/
main.rs
511 lines (461 loc) · 12.2 KB
/
main.rs
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use std::f64::consts::PI;
use clap::*;
use gre::*;
use noise::*;
use rand::Rng;
use svg::node::element::path::Data;
use svg::node::element::*;
#[derive(Parser)]
#[clap()]
pub struct Opts {
#[clap(short, long, default_value = "image.svg")]
file: String,
#[clap(short, long, default_value = "148.0")]
pub width: f64,
#[clap(short, long, default_value = "105.0")]
pub height: f64,
#[clap(short, long, default_value = "5.0")]
pub pad: f64,
#[clap(short, long, default_value = "0.0")]
pub seed: f64,
}
fn art(opts: &Opts) -> Vec<Group> {
let seed = opts.seed;
let width = opts.width;
let height = opts.height;
let pad = opts.pad;
let bound = (pad, pad, width - pad, height - pad);
// Prepare all the random values
let mut rng = rng_from_seed(seed);
let perlin = Perlin::new();
let min_route = 2;
let passage_threshold = 9;
let circleang = if rng.gen_bool(0.5) { 0.5 } else { 0.0 };
// all the lines to draw are pushed here
let mut routes = Vec::new();
let mountainpadding = -10.;
let mut height_map: Vec<f64> = Vec::new();
let mut height_map_stop: Vec<f64> = Vec::new();
let mut passage = Passage::new(0.5, width, height);
let precision = rng.gen_range(0.1, 0.5);
let count = rng.gen_range(3, 7);
for j in 0..count {
let stopy = rng.gen_range(0.2, 0.8) * height;
let xfreq = rng.gen_range(0.002, 0.01);
let h = rng.gen_range(1.0, 5.0);
let peakfactor = rng.gen_range(-0.003, 0.005) * rng.gen_range(0.0, 1.0);
let ampfactor = rng.gen_range(0.0, 0.2) * rng.gen_range(0.0, 1.0);
let ynoisefactor = rng.gen_range(0.02, 0.5);
let yincr = 0.5 + rng.gen_range(-1f64, 8.0).max(0.0);
let amp2 = rng.gen_range(1.0, 8.0);
let offsetstrategy = rng.gen_range(0, 5);
let rounding =
rng.gen_range(-50.0f64, 4.0).max(0.0) * rng.gen_range(0.1, 1.0);
let stopy =
mix(height, stopy, (j as f64 / ((count - 1) as f64)) * 0.7 + 0.3);
// Build the mountains bottom-up, with bunch of perlin noises
let mut base_y = height * 5.0;
let mut miny = height;
loop {
if miny < stopy {
break;
}
let mut route = Vec::new();
let mut x = mountainpadding;
let mut was_outside = true;
loop {
if x > width - mountainpadding {
break;
}
let xv = (h - base_y / height) * (x - width / 2.);
let amp = height * ampfactor;
let mut y = base_y;
if offsetstrategy == 0 {
y += amp * peakfactor * xv;
}
y += -amp
* perlin
.get([
//
xv * xfreq + 19.9,
y * 0.0211 + 30.1,
77.
+ seed / 7.3
+ perlin.get([
//
55. + seed * 7.3,
80.3 + xv * 0.015,
y * 0.1 + 111.3,
]),
])
.abs();
if offsetstrategy == 1 {
y += amp * peakfactor * xv;
}
y += amp2
* amp
* perlin.get([
//
8.311 + xv * 0.00811,
88.1 + y * ynoisefactor,
seed * 97.311,
]);
if offsetstrategy == 2 {
y += amp * peakfactor * xv;
}
y += amp
* perlin.get([
//
seed * 9.31 + 7.77,
xv * 0.081 + 9.33,
y * 0.5,
])
* perlin
.get([
//
xv * 0.0112 + 8.33,
8.1 + y * 0.217,
seed / 7.7 + 6.66,
])
.min(0.0);
if offsetstrategy == 3 {
y += amp * peakfactor * xv;
}
y += 0.1
* amp
* (1.0 - miny / height)
* perlin.get([
//
66.6 + seed * 1.3,
18.3 + xv * 0.501,
88.1 + y * 0.503,
]);
if offsetstrategy == 4 {
y += amp * peakfactor * xv;
}
if rounding > 0.1 {
y = (y / rounding).round() * rounding;
}
if y < miny {
miny = y;
}
let mut collides = false;
let xi = ((x - mountainpadding) / precision).round() as usize;
if xi >= height_map.len() {
height_map.push(y);
} else {
if y > height_map[xi] {
collides = true;
} else {
height_map[xi] = y;
}
}
let inside = !collides && strictly_in_boundaries((x, y), bound);
if inside && passage.get((x, y)) < passage_threshold {
if was_outside {
if route.len() > min_route {
routes.push((1, route));
}
route = Vec::new();
}
was_outside = false;
route.push((x, y));
passage.count((x, y));
} else {
was_outside = true;
}
x += precision;
}
if route.len() > min_route {
routes.push((1, route));
}
base_y -= yincr;
}
if height_map_stop.len() == 0 || rng.gen_bool(0.5) {
height_map_stop = height_map.clone();
}
}
let radius = 0.5 + rng.gen_range(1.0, 2.0) * rng.gen_range(0.0, 1.0);
passage.grow_passage(radius);
let p = pad + 2.0;
let extrabound = (p, p, width - p, height - p);
let overlap = |p| {
passage.get(p) == 0
&& strictly_in_boundaries(p, extrabound)
&& p.1
< height_map_stop[((p.0 - mountainpadding) / precision) as usize
% height_map_stop.len()]
};
let does_overlap = |c: (f64, f64, f64)| {
overlap((c.0, c.1))
&& circle_route((c.0, c.1), c.2, 8, circleang)
.iter()
.all(|&p| overlap(p))
};
let freq = rng.gen_range(0.0, 0.2) * rng.gen_range(0.0, 1.0);
let count = 1 + (rng.gen_range(1.0, 3.5) * rng.gen_range(0.0, 1.0)) as usize;
for i in 0..count {
let ppad = rng.gen_range(0.4, 1.2);
let total_pad = radius + pad + ppad;
let min = ppad + rng.gen_range(0.4, 0.8);
let max = min
+ rng.gen_range(0.0, 50.0)
* rng.gen_range(0.0, 1.0)
* rng.gen_range(0.0, 1.0);
let circles = packing(
seed + i as f64 * 1.6,
500000,
10000,
rng.gen_range(0, 4),
ppad,
(total_pad, total_pad, width - total_pad, height - total_pad),
&does_overlap,
min,
max,
);
for c in circles {
let ang = 2.
* perlin.get([
//
c.x * freq,
c.y * freq,
3333. + 7.7 * seed,
]);
let a = (c.x + c.r * ang.cos(), c.y + c.r * ang.sin());
let b = (c.x - c.r * ang.cos(), c.y - c.r * ang.sin());
routes.push((2, vec![a, b]));
}
}
// Border around the postcard
let border_size = 8;
let border_dist = 0.3;
let mut route = Vec::new();
for i in 0..border_size {
let d = i as f64 * border_dist;
route.push((pad + d, pad + d));
route.push((pad + d, height - pad - d));
route.push((width - pad - d, height - pad - d));
route.push((width - pad - d, pad + d));
route.push((pad + d, pad + d));
}
routes.push((1, route));
// Make the SVG
let colors = vec!["white", "white", "white"];
colors
.iter()
.enumerate()
.map(|(ci, color)| {
let mut data = Data::new();
for (c, route) in routes.clone() {
if c == ci {
data = render_route(data, route);
}
}
let mut l = layer(color);
l = l.add(base_path(color, 0.35, data));
l
})
.collect()
}
fn main() {
let opts: Opts = Opts::parse();
let groups = art(&opts);
let mut document = base_document("black", opts.width, opts.height);
for g in groups {
document = document.add(g);
}
svg::save(opts.file, &document).unwrap();
}
#[derive(Clone)]
struct Passage {
precision: f64,
width: f64,
height: f64,
counters: Vec<usize>,
}
impl Passage {
pub fn new(precision: f64, width: f64, height: f64) -> Self {
let wi = (width / precision).ceil() as usize;
let hi = (height / precision).ceil() as usize;
let counters = vec![0; wi * hi];
Passage {
precision,
width,
height,
counters,
}
}
fn index(self: &Self, (x, y): (f64, f64)) -> usize {
let wi = (self.width / self.precision).ceil() as usize;
let hi = (self.height / self.precision).ceil() as usize;
let xi = ((x / self.precision).round() as usize).max(0).min(wi - 1);
let yi = ((y / self.precision).round() as usize).max(0).min(hi - 1);
yi * wi + xi
}
pub fn count(self: &mut Self, p: (f64, f64)) -> usize {
let i = self.index(p);
let v = self.counters[i] + 1;
self.counters[i] = v;
v
}
pub fn count_once(self: &mut Self, p: (f64, f64)) {
let i = self.index(p);
let v = self.counters[i];
if v == 0 {
self.counters[i] = 1;
}
}
pub fn get(self: &Self, p: (f64, f64)) -> usize {
let i = self.index(p);
self.counters[i]
}
pub fn grow_passage(self: &mut Self, radius: f64) {
let precision = self.precision;
let width = self.width;
let height = self.height;
let counters: Vec<usize> = self.counters.iter().cloned().collect();
let mut mask = Vec::new();
// TODO, in future for even better perf, I will rewrite this
// working directly with index integers instead of having to use index() / count_once()
let mut x = -radius;
loop {
if x >= radius {
break;
}
let mut y = -radius;
loop {
if y >= radius {
break;
}
if x * x + y * y < radius * radius {
mask.push((x, y));
}
y += precision;
}
x += precision;
}
let mut x = 0.0;
loop {
if x >= width {
break;
}
let mut y = 0.0;
loop {
if y >= height {
break;
}
let index = self.index((x, y));
if counters[index] > 0 {
for &(dx, dy) in mask.iter() {
self.count_once((x + dx, y + dy));
}
}
y += precision;
}
x += precision;
}
}
}
fn circle_route(
center: (f64, f64),
r: f64,
count: usize,
ang: f64,
) -> Vec<(f64, f64)> {
let mut route = Vec::new();
for i in 0..(count + 1) {
let a = 2. * PI * (i as f64 + ang) / (count as f64);
let x = center.0 + r * a.cos();
let y = center.1 + r * a.sin();
route.push((x, y));
}
return route;
}
#[derive(Clone, Copy, Debug)]
struct VCircle {
x: f64,
y: f64,
r: f64,
}
impl VCircle {
fn new(x: f64, y: f64, r: f64) -> Self {
VCircle { x, y, r }
}
fn dist(self: &Self, c: &VCircle) -> f64 {
euclidian_dist((self.x, self.y), (c.x, c.y)) - c.r - self.r
}
fn collides(self: &Self, c: &VCircle) -> bool {
self.dist(c) <= 0.0
}
}
fn scaling_search<F: FnMut(f64) -> bool>(
mut f: F,
min_scale: f64,
max_scale: f64,
) -> Option<f64> {
let mut from = min_scale;
let mut to = max_scale;
loop {
if !f(from) {
return None;
}
if to - from < 0.1 {
return Some(from);
}
let middle = (to + from) / 2.0;
if !f(middle) {
to = middle;
} else {
from = middle;
}
}
}
fn search_circle_radius(
does_overlap: &dyn Fn((f64, f64, f64)) -> bool,
circles: &Vec<VCircle>,
x: f64,
y: f64,
min_scale: f64,
max_scale: f64,
) -> Option<f64> {
let overlaps = |size| {
let c = VCircle::new(x, y, size);
does_overlap((x, y, size)) && !circles.iter().any(|other| c.collides(other))
};
scaling_search(overlaps, min_scale, max_scale)
}
fn packing(
seed: f64,
iterations: usize,
desired_count: usize,
optimize_size: usize,
pad: f64,
bound: (f64, f64, f64, f64),
does_overlap: &dyn Fn((f64, f64, f64)) -> bool,
min_scale: f64,
max_scale: f64,
) -> Vec<VCircle> {
let mut circles = Vec::new();
let mut tries = Vec::new();
let mut rng = rng_from_seed(seed);
for _i in 0..iterations {
let x: f64 = rng.gen_range(bound.0, bound.2);
let y: f64 = rng.gen_range(bound.1, bound.3);
if let Some(size) =
search_circle_radius(&does_overlap, &circles, x, y, min_scale, max_scale)
{
let circle = VCircle::new(x, y, size - pad);
tries.push(circle);
if tries.len() > optimize_size {
tries.sort_by(|a, b| b.r.partial_cmp(&a.r).unwrap());
let c = tries[0];
circles.push(c.clone());
tries = Vec::new();
}
}
if circles.len() > desired_count {
break;
}
}
circles
}