X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel%2Flvlgen.rs;h=af6ab7619d8d6960d829182fa39815865408bb97;hb=953b4c960649b82f4e186c2a9afee5367270f0fc;hp=e39f232b5f6167a0431cd36b2b468b326953a334;hpb=37f3e1edd969b4ede9dd033895ff806477f6e866;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level/lvlgen.rs b/src/core/level/lvlgen.rs index e39f232..af6ab76 100644 --- a/src/core/level/lvlgen.rs +++ b/src/core/level/lvlgen.rs @@ -1,33 +1,38 @@ -use {point, time_scope}; -use common::Point; -use super::{Grid, Level}; +use geometry::{Point, Dimension}; use noise::{NoiseFn, OpenSimplex, Seedable}; use rand::Rng; +use super::{Grid, Level, WallRegion}; +use {point, dimen, time_scope}; ////////// LEVEL GENERATOR ///////////////////////////////////////////////////// -#[derive(Default)] +#[derive(Debug, Default)] pub struct LevelGenerator { pub seed: u32, pub iterations: u8, + pub wall_smooth_radius: u8, } impl LevelGenerator { - pub fn new(seed: u32, iterations: u8) -> Self{ - LevelGenerator { seed, iterations } + pub fn new(seed: u32) -> Self{ + LevelGenerator { + seed, + iterations: 5, + wall_smooth_radius: 2, + } } pub fn generate(&self) -> Level { - time_scope!("grid generation"); + dbg!(self); + time_scope!("level generation"); - let cell_size = 20; - let (width, height) = (2560 / cell_size, 1440 / cell_size); + let scale = 20.0; + let size = dimen!((2560.0 / scale) as usize, (1440.0 / scale) as usize); let mut grid = Grid { - cell_size, - width, - height, - cells: vec!(vec!(true; height); width), + scale: (scale, scale).into(), + cells: vec!(vec!(true; size.height); size.width), + size, }; // start with some noise @@ -48,11 +53,7 @@ impl LevelGenerator { self.filter_regions(&mut grid); let walls = self.find_walls(&grid); - Level { - gravity: point!(0.0, 0.1), - grid, - walls, - } + Level::new(point!(0.0, 0.1), grid, walls) } #[allow(dead_code)] @@ -74,9 +75,9 @@ impl LevelGenerator { fn smooth(&self, grid: &mut Grid) { let distance = 1; for _i in 0..self.iterations { - let mut next = vec!(vec!(true; grid.height); grid.width); - for x in distance..(grid.width - distance) { - for y in distance..(grid.height - distance) { + let mut next = vec!(vec!(true; grid.size.height); grid.size.width); + for x in distance..(grid.size.width - distance) { + for y in distance..(grid.size.height - distance) { match self.neighbours(&grid.cells, x, y, distance) { n if n < 4 => next[x][y] = false, n if n > 4 => next[x][y] = true, @@ -98,9 +99,9 @@ impl LevelGenerator { let mut count = 0; loop { count += 1; - let mut next = vec!(vec!(true; grid.height); grid.width); - for x in distance..(grid.width - distance) { - for y in distance..(grid.height - distance) { + let mut next = vec!(vec!(true; grid.size.height); grid.size.width); + for x in distance..(grid.size.width - distance) { + for y in distance..(grid.size.height - distance) { match self.neighbours(&grid.cells, x, y, distance) { n if n < 4 => next[x][y] = false, n if n > 4 => next[x][y] = true, @@ -114,10 +115,10 @@ impl LevelGenerator { grid.cells = next; } } - println!("{} iterations needed", count); + println!(" {} iterations needed", count); } - fn neighbours(&self, grid: &Vec>, px: usize, py: usize, distance: usize) -> u8 { + fn neighbours(&self, grid: &[Vec], px: usize, py: usize, distance: usize) -> u8 { let mut count = 0; for x in (px - distance)..=(px + distance) { for y in (py - distance)..=(py + distance) { @@ -130,15 +131,15 @@ impl LevelGenerator { } fn set_each bool>(&self, grid: &mut Grid, mut func: F, walls: usize) { - for x in walls..(grid.width - walls) { - for y in walls..(grid.height - walls) { + for x in walls..(grid.size.width - walls) { + for y in walls..(grid.size.height - walls) { grid.cells[x][y] = func(x, y); } } } fn subdivide(&self, grid: &mut Grid) -> Grid { - let (width, height) = (grid.width * 2, grid.height * 2); + let (width, height) = (grid.size.width * 2, grid.size.height * 2); let mut cells = vec!(vec!(true; height); width); for x in 1..(width - 1) { for y in 1..(height - 1) { @@ -146,19 +147,18 @@ impl LevelGenerator { } } Grid { - cell_size: grid.cell_size / 2, - width, - height, + scale: (grid.scale.width / 2.0, grid.scale.height / 2.0).into(), + size: (width, height).into(), cells } } fn find_regions(&self, grid: &Grid) -> Vec { - time_scope!("finding all regions"); + time_scope!(" finding all regions"); let mut regions = vec!(); - let mut marked = vec!(vec!(false; grid.height); grid.width); - for x in 0..grid.width { - for y in 0..grid.height { + let mut marked = vec!(vec!(false; grid.size.height); grid.size.width); + for x in 0..grid.size.width { + for y in 0..grid.size.height { if !marked[x][y] { regions.push(self.get_region_at_point(grid, x, y, &mut marked)); } @@ -177,7 +177,7 @@ impl LevelGenerator { cells.push(p); for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] { let ip = (p.0 as isize + i.0, p.1 as isize + i.1); - if ip.0 >= 0 && ip.0 < grid.width as isize && ip.1 >= 0 && ip.1 < grid.height as isize { + if ip.0 >= 0 && ip.0 < grid.size.width as isize && ip.1 >= 0 && ip.1 < grid.size.height as isize { let up = (ip.0 as usize, ip.1 as usize); if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] { marked[up.0][up.1] = true; @@ -198,14 +198,14 @@ impl LevelGenerator { fn filter_regions(&self, grid: &mut Grid) { let min_wall_size = 0.0015; - println!("grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height); - println!("min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size); + println!(" grid size: ({}, {}) = {} cells", grid.size.width, grid.size.height, grid.size.width * grid.size.height); + println!(" min wall size: {}", (grid.size.width * grid.size.height) as f64 * min_wall_size); // delete all smaller wall regions for r in self.find_regions(grid).iter().filter(|r| r.value) { - let percent = r.cells.len() as f64 / (grid.width * grid.height) as f64; + let percent = r.cells.len() as f64 / (grid.size.width * grid.size.height) as f64; if percent < min_wall_size { - // println!("delete wall region of size {}", r.cells.len()); + // println!(" delete wall region of size {}", r.cells.len()); self.delete_region(grid, r); } } @@ -220,20 +220,30 @@ impl LevelGenerator { } } - fn find_walls(&self, grid: &Grid) -> Vec>> { + fn find_walls(&self, grid: &Grid) -> Vec { let mut walls = vec!(); for r in self.find_regions(&grid) { if r.value { - let mut outline = r.outline(grid.cell_size); - for i in 2..(outline.len() - 2) { -// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3; - outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5; - } - walls.push(outline); + let outline = r.outline(&grid.scale); + let mut floats = outline.iter().map(|p| point!(p.x as f64, p.y as f64)).collect(); + self.smooth_wall(&mut floats, self.wall_smooth_radius as isize); + let wall = WallRegion::new(floats); + walls.push(wall); } } walls } + + fn smooth_wall(&self, points: &mut Vec>, radius: isize) { + let idx = |n| (n as isize + points.len() as isize) as usize % points.len(); + let mut new_points = points.clone(); + for i in 0..points.len() { + new_points[i] = ((i as isize + 1 - radius)..=(i as isize + radius)) // aggregates all points from -radius to +radius + .fold(points[idx(i as isize - radius)], |acc, o| acc + points[idx(o)]) // with addition + / (radius * 2 + 1) as f64; + } + *points = new_points; + } } ////////// REGION ////////////////////////////////////////////////////////////// @@ -256,21 +266,23 @@ impl Region { (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) } - pub fn outline(&self, scale: usize) -> Vec> { + pub fn outline(&self, scale: &Dimension) -> Vec> { let rect = self.enclosing_rect(); let (ox, oy, w, h) = rect; let grid = self.grid(&rect); let mut marked = vec!(vec!(false; h); w); let mut outline = vec!(); let mut directions = vec!((1, 0), (1, 1), (0, 1), (-1, 1), (-1, 0), (-1, -1), (0, -1), (1, -1)); // 8 directions rotating right from starting direction right + let multiplier = (scale.width as isize, scale.height as isize); + let offset = (scale.width as isize / 2, scale.height as isize / 2); - let mut p = self.find_first_point_of_outline(&rect, &grid); + let start = self.find_first_point_of_outline(&rect, &grid); + let mut p = start; marked[p.x as usize][p.y as usize] = true; loop { - outline.push((p + (ox as isize, oy as isize)) * scale as isize); + outline.push((p + (ox as isize, oy as isize)) * multiplier + offset); self.find_next_point_of_outline(&grid, &mut p, &mut directions); - if marked[p.x as usize][p.y as usize] { - // we're back at the beginning + if p == start { break; } marked[p.x as usize][p.y as usize] = true; @@ -280,7 +292,7 @@ impl Region { } #[allow(dead_code)] - fn print_grid(&self, grid: &Vec>) { + fn print_grid(&self, grid: &[Vec]) { let w = grid.len(); let h = grid[0].len(); let mut g = vec!(vec!(false; w); h); @@ -313,7 +325,7 @@ impl Region { grid } - fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> Point { + fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &[Vec]) -> Point { let (ox, oy, w, h) = rect; let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level for x in 0..*w { @@ -329,7 +341,7 @@ impl Region { panic!("no wall found!"); } - fn find_next_point_of_outline(&self, grid: &Vec>, p: &mut Point, directions: &mut Vec<(isize, isize)>) { + fn find_next_point_of_outline(&self, grid: &[Vec], p: &mut Point, directions: &mut Vec<(isize, isize)>) { directions.rotate_left(2); loop { let d = directions[0]; @@ -341,7 +353,7 @@ impl Region { } } - fn check(&self, p: Point, grid: &Vec>) -> bool { + fn check(&self, p: Point, grid: &[Vec]) -> bool { if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize { false } else {