rust/landgen/src/outline.rs
author alfadur
Wed, 24 Jul 2019 22:49:59 +0300 (2019-07-24)
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save full shifts to position updates
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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 crate::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 as usize, rnd_b as usize)
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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(
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            intersections_box: &Rect,
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            ray: &Ray,
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            edge: &Line
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        ) -> 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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                    ray.start.x + ray.direction.cotangent_mul(iy - ray.start.y)
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                } else {
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                    edge.start.x + edge_dir.cotangent_mul(iy - edge.start.y)
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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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                mid_point.y + normal.tangent_mul(map_box.left() - mid_point.x),
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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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                mid_point.y + normal.tangent_mul(map_box.right() - mid_point.x)  ,
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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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                mid_point.x + normal.cotangent_mul(map_box.top() - mid_point.y),
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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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                mid_point.x + normal.cotangent_mul(map_box.bottom() - mid_point.y),
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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_with_dir(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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   236
        } else {
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            // select distance within [-dist_right; dist_left], keeping min_distance in mind
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   238
            let d = -(dist_right as i32)
14105
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   239
                + 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)
14105
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   244
        }
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    }
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   247
    fn divide_edges<I: Iterator<Item = u32>>(
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   248
        &mut self,
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   249
        distance_divisor: u32,
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        random_numbers: &mut I,
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   251
    ) {
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   252
        for is in 0..self.islands.len() {
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   253
            let mut i = 0;
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   254
            while i < self.islands[is].edges_count() {
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   255
                let segment = self.islands[is].get_edge(i);
14130
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   256
                if let Some(new_point) = self.divide_edge(segment, distance_divisor, random_numbers)
376a0551b00a - Add distance-divider option to land_dump
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diff changeset
   257
                {
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   258
                    self.islands[is].split_edge(i, new_point);
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   259
                    i += 2;
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   260
                } else {
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   261
                    i += 1;
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   262
                }
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   263
            }
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   264
        }
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diff changeset
   265
    }
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   266
14145
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   267
    pub fn bezierize(&mut self, segments_number: u32) {
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   268
        for island in &mut self.islands {
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   269
            island.bezierize(segments_number);
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   270
        }
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   271
    }
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   272
14105
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   273
    pub fn distort<I: Iterator<Item = u32>>(
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diff changeset
   274
        &mut self,
4d22be35cfa2 Finish porting FindPoint()
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   275
        distance_divisor: u32,
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   276
        random_numbers: &mut I,
4d22be35cfa2 Finish porting FindPoint()
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diff changeset
   277
    ) {
14074
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diff changeset
   278
        loop {
abb42ba345b6 Rework lib structure, no code changes
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   279
            let old_len = self.total_len();
14105
4d22be35cfa2 Finish porting FindPoint()
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   280
            self.divide_edges(distance_divisor, random_numbers);
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   281
14098
dbaa125a0fe9 fix infinite loop in landgen
alfadur
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diff changeset
   282
            if self.total_len() == old_len {
14074
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unC0Rr
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   283
                break;
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   284
            }
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   285
        }
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diff changeset
   286
    }
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   287
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   288
    pub fn draw<T: Copy + PartialEq>(&self, land: &mut Land2D<T>, value: T) {
14081
e5904ead4864 Introduce OutlineSegmentsIterator, some refactoring
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diff changeset
   289
        for segment in self.segments_iter() {
e5904ead4864 Introduce OutlineSegmentsIterator, some refactoring
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   290
            land.draw_line(segment, value);
e5904ead4864 Introduce OutlineSegmentsIterator, some refactoring
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diff changeset
   291
        }
e5904ead4864 Introduce OutlineSegmentsIterator, some refactoring
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diff changeset
   292
    }
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diff changeset
   293
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   294
    fn segments_iter<'a>(&'a self) -> impl Iterator<Item = Line> + 'a {
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   295
        self.islands.iter().flat_map(|p| p.iter_edges())
14074
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diff changeset
   296
    }
14100
b2feb190e4bc Move flip and mirror to outline methods
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diff changeset
   297
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diff changeset
   298
    pub fn mirror(&mut self) {
14105
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diff changeset
   299
        let r = self.size.width as i32 - 1;
14139
09f62bb046ef actually there is a way to preserve mutable polygon iterator
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   300
09f62bb046ef actually there is a way to preserve mutable polygon iterator
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diff changeset
   301
        self.iter_mut().for_each(|p| p.x = r - p.x);
14100
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   302
    }
b2feb190e4bc Move flip and mirror to outline methods
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   303
b2feb190e4bc Move flip and mirror to outline methods
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diff changeset
   304
    pub fn flip(&mut self) {
14105
4d22be35cfa2 Finish porting FindPoint()
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diff changeset
   305
        let t = self.size.height as i32 - 1;
14139
09f62bb046ef actually there is a way to preserve mutable polygon iterator
alfadur
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   306
09f62bb046ef actually there is a way to preserve mutable polygon iterator
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diff changeset
   307
        self.iter_mut().for_each(|p| p.y = t - p.y);
14100
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diff changeset
   308
    }
14074
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   309
}
14081
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diff changeset
   310
14083
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   311
#[test()]
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   312
fn points_test() {
14140
7f5a591e1c43 separate rectangle types based on right/bottom edge inclusivity
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diff changeset
   313
    let size = Size::square(100);
14083
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diff changeset
   314
    let mut points = OutlinePoints {
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   315
        islands: vec![
14129
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   316
            Polygon::new(&[Point::new(0, 0), Point::new(20, 0), Point::new(30, 30)]),
6e0be42d0a8f polygonize OutlinePoints
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   317
            Polygon::new(&[Point::new(10, 15), Point::new(15, 20), Point::new(20, 15)]),
14083
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diff changeset
   318
        ],
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   319
        fill_points: vec![Point::new(1, 1)],
14142
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alfadur
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diff changeset
   320
        play_box: Rect::at_origin(size).with_margin(10),
14083
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   321
        size: Size::square(100),
14142
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diff changeset
   322
        intersections_box: Rect::at_origin(size),
14083
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diff changeset
   323
    };
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diff changeset
   324
bf40b5f938b0 - Add methods to work with Rect as box
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diff changeset
   325
    let segments: Vec<Line> = points.segments_iter().collect();
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diff changeset
   326
    assert_eq!(
bf40b5f938b0 - Add methods to work with Rect as box
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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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unC0Rr
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    );
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unC0Rr
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   334
14139
09f62bb046ef actually there is a way to preserve mutable polygon iterator
alfadur
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    points.iter_mut().for_each(|p| p.x = 2);
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unc0rr
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   336
14083
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    assert_eq!(points.fill_points[0].x, 2);
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6e0be42d0a8f polygonize OutlinePoints
alfadur
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    assert_eq!(points.islands[0].get_edge(0).start.x, 2);
14083
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}