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var N = 1 << 0, |
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S = 1 << 1, |
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W = 1 << 2, |
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E = 1 << 3; |
|
|
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self.addEventListener("message", function(event) { |
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postMessage(generateMaze(event.data.width, event.data.height)); |
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}); |
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|
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function generateMaze(width, height) { |
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var cells = new Array(width * height), // each cell’s edge bits |
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remaining = range(width * height), // cell indexes to visit |
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previous = new Array(width * height); // current random walk |
|
|
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// Add the starting cell. |
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var start = remaining.pop(); |
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cells[start] = 0; |
|
|
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// While there are remaining cells, |
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// add a loop-erased random walk to the maze. |
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while (!loopErasedRandomWalk()); |
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|
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return cells; |
|
|
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function loopErasedRandomWalk() { |
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var i0, |
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i1, |
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x0, |
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y0; |
|
|
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// Pick a location that’s not yet in the maze (if any). |
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do if ((i0 = remaining.pop()) == null) return true; |
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while (cells[i0] >= 0); |
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|
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// Perform a random walk starting at this location, |
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previous[i0] = i0; |
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while (true) { |
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x0 = i0 % width; |
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y0 = i0 / width | 0; |
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|
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// picking a legal random direction at each step. |
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i1 = Math.random() * 4 | 0; |
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if (i1 === 0) { if (y0 <= 0) continue; --y0, i1 = i0 - width; } |
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else if (i1 === 1) { if (y0 >= height - 1) continue; ++y0, i1 = i0 + width; } |
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else if (i1 === 2) { if (x0 <= 0) continue; --x0, i1 = i0 - 1; } |
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else { if (x0 >= width - 1) continue; ++x0, i1 = i0 + 1; } |
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|
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// If this new cell was visited previously during this walk, |
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// erase the loop, rewinding the path to its earlier state. |
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if (previous[i1] >= 0) eraseWalk(i0, i1); |
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|
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// Otherwise, just add it to the walk. |
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else previous[i1] = i0; |
|
|
|
// If this cell is part of the maze, we’re done walking. |
|
if (cells[i1] >= 0) { |
|
|
|
// Add the random walk to the maze by backtracking to the starting cell. |
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// Also erase this walk’s history to not interfere with subsequent walks. |
|
while ((i0 = previous[i1]) !== i1) { |
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if (i1 === i0 + 1) cells[i0] |= E, cells[i1] |= W; |
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else if (i1 === i0 - 1) cells[i0] |= W, cells[i1] |= E; |
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else if (i1 === i0 + width) cells[i0] |= S, cells[i1] |= N; |
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else cells[i0] |= N, cells[i1] |= S; |
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previous[i1] = NaN; |
|
i1 = i0; |
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} |
|
|
|
previous[i1] = NaN; |
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return; |
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} |
|
|
|
i0 = i1; |
|
} |
|
} |
|
|
|
function eraseWalk(i0, i2) { |
|
var i1; |
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do i1 = previous[i0], previous[i0] = NaN, i0 = i1; while (i1 !== i2); |
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} |
|
} |
|
|
|
function range(n) { |
|
var range = new Array(n), i = -1; |
|
while (++i < n) range[i] = i; |
|
return range; |
|
} |
What is it that slows the drawing down? Is it artifiicially slowed via D3? If so where? Or is the algorithm just so expensive that it takes as long as it does to compute each branch/edge?