0ad/binaries/data/mods/public/maps/random/rmgen/pathplacer.js

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/////////////////////////////////////////////////////////////////////////////////////////
// PathPlacer
//
// Class for creating a winding path between two points
//
// x1,z1: Starting point of path
// x2,z2: Ending point of path
// width: Width of the path
// a: Waviness - how wavy the path will be (higher is wavier, 0.0 is straight line)
// b: Smoothness - how smooth the path will be (higher is smoother)
// c: Offset - max amplitude of waves along the path (0.0 is straight line)
// taper: Tapering - how much the width of the path changes from start to end
// if positive, the width will decrease by that factor, if negative the width
// will increase by that factor
//
/////////////////////////////////////////////////////////////////////////////////////////
function PathPlacer(x1, z1, x2, z2, width, a, b, c, taper, failfraction)
{
this.x1 = x1;
this.z1 = z1;
this.x2 = x2;
this.z2 = z2;
this.width = width;
this.a = a;
this.b = b;
this.c = c;
this.taper = taper;
this.failfraction = (failfraction !== undefined ? failfraction : 5);
}
PathPlacer.prototype.place = function(constraint)
{
/*/ Preliminary bounds check
if (!g_Map.validT(this.x1, this.z1) || !constraint.allows(this.x1, this.z1) ||
!g_Map.validT(this.x2, this.z2) || !constraint.allows(this.x2, this.z2))
{
return undefined;
}*/
var failed = 0;
var dx = (this.x2 - this.x1);
var dz = (this.z2 - this.z1);
var dist = Math.sqrt(dx*dx + dz*dz);
dx /= dist;
dz /= dist;
var numSteps = 1 + Math.floor(dist/4 * this.a);
var numISteps = 1 + Math.floor(dist/4 * this.b);
var totalSteps = numSteps*numISteps;
var offset = 1 + Math.floor(dist/4 * this.c);
var size = getMapSize();
var gotRet = new Array(size);
for (var i = 0; i < size; ++i)
{
gotRet[i] = new Uint8Array(size); // bool / uint8
}
// Generate random offsets
var ctrlVals = new Float32Array(numSteps); //float32
for (var j = 1; j < (numSteps-1); ++j)
{
ctrlVals[j] = randFloat(-offset, offset);
}
// Interpolate for smoothed 1D noise
var noise = new Float32Array(totalSteps+1); //float32
for (var j = 0; j < numSteps; ++j)
{
// Cubic interpolation
var v0 = ctrlVals[(j+numSteps-1)%numSteps];
var v1 = ctrlVals[j];
var v2 = ctrlVals[(j+1)%numSteps];
var v3 = ctrlVals[(j+2)%numSteps];
var P = (v3 - v2) - (v0 - v1);
var Q = (v0 - v1) - P;
var R = v2 - v0;
var S = v1;
for (var k = 0; k < numISteps; ++k)
{
var t = k/numISteps;
noise[j*numISteps + k] = P*t*t*t + Q*t*t + R*t + S;
}
}
var halfWidth = 0.5 * this.width;
// Add smoothed noise to straight path
var segments1 = [];
var segments2 = [];
for (var j = 0; j < totalSteps; ++j)
{
// Interpolated points along straight path
var t = j/totalSteps;
var tx = this.x1 * (1.0 - t) + this.x2 * t;
var tz = this.z1 * (1.0 - t) + this.z2 * t;
var t2 = (j+1)/totalSteps;
var tx2 = this.x1 * (1.0 - t2) + this.x2 * t2;
var tz2 = this.z1 * (1.0 - t2) + this.z2 * t2;
// Find noise offset points
var nx = (tx - dz * noise[j]);
var nz = (tz + dx * noise[j]);
var nx2 = (tx2 - dz * noise[j+1]);
var nz2 = (tz2 + dx * noise[j+1]);
// Find slope of offset points
var ndx = (nx2 - nx);
var ndz = (nz2 - nz);
var dist = Math.sqrt(ndx*ndx + ndz*ndz);
ndx /= dist;
ndz /= dist;
var taperedWidth = (1.0 - t*this.taper) * halfWidth;
// Find slope of offset path
var px = Math.round(nx - ndz * -taperedWidth);
var pz = Math.round(nz + ndx * -taperedWidth);
segments1.push(new PointXZ(px, pz));
var px2 = Math.round(nx2 - ndz * taperedWidth);
var pz2 = Math.round(nz2 + ndx * taperedWidth);
segments2.push(new PointXZ(px2, pz2));
}
var retVec = [];
// Draw path segments
var num = segments1.length - 1;
for (var j = 0; j < num; ++j)
{
// Fill quad formed by these 4 points
// Note the code assumes these points have been rounded to integer values
var pt11 = segments1[j];
var pt12 = segments1[j+1];
var pt21 = segments2[j];
var pt22 = segments2[j+1];
var tris = [[pt12, pt11, pt21], [pt12, pt21, pt22]];
for (var t = 0; t < 2; ++t)
{
// Sort vertices by min z
var tri = tris[t].sort(
function(a, b)
{
return a.z - b.z;
}
);
// Fills in a line from (z, x1) to (z,x2)
var fillLine = function(z, x1, x2)
{
var left = Math.round(Math.min(x1, x2));
var right = Math.round(Math.max(x1, x2));
for (var x = left; x <= right; x++)
{
if (constraint.allows(x, z))
{
if (g_Map.inMapBounds(x, z) && !gotRet[x][z])
{
retVec.push(new PointXZ(x, z));
gotRet[x][z] = 1;
}
}
else
{
failed++;
}
}
}
var A = tri[0];
var B = tri[1];
var C = tri[2];
var dx1 = (B.z != A.z) ? ((B.x - A.x) / (B.z - A.z)) : 0;
var dx2 = (C.z != A.z) ? ((C.x - A.x) / (C.z - A.z)) : 0;
var dx3 = (C.z != B.z) ? ((C.x - B.x) / (C.z - B.z)) : 0;
if (A.z == B.z)
{
fillLine(A.z, A.x, B.x);
}
else
{
for (var z = A.z; z <= B.z; z++)
{
fillLine(z, A.x + dx1*(z - A.z), A.x + dx2*(z - A.z));
}
}
if (B.z == C.z)
{
fillLine(B.z, B.x, C.x);
}
else
{
for (var z = B.z + 1; z < C.z; z++)
{
fillLine(z, B.x + dx3*(z - B.z), A.x + dx2*(z - A.z));
}
}
}
}
return ((failed > this.width*this.failfraction*dist) ? undefined : retVec);
}