Files
RPG_City_Maker_Reborn/buildings.go
T

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package main
import (
"image"
"image/color"
"math"
"math/rand"
"sort"
"sync"
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)
const (
minBuildingSizePercent = 0.5
maxBuildingSizePercent = 25.0
buildingSizePercentStep = 0.5
)
func averageImageDimension(width, height int) float64 {
return (float64(width) + float64(height)) / 2.0
}
func clampBuildingSizePercent(v float64) float64 {
if v < minBuildingSizePercent {
return minBuildingSizePercent
}
if v > maxBuildingSizePercent {
return maxBuildingSizePercent
}
return v
}
func snapBuildingSizePercent(v float64) float64 {
v = clampBuildingSizePercent(v)
steps := math.Round((v - minBuildingSizePercent) / buildingSizePercentStep)
return clampBuildingSizePercent(minBuildingSizePercent + steps*buildingSizePercentStep)
}
func normalizeBuildingSizePercentRange(minPercent, maxPercent float64) (float64, float64) {
minPercent = snapBuildingSizePercent(minPercent)
maxPercent = snapBuildingSizePercent(maxPercent)
if minPercent > maxPercent {
minPercent, maxPercent = maxPercent, minPercent
}
return minPercent, maxPercent
}
func getBuildingSizeRangePixels(settings *Settings, width, height int) (float64, float64) {
minPercent, maxPercent := normalizeBuildingSizePercentRange(settings.MinBuildingSize, settings.MaxBuildingSize)
avgDim := averageImageDimension(width, height)
if avgDim < 1 {
avgDim = 1
}
minPx := (minPercent / 100.0) * avgDim
maxPx := (maxPercent / 100.0) * avgDim
if minPx < 1 {
minPx = 1
}
if maxPx < 1 {
maxPx = 1
}
return minPx, maxPx
}
func getMaxBuildingsForImage(settings *Settings, width, height int) int {
if width <= 0 || height <= 0 {
return 0
}
minSizePx, maxSizePx := getBuildingSizeRangePixels(settings, width, height)
avgSizePx := (minSizePx + maxSizePx) / 2.0
if avgSizePx < 1 {
avgSizePx = 1
}
// Treat average building size as a side length to estimate per-building footprint.
avgFootprint := avgSizePx * avgSizePx
maxBuildings := int(float64(width*height) / avgFootprint)
if maxBuildings < 1 {
maxBuildings = 1
}
return maxBuildings
}
func capRequestedBuildingsToFit(settings *Settings, width, height int) int {
maxBuildings := getMaxBuildingsForImage(settings, width, height)
if settings.NumBuildings > maxBuildings {
settings.NumBuildings = maxBuildings
}
return settings.NumBuildings
}
func sampleRandomLandPoint(width, height int, waterMask, roadMask *PixelMask, randSrc *rand.Rand) (image.Point, bool) {
const randomTries = 128
for i := 0; i < randomTries; i++ {
p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
if !waterMask.GetPoint(p) && !roadMask.GetPoint(p) {
return p, true
}
}
if width <= 0 || height <= 0 {
return image.Point{}, false
}
start := randSrc.Intn(width * height)
total := width * height
for i := 0; i < total; i++ {
idx := (start + i) % total
x := idx % width
y := idx / width
p := image.Point{X: x, Y: y}
if !waterMask.GetPoint(p) && !roadMask.GetPoint(p) {
return p, true
}
}
return image.Point{}, false
}
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// GenerateBuildings creates and places buildings on the map.
func GenerateBuildings(
img *image.RGBA,
width,
height int,
settings *Settings,
roadAnchors []image.Point,
waterMask,
roadMask,
exitRoadMask *PixelMask,
seed int64,
) ([][]image.Point, *PixelMask) {
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// Early exit if no buildings are to be generated
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if settings.NumBuildings == 0 {
return nil, nil
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}
randSrc := rand.New(rand.NewSource(seed))
buildingColor := color.RGBA{R: 128, G: 128, B: 128, A: 255} // Gray color for buildings
if waterMask == nil {
waterMask = NewPixelMask(width, height)
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}
if roadMask == nil {
roadMask = NewPixelMask(width, height)
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}
if exitRoadMask == nil {
exitRoadMask = NewPixelMask(width, height)
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}
buildingMask := NewPixelMask(width, height)
var buildings [][]image.Point
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var anchorPoints []image.Point
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var normalRoadAnchors []image.Point
var exitRoadAnchors []image.Point
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if len(roadAnchors) > 0 {
anchorPoints = roadAnchors
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for _, p := range anchorPoints {
if exitRoadMask.GetPoint(p) {
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exitRoadAnchors = append(exitRoadAnchors, p)
} else {
normalRoadAnchors = append(normalRoadAnchors, p)
}
}
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}
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// Early exit if no anchors and no valid land.
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if len(anchorPoints) == 0 {
if _, ok := sampleRandomLandPoint(width, height, waterMask, roadMask, randSrc); !ok {
return nil, nil
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}
} else {
// Sort anchor points for deterministic placement
sort.Slice(anchorPoints, func(i, j int) bool {
if anchorPoints[i].Y != anchorPoints[j].Y {
return anchorPoints[i].Y < anchorPoints[j].Y
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}
return anchorPoints[i].X < anchorPoints[j].X
})
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}
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// Main loop for placing buildings
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buildingsPlaced := 0
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searchTries := 100 // Number of attempts to find a spot for a building around an anchor
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maxPlacementAttempts := settings.NumBuildings * 5 // To prevent infinite loops
minBuildingSizePx, maxBuildingSizePx := getBuildingSizeRangePixels(settings, width, height)
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for buildingsPlaced < settings.NumBuildings && maxPlacementAttempts > 0 {
maxPlacementAttempts--
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// Select an anchor point for the new building
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var anchor image.Point
if randSrc.Float64() > settings.BuildingDistribution/100.0 {
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// Buildings should only rarely use exit-road anchors.
useExitAnchor := len(exitRoadAnchors) > 0 && randSrc.Float64() < 0.02
if useExitAnchor {
anchor = exitRoadAnchors[randSrc.Intn(len(exitRoadAnchors))]
} else if len(normalRoadAnchors) > 0 {
anchor = normalRoadAnchors[randSrc.Intn(len(normalRoadAnchors))]
} else if len(anchorPoints) > 0 {
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anchor = anchorPoints[randSrc.Intn(len(anchorPoints))]
} else {
p, ok := sampleRandomLandPoint(width, height, waterMask, roadMask, randSrc)
if !ok {
continue
}
anchor = p
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}
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} else {
p, ok := sampleRandomLandPoint(width, height, waterMask, roadMask, randSrc)
if !ok {
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continue // No land to place buildings on
}
anchor = p
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}
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// Search for a valid building location around the anchor
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for i := 0; i < searchTries; i++ {
searchRadius := float64(i) * 2.0 // Search in expanding circles
angle := randSrc.Float64() * 2 * math.Pi
dist := searchRadius * randSrc.Float64()
center := image.Point{
X: anchor.X + int(dist*math.Cos(angle)),
Y: anchor.Y + int(dist*math.Sin(angle)),
}
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// For fully random distribution, pick any point on the map
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if settings.BuildingDistribution == 100 {
center = image.Point{
X: randSrc.Intn(width),
Y: randSrc.Intn(height),
}
}
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// Ensure the center point is within the map boundaries
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if center.X < 0 || center.Y < 0 || center.X >= width || center.Y >= height {
continue
}
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// Attempt to create a building at the selected center
size := minBuildingSizePx + randSrc.Float64()*(maxBuildingSizePx-minBuildingSizePx)
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shape := settings.BuildingShape
if shape == "mixed" {
shape = chooseShape(randSrc, settings.BuildingShapeRatios)
}
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var pixels []image.Point
var ok bool
if shape == "procedural" {
pixels, ok = getProceduralBuildingPixels(center, size, settings, waterMask, roadMask, buildingMask, width, height, randSrc)
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} else {
pixels, ok = getBuildingPixels(center, size, shape, waterMask, roadMask, buildingMask, width, height, randSrc)
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}
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if ok {
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// If successful, draw the building and update data structures
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for _, p := range pixels {
img.Set(p.X, p.Y, buildingColor)
buildingMask.SetPoint(p)
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}
buildings = append(buildings, pixels)
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buildingsPlaced++
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break // Move to the next building
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}
}
}
return buildings, buildingMask
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}
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// getProceduralBuildingPixels generates a complex building by connecting multiple shapes.
func getProceduralBuildingPixels(center image.Point, size float64, settings *Settings, waterMask, roadMask, buildingMask *PixelMask, width, height int, randSrc *rand.Rand) ([]image.Point, bool) {
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complexity := settings.MinBuildingComplexity
if settings.BuildingComplexityRatio > randSrc.Float64()*100 {
complexity = settings.MinBuildingComplexity + randSrc.Intn(settings.MaxBuildingComplexity-settings.MinBuildingComplexity+1)
}
type shapeDescription struct {
shape string
center image.Point
size float64
}
var shapeDescriptions []shapeDescription
var buildingCenter image.Point
// Generate component shapes
for i := 0; i < complexity; i++ {
shape := chooseShape(randSrc, settings.BuildingShapeRatios)
componentSize := size * (0.5 + randSrc.Float64()*0.5) // Components can be 50-100% of the building size
var newCenter image.Point
if i == 0 {
newCenter = center
buildingCenter = center
} else {
prevShape := shapeDescriptions[randSrc.Intn(len(shapeDescriptions))]
angle := randSrc.Float64() * 2 * math.Pi
dist := componentSize * (0.25 + randSrc.Float64()*0.5) // Overlap between 25% and 75%
newCenter = image.Point{
X: prevShape.center.X + int(dist*math.Cos(angle)),
Y: prevShape.center.Y + int(dist*math.Sin(angle)),
}
}
shapeDescriptions = append(shapeDescriptions, shapeDescription{shape, newCenter, componentSize})
}
var minX, minY, maxX, maxY int
for i, sd := range shapeDescriptions {
halfSize := int(sd.size / 2)
if i == 0 {
minX, minY = sd.center.X-halfSize, sd.center.Y-halfSize
maxX, maxY = sd.center.X+halfSize, sd.center.Y+halfSize
} else {
if sd.center.X-halfSize < minX {
minX = sd.center.X - halfSize
}
if sd.center.Y-halfSize < minY {
minY = sd.center.Y - halfSize
}
if sd.center.X+halfSize > maxX {
maxX = sd.center.X + halfSize
}
if sd.center.Y+halfSize > maxY {
maxY = sd.center.Y + halfSize
}
}
}
// Calculate scaling factor
currentWidth := float64(maxX - minX)
currentHeight := float64(maxY - minY)
scale := size / math.Max(currentWidth, currentHeight)
// Generate final pixels
var finalPixels []image.Point
pixelMap := make(map[image.Point]bool)
for _, sd := range shapeDescriptions {
scaledSize := sd.size * scale
scaledCenterX := buildingCenter.X + int((float64(sd.center.X)-float64(minX)-currentWidth/2)*scale)
scaledCenterY := buildingCenter.Y + int((float64(sd.center.Y)-float64(minY)-currentHeight/2)*scale)
pixels, ok := getComponentPixels(image.Point{X: scaledCenterX, Y: scaledCenterY}, scaledSize, sd.shape, randSrc)
if !ok {
continue
}
for _, p := range pixels {
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
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return nil, false
}
if !pixelMap[p] {
finalPixels = append(finalPixels, p)
pixelMap[p] = true
}
}
}
if len(finalPixels) == 0 {
return nil, false
}
return finalPixels, true
}
// scalePixels scales the building to the final size.
func scalePixels(pixels []image.Point, finalSize float64) []image.Point {
if len(pixels) == 0 {
return pixels
}
minX, minY := pixels[0].X, pixels[0].Y
maxX, maxY := pixels[0].X, pixels[0].Y
for _, p := range pixels {
if p.X < minX {
minX = p.X
}
if p.Y < minY {
minY = p.Y
}
if p.X > maxX {
maxX = p.X
}
if p.Y > maxY {
maxY = p.Y
}
}
// Calculate the current dimensions
currentWidth := float64(maxX - minX)
currentHeight := float64(maxY - minY)
scale := finalSize / math.Max(currentWidth, currentHeight)
// Calculate the center of the bounding box
centerX := float64(minX) + currentWidth/2
centerY := float64(minY) + currentHeight/2
// Scale and translate the pixels
var scaledPixels []image.Point
pixelMap := make(map[image.Point]bool) // To avoid duplicate pixels
for _, p := range pixels {
// Translate to origin
translatedX := float64(p.X) - centerX
translatedY := float64(p.Y) - centerY
// Scale
scaledX := translatedX * scale
scaledY := translatedY * scale
// Translate back to the center
finalX := int(math.Round(scaledX + centerX))
finalY := int(math.Round(scaledY + centerY))
newPoint := image.Point{X: finalX, Y: finalY}
if !pixelMap[newPoint] {
scaledPixels = append(scaledPixels, newPoint)
pixelMap[newPoint] = true
}
}
return scaledPixels
}
// getComponentPixels generates the pixels for a single shape component without collision checks.
func getComponentPixels(center image.Point, size float64, shape string, randSrc *rand.Rand) ([]image.Point, bool) {
var pixels []image.Point
var halfSize = int(size / 2)
switch shape {
case "squares":
for y := center.Y - halfSize; y <= center.Y+halfSize; y++ {
for x := center.X - halfSize; x <= center.X+halfSize; x++ {
pixels = append(pixels, image.Point{X: x, Y: y})
}
}
case "circles":
r2 := (size / 2) * (size / 2)
for y := center.Y - halfSize; y <= center.Y+halfSize; y++ {
for x := center.X - halfSize; x <= center.X+halfSize; x++ {
dx, dy := float64(x-center.X), float64(y-center.Y)
if dx*dx+dy*dy <= r2 {
pixels = append(pixels, image.Point{X: x, Y: y})
}
}
}
case "rectangles":
longSide := size
shortSide := randSrc.Float64()*(size-float64(halfSize)) + float64(halfSize)
var w, h int
if randSrc.Intn(2) == 0 {
w, h = int(longSide), int(shortSide)
} else {
w, h = int(shortSide), int(longSide)
}
halfW, halfH := w/2, h/2
for y := center.Y - halfH; y <= center.Y+halfH; y++ {
for x := center.X - halfW; x <= center.X+halfW; x++ {
pixels = append(pixels, image.Point{X: x, Y: y})
}
}
}
return pixels, len(pixels) > 0
}
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// chooseShape selects a building shape based on the provided ratios.
func chooseShape(randSrc *rand.Rand, ratios map[string]float64) string {
var shapes []string
var weights []float64
var cumulativeWeight float64
for shape, weight := range ratios {
shapes = append(shapes, shape)
cumulativeWeight += weight
weights = append(weights, cumulativeWeight)
}
// Generate a random number between 0 and the total weight
randNum := randSrc.Float64() * cumulativeWeight
for i, weight := range weights {
if randNum < weight {
return shapes[i]
}
}
// Default to the first shape if something goes wrong
return shapes[0]
}
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// getBuildingPixels determines the pixels for a single building based on its shape and checks for collisions.
func getBuildingPixels(center image.Point, size float64, shape string, waterMask, roadMask, buildingMask *PixelMask, width, height int, randSrc *rand.Rand) ([]image.Point, bool) {
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var pixels []image.Point
var halfSize = int(size / 2)
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// Generate pixels based on the selected building shape
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switch shape {
case "squares":
for y := center.Y - halfSize; y <= center.Y+halfSize; y++ {
for x := center.X - halfSize; x <= center.X+halfSize; x++ {
p := image.Point{X: x, Y: y}
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
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return nil, false // Collision detected
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}
pixels = append(pixels, p)
}
}
case "circles":
r2 := (size / 2) * (size / 2)
for y := center.Y - halfSize; y <= center.Y+halfSize; y++ {
for x := center.X - halfSize; x <= center.X+halfSize; x++ {
dx, dy := float64(x-center.X), float64(y-center.Y)
if dx*dx+dy*dy <= r2 {
p := image.Point{X: x, Y: y}
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
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return nil, false // Collision detected
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}
pixels = append(pixels, p)
}
}
}
case "rectangles":
longSide := size
shortSide := randSrc.Float64()*(size-float64(halfSize)) + float64(halfSize)
var w, h int
if randSrc.Intn(2) == 0 {
w, h = int(longSide), int(shortSide)
} else {
w, h = int(shortSide), int(longSide)
}
halfW, halfH := w/2, h/2
for y := center.Y - halfH; y <= center.Y+halfH; y++ {
for x := center.X - halfW; x <= center.X+halfW; x++ {
p := image.Point{X: x, Y: y}
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
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return nil, false // Collision detected
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}
pixels = append(pixels, p)
}
}
}
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// Final check to ensure pixels were generated
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if len(pixels) == 0 {
return nil, false
}
return pixels, true
}
// isPixelInSlice checks if a pixel is already in a slice of pixels.
func isPixelInSlice(pixel image.Point, pixelSlice []image.Point) bool {
for _, p := range pixelSlice {
if p == pixel {
return true
}
}
return false
}
var (
u8BufferPool = sync.Pool{
New: func() any { return make([]uint8, 0) },
}
f32BufferPool = sync.Pool{
New: func() any { return make([]float32, 0) },
}
)
func getU8Buffer(n int) []uint8 {
buf := u8BufferPool.Get().([]uint8)
if cap(buf) < n {
return make([]uint8, n)
}
return buf[:n]
}
func putU8Buffer(buf []uint8) {
if buf == nil {
return
}
u8BufferPool.Put(buf[:0])
}
func getF32Buffer(n int) []float32 {
buf := f32BufferPool.Get().([]float32)
if cap(buf) < n {
return make([]float32, n)
}
return buf[:n]
}
func putF32Buffer(buf []float32) {
if buf == nil {
return
}
f32BufferPool.Put(buf[:0])
}
func chamferDistanceFieldInto(baseMask []uint8, w, h int, dist []float32) []float32 {
const maxF = 1e6
total := w * h
if len(dist) < total {
dist = make([]float32, total)
} else {
dist = dist[:total]
}
for i := 0; i < total; i++ {
if baseMask[i] == 1 {
dist[i] = 0
} else {
dist[i] = maxF
}
}
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
i := y*w + x
if dist[i] == 0 {
continue
}
if x > 0 {
v := dist[i-1] + 1.0
if v < dist[i] {
dist[i] = v
}
}
if y > 0 {
v := dist[i-w] + 1.0
if v < dist[i] {
dist[i] = v
}
}
if x > 0 && y > 0 {
v := dist[i-w-1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
if x < w-1 && y > 0 {
v := dist[i-w+1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
}
}
for y := h - 1; y >= 0; y-- {
for x := w - 1; x >= 0; x-- {
i := y*w + x
if x < w-1 {
v := dist[i+1] + 1.0
if v < dist[i] {
dist[i] = v
}
}
if y < h-1 {
v := dist[i+w] + 1.0
if v < dist[i] {
dist[i] = v
}
}
if x < w-1 && y < h-1 {
v := dist[i+w+1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
if x > 0 && y < h-1 {
v := dist[i+w-1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
}
}
return dist
}
// FlattenBuildingAreas flattens the terrain under buildings and blends the surrounding area.
func FlattenBuildingAreas(heightMap *image.RGBA, buildings [][]image.Point, width, height int) *image.RGBA {
if len(buildings) == 0 {
return heightMap
}
newHeightMap := image.NewRGBA(heightMap.Bounds())
copy(newHeightMap.Pix, heightMap.Pix)
const bufferRadius = 5.0
for _, building := range buildings {
if len(building) == 0 {
continue
}
minX, minY := width-1, height-1
maxX, maxY := 0, 0
var totalGray uint32
for _, p := range building {
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height {
continue
}
if p.X < minX {
minX = p.X
}
if p.Y < minY {
minY = p.Y
}
if p.X > maxX {
maxX = p.X
}
if p.Y > maxY {
maxY = p.Y
}
srcIdx := p.Y*heightMap.Stride + p.X*4
totalGray += uint32(heightMap.Pix[srcIdx])
}
if minX > maxX || minY > maxY {
continue
}
avgGray := uint8(totalGray / uint32(len(building)))
pad := int(bufferRadius)
bx0 := max(0, minX-pad)
by0 := max(0, minY-pad)
bx1 := min(width-1, maxX+pad)
by1 := min(height-1, maxY+pad)
bw := bx1 - bx0 + 1
bh := by1 - by0 + 1
if bw <= 0 || bh <= 0 {
continue
}
maskSize := bw * bh
baseMask := getU8Buffer(maskSize)
for i := range baseMask {
baseMask[i] = 0
}
for _, p := range building {
if p.X < bx0 || p.X > bx1 || p.Y < by0 || p.Y > by1 {
continue
}
localIdx := (p.Y-by0)*bw + (p.X - bx0)
baseMask[localIdx] = 1
}
distBuf := getF32Buffer(maskSize)
dist := chamferDistanceFieldInto(baseMask, bw, bh, distBuf)
for y := by0; y <= by1; y++ {
localRow := (y - by0) * bw
rowOffset := y * newHeightMap.Stride
srcRowOffset := y * heightMap.Stride
for x := bx0; x <= bx1; x++ {
localIdx := localRow + (x - bx0)
idx := rowOffset + x*4
if baseMask[localIdx] == 1 {
newHeightMap.Pix[idx] = avgGray
newHeightMap.Pix[idx+1] = avgGray
newHeightMap.Pix[idx+2] = avgGray
newHeightMap.Pix[idx+3] = 255
continue
}
d := float64(dist[localIdx])
if d > bufferRadius {
continue
}
blendFactor := d / bufferRadius
if blendFactor > 1 {
blendFactor = 1
}
srcIdx := srcRowOffset + x*4
origGray := float64(heightMap.Pix[srcIdx])
newGray := uint8(float64(avgGray)*(1.0-blendFactor) + origGray*blendFactor)
newHeightMap.Pix[idx] = newGray
newHeightMap.Pix[idx+1] = newGray
newHeightMap.Pix[idx+2] = newGray
newHeightMap.Pix[idx+3] = 255
}
}
putF32Buffer(distBuf)
putU8Buffer(baseMask)
}
return newHeightMap
}