added basic wall generation

This commit is contained in:
Grimsace
2026-03-02 10:40:14 -06:00
parent 3c686e0704
commit efc724f89f
4 changed files with 900 additions and 92 deletions
+347
View File
@@ -0,0 +1,347 @@
package main
import (
"image"
"image/color"
"math"
"math/rand"
"sort"
)
const (
minWallWidthPercent = minBuildingSizePercent
maxWallWidthPercent = maxBuildingSizePercent
wallWidthPercentStep = buildingSizePercentStep
)
func clampWallWidthPercent(v float64) float64 {
if v < minWallWidthPercent {
return minWallWidthPercent
}
if v > maxWallWidthPercent {
return maxWallWidthPercent
}
return v
}
func snapWallWidthPercent(v float64) float64 {
v = clampWallWidthPercent(v)
steps := math.Round((v - minWallWidthPercent) / wallWidthPercentStep)
return clampWallWidthPercent(minWallWidthPercent + steps*wallWidthPercentStep)
}
func normalizeWallWidthPercentRange(minPercent, maxPercent float64) (float64, float64) {
minPercent = snapWallWidthPercent(minPercent)
maxPercent = snapWallWidthPercent(maxPercent)
if minPercent > maxPercent {
minPercent, maxPercent = maxPercent, minPercent
}
return minPercent, maxPercent
}
func getWallWidthRangePixels(settings *Settings, width, height int) (float64, float64) {
minPercent, maxPercent := normalizeWallWidthPercentRange(settings.MinWallWidth, settings.MaxWallWidth)
avgDim := averageImageDimension(width, height)
if avgDim < 1 {
avgDim = 1
}
minPx := (minPercent / 100.0) * avgDim
maxPx := (maxPercent / 100.0) * avgDim
if minPx < 1 {
minPx = 1
}
if maxPx < 1 {
maxPx = 1
}
return minPx, maxPx
}
type FortificationLayout struct {
Mask *PixelMask
WallIDByPixel []int
Coverages []float64
}
func GenerateFortifications(
img *image.RGBA,
width, height int,
settings *Settings,
waterMask *PixelMask,
roadNodes []*PointOfInterest,
seed int64,
) (*FortificationLayout, [][]image.Point) {
layout := &FortificationLayout{
Mask: NewPixelMask(width, height),
WallIDByPixel: make([]int, width*height),
}
if settings.NumWalls <= 0 || settings.CityCoverage <= 0 {
return layout, nil
}
if waterMask == nil {
waterMask = NewPixelMask(width, height)
}
if img == nil {
img = image.NewRGBA(image.Rect(0, 0, width, height))
}
randSrc := rand.New(rand.NewSource(seed))
minWidthPx, maxWidthPx := getWallWidthRangePixels(settings, width, height)
wallColor := color.RGBA{R: 0, G: 0, B: 0, A: 255}
walls := make([][]image.Point, 0, settings.NumWalls)
outerCoverage := clamp(settings.CityCoverage, 1, 100)
totalWalls := max(1, settings.NumWalls)
prevCoverage := 101.0
layout.Coverages = make([]float64, 0, totalWalls)
for i := 0; i < totalWalls; i++ {
baseCoverage := outerCoverage * float64(totalWalls-i) / float64(totalWalls)
coverage := baseCoverage
if i > 0 {
coverage += randSrc.Float64()*10.0 - 5.0
}
coverage = clamp(coverage, 1, 100)
if coverage >= prevCoverage {
coverage = prevCoverage - 1
if coverage < 1 {
coverage = 1
}
}
prevCoverage = coverage
layout.Coverages = append(layout.Coverages, coverage)
nodes := estimateWallNodeCount(coverage)
wallPath := generateWallLoop(width, height, coverage, settings.WallCurvyness, nodes, randSrc, roadNodes)
if len(wallPath) < 3 {
continue
}
wallWidthPx := minWidthPx
if maxWidthPx > minWidthPx {
wallWidthPx = minWidthPx + randSrc.Float64()*(maxWidthPx-minWidthPx)
}
wallWidth := int(math.Round(wallWidthPx))
if wallWidth < 1 {
wallWidth = 1
}
pixels := drawWallLoopWithWaterGaps(img, wallPath, wallColor, wallWidth, layout.Mask, waterMask, layout.WallIDByPixel, i+1)
if len(pixels) > 0 {
walls = append(walls, pixels)
}
}
return layout, walls
}
func estimateWallNodeCount(coverage float64) int {
n := int(math.Round(20 + coverage*0.7))
if n < 20 {
n = 20
}
if n > 96 {
n = 96
}
return n
}
func generateWallLoop(width, height int, coverage, curvyness float64, nodes int, randSrc *rand.Rand, roadNodes []*PointOfInterest) []image.Point {
if width <= 0 || height <= 0 || nodes < 3 {
return nil
}
centerX, centerY, baseRadiusX, baseRadiusY := wallEllipseFromRoadNodes(width, height, coverage, roadNodes)
curveScale := clamp(curvyness, 0, 100) / 100.0
warpAmp := 0.20 * curveScale
phaseA := randSrc.Float64() * 2 * math.Pi
phaseB := randSrc.Float64() * 2 * math.Pi
out := make([]image.Point, 0, nodes+1)
for i := 0; i < nodes; i++ {
t := (2 * math.Pi * float64(i)) / float64(nodes)
warp := 1.0 + warpAmp*(0.6*math.Sin(3*t+phaseA)+0.4*math.Sin(5*t+phaseB))
if warp < 0.7 {
warp = 0.7
}
rx := baseRadiusX * warp
ry := baseRadiusY * warp
x := int(math.Round(centerX + rx*math.Cos(t)))
y := int(math.Round(centerY + ry*math.Sin(t)))
if x < 0 {
x = 0
}
if x >= width {
x = width - 1
}
if y < 0 {
y = 0
}
if y >= height {
y = height - 1
}
out = append(out, image.Point{X: x, Y: y})
}
if len(out) > 0 {
out = append(out, out[0])
}
return out
}
func wallEllipseFromRoadNodes(width, height int, coverage float64, roadNodes []*PointOfInterest) (centerX, centerY, radiusX, radiusY float64) {
centerX = float64(width-1) * 0.5
centerY = float64(height-1) * 0.5
coverageRadius := math.Sqrt(clamp(coverage, 1, 100) / 100.0)
radiusX = centerX * coverageRadius
radiusY = centerY * coverageRadius
if len(roadNodes) == 0 {
return centerX, centerY, radiusX, radiusY
}
sumX, sumY := 0.0, 0.0
for _, n := range roadNodes {
sumX += float64(n.X)
sumY += float64(n.Y)
}
centerX = sumX / float64(len(roadNodes))
centerY = sumY / float64(len(roadNodes))
dists := make([]float64, 0, len(roadNodes))
var sx, sy float64
for _, n := range roadNodes {
dx := float64(n.X) - centerX
dy := float64(n.Y) - centerY
dists = append(dists, math.Hypot(dx, dy))
sx += dx * dx
sy += dy * dy
}
sort.Float64s(dists)
q := clamp(coverage, 1, 100) / 100.0
idx := int(math.Ceil(q*float64(len(dists)))) - 1
if idx < 0 {
idx = 0
}
if idx >= len(dists) {
idx = len(dists) - 1
}
baseRadius := dists[idx]
if baseRadius < 10 {
baseRadius = 10
}
stdX := math.Sqrt(sx / float64(len(roadNodes)))
stdY := math.Sqrt(sy / float64(len(roadNodes)))
aspect := 1.0
if stdY > 0.001 {
aspect = stdX / stdY
}
aspect = clamp(aspect, 0.65, 1.55)
radiusX = baseRadius * aspect
radiusY = baseRadius / aspect
maxRadiusX := math.Max(5, math.Min(centerX, float64(width-1)-centerX))
maxRadiusY := math.Max(5, math.Min(centerY, float64(height-1)-centerY))
radiusX = clamp(radiusX, 5, maxRadiusX)
radiusY = clamp(radiusY, 5, maxRadiusY)
return centerX, centerY, radiusX, radiusY
}
func drawWallLoopWithWaterGaps(
img *image.RGBA,
loop []image.Point,
col color.RGBA,
width int,
wallMask *PixelMask,
waterMask *PixelMask,
wallIDByPixel []int,
wallID int,
) []image.Point {
if len(loop) < 2 || wallMask == nil {
return nil
}
seen := make(map[int]bool)
pixels := make([]image.Point, 0, len(loop)*8)
radius := max(1, width/2)
for i := 0; i < len(loop)-1; i++ {
a := loop[i]
b := loop[i+1]
drawSegmentSelective(a.X, a.Y, b.X, b.Y, func(x, y int) {
if !wallMask.InBounds(x, y) {
return
}
if waterMask != nil && waterMask.GetXY(x, y) {
return
}
for dy := -radius; dy <= radius; dy++ {
yy := y + dy
if yy < 0 || yy >= wallMask.Height {
continue
}
for dx := -radius; dx <= radius; dx++ {
if dx*dx+dy*dy > radius*radius {
continue
}
xx := x + dx
if xx < 0 || xx >= wallMask.Width {
continue
}
if waterMask != nil && waterMask.GetXY(xx, yy) {
continue
}
wallMask.SetXY(xx, yy)
if len(wallIDByPixel) == wallMask.Width*wallMask.Height {
wallIDByPixel[yy*wallMask.Width+xx] = wallID
}
img.Set(xx, yy, col)
idx := yy*wallMask.Width + xx
if !seen[idx] {
seen[idx] = true
pixels = append(pixels, image.Point{X: xx, Y: yy})
}
}
}
})
}
return pixels
}
func drawSegmentSelective(x0, y0, x1, y1 int, plot func(x, y int)) {
dx := abs(x1 - x0)
dy := abs(y1 - y0)
sx := -1
if x0 < x1 {
sx = 1
}
sy := -1
if y0 < y1 {
sy = 1
}
err := dx - dy
for {
plot(x0, y0)
if x0 == x1 && y0 == y1 {
break
}
e2 := 2 * err
if e2 > -dy {
err -= dy
x0 += sx
}
if e2 < dx {
err += dx
y0 += sy
}
}
}
func cloneMask(src *PixelMask) *PixelMask {
if src == nil {
return nil
}
dst := NewPixelMask(src.Width, src.Height)
copy(dst.Data, src.Data)
return dst
}