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@Fil
Last active June 7, 2017 20:58
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Delaunator Urquhart
license: mit

Testing the new delaunator library by @mourner

We move points around at random, and compute the Urquhart graph of the result. Fun!


[

](https://github.com/Fil/) Questions and comments welcome on [gitter.im/d3](https://gitter.im/d3/d3), [twitter](https://twitter.com/@recifs) or [slack](https://d3js.slack.com). <script> (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) })(window,document,'script','https://www.google-analytics.com/analytics.js','ga'); ga('create', 'UA-58621-8', 'auto'); ga('send', 'pageview'); </script>

forked from Fil's block: delaunator

<!DOCTYPE html>
<head>
<meta charset="utf-8">
<script src="https://d3js.org/d3.v4.min.js"></script>
<style>
body { margin:0;position:fixed;top:0;right:0;bottom:0;left:0; }
div#fps,svg { position: fixed; top:0; left:0; color: white; }
</style>
</head>
<body>
<canvas width=960 height=500 />
<script>
(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
Delaunator = require('delaunator');
const canvas = d3.select("canvas"),
width = canvas.attr('width'),
height = canvas.attr('height'),
context = canvas.node().getContext("2d"),
color = d3.scaleLinear().range(["brown", "steelblue"]);
// retina display
var devicePixelRatio = window.devicePixelRatio || 1;
canvas.style('width', canvas.attr('width')+'px');
canvas.style('height', canvas.attr('height')+'px');
canvas.attr('width', canvas.attr('width') * devicePixelRatio);
canvas.attr('height', canvas.attr('height') * devicePixelRatio);
context.scale(devicePixelRatio,devicePixelRatio);
const fpsdiv = d3.select('body').append('div').attr('id','fps');
let data = d3.range(2000)
.map(d => [Math.random()*width, Math.random()*height, Math.random()]);
let fps = [0,0,0],
last = performance.now();
setInterval(() => {
fps[2]++;
let now = performance.now();
fps = fps.map(d => d * Math.pow(0.9, (now-last)/1000));
//fpsdiv.html('fps: ' + fps.map(d => Math.round(d * 10 * 5 / fps[2])/10));
fpsdiv.html('FPS<br>data: ' + Math.round(fps[0] * 10 * 5 / fps[2])/10 + '<br>' + 'image: ' + Math.round(fps[1] * 10 * 5 / fps[2])/10);
last = now;
}, 200);
d3.interval(() => {
data.forEach((d,i) => {
//if (i===0) return;
data[i][0] += Math.random() - Math.random();
data[i][1] += Math.random() - Math.random();
});
fps[0]++;
}, 10);
canvas.on('mousemove', function() {
data.push ([...d3.mouse(this), 1 + Math.random()]);
});
d3.timer(draw);
draw();
function draw() {
context.clearRect(0,0,width,height);
var delaunay = new Delaunator(data);
var triangulation = delaunay.triangles;
function length2(c) {
var a = c[0], b = c[1];
return (a[0]-b[0]) * (a[0]-b[0]) + (a[1]-b[1]) * (a[1]-b[1]);
}
// compute the mesh
const mesh = {};
for(var i=0, l = triangulation.length / 3; i < l-1; i++) {
var tr = [triangulation[3*i], triangulation[3*i+1], triangulation[3*i+2]].sort();
mesh[([tr[0],tr[1]])] = [tr[0],tr[1]];
mesh[([tr[0],tr[2]])] = [tr[0],tr[2]];
mesh[([tr[1],tr[2]])] = [tr[1],tr[2]];
}
// Urquhart algorithm: remove the longest edge of each triangle
for(var i=0, l = triangulation.length / 3; i < l-1; i++) {
var tr = [triangulation[3*i], triangulation[3*i+1], triangulation[3*i+2]].sort(),
edges = [[tr[0],tr[1]], [tr[0],tr[2]], [tr[1],tr[2]]];
var remove = d3.scan(edges
.map(e => e.map(i => data[i]))
.map(length2)
.map(u => -u));
delete mesh[(edges[remove])];
}
// draw
context.beginPath();
for (a in mesh) {
var i = mesh[a];
var m = data[i[0]];
context.moveTo(m[0], m[1]);
m = data[i[1]];
context.lineTo(m[0], m[1]);
}
context.stroke();
fps[1]++;
}
},{"delaunator":2}],2:[function(require,module,exports){
'use strict';
module.exports = Delaunator;
function Delaunator(points, getX, getY) {
if (!getX) getX = defaultGetX;
if (!getY) getY = defaultGetY;
var minX = Infinity;
var minY = Infinity;
var maxX = -Infinity;
var maxY = -Infinity;
var coords = this.coords = [];
var ids = this.ids = new Uint32Array(points.length);
for (var i = 0; i < points.length; i++) {
var p = points[i];
var x = getX(p);
var y = getY(p);
ids[i] = i;
coords[2 * i] = x;
coords[2 * i + 1] = y;
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
var cx = (minX + maxX) / 2;
var cy = (minY + maxY) / 2;
var minDist = Infinity;
var i0, i1, i2;
// pick a seed point close to the centroid
for (i = 0; i < points.length; i++) {
var d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);
if (d < minDist) {
i0 = i;
minDist = d;
}
}
minDist = Infinity;
// find the point closest to the seed
for (i = 0; i < points.length; i++) {
if (i === i0) continue;
d = dist(coords[2 * i0], coords[2 * i0 + 1], coords[2 * i], coords[2 * i + 1]);
if (d < minDist && d > 0) {
i1 = i;
minDist = d;
}
}
var minRadius = Infinity;
// find the third point which forms the smallest circumcircle with the first two
for (i = 0; i < points.length; i++) {
if (i === i0 || i === i1) continue;
var r = circumradius(
coords[2 * i0], coords[2 * i0 + 1],
coords[2 * i1], coords[2 * i1 + 1],
coords[2 * i], coords[2 * i + 1]);
if (r < minRadius) {
i2 = i;
minRadius = r;
}
}
if (minRadius === Infinity) {
throw new Error('No Delaunay triangulation exists for this input.');
}
// swap the order of the seed points for counter-clockwise orientation
if (area(coords[2 * i0], coords[2 * i0 + 1],
coords[2 * i1], coords[2 * i1 + 1],
coords[2 * i2], coords[2 * i2 + 1]) < 0) {
var tmp = i1;
i1 = i2;
i2 = tmp;
}
var i0x = coords[2 * i0];
var i0y = coords[2 * i0 + 1];
var i1x = coords[2 * i1];
var i1y = coords[2 * i1 + 1];
var i2x = coords[2 * i2];
var i2y = coords[2 * i2 + 1];
var center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);
this._cx = center.x;
this._cy = center.y;
// sort the points by distance from the seed triangle circumcenter
quicksort(ids, coords, 0, ids.length - 1, center.x, center.y);
// initialize a hash table for storing edges of the advancing convex hull
this._hashSize = Math.ceil(Math.sqrt(points.length));
this._hash = [];
for (i = 0; i < this._hashSize; i++) this._hash[i] = null;
// initialize a circular doubly-linked list that will hold an advancing convex hull
var e = this.hull = insertNode(coords, i0);
this._hashEdge(e);
e.t = 0;
e = insertNode(coords, i1, e);
this._hashEdge(e);
e.t = 1;
e = insertNode(coords, i2, e);
this._hashEdge(e);
e.t = 2;
var maxTriangles = 2 * points.length - 5;
var triangles = this.triangles = new Uint32Array(maxTriangles * 3);
triangles[0] = i0;
triangles[1] = i1;
triangles[2] = i2;
this.trianglesLen = 3;
var adjacent = this.adjacent = new Int32Array(maxTriangles * 3);
adjacent[0] = -1;
adjacent[1] = -1;
adjacent[2] = -1;
var xp, yp;
for (var k = 0; k < ids.length; k++) {
i = ids[k];
x = coords[2 * i];
y = coords[2 * i + 1];
// skip duplicate points
if (x === xp && y === yp) continue;
xp = x;
yp = y;
// skip seed triangle points
if ((x === i0x && y === i0y) ||
(x === i1x && y === i1y) ||
(x === i2x && y === i2y)) continue;
// find a visible edge on the convex hull using edge hash
var startKey = this._hashKey(x, y);
var key = startKey;
var start;
do {
start = this._hash[key];
key = (key + 1) % this._hashSize;
} while ((!start || start.removed) && key !== startKey);
e = start;
while (area(x, y, e.x, e.y, e.next.x, e.next.y) >= 0) {
e = e.next;
if (e === start) {
throw new Error('Something is wrong with the input points.');
}
}
var walkBack = e === start;
// add the first triangle from the point
var t = this._addTriangle(i, e);
adjacent[t] = -1;
adjacent[t + 1] = -1;
this._link(t + 2, e.t);
e.t = t; // keep track of boundary triangles on the hull
e = insertNode(coords, i, e);
// recursively flip triangles from the point until they satisfy the Delaunay condition
e.t = this._legalize(t + 2);
// walk forward through the hull, adding more triangles and flipping recursively
var q = e.next;
while (area(x, y, q.x, q.y, q.next.x, q.next.y) < 0) {
t = this._addTriangle(i, q);
this._link(t, q.prev.t);
adjacent[t + 1] = -1;
this._link(t + 2, q.t);
q.prev.t = this._legalize(t + 2);
this.hull = removeNode(q);
q = q.next;
}
if (walkBack) {
// walk backward from the other side, adding more triangles and flipping
q = e.prev;
while (area(x, y, q.prev.x, q.prev.y, q.x, q.y) < 0) {
t = this._addTriangle(i, q.prev);
adjacent[t] = -1;
this._link(t + 1, q.t);
this._link(t + 2, q.prev.t);
this._legalize(t + 2);
q.prev.t = t;
this.hull = removeNode(q);
q = q.prev;
}
}
// save the two new edges in the hash table
this._hashEdge(e);
this._hashEdge(e.prev);
}
// trim typed triangle mesh arrays
this.triangles = triangles.subarray(0, this.trianglesLen);
this.adjacent = adjacent.subarray(0, this.trianglesLen);
}
Delaunator.prototype = {
_hashEdge: function (e) {
this._hash[this._hashKey(e.x, e.y)] = e;
},
_hashKey: function (x, y) {
var dx = x - this._cx;
var dy = y - this._cy;
// use pseudo-angle: a measure that monotonically increases
// with real angle, but doesn't require expensive trigonometry
var p = 1 - dx / (Math.abs(dx) + Math.abs(dy));
return Math.floor((2 + (dy < 0 ? -p : p)) * (this._hashSize / 4));
},
_legalize: function (a) {
var triangles = this.triangles;
var coords = this.coords;
var adjacent = this.adjacent;
var b = adjacent[a];
var a0 = a - a % 3;
var b0 = b - b % 3;
var al = a0 + (a + 1) % 3;
var ar = a0 + (a + 2) % 3;
var br = b0 + (b + 1) % 3;
var bl = b0 + (b + 2) % 3;
var p0 = triangles[ar];
var pr = triangles[a];
var pl = triangles[al];
var p1 = triangles[bl];
var illegal = 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]);
if (illegal) {
triangles[a] = p1;
triangles[b] = p0;
this._link(a, adjacent[bl]);
this._link(b, adjacent[ar]);
this._link(ar, bl);
this._legalize(a);
return this._legalize(br);
}
return ar;
},
_link: function (a, b) {
this.adjacent[a] = b;
if (b !== -1) this.adjacent[b] = a;
},
_addTriangle(i, e) {
var t = this.trianglesLen;
this.triangles[t] = e.i;
this.triangles[t + 1] = i;
this.triangles[t + 2] = e.next.i;
this.trianglesLen += 3;
return t;
}
};
function dist(ax, ay, bx, by) {
var dx = ax - bx;
var dy = ay - by;
return dx * dx + dy * dy;
}
function area(px, py, qx, qy, rx, ry) {
return (qy - py) * (rx - qx) - (qx - px) * (ry - qy);
}
function inCircle(ax, ay, bx, by, cx, cy, px, py) {
ax -= px;
ay -= py;
bx -= px;
by -= py;
cx -= px;
cy -= py;
var ap = ax * ax + ay * ay;
var bp = bx * bx + by * by;
var cp = cx * cx + cy * cy;
var det = ax * (by * cp - bp * cy) -
ay * (bx * cp - bp * cx) +
ap * (bx * cy - by * cx);
return det < 0;
}
function circumradius(ax, ay, bx, by, cx, cy) {
bx -= ax;
by -= ay;
cx -= ax;
cy -= ay;
var bl = bx * bx + by * by;
var cl = cx * cx + cy * cy;
if (bl === 0 || cl === 0) return Infinity;
var d = bx * cy - by * cx;
if (d === 0) return Infinity;
var x = (cy * bl - by * cl) * 0.5 / d;
var y = (bx * cl - cx * bl) * 0.5 / d;
return x * x + y * y;
}
function circumcenter(ax, ay, bx, by, cx, cy) {
bx -= ax;
by -= ay;
cx -= ax;
cy -= ay;
var bl = bx * bx + by * by;
var cl = cx * cx + cy * cy;
var d = bx * cy - by * cx;
var x = (cy * bl - by * cl) * 0.5 / d;
var y = (bx * cl - cx * bl) * 0.5 / d;
return {
x: ax + x,
y: ay + y
};
}
// create a new node in a doubly linked list
function insertNode(coords, i, prev) {
var node = {
i: i,
x: coords[2 * i],
y: coords[2 * i + 1],
t: 0,
prev: null,
next: null,
removed: false
};
if (!prev) {
node.prev = node;
node.next = node;
} else {
node.next = prev.next;
node.prev = prev;
prev.next.prev = node;
prev.next = node;
}
return node;
}
function removeNode(node) {
node.prev.next = node.next;
node.next.prev = node.prev;
node.removed = true;
return node.prev;
}
function quicksort(ids, coords, left, right, cx, cy) {
var i, j, temp;
if (right - left <= 20) {
for (i = left + 1; i <= right; i++) {
temp = ids[i];
j = i - 1;
while (j >= left && compare(coords, ids[j], temp, cx, cy) > 0) ids[j + 1] = ids[j--];
ids[j + 1] = temp;
}
} else {
var median = (left + right) >> 1;
i = left + 1;
j = right;
swap(ids, median, i);
if (compare(coords, ids[left], ids[right], cx, cy) > 0) swap(ids, left, right);
if (compare(coords, ids[i], ids[right], cx, cy) > 0) swap(ids, i, right);
if (compare(coords, ids[left], ids[i], cx, cy) > 0) swap(ids, left, i);
temp = ids[i];
while (true) {
do i++; while (compare(coords, ids[i], temp, cx, cy) < 0);
do j--; while (compare(coords, ids[j], temp, cx, cy) > 0);
if (j < i) break;
swap(ids, i, j);
}
ids[left + 1] = ids[j];
ids[j] = temp;
if (right - i + 1 >= j - left) {
quicksort(ids, coords, i, right, cx, cy);
quicksort(ids, coords, left, j - 1, cx, cy);
} else {
quicksort(ids, coords, left, j - 1, cx, cy);
quicksort(ids, coords, i, right, cx, cy);
}
}
}
function compare(coords, i, j, cx, cy) {
var d1 = dist(coords[2 * i], coords[2 * i + 1], cx, cy);
var d2 = dist(coords[2 * j], coords[2 * j + 1], cx, cy);
return (d1 - d2) || (coords[2 * i] - coords[2 * j]) || (coords[2 * i + 1] - coords[2 * j + 1]);
}
function swap(arr, i, j) {
var tmp = arr[i];
arr[i] = arr[j];
arr[j] = tmp;
}
function defaultGetX(p) {
return p[0];
}
function defaultGetY(p) {
return p[1];
}
},{}]},{},[1]);
</script>
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