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