halfedges } = del;
    
        let len = triangles.length;
    
        for (let e = 0; e < len; e++) {
    
            if (e > halfedges[e]) {
    
                const p = pts[triangles[e]];
                const q = pts[triangles[nextHalfedge(e)]];
    
                cb(e, p, q);
            }
        }
    };
    
    const forEachTriangle = (pts, del, cb) => {
    
        let len = del.triangles.length / 3;
    
        for (let t = 0; t < len; t++) {
    
            cb(t, pointsOfTriangle(del, t).map(p => pts[p]));
        }
    };
    
    const triangleCenter = (pts, del, t) => {
    
        const vertices = pointsOfTriangle(del, t).map(p => pts[p]);
    
        return circumcenter(vertices[0], vertices[1], vertices[2]);
    };
    
    const trianglesAdjacentToTriangle = (del, t) => {
    
        let { halfedges } = del;
    
        const adjacent = [];
    
        for (const e of edgesOfTriangle(t)) {
    
            const opposite = halfedges[e];
    
            if (opposite >= 0) adjacent.push(triangleOfEdge(opposite));
        }
        return adjacent;
    };
    
    const circumcenter = (a, b, c) => {
    
        if (a && b && c && a.length && b.length && c.length) {
    
            const ad = a[0] * a[0] + a[1] * a[1],
                bd = b[0] * b[0] + b[1] * b[1],
                cd = c[0] * c[0] + c[1] * c[1];
    
            const D = 2 * (a[0] * (b[1] - c[1]) + b[0] * (c[1] - a[1]) + c[0] * (a[1] - b[1]));
    
            return [
                1 / D * (ad * (b[1] - c[1]) + bd * (c[1] - a[1]) + cd * (a[1] - b[1])),
                1 / D * (ad * (c[0] - b[0]) + bd * (a[0] - c[0]) + cd * (b[0] - a[0])),
            ];
        }
    };
    
    const forEachVoronoiEdge = (pts, del, cb) => {
    
        if (del) {
    
            let { triangles, halfedges } = del;
    
            let len = triangles.length;
    
            for (let e = 0; e < len; e++) {
    
                if (e < halfedges[e]) {
    
                    const p = triangleCenter(pts, del, triangleOfEdge(e));
                    const q = triangleCenter(pts, del, triangleOfEdge(halfedges[e]));
    
                    cb(e, p, q);
                }
            }
        }
    };
    
    const edgesAroundPoint = (del, start) => {
    
        let { halfedges } = del;
    
        const result = [];
    
        let incoming = start;
    
        do {
    
            result.push(incoming);
            const outgoing = nextHalfedge(incoming);
            incoming = halfedges[outgoing];
    
        } while (incoming !== -1 && incoming !== start);
    
        return result;
    };
    
    const forEachVoronoiCell = (pts, del, cb) => {
    
        const index = new Map();
    
        let { triangles, halfedges } = del;
    
        let tLen = triangles.length,
            pLen = pts.length;
    
        for (let e = 0; e < tLen; e++) {
    
            const endpoint = triangles[nextHalfedge(e)];
    
            if (!index.has(endpoint) || halfedges[e] === -1) index.set(endpoint, e);
        }
    
        for (let p = 0; p < pLen; p++) {
    
            const incoming = index.get(p);
    
            const E = edgesAroundPoint(del, incoming);
    
            const T = E.map(triangleOfEdge);
    
            const V = T.map(t => triangleCenter(pts, del, t));
    
            cb(p, V);
        }
    };
  • §

    Scene setup

    let canvas = L.artefact.mycanvas;
  • §

    Create a Block entity which covers the entire canvas; this will act as the area in which particles will be generated by the Emitter entity

    makeBlock({
    
        name: 'field-block',
        order: 1,
    
        width: '100%',
        height: '100%',
    
        method: 'none',
    });
    
    
    makeWheel({
    
        name: 'mouse-planet',
    
        radius: 12,
    
        handle: ['center', 'center'],
    
        fillStyle: 'gold',
    
        lockTo: 'mouse',
    });
  • §

    Particle physics animation scene

  • §

    Create a World object which we can then assign to the particle emitter

    let myWorld = makeWorld({
    
        name: 'demo-world',
        tickMultiplier: 2,
    
        userAttributes: [
            {
                key: 'coords', 
                defaultValue: [],
  • §

    @ts-expect-error

                getter: function () { return [].concat(this.coords) },
                setter: function (emitter) {
  • §

    @ts-expect-error

                    let { coords } = this;
                    coords.length = 0;
    
                    let { particleStore } = emitter;
    
                    particleStore.forEach(p => {
    
                        let pos = p.position;
    
                        coords.push([pos.x, pos.y]);
                    });
    
                    let here = (canvas) ? canvas.here : false;
    
                    if (here && here.active) coords.push([here.x, here.y]);
                },
            },
        ],
    });
    
    let delaunay = false;
    
    const buildDelaunayObject = function (coords) {
    
        return Delaunator.from(coords);
    };
    
    const myEmitter = makeEmitter({
    
        name: 'field-emitter',
        world: myWorld,
    
        generationRate: 5,
    
        particleCount: 80,
        start: ['center', 'center'],
    
        killRadius: 500, 
        killRadiusVariation: 0,
    
        rangeX: 24,
        rangeFromX: -12,
        rangeY: 24,
        rangeFromY: -12,
    
        artefact: makeStar({
    
            name: 'particle-star-entity',
    
            radius1: 8,
            radius2: 5,
    
            points: 5,
    
            handle: ['center', 'center'],
    
            fillStyle: 'aliceblue',
            strokeStyle: 'orange',
            method: 'fillThenDraw',
    
            visibility: false, 
    
            noUserInteraction: true,
            noPositionDependencies: true,
            noFilters: true,
            noDeltaUpdates: true,
        }),
    
        preAction: function (host) {
  • §

    generate coords @ts-expect-error

            this.world.set({ coords: this });
  • §

    @ts-expect-error

            let c = this.world.get('coords');
  • §

    Build a new Delaunay object for each iteration (think of this as a stress test)

            if (c.length) delaunay = buildDelaunayObject(c);
    
            if (delaunay) {
  • §

    @ts-expect-error

                let particles = this.particleStore,
                    engine = host.engine,
  • §

    @ts-expect-error

                    radius = this.world.connectionRadius;
    
                engine.save();
    
                engine.setTransform(1, 0, 0, 1, 0, 0);
    
                engine.lineWidth = 3;
                engine.strokeStyle = 'gold';
                engine.globalAlpha = 0.4;
    
                engine.beginPath();
    
                forEachTriangleEdge(c, delaunay, (e, p, q) => {
    
                    if (p && q) {
    
                        engine.moveTo(...p);
                        engine.lineTo(...q);
                    }
                });
    
                engine.stroke();
    
                engine.strokeStyle = 'lightgreen';
                engine.globalAlpha = 1;
    
                engine.beginPath();
    
                forEachVoronoiEdge(c, delaunay, (e, p, q) => {
    
                    if (p && q) {
    
                        engine.moveTo(...p);
                        engine.lineTo(...q);
                    }
                });
    
                engine.stroke();
    
                engine.restore();
            }
        },
  • §

    The stampAction function just adds the stars to the scene

        stampAction: function (artefact, particle, host) {
    
            let [r, z, ...start] = particle.history[0];
            artefact.simpleStamp(host, {start});
        },
    });
  • §

    User interaction

    For this demo we will suppress touchmove functionality over the canvas

    addNativeListener(['touchmove'], (e) => {
    
        e.preventDefault();
        e.returnValue = false;
    
    }, canvas.domElement);
  • §

    Scene animation

    Function to display frames-per-second data, and other information relevant to the demo

    const report = reportSpeed('#reportmessage');
  • §

    Create the Display cycle animation

    makeRender({
    
        name: 'demo-animation',
        target: canvas,
        afterShow: report,
    });
  • §

    Development and testing

    console.log(L);