rust/landgen/src/outline_template_based/outline.rs
branchtransitional_engine
changeset 15951 5f00829c55ec
parent 15942 6e22f4390b7e
child 15956 c273908218f3
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rust/landgen/src/outline_template_based/outline.rs	Mon Feb 13 11:00:12 2023 +0100
@@ -0,0 +1,341 @@
+use itertools::Itertools;
+use std::cmp::min;
+
+use integral_geometry::{Line, Point, Polygon, Ray, Rect, Size};
+use land2d::Land2D;
+
+use super::outline_template::OutlineTemplate;
+
+pub struct OutlinePoints {
+    pub islands: Vec<Polygon>,
+    pub fill_points: Vec<Point>,
+    pub size: Size,
+    pub play_box: Rect,
+    intersections_box: Rect,
+}
+
+impl OutlinePoints {
+    pub fn from_outline_template<I: Iterator<Item = u32>>(
+        outline_template: &OutlineTemplate,
+        play_box: Rect,
+        size: Size,
+        random_numbers: &mut I,
+    ) -> Self {
+        Self {
+            play_box,
+            size,
+            islands: outline_template
+                .islands
+                .iter()
+                .map(|i| {
+                    i.iter()
+                        .zip(random_numbers.tuples())
+                        .map(|(rect, (rnd_a, rnd_b))| {
+                            play_box.top_left() + rect.quotient(rnd_a as usize, rnd_b as usize)
+                        })
+                        .collect::<Vec<_>>()
+                        .into()
+                })
+                .collect(),
+            fill_points: outline_template.fill_points.clone(),
+            intersections_box: Rect::at_origin(size)
+                .with_margin(size.to_square().width as i32 * -2),
+        }
+    }
+
+    pub fn total_len(&self) -> usize {
+        self.islands.iter().map(|i| i.edges_count()).sum::<usize>() + self.fill_points.len()
+    }
+
+    pub fn iter(&self) -> impl Iterator<Item = &Point> {
+        self.islands
+            .iter()
+            .flat_map(|p| p.iter())
+            .chain(self.fill_points.iter())
+    }
+
+    pub fn iter_mut(&mut self) -> impl Iterator<Item = &mut Point> {
+        self.islands
+            .iter_mut()
+            .flat_map(|i| i.iter_mut())
+            .chain(self.fill_points.iter_mut())
+    }
+
+    fn divide_edge<I: Iterator<Item = u32>>(
+        &self,
+        segment: Line,
+        distance_divisor: u32,
+        random_numbers: &mut I,
+    ) -> Option<Point> {
+        #[inline]
+        fn intersects(ray: &Ray, edge: &Line) -> bool {
+            ray.orientation(edge.start) != ray.orientation(edge.end)
+        }
+
+        #[inline]
+        fn solve_intersection(
+            intersections_box: &Rect,
+            ray: &Ray,
+            edge: &Line,
+        ) -> Option<(i32, u32)> {
+            let edge_dir = edge.scaled_direction();
+            let aqpb = ray.direction.cross(edge_dir) as i64;
+
+            if aqpb != 0 {
+                let mut iy = ((((edge.start.x - ray.start.x) as i64 * ray.direction.y as i64
+                    + ray.start.y as i64 * ray.direction.x as i64)
+                    * edge_dir.y as i64
+                    - edge.start.y as i64 * edge_dir.x as i64 * ray.direction.y as i64)
+                    / aqpb) as i32;
+
+                // is there better way to do it?
+                if iy < intersections_box.top() {
+                    iy = intersections_box.top();
+                } else if iy > intersections_box.bottom() {
+                    iy = intersections_box.bottom();
+                }
+
+                let ix = if ray.direction.y.abs() > edge_dir.y.abs() {
+                    ray.start.x + ray.direction.cotangent_mul(iy - ray.start.y)
+                } else {
+                    edge.start.x + edge_dir.cotangent_mul(iy - edge.start.y)
+                };
+
+                let intersection_point = Point::new(ix, iy).clamp(intersections_box);
+                let diff_point = ray.start - intersection_point;
+                let t = ray.direction.dot(diff_point);
+
+                if diff_point.max_norm() >= std::i16::MAX as i32 {
+                    Some((t, std::i32::MAX as u32))
+                } else {
+                    let d = diff_point.integral_norm();
+
+                    Some((t, d))
+                }
+            } else {
+                None
+            }
+        }
+
+        let min_distance = 40;
+        // new point should fall inside this box
+        let map_box = self.play_box.with_margin(min_distance);
+
+        let normal = segment.scaled_normal();
+        let normal_len = normal.integral_norm();
+        let mid_point = segment.center();
+
+        if (normal_len < min_distance as u32 * 3) || !map_box.contains_inside(mid_point) {
+            return None;
+        }
+
+        let normal_ray = Ray::new(mid_point, normal);
+        let mut dist_left = (self.size.width + self.size.height) as u32;
+        let mut dist_right = dist_left;
+
+        // find distances to map borders
+        if normal.x != 0 {
+            // where the normal line intersects the left map border
+            let left_intersection = Point::new(
+                map_box.left(),
+                mid_point.y + normal.tangent_mul(map_box.left() - mid_point.x),
+            );
+            dist_left = (mid_point - left_intersection).integral_norm();
+
+            // same for the right border
+            let right_intersection = Point::new(
+                map_box.right(),
+                mid_point.y + normal.tangent_mul(map_box.right() - mid_point.x),
+            );
+            dist_right = (mid_point - right_intersection).integral_norm();
+
+            if normal.x > 0 {
+                std::mem::swap(&mut dist_left, &mut dist_right);
+            }
+        }
+
+        if normal.y != 0 {
+            // where the normal line intersects the top map border
+            let top_intersection = Point::new(
+                mid_point.x + normal.cotangent_mul(map_box.top() - mid_point.y),
+                map_box.top(),
+            );
+            let dl = (mid_point - top_intersection).integral_norm();
+
+            // same for the bottom border
+            let bottom_intersection = Point::new(
+                mid_point.x + normal.cotangent_mul(map_box.bottom() - mid_point.y),
+                map_box.bottom(),
+            );
+            let dr = (mid_point - bottom_intersection).integral_norm();
+
+            if normal.y < 0 {
+                dist_left = min(dist_left, dl);
+                dist_right = min(dist_right, dr);
+            } else {
+                dist_left = min(dist_left, dr);
+                dist_right = min(dist_right, dl);
+            }
+        }
+
+        // now go through all other segments
+        for s in self.segments_iter() {
+            if s != segment {
+                if intersects(&normal_ray, &s) {
+                    if let Some((t, d)) =
+                        solve_intersection(&self.intersections_box, &normal_ray, &s)
+                    {
+                        if t > 0 {
+                            dist_right = min(dist_right, d);
+                        } else {
+                            dist_left = min(dist_left, d);
+                        }
+                    }
+                }
+            }
+        }
+
+        // go through all points, including fill points
+        for pi in self.iter().cloned() {
+            if pi != segment.start && pi != segment.end {
+                if intersects(&pi.ray_with_dir(normal), &segment) {
+                    // ray from segment.start
+                    if let Some((t, d)) = solve_intersection(
+                        &self.intersections_box,
+                        &normal_ray,
+                        &segment.start.line_to(pi),
+                    ) {
+                        if t > 0 {
+                            dist_right = min(dist_right, d);
+                        } else {
+                            dist_left = min(dist_left, d);
+                        }
+                    }
+
+                    // ray from segment.end
+                    if let Some((t, d)) = solve_intersection(
+                        &self.intersections_box,
+                        &normal_ray,
+                        &segment.end.line_to(pi),
+                    ) {
+                        if t > 0 {
+                            dist_right = min(dist_right, d);
+                        } else {
+                            dist_left = min(dist_left, d);
+                        }
+                    }
+                }
+            }
+        }
+
+        let max_dist = normal_len * 100 / distance_divisor;
+        dist_left = min(dist_left, max_dist);
+        dist_right = min(dist_right, max_dist);
+
+        if dist_right + dist_left < min_distance as u32 * 2 + 10 {
+            // limits are too narrow, just divide
+            Some(mid_point)
+        } else {
+            // select distance within [-dist_right; dist_left], keeping min_distance in mind
+            let d = -(dist_right as i32)
+                + min_distance
+                + random_numbers.next().unwrap() as i32
+                    % (dist_right as i32 + dist_left as i32 - min_distance * 2);
+
+            Some(mid_point + normal * d / normal_len as i32)
+        }
+    }
+
+    fn divide_edges<I: Iterator<Item = u32>>(
+        &mut self,
+        distance_divisor: u32,
+        random_numbers: &mut I,
+    ) {
+        for is in 0..self.islands.len() {
+            let mut i = 0;
+            while i < self.islands[is].edges_count() {
+                let segment = self.islands[is].get_edge(i);
+                if let Some(new_point) = self.divide_edge(segment, distance_divisor, random_numbers)
+                {
+                    self.islands[is].split_edge(i, new_point);
+                    i += 2;
+                } else {
+                    i += 1;
+                }
+            }
+        }
+    }
+
+    pub fn bezierize(&mut self, segments_number: u32) {
+        for island in &mut self.islands {
+            island.bezierize(segments_number);
+        }
+    }
+
+    pub fn distort<I: Iterator<Item = u32>>(
+        &mut self,
+        distance_divisor: u32,
+        random_numbers: &mut I,
+    ) {
+        loop {
+            let old_len = self.total_len();
+            self.divide_edges(distance_divisor, random_numbers);
+
+            if self.total_len() == old_len {
+                break;
+            }
+        }
+    }
+
+    pub fn draw<T: Copy + PartialEq + Default>(&self, land: &mut Land2D<T>, value: T) {
+        for segment in self.segments_iter() {
+            land.draw_line(segment, value);
+        }
+    }
+
+    fn segments_iter<'a>(&'a self) -> impl Iterator<Item = Line> + 'a {
+        self.islands.iter().flat_map(|p| p.iter_edges())
+    }
+
+    pub fn mirror(&mut self) {
+        let r = self.size.width as i32 - 1;
+
+        self.iter_mut().for_each(|p| p.x = r - p.x);
+    }
+
+    pub fn flip(&mut self) {
+        let t = self.size.height as i32 - 1;
+
+        self.iter_mut().for_each(|p| p.y = t - p.y);
+    }
+}
+
+#[test]
+fn points_test() {
+    let size = Size::square(100);
+    let mut points = OutlinePoints {
+        islands: vec![
+            Polygon::new(&[Point::new(0, 0), Point::new(20, 0), Point::new(30, 30)]),
+            Polygon::new(&[Point::new(10, 15), Point::new(15, 20), Point::new(20, 15)]),
+        ],
+        fill_points: vec![Point::new(1, 1)],
+        play_box: Rect::at_origin(size).with_margin(10),
+        size: Size::square(100),
+        intersections_box: Rect::at_origin(size),
+    };
+
+    let segments: Vec<Line> = points.segments_iter().collect();
+    assert_eq!(
+        segments.first(),
+        Some(&Line::new(Point::new(0, 0), Point::new(20, 0)))
+    );
+    assert_eq!(
+        segments.last(),
+        Some(&Line::new(Point::new(20, 15), Point::new(10, 15)))
+    );
+
+    points.iter_mut().for_each(|p| p.x = 2);
+
+    assert_eq!(points.fill_points[0].x, 2);
+    assert_eq!(points.islands[0].get_edge(0).start.x, 2);
+}