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import Delaunator from 'delaunator';
// Zipped points [x0, y0, x1, y1, ...]
const zippedPoints = [168, 180, 168, 178, 168, 179, 168, 181, 168, 183, 167, 183, 167, 184];
const zipped = new Delaunator(zippedPoints);
// Default [x, y]
const defaultPoints = [[168, 180], [168, 178], [168, 179], [168, 181], [168, 183], [167, 183], [167, 184]];
const d = Delaunator.from(defaultPoints);
// Custom getX & getY
interface CustomPoint {
x: number;
y: number;
}
const customPoints = [{ x: 168, y: 180 }, { x: 168, y: 178 }, { x: 168, y: 179 }, { x: 168, y: 181 }, { x: 168, y: 183 }, { x: 167, y: 183 }, { x: 167, y: 184 }];
const getX = (point: CustomPoint) => point.x;
const getY = (point: CustomPoint) => point.y;
Delaunator.from(customPoints, point => point.x, point => point.y);
Delaunator.from(customPoints, getX, getY);
// To get the coordinates of all triangles, use:
const triangles = d.triangles; // $ExpectType Uint32Array
// Default [x, y]
const defaultPoints = [[168, 180], [168, 178], [168, 179], [168, 181], [168, 183], [167, 183], [167, 184]];
const d = Delaunator.from(defaultPoints);
// Custom getX & getY
interface CustomPoint {
x: number;
y: number;
}
const customPoints = [{ x: 168, y: 180 }, { x: 168, y: 178 }, { x: 168, y: 179 }, { x: 168, y: 181 }, { x: 168, y: 183 }, { x: 167, y: 183 }, { x: 167, y: 184 }];
const getX = (point: CustomPoint) => point.x;
const getY = (point: CustomPoint) => point.y;
Delaunator.from(customPoints, point => point.x, point => point.y);
Delaunator.from(customPoints, getX, getY);
// To get the coordinates of all triangles, use:
const triangles = d.triangles; // $ExpectType Uint32Array
const halfedges = d.halfedges; // $ExpectType Int32Array
const hull = d.hull; // $ExpectType Uint32Array
const coords = d.coords; // $ExpectType ArrayLike | Float64Array
const coordinates: number[][][] = [];
for (let i = 0; i < triangles.length; i += 3) {
coordinates.push([
defaultPoints[triangles[i]],
defaultPoints[triangles[i + 1]],
defaultPoints[triangles[i + 2]]
]);
}
// Or use Delaunator.coords (but coords is a flat array in the form of [x0, y0, x1, y1, ...])
// Default [x, y]
const defaultPoints = [[168, 180], [168, 178], [168, 179], [168, 181], [168, 183], [167, 183], [167, 184]];
const d = Delaunator.from(defaultPoints);
// Custom getX & getY
interface CustomPoint {
x: number;
y: number;
}
const customPoints = [{ x: 168, y: 180 }, { x: 168, y: 178 }, { x: 168, y: 179 }, { x: 168, y: 181 }, { x: 168, y: 183 }, { x: 167, y: 183 }, { x: 167, y: 184 }];
const getX = (point: CustomPoint) => point.x;
const getY = (point: CustomPoint) => point.y;
Delaunator.from(customPoints, point => point.x, point => point.y);
Delaunator.from(customPoints, getX, getY);
// To get the coordinates of all triangles, use:
const triangles = d.triangles; // $ExpectType Uint32Array
const halfedges = d.halfedges; // $ExpectType Int32Array
const hull = d.hull; // $ExpectType Uint32Array
const coords = d.coords; // $ExpectType ArrayLike | Float64Array
const coordinates: number[][][] = [];
for (let i = 0; i < triangles.length; i += 3) {
coordinates.push([
defaultPoints[triangles[i]],
defaultPoints[triangles[i + 1]],
defaultPoints[triangles[i + 2]]
]);
}
import Delaunator from 'delaunator';
// Zipped points [x0, y0, x1, y1, ...]
const zippedPoints = [168, 180, 168, 178, 168, 179, 168, 181, 168, 183, 167, 183, 167, 184];
const zipped = new Delaunator(zippedPoints);
// Default [x, y]
const defaultPoints = [[168, 180], [168, 178], [168, 179], [168, 181], [168, 183], [167, 183], [167, 184]];
const d = Delaunator.from(defaultPoints);
// Custom getX & getY
interface CustomPoint {
x: number;
y: number;
}
const customPoints = [{ x: 168, y: 180 }, { x: 168, y: 178 }, { x: 168, y: 179 }, { x: 168, y: 181 }, { x: 168, y: 183 }, { x: 167, y: 183 }, { x: 167, y: 184 }];
const getX = (point: CustomPoint) => point.x;
const getY = (point: CustomPoint) => point.y;
Delaunator.from(customPoints, point => point.x, point => point.y);
const yColors = opts.yColors === 'match'
? xColors
: processColorOpts(opts.yColors)
console.log(xColors, yColors)
const xScale = chroma.scale(xColors).mode(opts.colorSpace)
const yScale = chroma.scale(yColors).mode(opts.colorSpace)
// Our next step is to generate a pseudo-random grid of {x, y , z} points,
// (or to simply utilize the points that were passed to us)
const points = opts.points || getPoints(opts, rand)
// window.document.body.appendChild(debugRender(opts, points))
// Once we have the points array, run the triangulation:
var geomIndices = Delaunator.from(points).triangles
// And generate geometry and color data:
// use a different randomizer for the color function so that swapping
// out color functions, etc, doesn't change the pattern geometry itself
const colorRand = seedrandom(opts.seed ? opts.seed + 'salt' : undefined)
const polys = []
for (let i = 0; i < geomIndices.length; i += 3) {
const vertices = [
points[geomIndices[i]],
points[geomIndices[i + 1]],
points[geomIndices[i + 2]]
]
const {width, height} = opts
const norm = num => Math.max(0, Math.min(1, num))
_init() {
const d = this._delaunator, points = this.points;
// check for collinear
if (d.hull && d.hull.length > 2 && collinear(d)) {
this.collinear = Int32Array.from({length: points.length/2}, (_,i) => i)
.sort((i, j) => points[2 * i] - points[2 * j] || points[2 * i + 1] - points[2 * j + 1]); // for exact neighbors
const e = this.collinear[0], f = this.collinear[this.collinear.length - 1],
bounds = [ points[2 * e], points[2 * e + 1], points[2 * f], points[2 * f + 1] ],
r = 1e-8 * Math.sqrt((bounds[3] - bounds[1])**2 + (bounds[2] - bounds[0])**2);
for (let i = 0, n = points.length / 2; i < n; ++i) {
const p = jitter(points[2 * i], points[2 * i + 1], r);
points[2 * i] = p[0];
points[2 * i + 1] = p[1];
}
this._delaunator = new Delaunator(points);
} else {
delete this.collinear;
}
const halfedges = this.halfedges = this._delaunator.halfedges;
const hull = this.hull = this._delaunator.hull;
const triangles = this.triangles = this._delaunator.triangles;
const inedges = this.inedges.fill(-1);
const hullIndex = this._hullIndex.fill(-1);
// Compute an index from each point to an (arbitrary) incoming halfedge
// Used to give the first neighbor of each point; for this reason,
// on the hull we give priority to exterior halfedges
for (let e = 0, n = halfedges.length; e < n; ++e) {
const p = triangles[e % 3 === 2 ? e - 2 : e + 1];
if (halfedges[e] === -1 || inedges[p] === -1) inedges[p] = e;
import noderesolve from "rollup-plugin-node-resolve";
import {terser} from "rollup-plugin-terser";
import * as meta from "./package.json";
const config = {
input: "src/index.js",
external: Object.keys(meta.dependencies || {}).filter(key => /^d3-/.test(key)),
output: {
file: `dist/${meta.name}.js`,
name: "d3",
format: "umd",
indent: false,
extend: true,
banner: `// ${meta.homepage} v${meta.version} Copyright ${(new Date).getFullYear()} ${meta.author.name}
// https://github.com/mapbox/delaunator v${require("delaunator/package.json").version}. Copyright 2019 Mapbox, Inc.`,
globals: Object.assign({}, ...Object.keys(meta.dependencies || {}).filter(key => /^d3-/.test(key)).map(key => ({[key]: "d3"})))
},
plugins: [
noderesolve()
]
};
export default [
config,
{
...config,
output: {
...config.output,
file: `dist/${meta.name}.min.js`
},
plugins: [
export default function getDelaunayGraph(vertices, getX, getY) {
const delaunay = new Delaunay(vertices, getX, getY);
const triangles = delaunay.triangles;
// const triangles = Delaunay.triangulate(vertices)
const triangulationGraph = createGraph()
vertices.forEach(v => {
triangulationGraph.addNode(v.id, v);
});
for (let i = triangles.length; i;) {
--i
const first = vertices[triangles[i]]
--i
const second = vertices[triangles[i]]
--i
const third = vertices[triangles[i]]
addTriangulationLink(first.id, second.id, triangulationGraph)
constructor(points) {
this._delaunator = new Delaunator(points);
this.inedges = new Int32Array(points.length / 2);
this._hullIndex = new Int32Array(points.length / 2);
this.points = this._delaunator.coords;
this._init();
}
update() {
this.random = seedrandom(props.seed);
this.poisson = new Poisson([150, 150], 100 / this.props.density, 100, 30, this.random);
this.points = this.poisson.fill()
.map(([x, y]) => [x - 25, y - 25])
.filter(point => pointInPolygon(point, this.thickerX));
const hue = this.random() * 360;
this.hues = [
hue,
hue + props.hueShift,
hue - props.hueShift,
hue + props.hueShift * 2,
];
this.triangles = Delaunay.from(this.points).triangles;
this.triangleColours = range(this.triangles.length / 3).map(i =>
this.getColor(this.points[this.triangles[i * 3]])
);
}