import { Direction } from "./WfcConstants.js"; import { WfcCell } from "./WfcCell.js"; /** * A WfcGrid represents the output of a Wave Function Collapse operation. */ export class WfcGrid { /** * @param {number} w width (in cells) * @param {number} h height (in cells) * @param {TrainingGrid} trainingGrid the training grid that will be the source from which we populate this grid. * @type {Xorshift32} pre-seeded pseudo random number generator */ constructor(w, h, trainingGrid, rng) { this.width = w; this.height = h; this.trainingGrid = trainingGrid; this.rng = rng; // // Populate the cells so each has all available options // For now, this means *copying* all TrainingCell options into each cell this.reset(); } reset() { console.log("Resetting Cells"); const [w, h] = [this.width, this.height]; const len = w * h; this.cells = new Array(len); for (let i = 0; i < len; i++) { const x = i % w; const y = Math.floor(i / w); this.cells[i] = new WfcCell(i, x, y, this.trainingGrid.clone().pixels); } console.log("Done"); } /** * Get the cells that currently have the lowest entropy * @returns {number[]} */ cellsIdsWithLowestEntropy() { console.log("Finding cells with lowest entopy"); let result = []; // set lowestEntropy to the highest possible entropy, // and let's search for lower entropy in the cells let lowestEntropy = this.trainingGrid.dim ** 2; this.cells.forEach((cell, idx) => { console.log("\t checking cell %d (entropy: %d)", idx, cell.getEntropy()); // // Have we found cells with low entropy? if (cell.getEntropy() < lowestEntropy) { // we've found a cell with lower entropy that the ones we've been looking // at so far Clear the search results and start over with this cell's // entropy as our target result = [idx]; lowestEntropy = cell.getEntropy(); return; } // // Cell matches current entropy level, add it to search results. if (cell.getEntropy() === lowestEntropy) { // Cell matches our current level of entropy, so we add it to our search results. // at so far! Clear the results and start over. result.push(idx); return; } }); if (result.length <= 0) { console.log("Found zero lowest-entropy cells.", { lowestEntropy }); } return result; } collapse() { console.log("Starting collaps()"); let count = this.cells.length; while (count > 0) { count--; // Get a list of possible target cells const lowEntropyCellIds = this.cellIdsWithLowestEntropy(); // // We've hit a dead end // No appropriate target cells found. if (lowEntropyCellIds.length === 0) { console.log("Found no lowest-entropy cells. This should not happen"); return count; } const rCellId = this.rng.randomElement(lowEntropyCellIds); const rCell = this.cells[rCellId]; /** @type {TrainingCell} a randomly chosen option that was available to rCell */ const rOption = this.rng.randomElement(rCell.options); // Lock in the choice for this cell rCell.options = [rOption]; // _____ ____ _ _ // | ____|_ __ _ __ ___ _ __| __ ) ___| | _____ _| | // | _| | '__| '__/ _ \| '__| _ \ / _ \ |/ _ \ \ /\ / / | // | |___| | | | | (_) | | | |_) | __/ | (_) \ V V /|_| // |_____|_| |_| \___/|_| |____/ \___|_|\___/ \_/\_/ (_) // Locking in this cell has changed the grid. // We must look at the cell's cardinal neighbours and update their options. for (let nArr of this.getNeighboursFor(rCell)) { /** @type {number} direction of the neighbour */ const neighbourDirection = nArr[0]; /** @type {WfcCell} the neighbouring cell */ const neighbourCell = nArr[1]; // Clear the neighbour's options, and // repopulate with valid options. const newOptions = []; for (let neighbourOption of neighbourCell.options) { if (neighbourOption.potentialNeighbours(rOption, neighbourDirection)) { newOptions.push(neighbourOption); } } // We've collapsed too deep. if (newOptions.length === 0) { console.error("We've removed all options from a neighbour!", { rCell, rOption, neighbourCell, neighbourDirection, newOptions, }); return false; } neighbourCell.options = newOptions; } } console.log("Done"); return 0; } /** * Get the neighbours of a cell. */ getNeighboursFor(cell) { const result = []; const yNorth = cell.y - 1; if (yNorth >= 0) { const xNorth = cell.x; const idx = this.width * yNorth + xNorth; result.push([Direction.N, this.cells[idx]]); } const ySouth = cell.y + 1; if (ySouth < this.height) { const xSouth = cell.x; const idx = this.width * ySouth + xSouth; result.push([Direction.S, this.cells[idx]]); } const xEast = cell.x + 1; if (xEast < this.width) { const yEast = cell.y; const idx = this.width * yEast + xEast; result.push([Direction.E, this.cells[idx]]); } const xWest = cell.x - 1; if (xWest >= 0) { const yWest = cell.y; const idx = this.width * yWest + xWest; result.push([Direction.W, this.cells[idx]]); } return result; } }