fixed corredor masks and added corredor width options

This commit is contained in:
grimsace
2026-03-12 08:25:37 -05:00
parent 7336614493
commit 2f91824d72
4 changed files with 455 additions and 88 deletions
+116 -33
View File
@@ -6,7 +6,7 @@ use image::{DynamicImage, ImageFormat, RgbaImage, imageops::FilterType};
use rfd::FileDialog;
use tiny_skia::{FillRule, Paint, PathBuilder, Pixmap, Rect, Stroke, StrokeDash, Transform};
use crate::layout::{Door, DungeonLayout, Room};
use crate::layout::{Door, DungeonLayout, Room, corridor_cells};
use crate::ui::{ExportFormat, MaskFormat, UiSettings};
const BG: (u8, u8, u8, u8) = (24, 24, 26, 255);
@@ -83,24 +83,21 @@ struct SceneData {
corridor_cells: HashSet<(usize, usize)>,
corridor_edges: HashSet<((usize, usize), (usize, usize))>,
room_cells: HashSet<(usize, usize)>,
room_edges: HashSet<((usize, usize), (usize, usize))>,
door_edges: HashSet<((usize, usize), (usize, usize))>,
}
fn collect_scene_data(layout: &DungeonLayout) -> SceneData {
fn collect_scene_data(layout: &DungeonLayout, settings: &UiSettings) -> SceneData {
let mut scene = SceneData::default();
for door in &layout.doors {
scene.door_edges.insert(norm_edge(door.from, door.to));
for edge in door_edges_for(door, settings.cols, settings.rows) {
scene.door_edges.insert(edge);
}
}
for corridor in &layout.corridors {
for &cell in &corridor.path {
scene.corridor_cells.insert(cell);
}
for pair in corridor.path.windows(2) {
scene.corridor_edges.insert(norm_edge(pair[0], pair[1]));
}
}
scene.corridor_cells = corridor_cells(layout, settings.cols, settings.rows);
scene.corridor_edges = corridor_edges_from_cells(&scene.corridor_cells);
for room in &layout.rooms {
for x in room.x..(room.x + room.width) {
@@ -109,6 +106,7 @@ fn collect_scene_data(layout: &DungeonLayout) -> SceneData {
}
}
}
scene.room_edges = room_edges_from_rooms(&layout.rooms);
scene
}
@@ -168,7 +166,7 @@ pub fn export_with_dialog(
fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap, String> {
let g = ExportGeometry::new(settings.cols, settings.rows);
let scene = collect_scene_data(layout);
let scene = collect_scene_data(layout, settings);
let mut pixmap =
Pixmap::new(g.width, g.height).ok_or_else(|| "Failed to allocate canvas".to_string())?;
fill_bg(&mut pixmap, BG);
@@ -206,7 +204,7 @@ fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap
&mut pixmap,
&g,
&scene.room_cells,
None,
Some(&scene.room_edges),
&scene.door_edges,
wall_w,
BLACK,
@@ -243,7 +241,7 @@ fn export_composite_masks(
std::fs::create_dir_all(folder).map_err(|e| format!("Failed creating folder: {e}"))?;
let g = ExportGeometry::new(settings.cols, settings.rows);
let scene = collect_scene_data(layout);
let scene = collect_scene_data(layout, settings);
let wall_w = (g.cell / 5.0).max(1.0);
let door_w = (g.cell / 10.0).max(1.0);
@@ -401,22 +399,18 @@ fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
);
}
let mut corridor_cells = HashSet::new();
let mut corridor_edges = HashSet::new();
let corridor_cells = corridor_cells(layout, settings.cols, settings.rows);
let corridor_edges = corridor_edges_from_cells(&corridor_cells);
let mut room_cells = HashSet::new();
let room_edges = room_edges_from_rooms(&layout.rooms);
let mut door_edges = HashSet::new();
for door in &layout.doors {
door_edges.insert(norm_edge(door.from, door.to));
}
for corridor in &layout.corridors {
for &cell in &corridor.path {
corridor_cells.insert(cell);
}
for pair in corridor.path.windows(2) {
corridor_edges.insert(norm_edge(pair[0], pair[1]));
for edge in door_edges_for(door, settings.cols, settings.rows) {
door_edges.insert(edge);
}
}
// corridor_cells/corridor_edges already populated with corridor widths
for room in &layout.rooms {
for x in room.x..(room.x + room.width) {
for y in room.y..(room.y + room.height) {
@@ -486,7 +480,14 @@ fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
&door_edges,
wall_w,
);
append_svg_walls(&mut s, &g, &room_cells, None, &door_edges, wall_w);
append_svg_walls(
&mut s,
&g,
&room_cells,
Some(&room_edges),
&door_edges,
wall_w,
);
for door in &layout.doors {
let (color, dash) = if settings.colorblind_mode {
@@ -505,7 +506,7 @@ fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
("rgb(220,70,70)", None)
};
if let Some((x1, y1, x2, y2)) = door_line_points(&g, door.from, door.to) {
if let Some((x1, y1, x2, y2)) = door_line_points(&g, door.from, door.to, door.width) {
if let Some(pattern) = dash {
let _ = writeln!(
s,
@@ -847,7 +848,7 @@ fn draw_door(
color: (u8, u8, u8, u8),
style: DoorStyle,
) {
let Some((x1, y1, x2, y2)) = door_line_points(g, door.from, door.to) else {
let Some((x1, y1, x2, y2)) = door_line_points(g, door.from, door.to, door.width) else {
return;
};
draw_line(pixmap, x1, y1, x2, y2, width, color, style);
@@ -857,22 +858,31 @@ fn door_line_points(
g: &ExportGeometry,
a: (usize, usize),
b: (usize, usize),
width_cells: usize,
) -> Option<(f32, f32, f32, f32)> {
if a.0.abs_diff(b.0) + a.1.abs_diff(b.1) != 1 {
return None;
}
let width_cells = width_cells.max(1) as isize;
let min_offset = -((width_cells - 1) / 2);
let max_offset = width_cells / 2;
if a.0 != b.0 {
let x = g.left() + (a.0.max(b.0) as f32) * g.cell;
let row = a.1;
let y0 = g.top() + row as f32 * g.cell;
let y1 = y0 + g.cell;
let row = a.1 as isize;
let y0_cell = (row + min_offset).clamp(0, g.rows.saturating_sub(1) as isize);
let y1_cell = (row + max_offset).clamp(0, g.rows.saturating_sub(1) as isize);
let y0 = g.top() + y0_cell as f32 * g.cell;
let y1 = g.top() + (y1_cell as f32 + 1.0) * g.cell;
Some((x, y0, x, y1))
} else {
let y = g.top() + (a.1.max(b.1) as f32) * g.cell;
let col = a.0;
let x0 = g.left() + col as f32 * g.cell;
let x1 = x0 + g.cell;
let col = a.0 as isize;
let x0_cell = (col + min_offset).clamp(0, g.cols.saturating_sub(1) as isize);
let x1_cell = (col + max_offset).clamp(0, g.cols.saturating_sub(1) as isize);
let x0 = g.left() + x0_cell as f32 * g.cell;
let x1 = g.left() + (x1_cell as f32 + 1.0) * g.cell;
Some((x0, y, x1, y))
}
}
@@ -954,3 +964,76 @@ fn dotted_line(
fn norm_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
fn corridor_edges_from_cells(
corridor_cells: &HashSet<(usize, usize)>,
) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for &(col, row) in corridor_cells {
let right = (col + 1, row);
let bottom = (col, row + 1);
if corridor_cells.contains(&right) {
edges.insert(norm_edge((col, row), right));
}
if corridor_cells.contains(&bottom) {
edges.insert(norm_edge((col, row), bottom));
}
}
edges
}
fn room_edges_from_rooms(rooms: &[Room]) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for room in rooms {
let x_end = room.x + room.width;
let y_end = room.y + room.height;
for x in room.x..x_end {
for y in room.y..y_end {
if x + 1 < x_end {
edges.insert(norm_edge((x, y), (x + 1, y)));
}
if y + 1 < y_end {
edges.insert(norm_edge((x, y), (x, y + 1)));
}
}
}
}
edges
}
fn door_edges_for(door: &Door, cols: usize, rows: usize) -> Vec<((usize, usize), (usize, usize))> {
let mut edges = Vec::new();
if door.from.0.abs_diff(door.to.0) + door.from.1.abs_diff(door.to.1) != 1 {
return edges;
}
let width = door.width.max(1) as isize;
let min_offset = -((width - 1) / 2);
let max_offset = width / 2;
if door.from.0 != door.to.0 {
let y = door.from.1 as isize;
for dy in min_offset..=max_offset {
let ny = y + dy;
if ny < 0 || ny >= rows as isize {
continue;
}
let a = (door.from.0, ny as usize);
let b = (door.to.0, ny as usize);
edges.push(norm_edge(a, b));
}
} else {
let x = door.from.0 as isize;
for dx in min_offset..=max_offset {
let nx = x + dx;
if nx < 0 || nx >= cols as isize {
continue;
}
let a = (nx as usize, door.from.1);
let b = (nx as usize, door.to.1);
edges.push(norm_edge(a, b));
}
}
edges
}