rust/landgen/src/outline.rs
author alfadur
Mon, 05 Nov 2018 21:21:53 +0300
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parent 14154 a65b60f36b96
child 14156 7f5a591e1c43
permissions -rw-r--r--
actually there is a way to preserve mutable polygon iterator
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use itertools::Itertools;
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use std::cmp::min;
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use integral_geometry::{Line, Ray, Point, Polygon, Rect, Size};
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use land2d::Land2D;
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use outline_template::OutlineTemplate;
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pub struct OutlinePoints {
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    pub islands: Vec<Polygon>,
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    pub fill_points: Vec<Point>,
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    pub size: Size,
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    pub play_box: Rect,
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    intersections_box: Rect,
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}
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impl OutlinePoints {
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    pub fn from_outline_template<I: Iterator<Item = u32>>(
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        outline_template: &OutlineTemplate,
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        play_box: Rect,
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        size: Size,
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        random_numbers: &mut I,
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    ) -> Self {
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        Self {
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            play_box,
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            size,
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            islands: outline_template
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                .islands
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                .iter()
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                .map(|i| {
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                    i.iter()
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                        .zip(random_numbers.tuples())
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                        .map(|(rect, (rnd_a, rnd_b))| {
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                            play_box.top_left() + rect.quotient(rnd_a, rnd_b)
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                        })
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                        .collect::<Vec<_>>()
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                        .into()
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                })
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                .collect(),
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            fill_points: outline_template.fill_points.clone(),
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            intersections_box: Rect::at_origin(size)
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                .with_margin(size.to_square().width as i32 * -2),
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        }
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    }
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    pub fn total_len(&self) -> usize {
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        self.islands.iter().map(|i| i.edges_count()).sum::<usize>() + self.fill_points.len()
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    }
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    pub fn iter(&self) -> impl Iterator<Item = &Point> {
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        self.islands
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            .iter()
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            .flat_map(|p| p.iter())
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            .chain(self.fill_points.iter())
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    }
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    pub fn iter_mut(&mut self) -> impl Iterator<Item = &mut Point> {
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        self.islands
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            .iter_mut()
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            .flat_map(|i| i.iter_mut())
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            .chain(self.fill_points.iter_mut())
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    }
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    fn divide_edge<I: Iterator<Item = u32>>(
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        &self,
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        segment: Line,
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        distance_divisor: u32,
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        random_numbers: &mut I,
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    ) -> Option<Point> {
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        #[inline]
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        fn intersects(ray: &Ray, edge: &Line) -> bool {
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            ray.orientation(edge.start) != ray.orientation(edge.end)
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        }
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        #[inline]
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        fn solve_intersection(intersections_box: &Rect, ray: &Ray, edge: &Line) -> Option<(i32, u32)>
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        {
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            let edge_dir = edge.scaled_direction();
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            let aqpb = ray.direction.cross(edge_dir) as i64;
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            if aqpb != 0 {
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                let mut iy =
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                    ((((edge.start.x - ray.start.x) as i64 * ray.direction.y as i64
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                        + ray.start.y as i64 * ray.direction.x as i64)
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                    * edge_dir.y as i64
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                    - edge.start.y as i64 * edge_dir.x as i64 * ray.direction.y as i64)
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                    / aqpb) as i32;
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                // is there better way to do it?
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                if iy < intersections_box.top() {
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                    iy = intersections_box.top();
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                } else if iy > intersections_box.bottom() {
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                    iy = intersections_box.bottom();
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                }
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                let ix = if ray.direction.y.abs() > edge_dir.y.abs() {
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                    (iy - ray.start.y) * ray.direction.cotangent() + ray.start.x
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                } else {
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                    (iy - edge.start.y) * edge_dir.cotangent() + edge.start.x
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                };
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                let intersection_point = Point::new(ix, iy).clamp(intersections_box);
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                let diff_point = ray.start - intersection_point;
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                let t = ray.direction.dot(diff_point);
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                if diff_point.max_norm() >= std::i16::MAX as i32 {
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                    Some((t, std::i32::MAX as u32))
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                } else {
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                    let d = diff_point.integral_norm();
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                    Some((t, d))
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                }
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            } else {
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                None
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            }
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        }
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        let min_distance = 40;
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        // new point should fall inside this box
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        let map_box = self.play_box.with_margin(min_distance);
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        let normal = segment.scaled_normal();
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        let normal_len = normal.integral_norm();
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        let mid_point = segment.center();
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        if (normal_len < min_distance as u32 * 3) || !map_box.contains_inside(mid_point) {
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            return None;
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        }
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        let normal_ray = Ray::new(mid_point, normal);
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        let mut dist_left = (self.size.width + self.size.height) as u32;
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        let mut dist_right = dist_left;
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        // find distances to map borders
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        if normal.x != 0 {
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            // where the normal line intersects the left map border
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            let left_intersection = Point::new(
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                map_box.left(),
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                (map_box.left() - mid_point.x) * normal.tangent() + mid_point.y,
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            );
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            dist_left = (mid_point - left_intersection).integral_norm();
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            // same for the right border
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            let right_intersection = Point::new(
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                map_box.right(),
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                (map_box.right() - mid_point.x) * normal.tangent() + mid_point.y,
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            );
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            dist_right = (mid_point - right_intersection).integral_norm();
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            if normal.x > 0 {
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                std::mem::swap(&mut dist_left, &mut dist_right);
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            }
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        }
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        if normal.y != 0 {
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            // where the normal line intersects the top map border
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            let top_intersection = Point::new(
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                (map_box.top() - mid_point.y) * normal.cotangent() + mid_point.x,
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                map_box.top(),
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            );
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            let dl = (mid_point - top_intersection).integral_norm();
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            // same for the bottom border
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            let bottom_intersection = Point::new(
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                (map_box.bottom() - mid_point.y) * normal.cotangent() + mid_point.x,
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                map_box.bottom(),
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            );
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            let dr = (mid_point - bottom_intersection).integral_norm();
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            if normal.y < 0 {
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                dist_left = min(dist_left, dl);
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                dist_right = min(dist_right, dr);
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            } else {
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                dist_left = min(dist_left, dr);
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                dist_right = min(dist_right, dl);
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            }
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        }
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        // now go through all other segments
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        for s in self.segments_iter() {
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            if s != segment {
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                if intersects(&normal_ray, &s) {
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                    if let Some((t, d)) =
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                        solve_intersection(&self.intersections_box, &normal_ray, &s)
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                    {
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                        if t > 0 {
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                            dist_right = min(dist_right, d);
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                        } else {
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                            dist_left = min(dist_left, d);
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                        }
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                    }
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                }
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            }
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        }
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        // go through all points, including fill points
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        for pi in self.iter().cloned() {
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            if pi != segment.start && pi != segment.end {
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                if intersects(&pi.ray_to(normal), &segment) {
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                    // ray from segment.start
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                    if let Some((t, d)) = solve_intersection(
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                        &self.intersections_box, &normal_ray, &segment.start.line_to(pi),
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                    ) {
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                        if t > 0 {
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                            dist_right = min(dist_right, d);
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                        } else {
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                            dist_left = min(dist_left, d);
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                        }
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                    }
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                    // ray from segment.end
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                    if let Some((t, d)) = solve_intersection(
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                        &self.intersections_box, &normal_ray, &segment.end.line_to(pi)
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                    ) {
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                        if t > 0 {
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                            dist_right = min(dist_right, d);
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                        } else {
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                            dist_left = min(dist_left, d);
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                        }
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                    }
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                }
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            }
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        }
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        let max_dist = normal_len * 100 / distance_divisor;
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        dist_left = min(dist_left, max_dist);
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        dist_right = min(dist_right, max_dist);
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        if dist_right + dist_left < min_distance as u32 * 2 + 10 {
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            // limits are too narrow, just divide
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            Some(mid_point)
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        } else {
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            // select distance within [-dist_right; dist_left], keeping min_distance in mind
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            let d = -(dist_right as i32)
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                + min_distance
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                + random_numbers.next().unwrap() as i32
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                    % (dist_right as i32 + dist_left as i32 - min_distance * 2);
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            Some(mid_point + normal * d / normal_len as i32)
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        }
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    }
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    fn divide_edges<I: Iterator<Item = u32>>(
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        &mut self,
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        distance_divisor: u32,
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        random_numbers: &mut I,
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    ) {
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        for is in 0..self.islands.len() {
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            let mut i = 0;
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            while i < self.islands[is].edges_count() {
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                let segment = self.islands[is].get_edge(i);
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                if let Some(new_point) = self.divide_edge(segment, distance_divisor, random_numbers)
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                {
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                    self.islands[is].split_edge(i, new_point);
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                    i += 2;
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                } else {
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                    i += 1;
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   258
                }
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            }
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        }
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   261
    }
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   262
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   263
    pub fn bezierize(&mut self) {}
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   264
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   265
    pub fn distort<I: Iterator<Item = u32>>(
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   266
        &mut self,
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   267
        distance_divisor: u32,
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   268
        random_numbers: &mut I,
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   269
    ) {
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   270
        loop {
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            let old_len = self.total_len();
14121
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   272
            self.divide_edges(distance_divisor, random_numbers);
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   273
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   274
            if self.total_len() == old_len {
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                break;
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            }
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        }
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   278
    }
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   280
    pub fn draw<T: Copy + PartialEq>(&self, land: &mut Land2D<T>, value: T) {
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   281
        for segment in self.segments_iter() {
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   282
            land.draw_line(segment, value);
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   283
        }
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   284
    }
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   285
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   286
    fn segments_iter<'a>(&'a self) -> impl Iterator<Item = Line> + 'a {
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   287
        self.islands.iter().flat_map(|p| p.iter_edges())
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   288
    }
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   289
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   290
    pub fn mirror(&mut self) {
14121
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   291
        let r = self.size.width as i32 - 1;
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   293
        self.iter_mut().for_each(|p| p.x = r - p.x);
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   294
    }
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   295
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   296
    pub fn flip(&mut self) {
14121
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   297
        let t = self.size.height as i32 - 1;
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   298
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   299
        self.iter_mut().for_each(|p| p.y = t - p.y);
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   300
    }
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}
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   302
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   303
#[test()]
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   304
fn points_test() {
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   305
    let mut points = OutlinePoints {
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   306
        islands: vec![
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   307
            Polygon::new(&[Point::new(0, 0), Point::new(20, 0), Point::new(30, 30)]),
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   308
            Polygon::new(&[Point::new(10, 15), Point::new(15, 20), Point::new(20, 15)]),
14099
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   309
        ],
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   310
        fill_points: vec![Point::new(1, 1)],
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   311
        play_box: Rect::from_box(0, 100, 0, 100).with_margin(10),
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   312
        size: Size::square(100),
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   313
        intersections_box: Rect::from_box(0, 0, 100, 100),
14099
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   314
    };
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   315
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   316
    let segments: Vec<Line> = points.segments_iter().collect();
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   317
    assert_eq!(
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   318
        segments.first(),
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   319
        Some(&Line::new(Point::new(0, 0), Point::new(20, 0)))
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   320
    );
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   321
    assert_eq!(
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   322
        segments.last(),
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   323
        Some(&Line::new(Point::new(20, 15), Point::new(10, 15)))
bf40b5f938b0 - Add methods to work with Rect as box
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   324
    );
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   325
14155
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   326
    points.iter_mut().for_each(|p| p.x = 2);
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376a0551b00a - Add distance-divider option to land_dump
unc0rr
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   327
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bf40b5f938b0 - Add methods to work with Rect as box
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    assert_eq!(points.fill_points[0].x, 2);
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   329
    assert_eq!(points.islands[0].get_edge(0).start.x, 2);
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   330
}