reworked road generation with focus on main roads, secondary streets and smaller arterial roads

This commit is contained in:
grimsace
2026-04-02 14:48:34 -05:00
parent 0030d86719
commit a034a2c5db
2 changed files with 384 additions and 104 deletions
+53 -4
View File
@@ -173,22 +173,68 @@ func GenerateBuildings(
searchTries := 100 // Number of attempts to find a spot for a building around an anchor
maxPlacementAttempts := settings.NumBuildings * 5 // To prevent infinite loops
minBuildingSizePx, maxBuildingSizePx := getBuildingSizeRangePixels(settings, width, height)
anchorUsage := make(map[image.Point]int, len(anchorPoints))
normalAnchorCap := 0
exitAnchorCap := 0
if len(normalRoadAnchors) > 0 {
normalAnchorCap = max(2, int(math.Ceil((float64(settings.NumBuildings)/float64(len(normalRoadAnchors)))*1.15)))
}
if len(exitRoadAnchors) > 0 {
exitAnchorCap = max(1, int(math.Ceil((float64(settings.NumBuildings)/float64(len(exitRoadAnchors)))*0.20)))
}
pickAnchorWithCapacity := func(candidates []image.Point, capLimit int) (image.Point, bool) {
if len(candidates) == 0 {
return image.Point{}, false
}
if capLimit <= 0 {
return candidates[randSrc.Intn(len(candidates))], true
}
best := candidates[randSrc.Intn(len(candidates))]
bestCount := anchorUsage[best]
for tries := 0; tries < min(16, len(candidates)*2); tries++ {
candidate := candidates[randSrc.Intn(len(candidates))]
count := anchorUsage[candidate]
if count < capLimit {
return candidate, true
}
if count < bestCount {
best = candidate
bestCount = count
}
}
if bestCount < capLimit {
return best, true
}
return image.Point{}, false
}
for buildingsPlaced < settings.NumBuildings && maxPlacementAttempts > 0 {
maxPlacementAttempts--
// Select an anchor point for the new building
var anchor image.Point
usedRoadAnchor := false
if randSrc.Float64() > settings.BuildingDistribution/100.0 {
// Buildings should only rarely use exit-road anchors.
useExitAnchor := len(exitRoadAnchors) > 0 && randSrc.Float64() < 0.02
if useExitAnchor {
anchor = exitRoadAnchors[randSrc.Intn(len(exitRoadAnchors))]
if a, ok := pickAnchorWithCapacity(exitRoadAnchors, exitAnchorCap); ok {
anchor = a
usedRoadAnchor = true
}
} else if len(normalRoadAnchors) > 0 {
anchor = normalRoadAnchors[randSrc.Intn(len(normalRoadAnchors))]
if a, ok := pickAnchorWithCapacity(normalRoadAnchors, normalAnchorCap); ok {
anchor = a
usedRoadAnchor = true
}
} else if len(anchorPoints) > 0 {
anchor = anchorPoints[randSrc.Intn(len(anchorPoints))]
} else {
if a, ok := pickAnchorWithCapacity(anchorPoints, normalAnchorCap); ok {
anchor = a
usedRoadAnchor = true
}
}
if !usedRoadAnchor {
p, ok := sampleRandomLandPoint(width, height, waterMask, roadMask, randSrc)
if !ok {
continue
@@ -247,6 +293,9 @@ func GenerateBuildings(
img.Set(p.X, p.Y, buildingColor)
buildingMask.SetPoint(p)
}
if usedRoadAnchor {
anchorUsage[anchor]++
}
buildings = append(buildings, pixels)
buildingsPlaced++
break // Move to the next building
+331 -100
View File
@@ -23,12 +23,21 @@ type PathPoint struct {
IsBridge bool
}
type RoadTier int
const (
RoadTierLocal RoadTier = iota
RoadTierCollector
RoadTierArterial
)
// Road represents a connection between two points of interest.
type Road struct {
Start, End *PointOfInterest
Width int
Points []PathPoint
Importance int
Tier RoadTier
}
const (
@@ -198,7 +207,7 @@ func GenerateRoadsWithPOIs(
}
}
roadAnchors := roadMask.ToPoints()
roadAnchors := collectRoadAnchors(roads, settings, waterMask, width, height)
return roadMask, bridgeMask, exitRoadMask, roadAnchors, roads
}
@@ -293,12 +302,13 @@ func generateEdgeToEdgeExitRoads(exitRoads, width, height int, settings *Setting
start, end := sampleDifferentEdgePair(width, height, randSrc)
start.IsExit = true
end.IsExit = true
path := calculateRoadPath(start, end, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
path := calculateRoadPath(start, end, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout, RoadTierArterial)
roads = append(roads, &Road{
Start: start,
End: end,
Points: path,
Importance: 1,
Tier: RoadTierArterial,
})
}
return roads
@@ -491,10 +501,23 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
if roadTarget < len(pois)-1 {
roadTarget = len(pois) - 1
}
collectorTarget := max(len(pois)-1, max(roadTarget, roadTarget+max(2, roadTarget/8)))
totalBudget := max(collectorTarget, roadTarget+max(3, roadTarget/4))
centerX := float64(width-1) * 0.5
centerY := float64(height-1) * 0.5
centerRadius := math.Max(math.Min(float64(width), float64(height))*0.28, 1)
centerCloseness := func(p *PointOfInterest) float64 {
d := math.Hypot(float64(p.X)-centerX, float64(p.Y)-centerY)
return 1.0 - clamp01(d/centerRadius)
}
type edgeCandidate struct {
a, b int
score float64
a, b int
score float64
dist float64
arterialMean float64
}
candidates := make([]edgeCandidate, 0, len(pois)*6)
@@ -518,7 +541,13 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
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})
candidates = append(candidates, edgeCandidate{
a: i,
b: j,
score: score,
dist: d,
arterialMean: (a.ArterialWeight + b.ArterialWeight) * 0.5,
})
}
}
if len(candidates) == 0 {
@@ -529,14 +558,31 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
return candidates[i].score > candidates[j].score
})
selected := make(map[uint64]bool, roadTarget)
adjAngles := make([][]float64, len(pois))
selectedEdges := make([]edgeCandidate, 0, roadTarget)
type selectedEdge struct {
edge edgeCandidate
tier RoadTier
}
addEdge := func(pick edgeCandidate) {
selected := make(map[uint64]bool, totalBudget)
adjAngles := make([][]float64, len(pois))
selectedEdges := make([]selectedEdge, 0, totalBudget)
nodeCapacity := func(p *PointOfInterest, tier RoadTier) int {
base := max(1, p.TargetDegree)
switch tier {
case RoadTierArterial:
return max(base+2, 4)
case RoadTierCollector:
return base + 1
default:
return base
}
}
addEdge := func(pick edgeCandidate, tier RoadTier) {
key := edgeKey(pick.a, pick.b)
selected[key] = true
selectedEdges = append(selectedEdges, pick)
selectedEdges = append(selectedEdges, selectedEdge{edge: pick, tier: tier})
a := pois[pick.a]
b := pois[pick.b]
angAB := math.Atan2(float64(b.Y-a.Y), float64(b.X-a.X))
@@ -547,14 +593,14 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
adjAngles[pick.b] = append(adjAngles[pick.b], angBA)
}
canUseEdge := func(pick edgeCandidate) bool {
canUseEdge := func(pick edgeCandidate, tier RoadTier) 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) {
if a.Connections >= nodeCapacity(a, tier) || b.Connections >= nodeCapacity(b, tier) {
return false
}
angAB := math.Atan2(float64(b.Y-a.Y), float64(b.X-a.X))
@@ -565,33 +611,80 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
return pick.score-degreePenalty(a, b) >= -0.4
}
// 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
arterialCount := max(2, min(len(pois), min(10, 2+roadTarget/16)))
arterialOrder := make([]int, len(pois))
for i := range arterialOrder {
arterialOrder[i] = i
}
sort.Slice(arterialOrder, func(i, j int) bool {
pi := pois[arterialOrder[i]]
pj := pois[arterialOrder[j]]
scoreI := pi.ArterialWeight - centerCloseness(pi)*0.22
scoreJ := pj.ArterialWeight - centerCloseness(pj)*0.22
if scoreI == scoreJ {
return centerCloseness(pi) < centerCloseness(pj)
}
return scoreI > scoreJ
})
arterialNodes := make(map[int]bool, arterialCount)
arterialMinSpacing := edgeDist * 0.55
arterialMinSpacing2 := arterialMinSpacing * arterialMinSpacing
for _, idx := range arterialOrder {
if len(arterialNodes) >= arterialCount {
break
}
keep := true
for chosen := range arterialNodes {
dx := float64(pois[chosen].X - pois[idx].X)
dy := float64(pois[chosen].Y - pois[idx].Y)
if dx*dx+dy*dy < arterialMinSpacing2 {
keep = false
break
}
}
if keep {
arterialNodes[idx] = true
}
}
for _, idx := range arterialOrder {
if len(arterialNodes) >= arterialCount {
break
}
arterialNodes[idx] = true
}
start := arterialOrder[0]
connected := make([]bool, len(pois))
connected[start] = true
connectedCount := 1
for connectedCount < len(pois) && len(selectedEdges) < roadTarget {
// Phase 1: connect the major arterial skeleton first.
arterialBudget := max(1, min(len(arterialNodes)-1, min(10, 2+roadTarget/20)))
for len(selectedEdges) < arterialBudget {
bestIdx := -1
bestScore := -1.0
for idx, c := range candidates {
if !arterialNodes[c.a] || !arterialNodes[c.b] {
continue
}
if c.dist < edgeDist*0.35 {
continue
}
aConn := connected[c.a]
bConn := connected[c.b]
if aConn == bConn {
continue
}
if !canUseEdge(c) {
if !canUseEdge(c, RoadTierArterial) {
continue
}
if c.score > bestScore {
bestScore = c.score
a := pois[c.a]
b := pois[c.b]
centerPenalty := centerCloseness(a) * centerCloseness(b) * 0.45
degreePenalty := clamp01(float64(a.Connections+b.Connections) / 8.0)
score := c.arterialMean*0.58 + clamp01(c.dist/edgeDist)*0.27 + c.score*0.15 - centerPenalty - degreePenalty*0.18
if score > bestScore {
bestScore = score
bestIdx = idx
}
}
@@ -599,7 +692,7 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
break
}
pick := candidates[bestIdx]
addEdge(pick)
addEdge(pick, RoadTierArterial)
if !connected[pick.a] {
connected[pick.a] = true
connectedCount++
@@ -610,25 +703,71 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
}
}
// Phase 2: add extra links up to the target.
for _, pick := range candidates {
if len(selectedEdges) >= roadTarget {
// Phase 2: connect remaining nodes with collector roads.
for connectedCount < len(pois) && len(selectedEdges) < collectorTarget {
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, RoadTierCollector) {
continue
}
a := pois[c.a]
b := pois[c.b]
connectedBonus := 0.0
if arterialNodes[c.a] || arterialNodes[c.b] {
connectedBonus = 0.20
}
distScore := 1.0 - clamp01(c.dist/(edgeDist*1.1))
centerPenalty := centerCloseness(a) * centerCloseness(b) * 0.35
degreePenalty := clamp01(float64(a.Connections+b.Connections) / 7.0)
score := c.score*0.28 + c.arterialMean*0.27 + distScore*0.35 + connectedBonus - centerPenalty - degreePenalty*0.14
if score > bestScore {
bestScore = score
bestIdx = idx
}
}
if bestIdx == -1 {
break
}
if !canUseEdge(pick) {
pick := candidates[bestIdx]
addEdge(pick, RoadTierCollector)
if !connected[pick.a] {
connected[pick.a] = true
connectedCount++
}
if !connected[pick.b] {
connected[pick.b] = true
connectedCount++
}
}
// Phase 3: add shorter local links inside districts.
for _, pick := range candidates {
if len(selectedEdges) >= totalBudget {
break
}
if pick.dist > edgeDist*0.85 {
continue
}
addEdge(pick)
if !canUseEdge(pick, RoadTierLocal) {
continue
}
addEdge(pick, RoadTierLocal)
}
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, waterMask, wallLayout)
a := pois[e.edge.a]
b := pois[e.edge.b]
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout, e.tier)
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})
roads = append(roads, &Road{Start: a, End: b, Points: path, Importance: imp, Tier: e.tier})
}
return roads
@@ -654,7 +793,7 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
continue
}
path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout, RoadTierArterial)
anchor.Connections++
edgeNode.IsExit = true
@@ -666,6 +805,7 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
End: edgeNode,
Points: path,
Importance: importance,
Tier: RoadTierArterial,
})
usedEdgePoints = append(usedEdgePoints, image.Point{X: edgeNode.X, Y: edgeNode.Y})
exitRoadsAdded++
@@ -839,11 +979,33 @@ func estimateRoadTarget(settings *Settings) int {
return settings.NumBuildings
}
divisor := float64(max(settings.BuildingsPerRoad, 1))
roads := int(math.Round(float64(max(settings.NumBuildings, 1)) / divisor))
if roads < 1 {
roads = 1
buildings := float64(max(settings.NumBuildings, 1))
baseRoads := buildings / divisor
scale := 1.0
if buildings > 400 {
scale *= 0.96
}
return roads
if buildings > 1200 {
scale *= 0.92
}
if buildings > 3000 {
scale *= 0.88
}
roads := baseRoads * scale
if buildings > 200 {
roads += math.Pow((buildings-200.0)/divisor, 0.72) * 0.35
}
if buildings > 1200 {
roads += math.Pow((buildings-1200.0)/(divisor*1.8), 0.68) * 0.22
}
if buildings > 1000 {
roads *= 0.97
}
result := int(math.Round(roads))
if result < 1 {
result = 1
}
return result
}
func edgeKey(a, b int) uint64 {
@@ -1042,7 +1204,7 @@ func bresenhamRoad(path []image.Point) []image.Point {
}
// calculateRoadPath computes the path for a road including curves and bridges.
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, waterMask *PixelMask, wallLayout *FortificationLayout) []PathPoint {
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, waterMask *PixelMask, wallLayout *FortificationLayout, tier RoadTier) []PathPoint {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Hypot(float64(dx), float64(dy))
@@ -1052,77 +1214,59 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
return []PathPoint{{Point: p, IsBridge: waterMask.GetPoint(p)}}
}
_ = wallLayout
curve := clamp(curvyness, 0, 1)
if curve <= 0 {
if curve <= 0.01 || dist < 10 {
points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
return toPathPoints(points, waterMask)
}
// 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, waterMask)
}
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)
strength := math.Pow(curve, 1.1)
baseAmp := clamp(dist*(0.018+0.055*strength), 1.5, avgDim*0.06)
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
wavelength float64
phase float64
}
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,
},
}
for i := 0; i <= baseControls; i++ {
t := float64(i) / float64(baseControls)
addControl := func(points []image.Point, t, lateral float64) []image.Point {
x := float64(start.X) + t*float64(dx)
y := float64(start.Y) + t*float64(dy)
// 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))}
x += lateral * perpX
y += lateral * perpY
return append(points, image.Point{X: int(math.Round(x)), Y: int(math.Round(y))})
}
points := bresenhamRoad(controlPoints)
polyline := []image.Point{{X: start.X, Y: start.Y}}
switch tier {
case RoadTierArterial:
lateral := baseAmp * (0.7 + randSrc.Float64()*0.35)
if randSrc.Float64() < 0.5 {
lateral = -lateral
}
polyline = addControl(polyline, 0.33, lateral*0.45)
polyline = addControl(polyline, 0.66, lateral)
case RoadTierCollector:
lateral := baseAmp * (0.9 + randSrc.Float64()*0.45)
if randSrc.Float64() < 0.5 {
lateral = -lateral
}
polyline = addControl(polyline, 0.35, lateral*0.65)
polyline = addControl(polyline, 0.72, lateral)
default:
lateralA := baseAmp * (0.65 + randSrc.Float64()*0.30)
lateralB := lateralA * (0.35 + randSrc.Float64()*0.25)
if randSrc.Float64() < 0.5 {
lateralA = -lateralA
}
if randSrc.Float64() < 0.8 {
lateralB = lateralA * (0.35 + randSrc.Float64()*0.20)
} else {
lateralB = -lateralB
}
polyline = addControl(polyline, 0.30, lateralA)
polyline = addControl(polyline, 0.68, lateralB)
}
polyline = append(polyline, image.Point{X: end.X, Y: end.Y})
points := bresenhamRoad(polyline)
return toPathPoints(points, waterMask)
}
@@ -1475,12 +1619,13 @@ func ensureRoadNetworkConnected(roads []*Road, settings *Settings, randSrc *rand
b := nodes[bestB]
a.Connections++
b.Connections++
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout, RoadTierCollector)
roads = append(roads, &Road{
Start: a,
End: b,
Points: path,
Importance: a.Connections + b.Connections + 2,
Tier: RoadTierCollector,
})
}
@@ -1698,6 +1843,7 @@ func generateGateRoads(wallLayout *FortificationLayout, settings *Settings, wate
Points: path,
Width: roadWidth,
Importance: 10, // high importance so gate roads get wide treatment
Tier: RoadTierArterial,
})
}
return roads
@@ -1825,8 +1971,93 @@ func ensureGateRoadConnections(gateRoads []*Road, allRoads []*Road, wallLayout *
Points: path,
Width: connW,
Importance: 6,
Tier: RoadTierCollector,
})
}
}
return append(allRoads, connectors...)
}
func collectRoadAnchors(roads []*Road, settings *Settings, waterMask *PixelMask, width, height int) []image.Point {
if len(roads) == 0 {
return nil
}
minBuildingSizePx, maxBuildingSizePx := getBuildingSizeRangePixels(settings, width, height)
spacing := int(math.Round(clamp((minBuildingSizePx+maxBuildingSizePx)*0.5, 8, 28)))
if spacing < 6 {
spacing = 6
}
cellSize := max(4, spacing/2)
type anchorCell struct {
x int
y int
}
cells := make(map[anchorCell][]image.Point)
anchors := make([]image.Point, 0, len(roads)*4)
addAnchor := func(p image.Point) {
if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height {
return
}
if waterMask != nil && waterMask.GetPoint(p) {
return
}
cx := p.X / cellSize
cy := p.Y / cellSize
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
key := anchorCell{x: cx + dx, y: cy + dy}
for _, existing := range cells[key] {
ddx := existing.X - p.X
ddy := existing.Y - p.Y
if ddx*ddx+ddy*ddy < spacing*spacing {
return
}
}
}
}
key := anchorCell{x: cx, y: cy}
cells[key] = append(cells[key], p)
anchors = append(anchors, p)
}
nodeDegree := make(map[*PointOfInterest]int, len(roads)*2)
for _, road := range roads {
if road.Start != nil {
nodeDegree[road.Start]++
}
if road.End != nil {
nodeDegree[road.End]++
}
}
for _, road := range roads {
if road.Start != nil && (nodeDegree[road.Start] > 1 || !road.Start.IsExit) {
addAnchor(image.Point{X: road.Start.X, Y: road.Start.Y})
}
if road.End != nil && (nodeDegree[road.End] > 1 || !road.End.IsExit) {
addAnchor(image.Point{X: road.End.X, Y: road.End.Y})
}
step := spacing
if road.Tier == RoadTierArterial {
step = int(math.Round(float64(spacing) * 1.35))
}
if step < 6 {
step = 6
}
for i := step / 2; i < len(road.Points); i += step {
if road.Points[i].IsBridge {
continue
}
addAnchor(road.Points[i].Point)
}
}
return anchors
}