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tensor_polygon_finder.go
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tensor_polygon_finder.go
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package gencitymap
import (
"log"
"math"
"math/rand"
"github.com/Flokey82/go_gens/vectors"
)
type PolygonParams struct {
MaxLength int
MinArea float64
ShrinkSpacing float64
ChanceNoDivide float64
}
// PolygonFinder finds polygons in a graph, used for finding lots and parks.
type PolygonFinder struct {
Polygons [][]vectors.Vec2
ShrunkPolygons [][]vectors.Vec2
DividedPolygons [][]vectors.Vec2
toShrink [][]vectors.Vec2
resolveShrink func()
toDivide [][]vectors.Vec2
resolveDivide func()
Nodes []*Node
Params PolygonParams
TensorField *TensorField
}
func NewPolygonFinder(nodes []*Node, params PolygonParams, tensorField *TensorField) *PolygonFinder {
return &PolygonFinder{
Nodes: nodes,
Params: params,
TensorField: tensorField,
}
}
func (p *PolygonFinder) getPolygons() [][]vectors.Vec2 {
if len(p.DividedPolygons) > 0 {
return p.DividedPolygons
}
if len(p.ShrunkPolygons) > 0 {
return p.ShrunkPolygons
}
return p.Polygons
}
func (p *PolygonFinder) Reset() {
p.toShrink = nil
p.toDivide = nil
p.Polygons = nil
p.ShrunkPolygons = nil
p.DividedPolygons = nil
}
func (p *PolygonFinder) Update() bool {
change := false
if len(p.toShrink) > 0 {
resolve := len(p.toShrink) == 1
if p.stepShrink(p.toShrink[len(p.toShrink)-1]) {
change = true
}
if resolve {
p.resolveShrink()
}
}
if len(p.toDivide) > 0 {
resolve := len(p.toDivide) == 1
if p.stepDivide(p.toDivide[len(p.toDivide)-1]) {
change = true
}
if resolve {
p.resolveDivide()
}
}
return change
}
// Shrink shrinks the polygons by the given amount.
// Properly shrink polygon so the edges are all the same distance from the road.
func (p *PolygonFinder) Shrink(animate bool) {
if len(p.Polygons) == 0 {
p.findPolygons()
}
/*if animate {
if len(p.Polygons) == 0 {
return
}
p.toShrink = p.Polygons
p.resolveShrink = resolve
} else {*/
p.ShrunkPolygons = nil
for _, poly := range p.Polygons {
p.stepShrink(poly)
}
//resolve()
//}
}
func (p *PolygonFinder) stepShrink(polygon []vectors.Vec2) bool {
shrunk := ResizeGeometry(polygon, -p.Params.ShrinkSpacing, true)
if len(shrunk) > 0 {
// Panic if shrunk contains a NaN
for _, v := range shrunk {
if math.IsNaN(v.X) || math.IsNaN(v.Y) {
log.Println("Shrunk polygon contains NaN", polygon, shrunk)
panic("Shrunk polygon contains NaN")
}
}
p.ShrunkPolygons = append(p.ShrunkPolygons, shrunk)
return true
}
return false
}
func (p *PolygonFinder) Divide(animate bool) {
if len(p.Polygons) == 0 {
p.findPolygons()
}
polygons := p.Polygons
if len(p.ShrunkPolygons) > 0 {
polygons = p.ShrunkPolygons
}
/*if animate {
if len(polygons) == 0 {
return
}
p.toDivide = polygons
p.resolveDivide = resolve
} else {*/
p.DividedPolygons = nil
for _, poly := range polygons {
p.stepDivide(poly)
}
//resolve()
//}
}
func (p *PolygonFinder) stepDivide(polygon []vectors.Vec2) bool {
// TODO need to filter shrunk polygons using aspect ratio, area
// this skips the filter in PolygonUtil.subdividePolygon
if p.Params.ChanceNoDivide > 0 && rand.Float64() < p.Params.ChanceNoDivide {
p.DividedPolygons = append(p.DividedPolygons, polygon)
return true
}
divided := SubdividePolygon(polygon, p.Params.MinArea)
if len(divided) > 0 {
p.DividedPolygons = append(p.DividedPolygons, divided...)
return true
}
return false
}
func (p *PolygonFinder) findPolygons() {
// Node
// x, y, value (Vector2), adj (list of node refs)
// Gonna edit adj for now
// Walk a clockwise path until polygon found or limit reached
// When we find a polygon, mark all edges as traversed (in particular direction)
// Each edge separates two polygons
// If edge already traversed in this direction, this polygon has already been found
p.ShrunkPolygons = nil
p.DividedPolygons = nil
var polygons [][]vectors.Vec2
for _, node := range p.Nodes {
if len(node.adj) < 2 {
log.Println("Node has less than 2 adjacencies", node)
continue
}
log.Println("Node has", len(node.adj), "adjacencies", node)
for _, nextNode := range node.adj {
polygon := p.recursiveWalk([]*Node{node, nextNode})
if polygon != nil && len(polygon) < p.Params.MaxLength {
p.removePolygonAdjacencies(polygon)
var polygonPoints []vectors.Vec2
for i := range polygon {
n := polygon[i]
polygonPoints = append(polygonPoints, n.value)
}
polygons = append(polygons, polygonPoints)
}
}
}
p.Polygons = p.filterPolygonsByWater(polygons)
}
func (p *PolygonFinder) filterPolygonsByWater(polygons [][]vectors.Vec2) [][]vectors.Vec2 {
var out [][]vectors.Vec2
for _, poly := range polygons {
averagePoint := AveragePoint(poly)
if p.TensorField == nil || p.TensorField.onLand(averagePoint) && !p.TensorField.inParks(averagePoint) {
out = append(out, poly)
}
}
return out
}
func (p *PolygonFinder) removePolygonAdjacencies(polygon []*Node) {
for i := 0; i < len(polygon); i++ {
node := polygon[i]
nextNode := polygon[(i+1)%len(polygon)]
index := indexOfNode(node.adj, nextNode)
if index >= 0 {
node.adj = append(node.adj[:index], node.adj[index+1:]...)
}
}
}
func indexOfNode(nodes []*Node, node *Node) int {
for i, n := range nodes {
if n == node {
return i
}
}
return -1
}
/*
func (p *PolygonFinder) recursiveWalk(path []*Node) []*Node {
lastNode := path[len(path)-1]
secondLastNode := path[len(path)-2]
nextNode := p.findNextNode(lastNode, secondLastNode)
if nextNode == nil {
return nil
}
path = append(path, nextNode)
if nextNode == path[0] {
return path
}
return p.recursiveWalk(path)
}*/
func (p *PolygonFinder) recursiveWalk(visited []*Node) []*Node {
if len(visited) >= p.Params.MaxLength {
return nil
}
// TODO backtracking to find polygons with dead end roads inside them
nextNode := p.getRightmostNode(visited[len(visited)-2], visited[len(visited)-1])
if nextNode == nil {
return nil // Currently ignores polygons with dead end inside
}
visitedIndex := indexOfNode(visited, nextNode)
if visitedIndex >= 0 {
return visited[visitedIndex:]
}
visited = append(visited, nextNode)
return p.recursiveWalk(visited)
}
func (p *PolygonFinder) getRightmostNode(nodeFrom, nodeTo *Node) *Node {
// We want to turn right at every junction
if len(nodeTo.adj) == 0 {
return nil
}
backwardsDifferenceVector := nodeFrom.value.Sub(nodeTo.value)
transformAngle := math.Atan2(backwardsDifferenceVector.Y, backwardsDifferenceVector.X)
var rightmostNode *Node
smallestTheta := math.Pi * 2
for _, nextNode := range nodeTo.adj {
if nextNode != nodeFrom { // && len(nextNode.adj) > 0 {
nextVector := nextNode.value.Sub(nodeTo.value)
nextAngle := math.Atan2(nextVector.Y, nextVector.X) - transformAngle
if nextAngle < 0 {
nextAngle += math.Pi * 2
}
if nextAngle < smallestTheta {
smallestTheta = nextAngle
rightmostNode = nextNode
}
}
}
return rightmostNode
}