block by mbostock aa7edeac67253ea5de7f

Prim’s Algorithm V

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Another variation of color-cycling a spanning tree generated by Prim’s algorithm. Here the periodicity of the color scale by tree depth is varied over time, alternating between emphasis of micro and macro structure. This idea was suggested in a Hacker News comment.

Updated Example →

index.html

<!DOCTYPE html>
<meta charset="utf-8">
<style>

#wait {
  padding: 10px;
  position: absolute;
}

canvas {
  position: relative;
}

</style>
<div id="wait">Generating maze; please wait…</div>
<canvas width="960" height="500"></canvas>
<script src="//d3js.org/d3.v3.min.js"></script>
<script src="cubehelix.min.js"></script>
<script>

var canvas = d3.select("canvas"),
    context = canvas.node().getContext("2d"),
    width = canvas.property("width"),
    height = canvas.property("height");

var colors = d3.range(360)
    .map((function() {
      var color = d3.scale.cubehelix()
        .domain([0, 180, 360])
        .range([
          d3.hsl(-100, 0.75, 0.35),
          d3.hsl(  80, 1.50, 0.80),
          d3.hsl( 260, 0.75, 0.35)
        ]);
      return function(i) {
        return d3.rgb(color(i));
      };
    })());

var worker = new Worker("generate-prims.js");
worker.postMessage({width: width, height: height});
worker.addEventListener("message", function(event) {
  worker.terminate();

  var N = 1 << 0,
      S = 1 << 1,
      W = 1 << 2,
      E = 1 << 3;

  var d = 0,
      r = -1,
      n = width * height,
      cells = event.data,
      distance = new Array(n),
      frontier = [(height - 1) * width],
      image = context.createImageData(width, height),
      imageData = image.data;

  distance[frontier[0]] = 0;

  for (var i = 0, c, i4 = 3; i < n; ++i, i4 += 4) {
    imageData[i4] = 255;
  }

  while (frontier.length) {
    var frontier1 = [],
        i0,
        n0 = frontier.length,
        i1;

    ++d;
    for (var i = 0; i < n0; ++i) {
      i0 = frontier[i];
      if (cells[i0] & E && distance[i1 = i0 + 1] == null) distance[i1] = d, frontier1.push(i1);
      if (cells[i0] & W && distance[i1 = i0 - 1] == null) distance[i1] = d, frontier1.push(i1);
      if (cells[i0] & S && distance[i1 = i0 + width] == null) distance[i1] = d, frontier1.push(i1);
      if (cells[i0] & N && distance[i1 = i0 - width] == null) distance[i1] = d, frontier1.push(i1);
    }

    frontier = frontier1;
  }

  d3.timer(function(elapsed) {
    for (var i = 0, c, i4 = 0, s = 1.1 - Math.cos(elapsed / 20000); i < n; ++i, i4 += 4) {
      c = colors[(c = Math.floor(distance[i] * s) % 360) < 0 ? c + 360 : c];
      imageData[i4] = c.r;
      imageData[i4 + 1] = c.g;
      imageData[i4 + 2] = c.b;
    }
    context.putImageData(image, 0, 0);
  });
});

</script>

cubehelix.min.js

!function(){function t(t){return function(e,i){e=d3.hsl(e),i=d3.hsl(i);var r=(e.h+120)*a,h=(i.h+120)*a-r,s=e.s,l=i.s-s,o=e.l,u=i.l-o;return isNaN(l)&&(l=0,s=isNaN(s)?i.s:s),isNaN(h)&&(h=0,r=isNaN(r)?i.h:r),function(a){var e=r+h*a,i=Math.pow(o+u*a,t),c=(s+l*a)*i*(1-i);return"#"+n(i+c*(-.14861*Math.cos(e)+1.78277*Math.sin(e)))+n(i+c*(-.29227*Math.cos(e)-.90649*Math.sin(e)))+n(i+c*1.97294*Math.cos(e))}}}function n(t){var n=(t=0>=t?0:t>=1?255:0|255*t).toString(16);return 16>t?"0"+n:n}var a=Math.PI/180;d3.scale.cubehelix=function(){return d3.scale.linear().range([d3.hsl(300,.5,0),d3.hsl(-240,.5,1)]).interpolate(d3.interpolateCubehelix)},d3.interpolateCubehelix=t(1),d3.interpolateCubehelix.gamma=t}();

generate-prims.js

var N = 1 << 0,
    S = 1 << 1,
    W = 1 << 2,
    E = 1 << 3;

self.addEventListener("message", function(event) {
  postMessage(generateMaze(event.data.width, event.data.height));
});

function generateMaze(cellWidth, cellHeight) {
  var cells = new Array(cellWidth * cellHeight),
      frontier = minHeap(function(a, b) { return a.weight - b.weight; }),
      startIndex = (cellHeight - 1) * cellWidth;

  cells[startIndex] = 0;
  frontier.push({index: startIndex, direction: N, weight: Math.random()});
  frontier.push({index: startIndex, direction: E, weight: Math.random()});

  while ((edge = frontier.pop()) != null) {
    var edge,
        i0 = edge.index,
        d0 = edge.direction,
        i1 = i0 + (d0 === N ? -cellWidth : d0 === S ? cellWidth : d0 === W ? -1 : +1),
        x0 = i0 % cellWidth,
        y0 = i0 / cellWidth | 0,
        x1,
        y1,
        d1,
        open = cells[i1] == null; // opposite not yet part of the maze

    if (d0 === N) x1 = x0, y1 = y0 - 1, d1 = S;
    else if (d0 === S) x1 = x0, y1 = y0 + 1, d1 = N;
    else if (d0 === W) x1 = x0 - 1, y1 = y0, d1 = E;
    else x1 = x0 + 1, y1 = y0, d1 = W;

    if (open) {
      cells[i0] |= d0, cells[i1] |= d1;
      if (y1 > 0 && cells[i1 - cellWidth] == null) frontier.push({index: i1, direction: N, weight: Math.random()});
      if (y1 < cellHeight - 1 && cells[i1 + cellWidth] == null) frontier.push({index: i1, direction: S, weight: Math.random()});
      if (x1 > 0 && cells[i1 - 1] == null) frontier.push({index: i1, direction: W, weight: Math.random()});
      if (x1 < cellWidth - 1 && cells[i1 + 1] == null) frontier.push({index: i1, direction: E, weight: Math.random()});
    }
  }

  return cells;
}

function minHeap(compare) {
  var heap = {},
      array = [],
      size = 0;

  heap.empty = function() {
    return !size;
  };

  heap.push = function(value) {
    up(array[size] = value, size++);
    return size;
  };

  heap.pop = function() {
    if (size <= 0) return;
    var removed = array[0], value;
    if (--size > 0) value = array[size], down(array[0] = value, 0);
    return removed;
  };

  function up(value, i) {
    while (i > 0) {
      var j = ((i + 1) >> 1) - 1,
          parent = array[j];
      if (compare(value, parent) >= 0) break;
      array[i] = parent;
      array[i = j] = value;
    }
  }

  function down(value, i) {
    while (true) {
      var r = (i + 1) << 1,
          l = r - 1,
          j = i,
          child = array[j];
      if (l < size && compare(array[l], child) < 0) child = array[j = l];
      if (r < size && compare(array[r], child) < 0) child = array[j = r];
      if (j === i) break;
      array[i] = child;
      array[i = j] = value;
    }
  }

  return heap;
}