added new version of road generation with dynamic road numbers based on number of buildings
This commit is contained in:
@@ -1,30 +1,29 @@
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package main
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import (
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"fmt"
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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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"sync"
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"unsafe"
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)
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// PointOfInterest represents a location where roads may start, end, or intersect
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// PointOfInterest represents a location where roads may start, end, or intersect.
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type PointOfInterest struct {
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X, Y int
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Connections int
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IsExit bool
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X, Y int
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Connections int
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TargetDegree int
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IsExit bool
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ArterialWeight float64
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}
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// PathPoint represents a single point in a road's path with bridge flag
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// PathPoint represents a single point in a road's path with bridge flag.
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type PathPoint struct {
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Point image.Point
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IsBridge bool
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}
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// Road represents a connection between two Points of Interest
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// Road represents a connection between two points of interest.
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type Road struct {
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Start, End *PointOfInterest
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Width int
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@@ -32,29 +31,32 @@ type Road struct {
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Importance int
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}
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// GenerateRoads creates roads on the map
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func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image, allWaterPixels []image.Point, seed int64) ([]image.Point, []image.Point, *image.RGBA) {
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// GenerateRoads creates roads on the map.
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func GenerateRoads(width, height int, settings *Settings, _ image.Image, allWaterPixels []image.Point, seed int64) ([]image.Point, []image.Point, *image.RGBA) {
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img := image.NewRGBA(image.Rect(0, 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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img.Set(x, y, color.Transparent)
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}
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}
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randSrc := rand.New(rand.NewSource(seed))
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roadColor := color.RGBA{R: 139, G: 69, B: 19, A: 255}
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bridgeColor := color.RGBA{R: 60, G: 42, B: 33, A: 255}
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waterMap := make(map[image.Point]bool, len(allWaterPixels))
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for _, p := range allWaterPixels {
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waterMap[p] = true
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}
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pois := generatePOIs(width, height, settings, allWaterPixels, randSrc)
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if len(pois) == 0 {
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roadTarget := estimateRoadTarget(settings, randSrc)
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pois := generatePOIs(width, height, settings, waterMap, randSrc, roadTarget)
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if len(pois) < 2 {
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return nil, nil, img
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}
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roads := connectPOIs(pois, width, height, settings, randSrc, allWaterPixels)
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assignRoadWidths(roads, settings)
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roads := connectPOIs(pois, width, height, settings, randSrc, waterMap, roadTarget)
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roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMap)
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if len(roads) == 0 {
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return nil, nil, img
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}
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assignRoadWidths(roads, settings, randSrc)
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var allRoadPixels []image.Point
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var allBridgePixels []image.Point
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allRoadPixels := make([]image.Point, 0, len(roads)*64)
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allBridgePixels := make([]image.Point, 0, len(roads)*16)
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for _, road := range roads {
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roadPixels, bridgePixels := drawRoad(img, road.Points, roadColor, bridgeColor, road.Width)
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allRoadPixels = append(allRoadPixels, roadPixels...)
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@@ -64,236 +66,537 @@ func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image,
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return allRoadPixels, allBridgePixels, img
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}
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// generatePOIs creates initial points where roads will originate
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func generatePOIs(width, height int, settings *Settings, allWaterPixels []image.Point, randSrc *rand.Rand) []*PointOfInterest {
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numPOIs := settings.NumRoads / 2
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if numPOIs == 0 {
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func generatePOIs(width, height int, settings *Settings, waterMap map[image.Point]bool, randSrc *rand.Rand, roadTarget int) []*PointOfInterest {
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distribution := clamp01(settings.RoadDistribution / 100.0)
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avgBuildingSize := (settings.MinBuildingSize + settings.MaxBuildingSize) / 2.0
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if avgBuildingSize < 1 {
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avgBuildingSize = 1
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}
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coreNodes := estimateCoreNodeCount(width, height, distribution, avgBuildingSize, settings.NumBuildings)
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if coreNodes < 2 {
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coreNodes = 2
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}
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// Keep node count compatible with the requested road segment budget so a connected graph is feasible.
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maxTotalNodes := max(2, roadTarget+1)
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if coreNodes > maxTotalNodes {
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coreNodes = maxTotalNodes
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}
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centerX := width / 2
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centerY := height / 2
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maxRadius := math.Min(float64(width), float64(height)) * 0.48
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minRadius := math.Min(float64(width), float64(height)) * 0.10
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radius := minRadius + (maxRadius-minRadius)*distribution
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pois := make([]*PointOfInterest, 0, coreNodes)
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for len(pois) < coreNodes {
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x, y, ok := sampleCorePOI(centerX, centerY, radius, width, height, randSrc)
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if !ok {
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break
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}
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p := image.Point{X: x, Y: y}
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// Keep larger spacing between intersections so buildings have room.
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if waterMap[p] || isTooCloseToExisting(pois, x, y, avgBuildingSize*1.1) {
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continue
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}
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pois = append(pois, &PointOfInterest{X: x, Y: y, TargetDegree: sampleTargetDegree(randSrc)})
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}
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if len(pois) == 0 {
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return nil
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}
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waterMap := make(map[image.Point]bool)
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for _, p := range allWaterPixels {
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waterMap[p] = true
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}
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numExits := settings.RoadExits
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if numExits > settings.NumRoads {
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numExits = settings.NumRoads
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}
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pois := make([]*PointOfInterest, 0, numPOIs)
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centerX := width / 2
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centerY := height / 2
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maxRadius := math.Min(float64(width)/2, float64(height)/2)
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radius := maxRadius * (settings.RoadDistribution / 100.0)
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for i := 0; i < numPOIs; i++ {
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var x, y int
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found := false
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for j := 0; j < 100; j++ {
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if i < numExits {
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side := randSrc.Intn(4)
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switch side {
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case 0:
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x = randSrc.Intn(width)
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y = 0
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case 1:
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x = randSrc.Intn(width)
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y = height - 1
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case 2:
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x = 0
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y = randSrc.Intn(height)
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case 3:
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x = width - 1
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y = randSrc.Intn(height)
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}
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} else {
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angle := randSrc.Float64() * 2 * math.Pi
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r := math.Sqrt(randSrc.Float64()) * radius
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x = int(float64(centerX) + r*math.Cos(angle))
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y = int(float64(centerY) + r*math.Sin(angle))
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}
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if !waterMap[image.Point{X: x, Y: y}] {
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found = true
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break
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}
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}
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if found {
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isExit := i < numExits
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pois = append(pois, &PointOfInterest{X: x, Y: y, IsExit: isExit})
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}
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for _, poi := range pois {
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centerDist := math.Hypot(float64(poi.X-centerX), float64(poi.Y-centerY))
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centerFactor := 1.0 - clamp01(centerDist/(radius+1))
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sizeFactor := clamp01((avgBuildingSize - 4.0) / 40.0)
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poi.ArterialWeight = clamp01(0.60*centerFactor + 0.40*sizeFactor)
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}
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return pois
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}
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// connectPOIs creates roads by connecting Points of Interest
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func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, allWaterPixels []image.Point) []*Road {
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if len(pois) < 2 {
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func estimateCoreNodeCount(width, height int, distribution, avgBuildingSize float64, numBuildings int) int {
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targetArea := float64(width*height) * (0.10 + 0.90*distribution)
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spacing := avgBuildingSize * (1.4 - 0.5*distribution)
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if spacing < 6 {
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spacing = 6
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}
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byArea := int((targetArea / (spacing * spacing)) * 0.18)
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buildingPressure := int(math.Sqrt(float64(max(numBuildings, 1))) * (0.7 + distribution*0.9))
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nodes := byArea + buildingPressure
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if nodes < 8 {
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nodes = 8
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}
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maxNodes := int(clamp(float64(width*height)/50000.0, 80, 550))
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if nodes > maxNodes {
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nodes = maxNodes
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}
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return nodes
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}
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func sampleCorePOI(centerX, centerY int, radius float64, width, height int, randSrc *rand.Rand) (int, int, bool) {
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for i := 0; i < 60; i++ {
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t := randSrc.Float64() * 2 * math.Pi
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r := radius * math.Sqrt(randSrc.Float64())
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x := centerX + int(math.Round(r*math.Cos(t)))
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y := centerY + int(math.Round(r*math.Sin(t)))
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if x >= 0 && x < width && y >= 0 && y < height {
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return x, y, true
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}
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}
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return 0, 0, false
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}
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func isTooCloseToExisting(pois []*PointOfInterest, x, y int, minDist float64) bool {
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minDist2 := minDist * minDist
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for _, p := range pois {
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dx := float64(p.X - x)
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dy := float64(p.Y - y)
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if dx*dx+dy*dy < minDist2 {
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return true
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}
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}
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return false
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}
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func sampleEdgePOI(width, height int, randSrc *rand.Rand) *PointOfInterest {
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side := randSrc.Intn(4)
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switch side {
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case 0:
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return &PointOfInterest{X: randSrc.Intn(width), Y: 0}
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case 1:
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return &PointOfInterest{X: randSrc.Intn(width), Y: height - 1}
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case 2:
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return &PointOfInterest{X: 0, Y: randSrc.Intn(height)}
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default:
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return &PointOfInterest{X: width - 1, Y: randSrc.Intn(height)}
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}
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}
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func sampleTargetDegree(randSrc *rand.Rand) int {
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r := randSrc.Float64()
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switch {
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case r < 0.03:
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return 1
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case r < 0.17:
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return 2
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case r < 0.40:
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return 3
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case r < 0.85:
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return 4
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default:
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return 5
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}
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}
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func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMap map[image.Point]bool, roadTarget int) []*Road {
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minAngle := settings.MinRoadAngle * math.Pi / 180.0
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if minAngle < 0 {
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minAngle = 0
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}
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edgeDist := math.Min(float64(width), float64(height)) * 0.30
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if roadTarget < len(pois)-1 {
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roadTarget = len(pois) - 1
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}
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type edgeCandidate struct {
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a, b int
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score float64
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}
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candidates := make([]edgeCandidate, 0, len(pois)*6)
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for i := 0; i < len(pois); i++ {
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for j := i + 1; j < len(pois); j++ {
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a := pois[i]
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b := pois[j]
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if a.IsExit && b.IsExit {
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continue
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}
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dx := float64(a.X - b.X)
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dy := float64(a.Y - b.Y)
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d := math.Hypot(dx, dy)
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if !a.IsExit && !b.IsExit && d > edgeDist {
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continue
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}
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if (a.IsExit || b.IsExit) && d > edgeDist*1.6 {
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continue
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}
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arterialBias := 1.0 - math.Abs(a.ArterialWeight-b.ArterialWeight)
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distanceBias := 1.0 - clamp01(d/(edgeDist*1.6))
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score := arterialBias*0.65 + distanceBias*0.35 + randSrc.Float64()*0.08
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candidates = append(candidates, edgeCandidate{a: i, b: j, score: score})
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}
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}
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if len(candidates) == 0 {
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return nil
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}
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var roads []*Road
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var roadChan = make(chan *Road)
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var wg sync.WaitGroup
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sort.Slice(candidates, func(i, j int) bool {
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return candidates[i].score > candidates[j].score
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})
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visited := make(map[*PointOfInterest]bool)
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existingRoads := make(map[string]bool)
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selected := make(map[uint64]bool, roadTarget)
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adjAngles := make([][]float64, len(pois))
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selectedEdges := make([]edgeCandidate, 0, roadTarget)
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centerX := width / 2
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centerY := height / 2
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var startNode *PointOfInterest
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minDist := -1.0
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for _, poi := range pois {
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if poi == nil {
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continue
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}
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dist := math.Sqrt(math.Pow(float64(poi.X-centerX), 2) + math.Pow(float64(poi.Y-centerY), 2))
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if startNode == nil || dist < minDist {
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minDist = dist
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startNode = poi
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}
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addEdge := func(pick edgeCandidate) {
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key := edgeKey(pick.a, pick.b)
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selected[key] = true
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selectedEdges = append(selectedEdges, pick)
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a := pois[pick.a]
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b := pois[pick.b]
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angAB := math.Atan2(float64(b.Y-a.Y), float64(b.X-a.X))
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angBA := normalizeAngle(angAB + math.Pi)
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a.Connections++
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b.Connections++
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adjAngles[pick.a] = append(adjAngles[pick.a], angAB)
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adjAngles[pick.b] = append(adjAngles[pick.b], angBA)
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}
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if startNode == nil {
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return nil
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canUseEdge := func(pick edgeCandidate) bool {
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key := edgeKey(pick.a, pick.b)
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if selected[key] {
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return false
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}
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a := pois[pick.a]
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b := pois[pick.b]
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if a.Connections >= max(1, a.TargetDegree+1) || b.Connections >= max(1, b.TargetDegree+1) {
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return false
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}
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angAB := math.Atan2(float64(b.Y-a.Y), float64(b.X-a.X))
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angBA := normalizeAngle(angAB + math.Pi)
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if !angleAllowed(adjAngles[pick.a], angAB, minAngle) || !angleAllowed(adjAngles[pick.b], angBA, minAngle) {
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return false
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}
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return pick.score-degreePenalty(a, b) >= -0.4
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}
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visited[startNode] = true
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// Phase 1: enforce one connected backbone.
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start := 0
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bestWeight := pois[0].ArterialWeight
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for i := 1; i < len(pois); i++ {
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if pois[i].ArterialWeight > bestWeight {
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start = i
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bestWeight = pois[i].ArterialWeight
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}
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}
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connected := make([]bool, len(pois))
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connected[start] = true
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connectedCount := 1
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avgDim := float64(width+height) / 2.0
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numControlPoints := max(int(avgDim*0.03), 60)
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for len(visited) < len(pois) {
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var closest *PointOfInterest
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var fromNode *PointOfInterest
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minDist := -1.0
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for poi := range visited {
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for _, other := range pois {
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if poi == nil || other == nil {
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continue
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}
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if !visited[other] {
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dist := math.Sqrt(math.Pow(float64(poi.X-other.X), 2) + math.Pow(float64(poi.Y-other.Y), 2))
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key := fmt.Sprintf("%p-%p", poi, other)
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if uintptr(unsafe.Pointer(poi)) > uintptr(unsafe.Pointer(other)) {
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key = fmt.Sprintf("%p-%p", other, poi)
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}
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if existingRoads[key] {
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continue
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}
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if poi.IsExit && other.IsExit {
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continue
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}
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if closest == nil || dist < minDist {
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minDist = dist
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closest = other
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fromNode = poi
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}
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}
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for connectedCount < len(pois) && len(selectedEdges) < roadTarget {
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bestIdx := -1
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bestScore := -1.0
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for idx, c := range candidates {
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aConn := connected[c.a]
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bConn := connected[c.b]
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if aConn == bConn {
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continue
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}
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if !canUseEdge(c) {
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continue
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}
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if c.score > bestScore {
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bestScore = c.score
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bestIdx = idx
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}
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}
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if closest != nil {
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visited[closest] = true
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fromNode.Connections++
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closest.Connections++
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key := fmt.Sprintf("%p-%p", fromNode, closest)
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if uintptr(unsafe.Pointer(fromNode)) > uintptr(unsafe.Pointer(closest)) {
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key = fmt.Sprintf("%p-%p", closest, fromNode)
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}
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existingRoads[key] = true
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wg.Add(1)
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go func(fromNode, closest *PointOfInterest) {
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defer wg.Done()
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localRand := rand.New(rand.NewSource(randSrc.Int63()))
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path := calculateRoadPath(fromNode, closest, settings.RoadCurvyness/100.0, avgDim, localRand, numControlPoints, allWaterPixels)
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roadChan <- &Road{
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Start: fromNode,
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End: closest,
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||||
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
|
||||
|
||||
Reference in New Issue
Block a user