2026-02-05 15:11:55 -06:00
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package main
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import (
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"image"
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"image/color"
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"math"
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"math/rand"
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"sort"
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2026-02-09 09:41:35 -06:00
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"sync"
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2026-02-05 15:11:55 -06:00
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)
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2026-02-26 12:49:01 -06:00
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const (
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minBuildingSizePercent = 0.5
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maxBuildingSizePercent = 25.0
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buildingSizePercentStep = 0.5
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)
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func averageImageDimension(width, height int) float64 {
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return (float64(width) + float64(height)) / 2.0
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}
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func clampBuildingSizePercent(v float64) float64 {
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if v < minBuildingSizePercent {
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return minBuildingSizePercent
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}
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if v > maxBuildingSizePercent {
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return maxBuildingSizePercent
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}
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return v
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}
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func snapBuildingSizePercent(v float64) float64 {
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v = clampBuildingSizePercent(v)
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steps := math.Round((v - minBuildingSizePercent) / buildingSizePercentStep)
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return clampBuildingSizePercent(minBuildingSizePercent + steps*buildingSizePercentStep)
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}
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func normalizeBuildingSizePercentRange(minPercent, maxPercent float64) (float64, float64) {
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minPercent = snapBuildingSizePercent(minPercent)
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maxPercent = snapBuildingSizePercent(maxPercent)
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if minPercent > maxPercent {
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minPercent, maxPercent = maxPercent, minPercent
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}
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return minPercent, maxPercent
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}
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func getBuildingSizeRangePixels(settings *Settings, width, height int) (float64, float64) {
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minPercent, maxPercent := normalizeBuildingSizePercentRange(settings.MinBuildingSize, settings.MaxBuildingSize)
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avgDim := averageImageDimension(width, height)
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if avgDim < 1 {
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avgDim = 1
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}
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minPx := (minPercent / 100.0) * avgDim
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maxPx := (maxPercent / 100.0) * avgDim
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if minPx < 1 {
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minPx = 1
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}
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if maxPx < 1 {
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maxPx = 1
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}
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return minPx, maxPx
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}
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2026-02-05 17:50:55 -06:00
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// GenerateBuildings creates and places buildings on the map.
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func GenerateBuildings(
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img *image.RGBA,
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width,
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height int,
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settings *Settings,
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roadAnchors []image.Point,
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waterMask,
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roadMask,
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exitRoadMask *PixelMask,
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seed int64,
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) ([][]image.Point, *PixelMask) {
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// Early exit if no buildings are to be generated
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if settings.NumBuildings == 0 {
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return nil, nil
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}
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randSrc := rand.New(rand.NewSource(seed))
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buildingColor := color.RGBA{R: 128, G: 128, B: 128, A: 255} // Gray color for buildings
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if waterMask == nil {
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waterMask = NewPixelMask(width, height)
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}
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if roadMask == nil {
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roadMask = NewPixelMask(width, height)
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}
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if exitRoadMask == nil {
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exitRoadMask = NewPixelMask(width, height)
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}
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buildingMask := NewPixelMask(width, height)
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var buildings [][]image.Point
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var anchorPoints []image.Point
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var normalRoadAnchors []image.Point
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var exitRoadAnchors []image.Point
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if len(roadAnchors) > 0 {
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anchorPoints = roadAnchors
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for _, p := range anchorPoints {
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if exitRoadMask.GetPoint(p) {
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exitRoadAnchors = append(exitRoadAnchors, p)
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} else {
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normalRoadAnchors = append(normalRoadAnchors, p)
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}
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}
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} else {
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// If no roads, use all land pixels as anchors
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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p := image.Point{X: x, Y: y}
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if !waterMask.GetPoint(p) {
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anchorPoints = append(anchorPoints, p)
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}
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}
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}
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}
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// Early exit if no anchor points are available
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if len(anchorPoints) == 0 {
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return nil, nil
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}
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// Sort anchor points for deterministic placement
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sort.Slice(anchorPoints, func(i, j int) bool {
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if anchorPoints[i].Y != anchorPoints[j].Y {
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return anchorPoints[i].Y < anchorPoints[j].Y
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}
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return anchorPoints[i].X < anchorPoints[j].X
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})
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landPoints := make([]image.Point, 0, width*height)
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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p := image.Point{X: x, Y: y}
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if !waterMask.GetPoint(p) && !roadMask.GetPoint(p) {
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landPoints = append(landPoints, p)
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}
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}
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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
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minBuildingSizePx, maxBuildingSizePx := getBuildingSizeRangePixels(settings, width, height)
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for buildingsPlaced < settings.NumBuildings && maxPlacementAttempts > 0 {
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maxPlacementAttempts--
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// Select an anchor point for the new building
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var anchor image.Point
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if randSrc.Float64() > settings.BuildingDistribution/100.0 {
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// Buildings should only rarely use exit-road anchors.
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useExitAnchor := len(exitRoadAnchors) > 0 && randSrc.Float64() < 0.02
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if useExitAnchor {
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anchor = exitRoadAnchors[randSrc.Intn(len(exitRoadAnchors))]
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} else if len(normalRoadAnchors) > 0 {
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anchor = normalRoadAnchors[randSrc.Intn(len(normalRoadAnchors))]
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} else {
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anchor = anchorPoints[randSrc.Intn(len(anchorPoints))]
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}
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} else {
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if len(landPoints) == 0 {
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continue // No land to place buildings on
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}
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anchor = landPoints[randSrc.Intn(len(landPoints))]
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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++ {
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searchRadius := float64(i) * 2.0 // Search in expanding circles
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angle := randSrc.Float64() * 2 * math.Pi
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dist := searchRadius * randSrc.Float64()
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center := image.Point{
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X: anchor.X + int(dist*math.Cos(angle)),
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Y: anchor.Y + int(dist*math.Sin(angle)),
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}
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// For fully random distribution, pick any point on the map
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if settings.BuildingDistribution == 100 {
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center = image.Point{
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X: randSrc.Intn(width),
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Y: randSrc.Intn(height),
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}
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}
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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 {
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continue
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}
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// Attempt to create a building at the selected center
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size := minBuildingSizePx + randSrc.Float64()*(maxBuildingSizePx-minBuildingSizePx)
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shape := settings.BuildingShape
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if shape == "mixed" {
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shape = chooseShape(randSrc, settings.BuildingShapeRatios)
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}
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2026-02-06 10:21:40 -06:00
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var pixels []image.Point
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var ok bool
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if shape == "procedural" {
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pixels, ok = getProceduralBuildingPixels(center, size, settings, waterMask, roadMask, buildingMask, width, height, randSrc)
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} else {
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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 {
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img.Set(p.X, p.Y, buildingColor)
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buildingMask.SetPoint(p)
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}
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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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}
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}
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}
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return buildings, buildingMask
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}
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// getProceduralBuildingPixels generates a complex building by connecting multiple shapes.
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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
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if settings.BuildingComplexityRatio > randSrc.Float64()*100 {
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complexity = settings.MinBuildingComplexity + randSrc.Intn(settings.MaxBuildingComplexity-settings.MinBuildingComplexity+1)
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}
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type shapeDescription struct {
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shape string
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center image.Point
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size float64
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}
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var shapeDescriptions []shapeDescription
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var buildingCenter image.Point
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// Generate component shapes
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for i := 0; i < complexity; i++ {
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shape := chooseShape(randSrc, settings.BuildingShapeRatios)
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componentSize := size * (0.5 + randSrc.Float64()*0.5) // Components can be 50-100% of the building size
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var newCenter image.Point
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if i == 0 {
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newCenter = center
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buildingCenter = center
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} else {
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prevShape := shapeDescriptions[randSrc.Intn(len(shapeDescriptions))]
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angle := randSrc.Float64() * 2 * math.Pi
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dist := componentSize * (0.25 + randSrc.Float64()*0.5) // Overlap between 25% and 75%
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newCenter = image.Point{
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X: prevShape.center.X + int(dist*math.Cos(angle)),
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Y: prevShape.center.Y + int(dist*math.Sin(angle)),
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}
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}
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shapeDescriptions = append(shapeDescriptions, shapeDescription{shape, newCenter, componentSize})
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}
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var minX, minY, maxX, maxY int
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for i, sd := range shapeDescriptions {
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halfSize := int(sd.size / 2)
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if i == 0 {
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minX, minY = sd.center.X-halfSize, sd.center.Y-halfSize
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maxX, maxY = sd.center.X+halfSize, sd.center.Y+halfSize
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} else {
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if sd.center.X-halfSize < minX {
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minX = sd.center.X - halfSize
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}
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if sd.center.Y-halfSize < minY {
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minY = sd.center.Y - halfSize
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}
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if sd.center.X+halfSize > maxX {
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maxX = sd.center.X + halfSize
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}
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if sd.center.Y+halfSize > maxY {
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maxY = sd.center.Y + halfSize
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}
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}
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}
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// Calculate scaling factor
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currentWidth := float64(maxX - minX)
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currentHeight := float64(maxY - minY)
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scale := size / math.Max(currentWidth, currentHeight)
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// Generate final pixels
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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 {
|
2026-02-26 13:03:48 -06:00
|
|
|
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
|
2026-02-06 10:21:40 -06:00
|
|
|
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
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 09:01:09 -06:00
|
|
|
// 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]
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 17:50:55 -06:00
|
|
|
// getBuildingPixels determines the pixels for a single building based on its shape and checks for collisions.
|
2026-02-26 13:03:48 -06:00
|
|
|
func getBuildingPixels(center image.Point, size float64, shape string, waterMask, roadMask, buildingMask *PixelMask, width, height int, randSrc *rand.Rand) ([]image.Point, bool) {
|
2026-02-05 15:11:55 -06:00
|
|
|
var pixels []image.Point
|
|
|
|
|
var halfSize = int(size / 2)
|
|
|
|
|
|
2026-02-05 17:50:55 -06:00
|
|
|
// Generate pixels based on the selected building shape
|
2026-02-05 15:11:55 -06:00
|
|
|
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}
|
2026-02-26 13:03:48 -06:00
|
|
|
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
|
2026-02-05 17:50:55 -06:00
|
|
|
return nil, false // Collision detected
|
2026-02-05 15:11:55 -06:00
|
|
|
}
|
|
|
|
|
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}
|
2026-02-26 13:03:48 -06:00
|
|
|
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
|
2026-02-05 17:50:55 -06:00
|
|
|
return nil, false // Collision detected
|
2026-02-05 15:11:55 -06:00
|
|
|
}
|
|
|
|
|
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}
|
2026-02-26 13:03:48 -06:00
|
|
|
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || waterMask.GetPoint(p) || roadMask.GetPoint(p) || buildingMask.GetPoint(p) {
|
2026-02-05 17:50:55 -06:00
|
|
|
return nil, false // Collision detected
|
2026-02-05 15:11:55 -06:00
|
|
|
}
|
|
|
|
|
pixels = append(pixels, p)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 17:50:55 -06:00
|
|
|
// Final check to ensure pixels were generated
|
2026-02-05 15:11:55 -06:00
|
|
|
if len(pixels) == 0 {
|
|
|
|
|
return nil, false
|
|
|
|
|
}
|
|
|
|
|
return pixels, true
|
|
|
|
|
}
|
2026-02-09 09:41:35 -06:00
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
|
|
|
|
|
|
// Process each building in parallel.
|
|
|
|
|
var wg sync.WaitGroup
|
|
|
|
|
for _, building := range buildings {
|
|
|
|
|
wg.Add(1)
|
|
|
|
|
go func(building []image.Point) {
|
|
|
|
|
defer wg.Done()
|
|
|
|
|
|
|
|
|
|
// Calculate the average height of the building area.
|
|
|
|
|
var totalGray uint32
|
|
|
|
|
for _, p := range building {
|
|
|
|
|
gray, _, _, _ := newHeightMap.At(p.X, p.Y).RGBA()
|
|
|
|
|
totalGray += gray
|
|
|
|
|
}
|
|
|
|
|
avgGray := uint8(totalGray / uint32(len(building)) >> 8)
|
|
|
|
|
avgColor := color.RGBA{R: avgGray, G: avgGray, B: avgGray, A: 255}
|
|
|
|
|
|
|
|
|
|
// Flatten the building area.
|
|
|
|
|
for _, p := range building {
|
|
|
|
|
newHeightMap.Set(p.X, p.Y, avgColor)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
buffer := make([]image.Point, 0)
|
|
|
|
|
for _, p := range building {
|
|
|
|
|
for y := p.Y - 5; y <= p.Y+5; y++ {
|
|
|
|
|
for x := p.X - 5; x <= p.X+5; x++ {
|
|
|
|
|
if x >= 0 && x < width && y >= 0 && y < height {
|
|
|
|
|
candidate := image.Point{X: x, Y: y}
|
|
|
|
|
if !isPixelInSlice(candidate, building) && !isPixelInSlice(candidate, buffer) {
|
|
|
|
|
buffer = append(buffer, candidate)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Blend the buffer.
|
|
|
|
|
for _, p := range buffer {
|
|
|
|
|
originalColor := heightMap.At(p.X, p.Y)
|
|
|
|
|
_, g, _, _ := originalColor.RGBA()
|
|
|
|
|
|
|
|
|
|
minDist := math.MaxFloat64
|
|
|
|
|
for _, bp := range building {
|
|
|
|
|
dist := math.Sqrt(math.Pow(float64(p.X-bp.X), 2) + math.Pow(float64(p.Y-bp.Y), 2))
|
|
|
|
|
if dist < minDist {
|
|
|
|
|
minDist = dist
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Blend based on distance.
|
|
|
|
|
blendFactor := minDist / 5.0
|
|
|
|
|
if blendFactor > 1.0 {
|
|
|
|
|
blendFactor = 1.0
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
newGray := uint8(float64(avgGray)*(1.0-blendFactor) + float64(g>>8)*blendFactor)
|
|
|
|
|
newColor := color.RGBA{R: newGray, G: newGray, B: newGray, A: 255}
|
|
|
|
|
newHeightMap.Set(p.X, p.Y, newColor)
|
|
|
|
|
}
|
|
|
|
|
}(building)
|
|
|
|
|
}
|
|
|
|
|
wg.Wait()
|
|
|
|
|
|
|
|
|
|
return newHeightMap
|
|
|
|
|
}
|