changed how road curvyness works

This commit is contained in:
Grimsace
2026-02-04 15:39:09 -06:00
parent 908cca824f
commit f80a4b253e
3 changed files with 212 additions and 161 deletions
+108 -21
View File
@@ -45,7 +45,7 @@ func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image,
var allRoadPixels []image.Point var allRoadPixels []image.Point
for _, road := range roads { for _, road := range roads {
roadPixels := drawCurve(img, road.Start, road.End, road.Control, roadColor, road.Width) roadPixels := drawRoad(img, road.Points, roadColor, road.Width)
allRoadPixels = append(allRoadPixels, roadPixels...) allRoadPixels = append(allRoadPixels, roadPixels...)
} }
@@ -149,6 +149,9 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
visited[startNode] = true visited[startNode] = true
avgDim := float64(width+height) / 2.0
numControlPoints := max(int(avgDim*0.03), 60)
for len(visited) < len(pois) { for len(visited) < len(pois) {
var closest *PointOfInterest var closest *PointOfInterest
var fromNode *PointOfInterest var fromNode *PointOfInterest
@@ -197,19 +200,12 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
} }
existingRoads[key] = true existingRoads[key] = true
// Create control point for curve path := calculateRoadPath(fromNode, closest, settings.RoadCurvyness/100.0, avgDim, randSrc, numControlPoints)
midX := (fromNode.X + closest.X) / 2
midY := (fromNode.Y + closest.Y) / 2
dist := math.Sqrt(math.Pow(float64(fromNode.X-closest.X), 2) + math.Pow(float64(fromNode.Y-closest.Y), 2))
offset := dist * (settings.RoadCurvyness / 100.0) * (randSrc.Float64() - 0.5)
controlX := int(float64(midX) + offset)
controlY := int(float64(midY) + offset)
roads = append(roads, &Road{ roads = append(roads, &Road{
Start: fromNode, Start: fromNode,
End: closest, End: closest,
Control: &PointOfInterest{X: controlX, Y: controlY}, Points: path,
}) })
} else { } else {
// No more reachable POIs // No more reachable POIs
@@ -245,20 +241,111 @@ func assignRoadWidths(roads []*Road, settings *Settings) {
} }
} }
func drawCurve(img *image.RGBA, p0, p1, p2 *PointOfInterest, col color.Color, width int) []image.Point { func drawRoad(img *image.RGBA, points []image.Point, col color.Color, width int) []image.Point {
var points []image.Point var roadPixels []image.Point
var lastX, lastY int = -1, -1 for i := 0; i < len(points)-1; i++ {
for t := 0.0; t <= 1.0; t += 0.01 { linePoints := drawLine(img, points[i].X, points[i].Y, points[i+1].X, points[i+1].Y, col, width)
x := (1-t)*(1-t)*float64(p0.X) + 2*(1-t)*t*float64(p2.X) + t*t*float64(p1.X) roadPixels = append(roadPixels, linePoints...)
y := (1-t)*(1-t)*float64(p0.Y) + 2*(1-t)*t*float64(p2.Y) + t*t*float64(p1.Y) }
return roadPixels
}
if lastX != -1 { func bresenhamRoad(path []image.Point) []image.Point {
linePoints := drawLine(img, lastX, lastY, int(x), int(y), col, width) if len(path) < 2 {
points = append(points, linePoints...) return path
} }
lastX, lastY = int(x), int(y)
var fullPath []image.Point
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
absDx, absDy := int(math.Abs(float64(dx))), int(math.Abs(float64(dy)))
sx, sy := 1, 1
if dx < 0 {
sx = -1
} }
return points if dy < 0 {
sy = -1
}
err := absDx - absDy
x, y := p1.X, p1.Y
for {
fullPath = append(fullPath, image.Point{X: x, Y: y})
if x == p2.X && y == p2.Y {
break
}
e2 := 2 * err
if e2 > -absDy {
err -= absDy
x += sx
}
if e2 < absDx {
err += absDx
y += sy
}
}
}
return fullPath
}
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, numControlPoints int) []image.Point {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Sqrt(float64(dx*dx + dy*dy))
if dist == 0 {
return []image.Point{{X: start.X, Y: start.Y}}
}
if curvyness == 0 {
return bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
}
type wave struct {
amplitude float64
numWaves float64
phase float64
}
waves := make([]wave, 3)
amp := (avgDim / 10.0) * curvyness
mainWavelength := avgDim / 4.0
if mainWavelength < 1 {
mainWavelength = 1
}
baseNumWaves := (dist / mainWavelength) * curvyness
for i := 0; i < 3; i++ {
freqMultiplier := 1.0 + float64(i)
randomizedNumWaves := baseNumWaves * freqMultiplier * (0.75 + randSrc.Float64()*0.5)
waves[i] = wave{
amplitude: amp,
numWaves: randomizedNumWaves,
phase: randSrc.Float64() * 2 * math.Pi,
}
amp /= 3
}
controlPoints := make([]image.Point, numControlPoints+1)
for i := 0; i <= numControlPoints; i++ {
t := float64(i) / float64(numControlPoints)
x := float64(start.X) + t*float64(dx)
y := float64(start.Y) + t*float64(dy)
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
controlPoints[i] = image.Point{X: int(math.Round(x)), Y: int(math.Round(y))}
}
return bresenhamRoad(controlPoints)
} }
// Bresenham's line algorithm for drawing segments of the curve // Bresenham's line algorithm for drawing segments of the curve
-134
View File
@@ -246,137 +246,3 @@ func poissonDiscSampling(width, height int, minRadius float64, k int, initialPoi
} }
return points return points
} }
func bresenham(path []image.Point) []image.Point {
if len(path) < 2 {
return path
}
var fullPath []image.Point
for i := range len(path) - 1 {
p1, p2 := path[i], path[i+1]
dx, dy := p2.X-p1.X, p2.Y-p1.Y
absDx, absDy := int(math.Abs(float64(dx))), int(math.Abs(float64(dy)))
sx, sy := 1, 1
if dx < 0 {
sx = -1
}
if dy < 0 {
sy = -1
}
err := absDx - absDy
x, y := p1.X, p1.Y
for {
fullPath = append(fullPath, image.Point{X: x, Y: y})
if x == p2.X && y == p2.Y {
break
}
e2 := 2 * err
if e2 > -absDy {
err -= absDy
x += sx
}
if e2 < absDx {
err += absDx
y += sy
}
}
}
return fullPath
}
func calculatePath(start, end image.Point, curvyness, avgDim float64, randSrc *rand.Rand, numControlPoints int) []image.Point {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Sqrt(float64(dx*dx + dy*dy))
if dist == 0 {
return []image.Point{start}
}
if curvyness == 0 {
return bresenham([]image.Point{start, end})
}
type wave struct {
amplitude float64
numWaves float64
phase float64
}
waves := make([]wave, 3)
amp := (avgDim / 10.0) * curvyness
mainWavelength := avgDim / 4.0
if mainWavelength < 1 {
mainWavelength = 1
}
baseNumWaves := (dist / mainWavelength) * curvyness
for i := range 3 {
freqMultiplier := 1.0 + float64(i)
randomizedNumWaves := baseNumWaves * freqMultiplier * (0.75 + randSrc.Float64()*0.5)
waves[i] = wave{
amplitude: amp,
numWaves: randomizedNumWaves,
phase: randSrc.Float64() * 2 * math.Pi,
}
amp /= 3
}
controlPoints := make([]image.Point, numControlPoints+1)
for i := range numControlPoints + 1 {
t := float64(i) / float64(numControlPoints)
x := float64(start.X) + t*float64(dx)
y := float64(start.Y) + t*float64(dy)
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
}
// Apply an envelope to ensure start/end points are anchored
totalOffset *= math.Sin(t * math.Pi)
x += totalOffset * perpX
y += totalOffset * perpY
controlPoints[i] = image.Point{X: int(math.Round(x)), Y: int(math.Round(y))}
}
return bresenham(controlPoints)
}
+100 -2
View File
@@ -232,7 +232,7 @@ func GenerateRivers(width, height, numRivers int, minWidth, maxWidth, curvyness
r.Start = getPointOnEdge(width, height, startEdge, randSrc) r.Start = getPointOnEdge(width, height, startEdge, randSrc)
r.End = getPointOnEdge(width, height, endEdge, randSrc) r.End = getPointOnEdge(width, height, endEdge, randSrc)
path := calculatePath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints) path := calculateRiverPath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints)
for _, p := range path { for _, p := range path {
if isWater[p] { if isWater[p] {
@@ -244,7 +244,7 @@ func GenerateRivers(width, height, numRivers int, minWidth, maxWidth, curvyness
// Intersection is with another river // Intersection is with another river
r.End = p r.End = p
} }
path = calculatePath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints) path = calculateRiverPath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints)
break break
} }
} }
@@ -262,6 +262,104 @@ func GenerateRivers(width, height, numRivers int, minWidth, maxWidth, curvyness
return canvas, allRiverPixels return canvas, allRiverPixels
} }
func bresenhamRiver(path []image.Point) []image.Point {
if len(path) < 2 {
return path
}
var fullPath []image.Point
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
absDx, absDy := int(math.Abs(float64(dx))), int(math.Abs(float64(dy)))
sx, sy := 1, 1
if dx < 0 {
sx = -1
}
if dy < 0 {
sy = -1
}
err := absDx - absDy
x, y := p1.X, p1.Y
for {
fullPath = append(fullPath, image.Point{X: x, Y: y})
if x == p2.X && y == p2.Y {
break
}
e2 := 2 * err
if e2 > -absDy {
err -= absDy
x += sx
}
if e2 < absDx {
err += absDx
y += sy
}
}
}
return fullPath
}
func calculateRiverPath(start, end image.Point, curvyness, avgDim float64, randSrc *rand.Rand, numControlPoints int) []image.Point {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Sqrt(float64(dx*dx + dy*dy))
if dist == 0 {
return []image.Point{start}
}
if curvyness == 0 {
return bresenhamRiver([]image.Point{start, end})
}
type wave struct {
amplitude float64
numWaves float64
phase float64
}
waves := make([]wave, 3)
amp := (avgDim / 10.0) * curvyness
mainWavelength := avgDim / 4.0
if mainWavelength < 1 {
mainWavelength = 1
}
baseNumWaves := (dist / mainWavelength) * curvyness
for i := 0; i < 3; i++ {
freqMultiplier := 1.0 + float64(i)
randomizedNumWaves := baseNumWaves * freqMultiplier * (0.75 + randSrc.Float64()*0.5)
waves[i] = wave{
amplitude: amp,
numWaves: randomizedNumWaves,
phase: randSrc.Float64() * 2 * math.Pi,
}
amp /= 3
}
controlPoints := make([]image.Point, numControlPoints+1)
for i := 0; i <= numControlPoints; i++ {
t := float64(i) / float64(numControlPoints)
x := float64(start.X) + t*float64(dx)
y := float64(start.Y) + t*float64(dy)
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
controlPoints[i] = image.Point{X: int(math.Round(x)), Y: int(math.Round(y))}
}
return bresenhamRiver(controlPoints)
}
func findCenter(pixels []image.Point) image.Point { func findCenter(pixels []image.Point) image.Point {
if len(pixels) == 0 { if len(pixels) == 0 {
return image.Point{} return image.Point{}