rust/landgen/src/outline.rs
author alfadur
Sat, 03 Nov 2018 16:20:31 +0300
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child 14142 69db1d2e4cec
permissions -rw-r--r--
probably should reuse it everywhere then
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use itertools::Itertools;
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use std::cmp::min;
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use integral_geometry::{Line, Point, 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<Vec<Point>>,
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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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}
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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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                            rect.top_left()
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                                + Point::new(
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                                    (rnd_a % rect.width) as i32,
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                                    (rnd_b % rect.height) as i32,
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                                )
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                                + play_box.top_left()
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                        }).collect()
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                }).collect(),
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            fill_points: outline_template.fill_points.clone(),
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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.len()).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(|i| i.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 intersect(p: &Point, m: &Point, p1: &Point, p2: &Point) -> bool {
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            let t1 = (*m - *p1).cross(*p);
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            let t2 = (*m - *p2).cross(*p);
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            (t1 > 0) != (t2 > 0)
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        }
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        #[inline]
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        fn solve_intersection(p: &Point, m: &Point, s: &Point, e: &Point) -> Option<(i32, u32)> {
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            let f = *e - *s;
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            let aqpb = p.cross(f) as i64;
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            if aqpb != 0 {
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                let iy = ((((s.x - m.x) as i64 * p.y as i64 + m.y as i64 * p.x as i64)
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                    * f.y as i64
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                    - s.y as i64 * f.x as i64 * p.y as i64)
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                    / aqpb) as i32;
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                let ix = if p.y.abs() > f.y.abs() {
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                    (iy - m.y) * p.x / p.y + m.x
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                } else {
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                    (iy - s.y) * f.x / f.y + s.x
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                };
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                let intersection_point = Point::new(ix, iy);
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                let diff_point = *m - intersection_point;
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                let d = diff_point.integral_norm();
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                let t = p.dot(diff_point);
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                Some((t, d))
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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 p = segment.scaled_normal();
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        let p_norm = p.integral_norm();
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        let mid_point = segment.center();
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        if (p_norm < 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 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 p.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) * p.y / p.x + mid_point.y);
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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) * p.y / p.x + mid_point.y);
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            dist_right = (mid_point - right_intersection).integral_norm();
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            if p.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 p.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) * p.x / p.y + mid_point.x,
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                map_box.top());
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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) * p.x / p.y + mid_point.x,
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                map_box.bottom());
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            let dr = (mid_point - bottom_intersection).integral_norm();
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            if p.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 intersect(&p, &mid_point, &s.start, &s.end) {
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                    if let Some((t, d)) = solve_intersection(&p, &mid_point, &s.start, &s.end) {
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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() {
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            if *pi != segment.start && *pi != segment.end {
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                if intersect(&p, &pi, &segment.start, &segment.end) {
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                    // ray from segment.start
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                    if let Some((t, d)) = solve_intersection(&p, &mid_point, &segment.start, &pi) {
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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(&p, &mid_point, &segment.end, &pi) {
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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 = p_norm * 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(Point::new(
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                mid_point.x + p.x * d / p_norm as i32,
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                mid_point.y + p.y * d / p_norm as i32,
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            ))
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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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            let mut segment;
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            loop {
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                {
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                    let island = &self.islands[is];
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                    let mut end_point;
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                    if i < island.len() {
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                        end_point = if i + 1 < island.len() {
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                            island[i + 1]
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                        } else {
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                            island[0]
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                        };
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                    } else {
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                        break;
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                    }
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                    segment = Line::new(island[i], end_point);
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                }
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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].insert(i + 1, new_point);
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                    i += 2;
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                } else {
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                    i += 1;
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                }
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            }
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        }
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    }
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    pub fn bezierize(&mut self) {}
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    pub fn distort<I: Iterator<Item = u32>>(
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   261
        &mut self,
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        distance_divisor: u32,
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   263
        random_numbers: &mut I,
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   264
    ) {
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   265
        loop {
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            let old_len = self.total_len();
14121
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   267
            self.divide_edges(distance_divisor, random_numbers);
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   269
            if self.total_len() == old_len {
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                break;
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            }
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        }
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        self.bezierize();
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    }
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    pub fn draw<T: Copy + PartialEq>(&self, land: &mut Land2D<T>, value: T) {
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   278
        for segment in self.segments_iter() {
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            land.draw_line(segment, value);
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        }
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    }
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    fn segments_iter(&self) -> OutlineSegmentsIterator {
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   284
        OutlineSegmentsIterator {
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   285
            outline: self,
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   286
            island: 0,
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            index: 0,
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   288
        }
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    }
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   291
    pub fn mirror(&mut self) {
14121
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   292
        let r = self.size.width as i32 - 1;
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   293
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   294
        self.iter_mut().for_each(|p| p.x = r - p.x);
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   295
    }
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   296
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   297
    pub fn flip(&mut self) {
14121
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   298
        let t = self.size.height as i32 - 1;
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   300
        self.iter_mut().for_each(|p| p.y = t - p.y);
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   301
    }
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}
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struct OutlineSegmentsIterator<'a> {
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    outline: &'a OutlinePoints,
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    island: usize,
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    index: usize,
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}
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impl<'a> Iterator for OutlineSegmentsIterator<'a> {
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    type Item = Line;
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    fn next(&mut self) -> Option<Self::Item> {
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   314
        if self.island < self.outline.islands.len() {
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            if self.index + 1 < self.outline.islands[self.island].len() {
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                let result = Some(Line::new(
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   317
                    self.outline.islands[self.island][self.index],
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   318
                    self.outline.islands[self.island][self.index + 1],
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                ));
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                self.index += 1;
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                result
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   324
            } else if self.index + 1 == self.outline.islands[self.island].len() {
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   325
                let result = Some(Line::new(
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   326
                    self.outline.islands[self.island][self.index],
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   327
                    self.outline.islands[self.island][0],
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   328
                ));
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   329
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                self.island += 1;
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   331
                self.index = 0;
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                result
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            } else {
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                self.island += 1;
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                self.index = 0;
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                self.next()
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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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}
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#[test()]
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fn points_test() {
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    let mut points = OutlinePoints {
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        islands: vec![
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            vec![Point::new(0, 0), Point::new(20, 0), Point::new(30, 30)],
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            vec![Point::new(10, 15), Point::new(15, 20), Point::new(20, 15)],
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        ],
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        fill_points: vec![Point::new(1, 1)],
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        play_box: Rect::from_box(0, 100, 0, 100).with_margin(10),
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        size: Size::square(100),
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    };
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    let segments: Vec<Line> = points.segments_iter().collect();
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    assert_eq!(
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        segments.first(),
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        Some(&Line::new(Point::new(0, 0), Point::new(20, 0)))
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    );
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    assert_eq!(
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        segments.last(),
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        Some(&Line::new(Point::new(20, 15), Point::new(10, 15)))
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    );
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    points.iter_mut().for_each(|p| p.x = 2);
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    assert_eq!(points.fill_points[0].x, 2);
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    assert_eq!(points.islands[0][0].x, 2);
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}