delatin
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JavaScript terrain mesh generation tool
476 lines (400 loc) • 14.2 kB
JavaScript
export default class Delatin {
constructor(data, width, height = width) {
this.data = data; // height data
this.width = width;
this.height = height;
this.coords = []; // vertex coordinates (x, y)
this.triangles = []; // mesh triangle indices
// additional triangle data
this._halfedges = [];
this._candidates = [];
this._queueIndices = [];
this._queue = []; // queue of added triangles
this._errors = [];
this._pending = []; // triangles pending addition to queue
this._pendingLen = 0;
this._rmsdSum = 0;
this._init();
}
// refine the mesh until its maximum error gets below the given one
run(maxError = 1) {
while (this.getMaxError() > maxError) {
this.refine();
}
}
// refine the mesh with a single point
refine() {
this._step();
this._flush();
}
// max error of the current mesh
getMaxError() {
return this._errors[0];
}
// root-mean-square deviation of the current mesh
getRMSD() {
return Math.sqrt(this._rmsdSum / this._errors.length);
}
// height value at a given position
heightAt(x, y) {
return this.data[this.width * y + x];
}
_init() {
const x1 = this.width - 1;
const y1 = this.height - 1;
const p0 = this._addPoint(0, 0);
const p1 = this._addPoint(x1, 0);
const p2 = this._addPoint(0, y1);
const p3 = this._addPoint(x1, y1);
// add initial two triangles
const t0 = this._addTriangle(p3, p0, p2, -1, -1, -1);
this._addTriangle(p0, p3, p1, t0, -1, -1);
this._flush();
}
// rasterize and queue all triangles that got added or updated in _step
_flush() {
const coords = this.coords;
for (let i = 0; i < this._pendingLen; i++) {
const t = this._pending[i];
// rasterize triangle to find maximum pixel error
const a = 2 * this.triangles[t * 3 + 0];
const b = 2 * this.triangles[t * 3 + 1];
const c = 2 * this.triangles[t * 3 + 2];
this._findCandidate(coords[a], coords[a + 1], coords[b], coords[b + 1], coords[c], coords[c + 1], t);
}
this._pendingLen = 0;
}
// rasterize a triangle, find its max error, and queue it for processing
_findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) {
// triangle bounding box
const minX = Math.min(p0x, p1x, p2x);
const minY = Math.min(p0y, p1y, p2y);
const maxX = Math.max(p0x, p1x, p2x);
const maxY = Math.max(p0y, p1y, p2y);
// forward differencing variables
let w00 = orient(p1x, p1y, p2x, p2y, minX, minY);
let w01 = orient(p2x, p2y, p0x, p0y, minX, minY);
let w02 = orient(p0x, p0y, p1x, p1y, minX, minY);
const a01 = p1y - p0y;
const b01 = p0x - p1x;
const a12 = p2y - p1y;
const b12 = p1x - p2x;
const a20 = p0y - p2y;
const b20 = p2x - p0x;
// pre-multiplied z values at vertices
const a = orient(p0x, p0y, p1x, p1y, p2x, p2y);
const z0 = this.heightAt(p0x, p0y) / a;
const z1 = this.heightAt(p1x, p1y) / a;
const z2 = this.heightAt(p2x, p2y) / a;
// iterate over pixels in bounding box
let maxError = 0;
let mx = 0;
let my = 0;
for (let y = minY; y <= maxY; y++) {
// compute starting offset
let dx = 0;
if (w00 < 0 && a12 !== 0) {
dx = Math.max(dx, Math.floor(-w00 / a12));
}
if (w01 < 0 && a20 !== 0) {
dx = Math.max(dx, Math.floor(-w01 / a20));
}
if (w02 < 0 && a01 !== 0) {
dx = Math.max(dx, Math.floor(-w02 / a01));
}
let w0 = w00 + a12 * dx;
let w1 = w01 + a20 * dx;
let w2 = w02 + a01 * dx;
let wasInside = false;
for (let x = minX + dx; x <= maxX; x++) {
// check if inside triangle
if (w0 >= 0 && w1 >= 0 && w2 >= 0) {
wasInside = true;
// compute z using barycentric coordinates
const z = z0 * w0 + z1 * w1 + z2 * w2;
const dz = Math.abs(z - this.heightAt(x, y));
if (dz > maxError) {
maxError = dz;
mx = x;
my = y;
}
} else if (wasInside) {
break;
}
w0 += a12;
w1 += a20;
w2 += a01;
}
w00 += b12;
w01 += b20;
w02 += b01;
}
if (mx === p0x && my === p0y || mx === p1x && my === p1y || mx === p2x && my === p2y) {
maxError = 0;
}
// update triangle metadata
this._candidates[2 * t] = mx;
this._candidates[2 * t + 1] = my;
// add triangle to priority queue
this._queuePush(t, maxError);
}
// process the next triangle in the queue, splitting it with a new point
_step() {
// pop triangle with highest error from priority queue
const t = this._queuePop();
const e0 = t * 3 + 0;
const e1 = t * 3 + 1;
const e2 = t * 3 + 2;
const p0 = this.triangles[e0];
const p1 = this.triangles[e1];
const p2 = this.triangles[e2];
const ax = this.coords[2 * p0];
const ay = this.coords[2 * p0 + 1];
const bx = this.coords[2 * p1];
const by = this.coords[2 * p1 + 1];
const cx = this.coords[2 * p2];
const cy = this.coords[2 * p2 + 1];
const px = this._candidates[2 * t];
const py = this._candidates[2 * t + 1];
const pn = this._addPoint(px, py);
if (orient(ax, ay, bx, by, px, py) === 0) {
this._handleCollinear(pn, e0);
} else if (orient(bx, by, cx, cy, px, py) === 0) {
this._handleCollinear(pn, e1);
} else if (orient(cx, cy, ax, ay, px, py) === 0) {
this._handleCollinear(pn, e2);
} else {
const h0 = this._halfedges[e0];
const h1 = this._halfedges[e1];
const h2 = this._halfedges[e2];
const t0 = this._addTriangle(p0, p1, pn, h0, -1, -1, e0);
const t1 = this._addTriangle(p1, p2, pn, h1, -1, t0 + 1);
const t2 = this._addTriangle(p2, p0, pn, h2, t0 + 2, t1 + 1);
this._legalize(t0);
this._legalize(t1);
this._legalize(t2);
}
}
// add coordinates for a new vertex
_addPoint(x, y) {
const i = this.coords.length >> 1;
this.coords.push(x, y);
return i;
}
// add or update a triangle in the mesh
_addTriangle(a, b, c, ab, bc, ca, e = this.triangles.length) {
const t = e / 3; // new triangle index
// add triangle vertices
this.triangles[e + 0] = a;
this.triangles[e + 1] = b;
this.triangles[e + 2] = c;
// add triangle halfedges
this._halfedges[e + 0] = ab;
this._halfedges[e + 1] = bc;
this._halfedges[e + 2] = ca;
// link neighboring halfedges
if (ab >= 0) {
this._halfedges[ab] = e + 0;
}
if (bc >= 0) {
this._halfedges[bc] = e + 1;
}
if (ca >= 0) {
this._halfedges[ca] = e + 2;
}
// init triangle metadata
this._candidates[2 * t + 0] = 0;
this._candidates[2 * t + 1] = 0;
this._queueIndices[t] = -1;
// add triangle to pending queue for later rasterization
this._pending[this._pendingLen++] = t;
// return first halfedge index
return e;
}
_legalize(a) {
// if the pair of triangles doesn't satisfy the Delaunay condition
// (p1 is inside the circumcircle of [p0, pl, pr]), flip them,
// then do the same check/flip recursively for the new pair of triangles
//
// pl pl
// /||\ / \
// al/ || \bl al/ \a
// / || \ / \
// / a||b \ flip /___ar___\
// p0\ || /p1 => p0\---bl---/p1
// \ || / \ /
// ar\ || /br b\ /br
// \||/ \ /
// pr pr
const b = this._halfedges[a];
if (b < 0) {
return;
}
const a0 = a - a % 3;
const b0 = b - b % 3;
const al = a0 + (a + 1) % 3;
const ar = a0 + (a + 2) % 3;
const bl = b0 + (b + 2) % 3;
const br = b0 + (b + 1) % 3;
const p0 = this.triangles[ar];
const pr = this.triangles[a];
const pl = this.triangles[al];
const p1 = this.triangles[bl];
const coords = this.coords;
if (!inCircle(
coords[2 * p0], coords[2 * p0 + 1],
coords[2 * pr], coords[2 * pr + 1],
coords[2 * pl], coords[2 * pl + 1],
coords[2 * p1], coords[2 * p1 + 1])) {
return;
}
const hal = this._halfedges[al];
const har = this._halfedges[ar];
const hbl = this._halfedges[bl];
const hbr = this._halfedges[br];
this._queueRemove(a0 / 3);
this._queueRemove(b0 / 3);
const t0 = this._addTriangle(p0, p1, pl, -1, hbl, hal, a0);
const t1 = this._addTriangle(p1, p0, pr, t0, har, hbr, b0);
this._legalize(t0 + 1);
this._legalize(t1 + 2);
}
// handle a case where new vertex is on the edge of a triangle
_handleCollinear(pn, a) {
const a0 = a - a % 3;
const al = a0 + (a + 1) % 3;
const ar = a0 + (a + 2) % 3;
const p0 = this.triangles[ar];
const pr = this.triangles[a];
const pl = this.triangles[al];
const hal = this._halfedges[al];
const har = this._halfedges[ar];
const b = this._halfedges[a];
if (b < 0) {
const t0 = this._addTriangle(pn, p0, pr, -1, har, -1, a0);
const t1 = this._addTriangle(p0, pn, pl, t0, -1, hal);
this._legalize(t0 + 1);
this._legalize(t1 + 2);
return;
}
const b0 = b - b % 3;
const bl = b0 + (b + 2) % 3;
const br = b0 + (b + 1) % 3;
const p1 = this.triangles[bl];
const hbl = this._halfedges[bl];
const hbr = this._halfedges[br];
this._queueRemove(b0 / 3);
const t0 = this._addTriangle(p0, pr, pn, har, -1, -1, a0);
const t1 = this._addTriangle(pr, p1, pn, hbr, -1, t0 + 1, b0);
const t2 = this._addTriangle(p1, pl, pn, hbl, -1, t1 + 1);
const t3 = this._addTriangle(pl, p0, pn, hal, t0 + 2, t2 + 1);
this._legalize(t0);
this._legalize(t1);
this._legalize(t2);
this._legalize(t3);
}
// priority queue methods
_queuePush(t, error) {
const i = this._queue.length;
this._queueIndices[t] = i;
this._queue.push(t);
this._errors.push(error);
this._rmsdSum += error * error;
this._queueUp(i);
}
_queuePop() {
const n = this._queue.length - 1;
this._queueSwap(0, n);
this._queueDown(0, n);
return this._queuePopBack();
}
_queuePopBack() {
const t = this._queue.pop();
const e = this._errors.pop();
this._rmsdSum -= e * e;
this._queueIndices[t] = -1;
return t;
}
_queueRemove(t) {
const i = this._queueIndices[t];
if (i < 0) {
const it = this._pending.indexOf(t);
if (it !== -1) {
this._pending[it] = this._pending[--this._pendingLen];
} else {
throw new Error('Broken triangulation (something went wrong).');
}
return;
}
const n = this._queue.length - 1;
if (n !== i) {
this._queueSwap(i, n);
if (!this._queueDown(i, n)) {
this._queueUp(i);
}
}
this._queuePopBack();
}
_queueLess(i, j) {
return this._errors[i] > this._errors[j];
}
_queueSwap(i, j) {
const pi = this._queue[i];
const pj = this._queue[j];
this._queue[i] = pj;
this._queue[j] = pi;
this._queueIndices[pi] = j;
this._queueIndices[pj] = i;
const e = this._errors[i];
this._errors[i] = this._errors[j];
this._errors[j] = e;
}
_queueUp(j0) {
let j = j0;
while (true) {
const i = (j - 1) >> 1;
if (i === j || !this._queueLess(j, i)) {
break;
}
this._queueSwap(i, j);
j = i;
}
}
_queueDown(i0, n) {
let i = i0;
while (true) {
const j1 = 2 * i + 1;
if (j1 >= n || j1 < 0) {
break;
}
const j2 = j1 + 1;
let j = j1;
if (j2 < n && this._queueLess(j2, j1)) {
j = j2;
}
if (!this._queueLess(j, i)) {
break;
}
this._queueSwap(i, j);
i = j;
}
return i > i0;
}
}
function orient(ax, ay, bx, by, cx, cy) {
return (bx - cx) * (ay - cy) - (by - cy) * (ax - cx);
}
function inCircle(ax, ay, bx, by, cx, cy, px, py) {
const dx = ax - px;
const dy = ay - py;
const ex = bx - px;
const ey = by - py;
const fx = cx - px;
const fy = cy - py;
const ap = dx * dx + dy * dy;
const bp = ex * ex + ey * ey;
const cp = fx * fx + fy * fy;
return dx * (ey * cp - bp * fy) -
dy * (ex * cp - bp * fx) +
ap * (ex * fy - ey * fx) < 0;
}