227 lines
7.4 KiB
JavaScript
227 lines
7.4 KiB
JavaScript
import { Direction } from "./WfcConstants.js";
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import { WfcCell } from "./WfcCell.js";
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import { SourceGrid } from "./SourceGrid.js";
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import { Xorshift32 } from "../utils/random.js";
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/**
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* A WfcGrid represents the output of a Wave Function Collapse operation.
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*/
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export class WfcGrid {
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/**
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* @param {number} w width (in cells)
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* @param {number} h height (in cells)
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* @param {SourceGrid} sourceGrid the source grid that will be the source from which we populate this grid.
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* @type {Xorshift32} pre-seeded pseudo random number generator
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*/
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constructor(w, h, sourceGrid, rng) {
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/** @type {number} */
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this.width = w;
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/** @type {number} */
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this.height = h;
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/** @type {SourceGrid} */
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this.sourceGrid = sourceGrid;
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/** @type {number[]} */
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this.lowEntropyCellIdCache = sourceGrid.cells.keys;
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/** @type {number} */
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this.lowestEntropy = sourceGrid.dim ** 2;
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/** @type {Xorshift32} */
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this.rng = rng;
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/** @type {WfcCell[]} */
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this.cells = [];
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this.reset();
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}
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reset() {
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const [w, h] = [this.width, this.height];
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const len = w * h;
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this.cells = [];
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for (let i = 0; i < len; i++) {
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const x = i % w;
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const y = Math.floor(i / w);
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this.cells.push(new WfcCell(i, x, y, this.sourceGrid.clone().cells));
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}
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}
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/**
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* Get the cells that currently have the lowest entropy
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*/
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refreshLowEntropyCellIdCache() {
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this.lowEntropyCellIdCache = [];
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// set lowestEntropy to the highest possible entropy,
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// and let's search for lower entropy in the cells
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this.lowestEntropy = this.sourceGrid.dim ** 2;
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this.cells.forEach((cell, idx) => {
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const entropy = cell.getEntropy();
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// Cell is locked in, and should not be included
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if (entropy <= 1) {
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return;
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}
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//
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// Have we found cells with low entropy?
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if (entropy < this.lowestEntropy) {
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// we've found a cell with lower entropy that the ones we've been looking
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// at so far Clear the search results and start over with this cell's
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// entropy as our target
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this.lowEntropyCellIdCache = [idx];
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this.lowestEntropy = entropy;
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return;
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}
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//
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// Cell matches current entropy level, add it to search results.
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if (entropy === this.lowestEntropy) {
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// Cell matches our current level of entropy, so we add it to our search results.
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// at so far! Clear the results and start over.
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this.lowEntropyCellIdCache.push(idx);
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return;
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}
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});
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if (this.lowEntropyCellIdCache.length === 0) {
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console.info("Found zero lowest-entropy cells.", { entropy: this.lowestEntropy });
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}
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}
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/**
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* Collapse the grid by one iteration by locking in a random option for the given cell.
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*
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* If no cell given, a random cell will be chosen from the cache of lowest-entropy cells.
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*
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* @param {number?} The index of the cell that is to be collapsed around
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*/
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collapse(cellId = undefined) {
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if (this.lowEntropyCellIdCache.length === 0) {
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this.refreshLowEntropyCellIdCache();
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}
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if (cellId === undefined) {
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cellId = this.rng.randomElement(this.lowEntropyCellIdCache);
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if (cellId === undefined) {
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throw new Error("Could not find a valid cell to start the collapse");
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}
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}
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const targetCell = this.cells[cellId];
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if (!targetCell) {
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throw new Error(`Could not find cell with index ${cellId}`);
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}
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/** @type {SourceCell} a randomly chosen option that was available to targetCell */
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const targetOption = this.rng.randomElement(targetCell.options);
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// Lock in the choice for this cell
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targetCell.options = [targetOption];
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// _____ ____ _ _
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// | ____|_ __ _ __ ___ _ __| __ ) ___| | _____ _| |
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// | _| | '__| '__/ _ \| '__| _ \ / _ \ |/ _ \ \ /\ / / |
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// | |___| | | | | (_) | | | |_) | __/ | (_) \ V V /|_|
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// |_____|_| |_| \___/|_| |____/ \___|_|\___/ \_/\_/ (_)
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// Locking in this cell has changed the grid.
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// We must look at the cell's cardinal neighbours and update their options.
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for (let nArr of this.neighbourCells(targetCell)) {
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/** @type {number} direction of the neighbour */
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const neighbourDirection = nArr[0];
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/** @type {WfcCell} the neighbouring cell */
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const neighbourCell = nArr[1];
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// Clear the neighbour's options, and
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// repopulate with valid options.
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const newOptions = [];
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for (let neighbourOption of neighbourCell.options) {
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if (neighbourOption.potentialNeighbours(targetOption, neighbourDirection)) {
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newOptions.push(neighbourOption);
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}
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}
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const newEntropyLevel = newOptions.length;
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// We've collapsed too deep.
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if (newOptions.length === 0) {
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const oldOptions = neighbourCell.options;
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neighbourCell.options = newOptions;
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console.error("We've removed all options from a neighbour!", {
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targetCell,
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targetOption,
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neighbourCell,
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oldOptions,
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Direction: Direction[neighbourDirection],
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});
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return false;
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}
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neighbourCell.options = newOptions;
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if (newEntropyLevel < this.lowestEntropy) {
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this.lowestEntropy = newEntropyLevel;
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this.lowEntropyCellIdCache = [];
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}
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if (newEntropyLevel === this.lowestEntropy) {
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if (!this.lowEntropyCellIdCache.includes(neighbourCell.i)) {
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this.lowEntropyCellIdCache.push(neighbourCell.i);
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}
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}
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}
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return true;
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}
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/**
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* Get the neighbours of a cell.
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* @param {WfcCell} cell
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*/
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neighbourCells(cell) {
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const result = [];
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//
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// Northern neighbour
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//
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const yNorth = cell.y - 1;
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if (yNorth > 0) {
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const xNorth = cell.x;
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const idx = this.width * yNorth + xNorth;
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result.push([Direction.N, this.cells[idx]]);
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}
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//
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// Southern neighbour
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//
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const ySouth = cell.y + 1;
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if (ySouth < this.height) {
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const xSouth = cell.x;
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const idx = this.width * ySouth + xSouth;
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result.push([Direction.S, this.cells[idx]]);
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}
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//
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// Eastern neighbour
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//
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const xEast = cell.x + 1;
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if (xEast < this.width) {
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const yEast = cell.y;
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const idx = this.width * yEast + xEast;
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result.push([Direction.E, this.cells[idx]]);
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}
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//
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// Western neighbour
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//
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const xWest = cell.x - 1;
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if (xWest >= 0) {
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const yWest = cell.y;
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const idx = this.width * yWest + xWest;
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result.push([Direction.W, this.cells[idx]]);
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}
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return result;
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}
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}
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