added new version of road generation with dynamic road numbers based on number of buildings

This commit is contained in:
Grimsace
2026-02-26 11:05:38 -06:00
parent 3c1312c81c
commit 2c7af98fb4
5 changed files with 603 additions and 269 deletions
+1 -1
View File
@@ -31,10 +31,10 @@ A remake in go of a program that generates maps of rpg like towns. Inspied by Ro
| **Min River Width** | The minimum width of a generated river, as a percentage of the smaller of the map's width or height. | `1%` to `100%` |
| **Max River Width** | The maximum width of a generated river, as a percentage of the smaller of the map's width or height. | `1%` to `100%` |
| **River Curvyness** | How curvy the rivers are. At 100%, rivers will meander significantly. At 0%, they will be perfectly straight lines. | `0%` (straight) to `100%` (very curvy) |
| **Num Roads** | The number of roads to generate. | `0` to `1000` |
| **Min Road Width** | The minimum width of a generated road in pixels. | `1` to `100` |
| **Max Road Width** | The maximum width of a generated road in pixels. | `1` to `100` |
| **Road Exits** | The number of roads that start at the edge of the map and extend inwards. | `0` to `100` |
| **Minimum Road Angle** | The minimum angle allowed between two roads at a junction. Higher values reduce tightly packed, nearly parallel branches. | `0°` to `180°` |
| **Road Curvyness** | How curvy the roads are. At 100%, roads will have many twists and turns. At 0%, they will be perfectly straight. | `0%` (straight) to `100%` (very curvy) |
| **Road Distribution** | Controls the distribution of roads. At 100%, roads will be spread out across the entire map. At 0%, they will be clustered in the center. | `0%` (centered) to `100%` (spread out) |
| **Num Buildings** | The number of buildings to generate. | `0` to `1000` |
+3
View File
@@ -107,8 +107,11 @@ func newNumericInputSlider(min, max float64, initialValue float64, format string
// validate checks text entry for valid numeric input within the defined range
func (s *numericInputSlider) validate(text string, onError func(bool)) {
text = strings.TrimSpace(text)
text = strings.TrimSuffix(text, "px")
text = strings.TrimSuffix(text, "%")
text = strings.TrimSuffix(text, "°")
text = strings.TrimSpace(text)
val, err := strconv.ParseFloat(text, 64)
if err != nil {
s.errorLabel.SetText("Not a number")
+13 -13
View File
@@ -429,18 +429,6 @@ func main() {
val, _ := treeClumpinessSlider.value.Get()
settings.TreeClumpiness = val
}))
numRoadsSlider := newNumericInputSlider(0, 2000, float64(settings.NumRoads), "%.0f", "Number of Roads")
numRoadsSlider.entry.OnChanged = func(s string) {
numRoadsSlider.validate(s, func(hasError bool) {
errorStates["numRoads"] = hasError
updateGenerateBtnState()
})
}
numRoadsSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := numRoadsSlider.value.Get()
settings.NumRoads = int(val)
}))
minRoadWidthSlider := newNumericInputSlider(1, 150, settings.MinRoadWidth, "%.0fpx", "Min Road Width")
minRoadWidthSlider.entry.OnChanged = func(s string) {
minRoadWidthSlider.validate(s, func(hasError bool) {
@@ -501,6 +489,18 @@ func main() {
settings.RoadDistribution = val
}))
minRoadAngleSlider := newNumericInputSlider(0, 180, settings.MinRoadAngle, "%.0f°", "Minimum Road Angle")
minRoadAngleSlider.entry.OnChanged = func(s string) {
minRoadAngleSlider.validate(s, func(hasError bool) {
errorStates["minRoadAngle"] = hasError
updateGenerateBtnState()
})
}
minRoadAngleSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := minRoadAngleSlider.value.Get()
settings.MinRoadAngle = val
}))
// Create UI elements for error display and action buttons
errorLabel := widget.NewLabel("")
errorLabel.Wrapping = fyne.TextWrapWord
@@ -734,10 +734,10 @@ func main() {
))
roadsTab := container.NewTabItem("Roads", container.NewVBox(
numRoadsSlider,
minRoadWidthSlider,
maxRoadWidthSlider,
roadExitsSlider,
minRoadAngleSlider,
roadCurvynessSlider,
roadDistributionSlider,
))
+573 -250
View File
@@ -1,30 +1,29 @@
package main
import (
"fmt"
"image"
"image/color"
"math"
"math/rand"
"sort"
"sync"
"unsafe"
)
// PointOfInterest represents a location where roads may start, end, or intersect
// PointOfInterest represents a location where roads may start, end, or intersect.
type PointOfInterest struct {
X, Y int
Connections int
IsExit bool
X, Y int
Connections int
TargetDegree int
IsExit bool
ArterialWeight float64
}
// PathPoint represents a single point in a road's path with bridge flag
// PathPoint represents a single point in a road's path with bridge flag.
type PathPoint struct {
Point image.Point
IsBridge bool
}
// Road represents a connection between two Points of Interest
// Road represents a connection between two points of interest.
type Road struct {
Start, End *PointOfInterest
Width int
@@ -32,29 +31,32 @@ type Road struct {
Importance int
}
// GenerateRoads creates roads on the map
func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image, allWaterPixels []image.Point, seed int64) ([]image.Point, []image.Point, *image.RGBA) {
// GenerateRoads creates roads on the map.
func GenerateRoads(width, height int, settings *Settings, _ image.Image, allWaterPixels []image.Point, seed int64) ([]image.Point, []image.Point, *image.RGBA) {
img := image.NewRGBA(image.Rect(0, 0, width, height))
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
img.Set(x, y, color.Transparent)
}
}
randSrc := rand.New(rand.NewSource(seed))
roadColor := color.RGBA{R: 139, G: 69, B: 19, A: 255}
bridgeColor := color.RGBA{R: 60, G: 42, B: 33, A: 255}
waterMap := make(map[image.Point]bool, len(allWaterPixels))
for _, p := range allWaterPixels {
waterMap[p] = true
}
pois := generatePOIs(width, height, settings, allWaterPixels, randSrc)
if len(pois) == 0 {
roadTarget := estimateRoadTarget(settings, randSrc)
pois := generatePOIs(width, height, settings, waterMap, randSrc, roadTarget)
if len(pois) < 2 {
return nil, nil, img
}
roads := connectPOIs(pois, width, height, settings, randSrc, allWaterPixels)
assignRoadWidths(roads, settings)
roads := connectPOIs(pois, width, height, settings, randSrc, waterMap, roadTarget)
roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMap)
if len(roads) == 0 {
return nil, nil, img
}
assignRoadWidths(roads, settings, randSrc)
var allRoadPixels []image.Point
var allBridgePixels []image.Point
allRoadPixels := make([]image.Point, 0, len(roads)*64)
allBridgePixels := make([]image.Point, 0, len(roads)*16)
for _, road := range roads {
roadPixels, bridgePixels := drawRoad(img, road.Points, roadColor, bridgeColor, road.Width)
allRoadPixels = append(allRoadPixels, roadPixels...)
@@ -64,236 +66,537 @@ func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image,
return allRoadPixels, allBridgePixels, img
}
// generatePOIs creates initial points where roads will originate
func generatePOIs(width, height int, settings *Settings, allWaterPixels []image.Point, randSrc *rand.Rand) []*PointOfInterest {
numPOIs := settings.NumRoads / 2
if numPOIs == 0 {
func generatePOIs(width, height int, settings *Settings, waterMap map[image.Point]bool, randSrc *rand.Rand, roadTarget int) []*PointOfInterest {
distribution := clamp01(settings.RoadDistribution / 100.0)
avgBuildingSize := (settings.MinBuildingSize + settings.MaxBuildingSize) / 2.0
if avgBuildingSize < 1 {
avgBuildingSize = 1
}
coreNodes := estimateCoreNodeCount(width, height, distribution, avgBuildingSize, settings.NumBuildings)
if coreNodes < 2 {
coreNodes = 2
}
// Keep node count compatible with the requested road segment budget so a connected graph is feasible.
maxTotalNodes := max(2, roadTarget+1)
if coreNodes > maxTotalNodes {
coreNodes = maxTotalNodes
}
centerX := width / 2
centerY := height / 2
maxRadius := math.Min(float64(width), float64(height)) * 0.48
minRadius := math.Min(float64(width), float64(height)) * 0.10
radius := minRadius + (maxRadius-minRadius)*distribution
pois := make([]*PointOfInterest, 0, coreNodes)
for len(pois) < coreNodes {
x, y, ok := sampleCorePOI(centerX, centerY, radius, width, height, randSrc)
if !ok {
break
}
p := image.Point{X: x, Y: y}
// Keep larger spacing between intersections so buildings have room.
if waterMap[p] || isTooCloseToExisting(pois, x, y, avgBuildingSize*1.1) {
continue
}
pois = append(pois, &PointOfInterest{X: x, Y: y, TargetDegree: sampleTargetDegree(randSrc)})
}
if len(pois) == 0 {
return nil
}
waterMap := make(map[image.Point]bool)
for _, p := range allWaterPixels {
waterMap[p] = true
}
numExits := settings.RoadExits
if numExits > settings.NumRoads {
numExits = settings.NumRoads
}
pois := make([]*PointOfInterest, 0, numPOIs)
centerX := width / 2
centerY := height / 2
maxRadius := math.Min(float64(width)/2, float64(height)/2)
radius := maxRadius * (settings.RoadDistribution / 100.0)
for i := 0; i < numPOIs; i++ {
var x, y int
found := false
for j := 0; j < 100; j++ {
if i < numExits {
side := randSrc.Intn(4)
switch side {
case 0:
x = randSrc.Intn(width)
y = 0
case 1:
x = randSrc.Intn(width)
y = height - 1
case 2:
x = 0
y = randSrc.Intn(height)
case 3:
x = width - 1
y = randSrc.Intn(height)
}
} else {
angle := randSrc.Float64() * 2 * math.Pi
r := math.Sqrt(randSrc.Float64()) * radius
x = int(float64(centerX) + r*math.Cos(angle))
y = int(float64(centerY) + r*math.Sin(angle))
}
if !waterMap[image.Point{X: x, Y: y}] {
found = true
break
}
}
if found {
isExit := i < numExits
pois = append(pois, &PointOfInterest{X: x, Y: y, IsExit: isExit})
}
for _, poi := range pois {
centerDist := math.Hypot(float64(poi.X-centerX), float64(poi.Y-centerY))
centerFactor := 1.0 - clamp01(centerDist/(radius+1))
sizeFactor := clamp01((avgBuildingSize - 4.0) / 40.0)
poi.ArterialWeight = clamp01(0.60*centerFactor + 0.40*sizeFactor)
}
return pois
}
// connectPOIs creates roads by connecting Points of Interest
func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, allWaterPixels []image.Point) []*Road {
if len(pois) < 2 {
func estimateCoreNodeCount(width, height int, distribution, avgBuildingSize float64, numBuildings int) int {
targetArea := float64(width*height) * (0.10 + 0.90*distribution)
spacing := avgBuildingSize * (1.4 - 0.5*distribution)
if spacing < 6 {
spacing = 6
}
byArea := int((targetArea / (spacing * spacing)) * 0.18)
buildingPressure := int(math.Sqrt(float64(max(numBuildings, 1))) * (0.7 + distribution*0.9))
nodes := byArea + buildingPressure
if nodes < 8 {
nodes = 8
}
maxNodes := int(clamp(float64(width*height)/50000.0, 80, 550))
if nodes > maxNodes {
nodes = maxNodes
}
return nodes
}
func sampleCorePOI(centerX, centerY int, radius float64, width, height int, randSrc *rand.Rand) (int, int, bool) {
for i := 0; i < 60; i++ {
t := randSrc.Float64() * 2 * math.Pi
r := radius * math.Sqrt(randSrc.Float64())
x := centerX + int(math.Round(r*math.Cos(t)))
y := centerY + int(math.Round(r*math.Sin(t)))
if x >= 0 && x < width && y >= 0 && y < height {
return x, y, true
}
}
return 0, 0, false
}
func isTooCloseToExisting(pois []*PointOfInterest, x, y int, minDist float64) bool {
minDist2 := minDist * minDist
for _, p := range pois {
dx := float64(p.X - x)
dy := float64(p.Y - y)
if dx*dx+dy*dy < minDist2 {
return true
}
}
return false
}
func sampleEdgePOI(width, height int, randSrc *rand.Rand) *PointOfInterest {
side := randSrc.Intn(4)
switch side {
case 0:
return &PointOfInterest{X: randSrc.Intn(width), Y: 0}
case 1:
return &PointOfInterest{X: randSrc.Intn(width), Y: height - 1}
case 2:
return &PointOfInterest{X: 0, Y: randSrc.Intn(height)}
default:
return &PointOfInterest{X: width - 1, Y: randSrc.Intn(height)}
}
}
func sampleTargetDegree(randSrc *rand.Rand) int {
r := randSrc.Float64()
switch {
case r < 0.03:
return 1
case r < 0.17:
return 2
case r < 0.40:
return 3
case r < 0.85:
return 4
default:
return 5
}
}
func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMap map[image.Point]bool, roadTarget int) []*Road {
minAngle := settings.MinRoadAngle * math.Pi / 180.0
if minAngle < 0 {
minAngle = 0
}
edgeDist := math.Min(float64(width), float64(height)) * 0.30
if roadTarget < len(pois)-1 {
roadTarget = len(pois) - 1
}
type edgeCandidate struct {
a, b int
score float64
}
candidates := make([]edgeCandidate, 0, len(pois)*6)
for i := 0; i < len(pois); i++ {
for j := i + 1; j < len(pois); j++ {
a := pois[i]
b := pois[j]
if a.IsExit && b.IsExit {
continue
}
dx := float64(a.X - b.X)
dy := float64(a.Y - b.Y)
d := math.Hypot(dx, dy)
if !a.IsExit && !b.IsExit && d > edgeDist {
continue
}
if (a.IsExit || b.IsExit) && d > edgeDist*1.6 {
continue
}
arterialBias := 1.0 - math.Abs(a.ArterialWeight-b.ArterialWeight)
distanceBias := 1.0 - clamp01(d/(edgeDist*1.6))
score := arterialBias*0.65 + distanceBias*0.35 + randSrc.Float64()*0.08
candidates = append(candidates, edgeCandidate{a: i, b: j, score: score})
}
}
if len(candidates) == 0 {
return nil
}
var roads []*Road
var roadChan = make(chan *Road)
var wg sync.WaitGroup
sort.Slice(candidates, func(i, j int) bool {
return candidates[i].score > candidates[j].score
})
visited := make(map[*PointOfInterest]bool)
existingRoads := make(map[string]bool)
selected := make(map[uint64]bool, roadTarget)
adjAngles := make([][]float64, len(pois))
selectedEdges := make([]edgeCandidate, 0, roadTarget)
centerX := width / 2
centerY := height / 2
var startNode *PointOfInterest
minDist := -1.0
for _, poi := range pois {
if poi == nil {
continue
}
dist := math.Sqrt(math.Pow(float64(poi.X-centerX), 2) + math.Pow(float64(poi.Y-centerY), 2))
if startNode == nil || dist < minDist {
minDist = dist
startNode = poi
}
addEdge := func(pick edgeCandidate) {
key := edgeKey(pick.a, pick.b)
selected[key] = true
selectedEdges = append(selectedEdges, pick)
a := pois[pick.a]
b := pois[pick.b]
angAB := math.Atan2(float64(b.Y-a.Y), float64(b.X-a.X))
angBA := normalizeAngle(angAB + math.Pi)
a.Connections++
b.Connections++
adjAngles[pick.a] = append(adjAngles[pick.a], angAB)
adjAngles[pick.b] = append(adjAngles[pick.b], angBA)
}
if startNode == nil {
return nil
canUseEdge := func(pick edgeCandidate) bool {
key := edgeKey(pick.a, pick.b)
if selected[key] {
return false
}
a := pois[pick.a]
b := pois[pick.b]
if a.Connections >= max(1, a.TargetDegree+1) || b.Connections >= max(1, b.TargetDegree+1) {
return false
}
angAB := math.Atan2(float64(b.Y-a.Y), float64(b.X-a.X))
angBA := normalizeAngle(angAB + math.Pi)
if !angleAllowed(adjAngles[pick.a], angAB, minAngle) || !angleAllowed(adjAngles[pick.b], angBA, minAngle) {
return false
}
return pick.score-degreePenalty(a, b) >= -0.4
}
visited[startNode] = true
// Phase 1: enforce one connected backbone.
start := 0
bestWeight := pois[0].ArterialWeight
for i := 1; i < len(pois); i++ {
if pois[i].ArterialWeight > bestWeight {
start = i
bestWeight = pois[i].ArterialWeight
}
}
connected := make([]bool, len(pois))
connected[start] = true
connectedCount := 1
avgDim := float64(width+height) / 2.0
numControlPoints := max(int(avgDim*0.03), 60)
for len(visited) < len(pois) {
var closest *PointOfInterest
var fromNode *PointOfInterest
minDist := -1.0
for poi := range visited {
for _, other := range pois {
if poi == nil || other == nil {
continue
}
if !visited[other] {
dist := math.Sqrt(math.Pow(float64(poi.X-other.X), 2) + math.Pow(float64(poi.Y-other.Y), 2))
key := fmt.Sprintf("%p-%p", poi, other)
if uintptr(unsafe.Pointer(poi)) > uintptr(unsafe.Pointer(other)) {
key = fmt.Sprintf("%p-%p", other, poi)
}
if existingRoads[key] {
continue
}
if poi.IsExit && other.IsExit {
continue
}
if closest == nil || dist < minDist {
minDist = dist
closest = other
fromNode = poi
}
}
for connectedCount < len(pois) && len(selectedEdges) < roadTarget {
bestIdx := -1
bestScore := -1.0
for idx, c := range candidates {
aConn := connected[c.a]
bConn := connected[c.b]
if aConn == bConn {
continue
}
if !canUseEdge(c) {
continue
}
if c.score > bestScore {
bestScore = c.score
bestIdx = idx
}
}
if closest != nil {
visited[closest] = true
fromNode.Connections++
closest.Connections++
key := fmt.Sprintf("%p-%p", fromNode, closest)
if uintptr(unsafe.Pointer(fromNode)) > uintptr(unsafe.Pointer(closest)) {
key = fmt.Sprintf("%p-%p", closest, fromNode)
}
existingRoads[key] = true
wg.Add(1)
go func(fromNode, closest *PointOfInterest) {
defer wg.Done()
localRand := rand.New(rand.NewSource(randSrc.Int63()))
path := calculateRoadPath(fromNode, closest, settings.RoadCurvyness/100.0, avgDim, localRand, numControlPoints, allWaterPixels)
roadChan <- &Road{
Start: fromNode,
End: closest,
Points: path,
}
}(fromNode, closest)
} else {
if bestIdx == -1 {
break
}
pick := candidates[bestIdx]
addEdge(pick)
if !connected[pick.a] {
connected[pick.a] = true
connectedCount++
}
if !connected[pick.b] {
connected[pick.b] = true
connectedCount++
}
}
go func() {
wg.Wait()
close(roadChan)
}()
for road := range roadChan {
roads = append(roads, road)
// Phase 2: add extra links up to the target.
for _, pick := range candidates {
if len(selectedEdges) >= roadTarget {
break
}
if !canUseEdge(pick) {
continue
}
addEdge(pick)
}
for _, road := range roads {
road.Importance = road.Start.Connections + road.End.Connections
roads := make([]*Road, 0, len(selectedEdges))
avgDim := float64(width+height) / 2
for _, e := range selectedEdges {
a := pois[e.a]
b := pois[e.b]
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMap)
imp := a.Connections + b.Connections + int(math.Round((a.ArterialWeight+b.ArterialWeight)*4))
roads = append(roads, &Road{Start: a, End: b, Points: path, Importance: imp})
}
return roads
}
// assignRoadWidths sets road width based on importance
func assignRoadWidths(roads []*Road, settings *Settings) {
func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMap map[image.Point]bool) []*Road {
if settings.RoadExits <= 0 || len(pois) == 0 {
return roads
}
exitRoadsAdded := 0
avgDim := float64(width+height) / 2
usedEdgePoints := make([]image.Point, 0, settings.RoadExits)
for i := 0; i < settings.RoadExits; i++ {
edgeNode, ok := sampleNonWaterEdgePOI(width, height, randSrc, waterMap, usedEdgePoints)
if !ok {
continue
}
anchor := chooseExitAnchor(pois, usedEdgePoints, randSrc)
if anchor == nil {
continue
}
anchor.Connections++
edgeNode.IsExit = true
edgeNode.TargetDegree = 1
edgeNode.Connections = 1
path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMap)
importance := anchor.Connections + edgeNode.Connections + int(math.Round(anchor.ArterialWeight*3))
roads = append(roads, &Road{
Start: anchor,
End: edgeNode,
Points: path,
Importance: importance,
})
usedEdgePoints = append(usedEdgePoints, image.Point{X: edgeNode.X, Y: edgeNode.Y})
exitRoadsAdded++
}
_ = exitRoadsAdded
return roads
}
func sampleNonWaterEdgePOI(width, height int, randSrc *rand.Rand, waterMap map[image.Point]bool, used []image.Point) (*PointOfInterest, bool) {
minSpacing := math.Min(float64(width), float64(height)) * 0.08
minSpacing2 := minSpacing * minSpacing
for tries := 0; tries < 120; tries++ {
p := sampleEdgePOI(width, height, randSrc)
pt := image.Point{X: p.X, Y: p.Y}
if waterMap[pt] {
continue
}
tooClose := false
for _, u := range used {
dx := float64(u.X - p.X)
dy := float64(u.Y - p.Y)
if dx*dx+dy*dy < minSpacing2 {
tooClose = true
break
}
}
if tooClose {
continue
}
return p, true
}
return nil, false
}
func chooseExitAnchor(pois []*PointOfInterest, usedExits []image.Point, randSrc *rand.Rand) *PointOfInterest {
if len(pois) == 0 {
return nil
}
if len(usedExits) == 0 {
best := pois[0]
for i := 1; i < len(pois); i++ {
if pois[i].ArterialWeight > best.ArterialWeight {
best = pois[i]
}
}
return best
}
target := usedExits[len(usedExits)-1]
best := pois[randSrc.Intn(len(pois))]
bestScore := -1.0
for _, p := range pois {
d := math.Hypot(float64(p.X-target.X), float64(p.Y-target.Y))
score := p.ArterialWeight*2.0 + clamp(1.0-d/2000.0, 0, 1)
if score > bestScore {
bestScore = score
best = p
}
}
return best
}
func estimateRoadTarget(settings *Settings, randSrc *rand.Rand) int {
// Two random numbers in [1,10], averaged -> triangular distribution centered at 10.5.
divisor := float64((randSrc.Intn(10)+1)+(randSrc.Intn(10)+1)) / 2.0
roads := int(math.Round(float64(max(settings.NumBuildings, 1)) / divisor))
if roads < 4 {
roads = 4
}
// Keep exits connectable and cap by graph size.
if roads < settings.RoadExits {
roads = settings.RoadExits
}
return roads
}
func edgeKey(a, b int) uint64 {
if a > b {
a, b = b, a
}
return (uint64(uint32(a)) << 32) | uint64(uint32(b))
}
func degreePenalty(a, b *PointOfInterest) float64 {
penalty := 0.0
if a.Connections >= a.TargetDegree {
penalty += 0.20 + float64(a.Connections-a.TargetDegree)*0.12
}
if b.Connections >= b.TargetDegree {
penalty += 0.20 + float64(b.Connections-b.TargetDegree)*0.12
}
return penalty
}
func angleAllowed(existing []float64, candidate, minAngle float64) bool {
if minAngle <= 0 || len(existing) == 0 {
return true
}
for _, ang := range existing {
d := math.Abs(normalizeAngle(candidate - ang))
if d > math.Pi {
d = 2*math.Pi - d
}
if d < minAngle {
return false
}
}
return true
}
func normalizeAngle(a float64) float64 {
for a <= -math.Pi {
a += 2 * math.Pi
}
for a > math.Pi {
a -= 2 * math.Pi
}
return a
}
func assignRoadWidths(roads []*Road, settings *Settings, randSrc *rand.Rand) {
if len(roads) == 0 {
return
}
sort.Slice(roads, func(i, j int) bool {
return roads[i].Importance > roads[j].Importance
})
minWidth := settings.MinRoadWidth
maxWidth := settings.MaxRoadWidth
widthStep := 0.0
if len(roads) > 1 {
widthStep = (maxWidth - minWidth) / float64(len(roads)-1)
if maxWidth < minWidth {
minWidth, maxWidth = maxWidth, minWidth
}
for i, road := range roads {
road.Width = int(maxWidth - float64(i)*widthStep)
maxImportance := 1
for _, road := range roads {
if road.Importance > maxImportance {
maxImportance = road.Importance
}
}
widths := make(map[*Road]float64, len(roads))
adj := make(map[*PointOfInterest][]*Road)
for _, r := range roads {
n := float64(r.Importance) / float64(maxImportance)
jitter := (randSrc.Float64() - 0.5) * 0.16
base := minWidth + (maxWidth-minWidth)*clamp01(n+jitter)
widths[r] = base
adj[r.Start] = append(adj[r.Start], r)
adj[r.End] = append(adj[r.End], r)
}
for i := 0; i < 2; i++ {
next := make(map[*Road]float64, len(widths))
for r, w := range widths {
total := w
count := 1.0
for _, n := range []*PointOfInterest{r.Start, r.End} {
for _, nbr := range adj[n] {
if nbr == r {
continue
}
total += widths[nbr]
count += 1
}
}
next[r] = w*0.55 + (total/count)*0.45
}
widths = next
}
for _, r := range roads {
w := clamp(widths[r], minWidth, maxWidth)
r.Width = max(1, int(math.Round(w)))
}
}
// drawRoad draws a single road on the image including bridges
// drawRoad draws a single road on the image including bridges.
func drawRoad(img *image.RGBA, points []PathPoint, roadColor, bridgeColor color.Color, width int) ([]image.Point, []image.Point) {
var roadPixels []image.Point
var bridgePixels []image.Point
for i := 0; i < len(points)-1; i++ {
bridgeWidth := int(math.Ceil(float64(width) * 1.15))
if bridgeWidth < 1 {
bridgeWidth = 1
}
for i := 0; i < len(points)-1; {
p1 := points[i]
p2 := points[i+1]
c := roadColor
isBridge := p1.IsBridge && p2.IsBridge
if isBridge {
c = bridgeColor
}
linePoints := drawLine(img, p1.Point.X, p1.Point.Y, p2.Point.X, p2.Point.Y, c, width)
if isBridge {
bridgePixels = append(bridgePixels, linePoints...)
} else {
if !isBridge {
linePoints := drawLine(img, p1.Point.X, p1.Point.Y, p2.Point.X, p2.Point.Y, roadColor, width)
roadPixels = append(roadPixels, linePoints...)
i++
continue
}
// Draw each contiguous bridge run as one straight span.
start := i
end := i + 1
for end < len(points)-1 && points[end].IsBridge && points[end+1].IsBridge {
end++
}
linePoints := drawLine(
img,
points[start].Point.X, points[start].Point.Y,
points[end].Point.X, points[end].Point.Y,
bridgeColor,
bridgeWidth,
)
bridgePixels = append(bridgePixels, linePoints...)
i = end
}
return roadPixels, bridgePixels
}
// bresenhamRoad creates a path between control points using Bresenham's algorithm
func bresenhamRoad(path []image.Point) []image.Point {
if len(path) < 2 {
return path
}
var fullPath []image.Point
fullPath := make([]image.Point, 0, len(path)*8)
for i := 0; i < len(path)-1; i++ {
p1, p2 := path[i], path[i+1]
dx, dy := p2.X-p1.X, p2.Y-p1.Y
@@ -327,82 +630,92 @@ func bresenhamRoad(path []image.Point) []image.Point {
return fullPath
}
// calculateRoadPath computes the path for a road including curves and bridges
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, numControlPoints int, allWaterPixels []image.Point) []PathPoint {
// calculateRoadPath computes the path for a road including curves and bridges.
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, waterMap map[image.Point]bool) []PathPoint {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Sqrt(float64(dx*dx + dy*dy))
waterMap := make(map[image.Point]bool)
for _, p := range allWaterPixels {
waterMap[p] = true
}
dist := math.Hypot(float64(dx), float64(dy))
if dist == 0 {
return []PathPoint{{Point: image.Point{X: start.X, Y: start.Y}, IsBridge: waterMap[image.Point{X: start.X, Y: start.Y}]}}
p := image.Point{X: start.X, Y: start.Y}
return []PathPoint{{Point: p, IsBridge: waterMap[p]}}
}
distanceFactor := math.Min(1.0, dist/(avgDim*0.5))
adjustedCurvyness := curvyness * distanceFactor
if adjustedCurvyness == 0 {
curve := clamp(curvyness, 0, 1)
if curve <= 0 {
points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
pathPoints := make([]PathPoint, len(points))
for i, p := range points {
pathPoints[i] = PathPoint{Point: p, IsBridge: waterMap[p]}
}
return pathPoints
return toPathPoints(points, waterMap)
}
// Non-linear scaling: low values stay fairly straight, high values become very winding.
strength := math.Pow(curve, 1.35)
if strength < 0.001 {
points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
return toPathPoints(points, waterMap)
}
baseControls := int(math.Max(12, dist/(22.0-14.0*strength)))
controlPoints := make([]image.Point, baseControls+1)
perpX, perpY := -float64(dy)/dist, float64(dx)/dist
lengthScale := clamp(dist/(avgDim*0.55), 0.45, 2.4)
ampBase := clamp(dist*(0.01+0.13*strength*strength), 2, avgDim*0.16)
amp1 := ampBase * (0.9 + randSrc.Float64()*0.25)
amp2 := ampBase * (0.45 + randSrc.Float64()*0.20)
amp3 := ampBase * (0.20 + randSrc.Float64()*0.15)
w1 := clamp(dist*(1.10-0.70*strength), 30, avgDim*0.95)
w2 := clamp(dist*(0.55-0.30*strength), 16, avgDim*0.55)
w3 := clamp(dist*(0.26-0.12*strength), 8, avgDim*0.30)
type wave struct {
amplitude float64
numWaves float64
phase float64
amplitude float64
wavelength float64
phase float64
}
waves := make([]wave, 2)
amp := (avgDim / 10.0) * adjustedCurvyness
mainWavelength := avgDim / 4.0
if mainWavelength < 1 {
mainWavelength = 1
}
baseNumWaves := (dist / mainWavelength) * adjustedCurvyness
waves[0] = wave{
amplitude: amp,
numWaves: baseNumWaves * (0.75 + randSrc.Float64()*0.5),
phase: randSrc.Float64() * 2 * math.Pi,
waves := []wave{
{
amplitude: amp1,
wavelength: w1,
phase: randSrc.Float64() * 2 * math.Pi,
},
{
amplitude: amp2,
wavelength: w2,
phase: randSrc.Float64() * 2 * math.Pi,
},
{
amplitude: amp3,
wavelength: w3,
phase: randSrc.Float64() * 2 * math.Pi,
},
}
waves[1] = wave{
amplitude: amp / 4,
numWaves: baseNumWaves * 4 * (0.75 + randSrc.Float64()*0.5),
phase: randSrc.Float64() * 2 * math.Pi,
}
controlPoints := make([]image.Point, numControlPoints+1)
for i := 0; i <= numControlPoints; i++ {
t := float64(i) / float64(numControlPoints)
for i := 0; i <= baseControls; i++ {
t := float64(i) / float64(baseControls)
x := float64(start.X) + t*float64(dx)
y := float64(start.Y) + t*float64(dy)
p := image.Point{X: int(math.Round(x)), Y: int(math.Round(y))}
if !waterMap[p] {
perpX, perpY := -float64(dy)/dist, float64(dx)/dist
totalOffset := 0.0
for _, w := range waves {
totalOffset += math.Sin(t*w.numWaves*2*math.Pi+w.phase) * w.amplitude
}
totalOffset *= math.Sin(t * math.Pi)
x += totalOffset * perpX
y += totalOffset * perpY
// Keep endpoints fixed while allowing large mid-segment deflection.
envelope := math.Pow(math.Sin(t*math.Pi), 0.78)
offset := 0.0
for _, w := range waves {
angle := (dist*t/w.wavelength)*2*math.Pi + w.phase
offset += math.Sin(angle) * w.amplitude
}
offset *= envelope * lengthScale
x += offset * perpX
y += offset * perpY
controlPoints[i] = image.Point{X: int(math.Round(x)), Y: int(math.Round(y))}
}
points := bresenhamRoad(controlPoints)
return toPathPoints(points, waterMap)
}
func toPathPoints(points []image.Point, waterMap map[image.Point]bool) []PathPoint {
pathPoints := make([]PathPoint, len(points))
for i, p := range points {
pathPoints[i] = PathPoint{Point: p, IsBridge: waterMap[p]}
@@ -410,7 +723,7 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
return pathPoints
}
// drawLine draws a line with specified width on the image
// drawLine draws a line with specified width on the image.
func drawLine(img *image.RGBA, x0, y0, x1, y1 int, col color.Color, width int) []image.Point {
var points []image.Point
dx := abs(x1 - x0)
@@ -453,7 +766,17 @@ func drawLine(img *image.RGBA, x0, y0, x1, y1 int, col color.Color, width int) [
return points
}
// abs returns the absolute value of an integer
func clamp(v, lo, hi float64) float64 {
if v < lo {
return lo
}
if v > hi {
return hi
}
return v
}
// abs returns the absolute value of an integer.
func abs(x int) int {
if x < 0 {
return -x
+13 -5
View File
@@ -35,12 +35,12 @@ type Settings struct {
TreeClumpiness float64 `json:"tree_clumpiness"`
// Road settings
NumRoads int `json:"num_roads"`
MinRoadWidth float64 `json:"min_road_width"`
MaxRoadWidth float64 `json:"max_road_width"`
RoadExits int `json:"road_exits"`
RoadCurvyness float64 `json:"road_curvyness"`
RoadDistribution float64 `json:"road_distribution"`
MinRoadAngle float64 `json:"min_road_angle"`
// Building settings
NumBuildings int `json:"num_buildings"`
@@ -130,12 +130,12 @@ func LoadSettings() (*Settings, error) {
RiverCurvyness: 50,
RiverWidthVariability: 50,
RiverEdgeRoughness: 50,
NumRoads: 100,
MinRoadWidth: 2,
MaxRoadWidth: 8,
RoadExits: 5,
RoadCurvyness: 50,
RoadDistribution: 50,
MinRoadAngle: 18,
NumBuildings: 200,
MinBuildingSize: 10,
MaxBuildingSize: 30,
@@ -157,12 +157,17 @@ func LoadSettings() (*Settings, error) {
}
defer file.Close()
// Decode the JSON data into a Settings struct
var settings Settings
// Decode through a wrapper so we can tell whether newer fields were present.
type settingsDisk struct {
Settings
MinRoadAngle *float64 `json:"min_road_angle"`
}
var disk settingsDisk
decoder := json.NewDecoder(file)
if err := decoder.Decode(&settings); err != nil {
if err := decoder.Decode(&disk); err != nil {
return nil, err
}
settings := disk.Settings
if settings.LakeShape == "" {
settings.LakeShape = "circle"
@@ -187,6 +192,9 @@ func LoadSettings() (*Settings, error) {
if settings.BuildingComplexityRatio == 0 {
settings.BuildingComplexityRatio = 50
}
if disk.MinRoadAngle == nil {
settings.MinRoadAngle = 18
}
// Ensure LastExportPath is set to a default value if it's empty
if settings.LastExportPath == "" {