Created
January 1, 2021 19:10
-
-
Save TikiTDO/17f6070d90ae841043a77e720d745fb8 to your computer and use it in GitHub Desktop.
Arctic Circle implementation based on https://www.youtube.com/watch?v=Yy7Q8IWNfHM
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* eslint-disable no-nested-ternary */ | |
/* eslint-disable no-console */ | |
/* eslint-disable react-native/no-inline-styles */ | |
/* eslint-disable no-bitwise */ | |
/** | |
* Copyright © 2020 TikiTDO | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy of | |
* this software and associated documentation files (the “Software”), to deal in | |
* the Software without restriction, including without limitation the rights to | |
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies | |
* of the Software, and to permit persons to whom the Software is furnished to do | |
* so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
* THE SOFTWARE. | |
*/ | |
import React, { useCallback, useEffect, useLayoutEffect, useRef, useState } from "react" | |
enum Direction { | |
N, | |
E, | |
S, | |
W, | |
} | |
type XY = Array<number> | |
type VertexRecord = Array<number> //[x: number, y: number, direction: Direction] | |
// const startingPoints: Record<string, Array<VertexRecord>> = { | |
const startingPointsEastWest: Array<VertexRecord> = [ | |
[1, 0, Direction.W], | |
[-1, 0, Direction.E], | |
] | |
const startingPointsNorthSouth: Array<VertexRecord> = [ | |
[0, 1, Direction.N], | |
[0, -1, Direction.S], | |
] | |
// } | |
// Use system random provider instead of slow browser random | |
const randomDataArraySize = 32 | |
const cryptoRandom = { | |
boolean: (): boolean => { | |
if (cryptoRandom.offset >= 32 * randomDataArraySize) { | |
crypto.getRandomValues(cryptoRandom.data) | |
cryptoRandom.offset = 0 | |
} | |
const arrayIndex = cryptoRandom.offset >> 5 // Same as / 32 | |
const numberBit = cryptoRandom.offset % 32 | |
cryptoRandom.offset = cryptoRandom.offset + 1 | |
const numberBitMask = 1 << numberBit | |
return Boolean(cryptoRandom.data[arrayIndex] & numberBitMask) | |
}, | |
data: new Uint32Array(randomDataArraySize), | |
offset: 32 * randomDataArraySize, | |
} | |
const getRandomBoolean = window.crypto ? cryptoRandom.boolean : () => Math.random() > 0.5 | |
const generateStaringPoints = (origin: XY = [0, 0]): Array<VertexRecord> => { | |
const startingPoint = getRandomBoolean() ? startingPointsNorthSouth : startingPointsEastWest | |
return startingPoint.map(([startingPointX, startingPointY, direction]) => [ | |
origin[0] + startingPointX, | |
origin[1] + startingPointY, | |
direction, | |
]) | |
} | |
const drawBox = ( | |
ctx: CanvasRenderingContext2D, | |
origin: XY, | |
stepSize: number, | |
vertexRecord: VertexRecord, | |
): void => { | |
const [vertexX, vertexY, from] = vertexRecord | |
const targetCanvasVertexX = origin[0] + vertexX * stepSize | |
const targetCanvasVertexY = origin[1] + vertexY * stepSize | |
const drawArrow = stepSize > 10 | |
// The actual box | |
switch (from) { | |
case Direction.E: | |
ctx.fillStyle = "#F00" | |
ctx.fillRect(targetCanvasVertexX, targetCanvasVertexY - stepSize, stepSize, 2 * stepSize) // Box | |
if (drawArrow) { | |
const arrowTipX = targetCanvasVertexX + (stepSize * 1) / 3 | |
const arrowTipY = targetCanvasVertexY | |
ctx.beginPath() | |
ctx.moveTo(targetCanvasVertexX + (stepSize * 2) / 3, targetCanvasVertexY) // Arrow Body | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX + stepSize / 2, targetCanvasVertexY + stepSize / 6) // Arrow Head 1 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX + stepSize / 2, targetCanvasVertexY - stepSize / 6) // Arrow Head 2 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.stroke() | |
} | |
break | |
case Direction.N: | |
ctx.fillStyle = "#00F" | |
ctx.fillRect( | |
targetCanvasVertexX - stepSize, | |
targetCanvasVertexY - stepSize, | |
2 * stepSize, | |
stepSize, | |
) // Box | |
if (drawArrow) { | |
const arrowTipX = targetCanvasVertexX | |
const arrowTipY = targetCanvasVertexY - (stepSize * 1) / 3 | |
ctx.beginPath() | |
ctx.moveTo(targetCanvasVertexX, targetCanvasVertexY - (stepSize * 2) / 3) // Arrow Body | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX - stepSize / 6, targetCanvasVertexY - stepSize / 2) // Arrow Head 1 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX + stepSize / 6, targetCanvasVertexY - stepSize / 2) // Arrow Head 2 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.stroke() | |
} | |
break | |
case Direction.S: | |
ctx.fillStyle = "#0F0" | |
ctx.fillRect(targetCanvasVertexX - stepSize, targetCanvasVertexY, 2 * stepSize, stepSize) // Box | |
if (drawArrow) { | |
const arrowTipX = targetCanvasVertexX | |
const arrowTipY = targetCanvasVertexY + (stepSize * 1) / 3 | |
ctx.beginPath() | |
ctx.moveTo(targetCanvasVertexX, targetCanvasVertexY + (stepSize * 2) / 3) // Arrow Body | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX + stepSize / 6, targetCanvasVertexY + stepSize / 2) // Arrow Head 1 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX - stepSize / 6, targetCanvasVertexY + stepSize / 2) // Arrow Head 2 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.stroke() | |
} | |
break | |
case Direction.W: | |
ctx.fillStyle = "#FF0" | |
ctx.fillRect( | |
targetCanvasVertexX - stepSize, | |
targetCanvasVertexY - stepSize, | |
stepSize, | |
2 * stepSize, | |
) // Box | |
if (drawArrow) { | |
const arrowTipX = targetCanvasVertexX - (stepSize * 1) / 3 | |
const arrowTipY = targetCanvasVertexY | |
ctx.beginPath() | |
ctx.moveTo(targetCanvasVertexX - (stepSize * 2) / 3, targetCanvasVertexY) // Arrow Body | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX - stepSize / 2, targetCanvasVertexY - stepSize / 6) // Arrow Head 1 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.moveTo(targetCanvasVertexX - stepSize / 2, targetCanvasVertexY + stepSize / 6) // Arrow Head 2 | |
ctx.lineTo(arrowTipX, arrowTipY) | |
ctx.stroke() | |
} | |
break | |
} | |
// Target Vertex (Optional) | |
if (drawArrow) { | |
ctx.strokeRect(targetCanvasVertexX - 1, targetCanvasVertexY - 1, 2, 2) | |
} | |
} | |
const initializeCircleState = (stepSize?: number): CircleState => { | |
const startingPoints = generateStaringPoints() | |
return { | |
collisionPoints: [], | |
drawnPoints: startingPoints.map(([x, y]) => [x, y]), | |
indexesToClear: {}, | |
recursionLevel: 1, | |
stepSize, | |
vertexRecords: startingPoints, | |
} | |
} | |
const getStepSize = (ctx: CanvasRenderingContext2D, recursionLevel: number): number => | |
Math.floor((Math.min(ctx.canvas.width, ctx.canvas.height) - 1) / (recursionLevel * 2)) | |
interface CircleState { | |
collisionPoints: Array<XY> | |
drawnPoints: Array<XY> | |
indexesToClear: Record<string, boolean> | |
previousCircleState?: CircleState | |
recursionLevel: number | |
stepSize?: number | |
vertexRecords: Array<VertexRecord> | |
} | |
const CpArcticCircle: React.FC<Record<string, never>> = () => { | |
const canvas = useRef<HTMLCanvasElement>(null) | |
const headerRef = useRef<HTMLDivElement>(null) | |
// Common state for all the UI | |
const [circleState, setCircleState] = useState<CircleState>(initializeCircleState) | |
const restart = useCallback(() => { | |
performance.clearMarks() | |
performance.clearMeasures() | |
setCircleState(initializeCircleState(circleState?.stepSize)) | |
}, [circleState.stepSize]) | |
const undo = useCallback(() => { | |
setCircleState((currentCircleState) => | |
currentCircleState.previousCircleState | |
? currentCircleState.previousCircleState | |
: currentCircleState, | |
) | |
}, []) | |
const [showNewPoints, setShowNewPoints] = useState<number>(1) | |
const toggleShowNewPoints = useCallback( | |
() => setShowNewPoints((currentHideDrawnPoints) => (currentHideDrawnPoints + 1) % 3), | |
[], | |
) | |
const [showConflicts, setShowConflicts] = useState<number>(2) | |
const toggleShowConflicts = useCallback( | |
() => setShowConflicts((currentShowConflicts) => (currentShowConflicts + 1) % 3), | |
[], | |
) | |
const toggleFixStepSize = useCallback(() => { | |
const { stepSize: currentStepSize, ...remainingCircleState } = circleState | |
const canvasElement = canvas.current | |
if (canvasElement) { | |
const ctx = canvasElement.getContext("2d") | |
if (ctx) { | |
if (typeof currentStepSize === "number") { | |
setCircleState(remainingCircleState) | |
} else { | |
setCircleState({ | |
...remainingCircleState, | |
stepSize: getStepSize(ctx, circleState.recursionLevel), | |
}) | |
} | |
} | |
} | |
}, [circleState]) | |
// Take a single AC step | |
const performStep = useCallback( | |
(): Promise<void> => | |
new Promise((resolve) => { | |
setCircleState((previousCircleState) => { | |
const newRecursionLevel = previousCircleState.recursionLevel + 1 | |
const performanceMarkStart = `Started Calculations ${newRecursionLevel}}` | |
performance.mark(performanceMarkStart) | |
// Helper to create a non-colliding key from the recursion level | |
const yValueOffset = Math.ceil(Math.log2(2 * newRecursionLevel)) | |
const getCollisionKey = (x: number, y: number): number => x + (y << yValueOffset) | |
const generateCandidate = (x: number, y: number): { key: number; point: number[] } => ({ | |
key: getCollisionKey(x, y), | |
point: [x, y], | |
}) | |
const createdRecordVertecies: Record<string, XY> = {} | |
const seen: Record<string, number> = {} | |
// Clear Collisions from last run, and also calculate where new records will go | |
const postCollisionRecords = previousCircleState.vertexRecords.filter( | |
([pointX, pointY, direction], index) => { | |
// Mark the candidates for a new draw | |
let generateCandidateA: { key: number; point: XY } | |
let generateCandidateB: { key: number; point: XY } | |
switch (direction) { | |
case Direction.E: | |
generateCandidateA = generateCandidate(pointX + 1, pointY + 1) | |
generateCandidateB = generateCandidate(pointX + 1, pointY - 1) | |
break | |
case Direction.N: | |
generateCandidateA = generateCandidate(pointX + 1, pointY - 1) | |
generateCandidateB = generateCandidate(pointX - 1, pointY - 1) | |
break | |
case Direction.S: | |
generateCandidateA = generateCandidate(pointX + 1, pointY + 1) | |
generateCandidateB = generateCandidate(pointX - 1, pointY + 1) | |
break | |
case Direction.W: | |
generateCandidateA = generateCandidate(pointX - 1, pointY + 1) | |
generateCandidateB = generateCandidate(pointX - 1, pointY - 1) | |
break | |
default: | |
throw new Error("Missing direction") | |
} | |
// Check if either of the candidates has been seen yet, and if so clear them out | |
if (seen[generateCandidateA.key]) { | |
delete createdRecordVertecies[generateCandidateA.key] | |
} else { | |
// Save the records of the points drawn for the UI | |
createdRecordVertecies[generateCandidateA.key] = generateCandidateA.point | |
} | |
if (seen[generateCandidateB.key]) { | |
delete createdRecordVertecies[generateCandidateB.key] | |
} else { | |
// Save the records of the points drawn for the UI | |
createdRecordVertecies[generateCandidateB.key] = generateCandidateB.point | |
} | |
// Mark the current node as seen | |
const itemCollisionKey = getCollisionKey(pointX, pointY) | |
if (createdRecordVertecies[itemCollisionKey]) { | |
delete createdRecordVertecies[itemCollisionKey] | |
} | |
seen[itemCollisionKey] = index | |
// Keep the old vertext if it wasn't in collision state | |
return !previousCircleState.indexesToClear[index] | |
}, | |
) | |
const performanceMarkAfterFirstLoop = `After First Loop ${newRecursionLevel}}` | |
performance.mark(performanceMarkAfterFirstLoop) | |
// Perform Moves from this run | |
const postMoveRecords = postCollisionRecords.map(([vertexX, vertexY, direction]) => { | |
switch (direction) { | |
case Direction.E: | |
return [vertexX - 1, vertexY, direction] | |
case Direction.N: | |
return [vertexX, vertexY + 1, direction] | |
case Direction.S: | |
return [vertexX, vertexY - 1, direction] | |
case Direction.W: | |
return [vertexX + 1, vertexY, direction] | |
default: | |
throw new Error("Invalid Direction") | |
} | |
}) as Array<VertexRecord> | |
const performanceMarkAfterSecondLoop = `After Second Loop ${newRecursionLevel}}` | |
performance.mark(performanceMarkAfterSecondLoop) | |
// // Return the generated records | |
const finalRecords = [...postMoveRecords].concat( | |
...Object.values(createdRecordVertecies).map((point) => generateStaringPoints(point)), | |
) | |
// Find Collisions for new record set | |
const potentialCollisionPoints: Array<XY> = [] | |
const actualCollisionPoints: Array<XY> = [] | |
const indexesToClear: Record<string, boolean> = {} | |
const newSeen: Record<string, number> = {} | |
finalRecords.forEach(([pointX, pointY], index) => { | |
potentialCollisionPoints.push([pointX, pointY]) | |
// Store collision data for later | |
const collisionKey = getCollisionKey(pointX, pointY) | |
if (newSeen[collisionKey] !== undefined) { | |
actualCollisionPoints.push([pointX, pointY]) | |
indexesToClear[newSeen[collisionKey]] = true | |
indexesToClear[index] = true | |
} else { | |
newSeen[getCollisionKey(pointX, pointY)] = index | |
} | |
}) | |
const performanceMarkAfterThirdLoop = `After Third Loop ${newRecursionLevel}}` | |
performance.mark(performanceMarkAfterThirdLoop) | |
resolve() | |
const performanceMarkEnd = `Finished Calculations ${newRecursionLevel}}` | |
performance.mark(performanceMarkEnd) | |
const measureWholeExecution = `Calculation Execution Time for ${newRecursionLevel}` | |
performance.measure(measureWholeExecution, performanceMarkStart, performanceMarkEnd) | |
const measureFirstLoop = `First Loop for ${newRecursionLevel}` | |
performance.measure(measureFirstLoop, performanceMarkStart, performanceMarkAfterFirstLoop) | |
const measureSecondLoop = `Second Loop for ${newRecursionLevel}` | |
performance.measure( | |
measureSecondLoop, | |
performanceMarkAfterFirstLoop, | |
performanceMarkAfterSecondLoop, | |
) | |
const measureThirdLoop = `Third Loop for ${newRecursionLevel}` | |
performance.measure( | |
measureThirdLoop, | |
performanceMarkAfterSecondLoop, | |
performanceMarkAfterThirdLoop, | |
) | |
const performanceEntries = [ | |
...performance.getEntriesByName(measureWholeExecution), | |
...performance.getEntriesByName(measureFirstLoop), | |
...performance.getEntriesByName(measureSecondLoop), | |
...performance.getEntriesByName(measureThirdLoop), | |
] | |
console.log( | |
JSON.stringify({ | |
recursionLevel: newRecursionLevel, | |
result: performanceEntries.map((measure) => ({ | |
[measure.name]: `${Math.round(measure.duration)}ms`, | |
})), | |
}), | |
) | |
return { | |
collisionPoints: actualCollisionPoints, | |
drawnPoints: Object.values(createdRecordVertecies), | |
indexesToClear, | |
previousCircleState, | |
recursionLevel: newRecursionLevel, | |
stepSize: previousCircleState.stepSize, | |
vertexRecords: finalRecords, | |
} | |
}) | |
}), | |
[], | |
) | |
// Handle looping | |
const [loop, setLoop] = useState(0) | |
const toggleLoop = useCallback(() => setLoop((currentLoop) => (currentLoop > 0 ? 0 : 1)), []) | |
useLayoutEffect(() => { | |
if (loop) { | |
const timeoutId = setTimeout(() => { | |
performStep().then(() => setLoop((currentLoop) => (currentLoop > 0 ? currentLoop + 1 : 0))) | |
}, 10) | |
return () => clearTimeout(timeoutId) | |
} else { | |
return | |
} | |
}, [loop, performStep]) | |
const headerElement = headerRef.current | |
const headerHeight = headerElement?.clientHeight ?? 0 | |
// Render the current step | |
useEffect(() => { | |
const canvasElement = canvas.current | |
if (canvasElement) { | |
const currentRecursionLevel = circleState.recursionLevel | |
const performanceMarkStart = `Started Draw ${currentRecursionLevel}` | |
performance.mark(performanceMarkStart) | |
const ctx = canvasElement.getContext("2d") | |
if (ctx) { | |
const stepSize = circleState.stepSize ?? getStepSize(ctx, circleState.recursionLevel) | |
const origin: XY = [ctx.canvas.width / 2, ctx.canvas.height / 2] | |
ctx.lineWidth = 1 | |
ctx.clearRect(0, 0, canvasElement.width, canvasElement.height) | |
for (const vertexRecord of circleState.vertexRecords) { | |
drawBox(ctx, origin, stepSize, vertexRecord) | |
} | |
if (circleState.collisionPoints && showConflicts !== 0) { | |
circleState.collisionPoints.forEach((drawPoint) => { | |
ctx.fillStyle = showConflicts === 1 ? "rgba(255,255,255,0.99)" : "rgba(0,0,0,0.9)" | |
ctx.fillRect( | |
origin[0] + (drawPoint[0] - 1) * stepSize, | |
origin[1] + (drawPoint[1] - 1) * stepSize, | |
2 * stepSize, | |
2 * stepSize, | |
) // Box around conflicts | |
}) | |
} | |
// If we're going slowly, render the current candidates too | |
if (circleState.drawnPoints && showNewPoints !== 0) { | |
circleState.drawnPoints.forEach((drawPoint) => { | |
ctx.fillStyle = showNewPoints === 1 ? "rgba(255,220,220,0.80)" : "rgba(60,60,60,0.8)" | |
ctx.fillRect( | |
origin[0] + (drawPoint[0] - 1) * stepSize, | |
origin[1] + (drawPoint[1] - 1) * stepSize, | |
2 * stepSize, | |
2 * stepSize, | |
) // Box around new records | |
}) | |
} | |
} | |
const performanceMarkEnd = `Finished Draw ${circleState.recursionLevel}}` | |
performance.mark(performanceMarkEnd) | |
const measureName = `Draw Time for ${circleState.recursionLevel}` | |
performance.measure(measureName, performanceMarkStart, performanceMarkEnd) | |
const performanceEntries = performance.getEntriesByName(measureName) | |
const latestMeasure = performanceEntries[performanceEntries.length - 1] | |
console.log( | |
JSON.stringify({ | |
recursionLevel: circleState.recursionLevel, | |
result: { | |
[latestMeasure.name]: `${Math.round(latestMeasure.duration)}ms`, | |
}, | |
}), | |
) | |
} | |
}, [showNewPoints, circleState, showConflicts]) | |
const [, setResizeNumber] = useState(0) | |
useLayoutEffect(() => { | |
const update = (): void => setResizeNumber((currentResizeNumber) => currentResizeNumber + 1) | |
window.addEventListener("resize", update) | |
return window.removeEventListener("resize", update) | |
}) | |
// Render some controls, and the canvas with the circle | |
return ( | |
<div style={{ width: "100%", height: "100%" }}> | |
<div ref={headerRef}> | |
<div> | |
<button onClick={restart}>Restart</button> | |
<button onClick={performStep}>Next</button> | |
<button onClick={undo}>Undo</button> | |
<button onClick={toggleLoop}>Loop</button> | |
</div> | |
<div> | |
<button onClick={toggleShowNewPoints}> | |
New Records are{" "} | |
{showNewPoints === 0 ? "Not Highlighted" : showNewPoints === 1 ? "Bright" : "Dark"} | |
</button> | |
<button onClick={toggleShowConflicts}> | |
Conflicts are{" "} | |
{showConflicts === 0 ? "Not Highlighted" : showConflicts === 1 ? "Bright" : "Dark"} | |
</button> | |
<button onClick={toggleFixStepSize}> | |
Zoom Level {circleState.stepSize ? `${circleState.stepSize}px` : "Not Fixed"} | |
</button> | |
</div> | |
</div> | |
<canvas | |
height={window.innerHeight - headerHeight} | |
ref={canvas} | |
style={{ | |
objectFit: "contain", | |
}} | |
width={window.innerWidth} | |
/> | |
</div> | |
) | |
} | |
export default CpArcticCircle |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
A somewhat naive illustration of the Arctic Circle theorem. The primary rate-limiting steps are the
processStep
function, which can be re-implemented using typed Arrays / asm.js / WebASM with some creativity for a likely 2x-3x performance boost. The second rate-limiting step is the rendering, which can be done quite trivially in webgl for a significant performance boost when the recursion level gets to be too high.