Reference · Surface maze rules and geometry
edgeTurnfunction
Compute a view rotation that follows a surface path near an edge, or null when no turn is needed.
Import it
import { edgeTurn } from "@johnmorrisdotca/meikyuu/3d";
Definition
function edgeTurn(grid: SolidGrid, links: readonly (readonly number[])[], q: Quat, cell: number, seconds: number, hidden?: (cell: number) => boolean): Quat | null
Parameters
| Name | Type | Description |
|---|---|---|
grid | SolidGrid | The valid native flat or surface cell graph. |
links | readonly (readonly number[])[] | Passage neighbour lists, one per cell. |
q | Quat | The current normalized rotation quaternion. |
cell | number | A zero-based native cell index. |
seconds | number | Elapsed seconds for this view update. |
hidden (optional) | ((cell: number) => boolean) | undefined | Optional predicate identifying cells hidden by the host. |
Returns
Quat | null
Compute a view rotation that follows a surface path near an edge, or null when no turn is needed.
Examples
import type { MazeRecipe } from "@johnmorrisdotca/meikyuu";
import { buildMaze } from "@johnmorrisdotca/meikyuu";
import type { Quat, SolidRecipe } from "@johnmorrisdotca/meikyuu/3d";
import { buildSolidMaze, edgeTurn } from "@johnmorrisdotca/meikyuu/3d";
const recipe: MazeRecipe = {shape:"square",w:5,h:5,algorithm:"backtracker",mode:"to-goal",seed:42};
const maze = buildMaze(recipe);
const grid = maze.grid;
const solidRecipe: SolidRecipe = {kind:"cube",n:2,algorithm:"backtracker",seed:42};
const solid = buildSolidMaze(solidRecipe);
const solidGrid = solid.grid;
const q: Quat = [0,0,0,1];
console.log(edgeTurn(solidGrid,solid.links,q,solid.start,0.1));[ 0, 0.07991469396917272, 0, 0.9968017063026194 ]What it prints (run when this page was built)