Files
muuhd/frontend/WfcGrid.js
Kim Ravn Hansen 1f97ea63e2 progress
2025-10-09 15:51:40 +02:00

227 lines
7.4 KiB
JavaScript
Executable File

import { Direction } from "./WfcConstants.js";
import { WfcCell } from "./WfcCell.js";
import { SourceGrid } from "./SourceGrid.js";
import { Xorshift32 } from "../utils/random.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 {SourceGrid} sourceGrid the source grid that will be the source from which we populate this grid.
* @type {Xorshift32} pre-seeded pseudo random number generator
*/
constructor(w, h, sourceGrid, rng) {
/** @type {number} */
this.width = w;
/** @type {number} */
this.height = h;
/** @type {SourceGrid} */
this.sourceGrid = sourceGrid;
/** @type {number[]} */
this.lowEntropyCellIdCache = sourceGrid.cells.keys;
/** @type {number} */
this.lowestEntropy = sourceGrid.dim ** 2;
/** @type {Xorshift32} */
this.rng = rng;
/** @type {WfcCell[]} */
this.cells = [];
this.reset();
}
reset() {
const [w, h] = [this.width, this.height];
const len = w * h;
this.cells = [];
for (let i = 0; i < len; i++) {
const x = i % w;
const y = Math.floor(i / w);
this.cells.push(new WfcCell(i, x, y, this.sourceGrid.clone().cells));
}
}
/**
* Get the cells that currently have the lowest entropy
*/
refreshLowEntropyCellIdCache() {
this.lowEntropyCellIdCache = [];
// set lowestEntropy to the highest possible entropy,
// and let's search for lower entropy in the cells
this.lowestEntropy = this.sourceGrid.dim ** 2;
this.cells.forEach((cell, idx) => {
const entropy = cell.getEntropy();
// Cell is locked in, and should not be included
if (entropy <= 1) {
return;
}
//
// Have we found cells with low entropy?
if (entropy < this.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
this.lowEntropyCellIdCache = [idx];
this.lowestEntropy = entropy;
return;
}
//
// Cell matches current entropy level, add it to search results.
if (entropy === this.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.
this.lowEntropyCellIdCache.push(idx);
return;
}
});
if (this.lowEntropyCellIdCache.length === 0) {
console.info("Found zero lowest-entropy cells.", { entropy: this.lowestEntropy });
}
}
/**
* Collapse the grid by one iteration by locking in a random option for the given cell.
*
* If no cell given, a random cell will be chosen from the cache of lowest-entropy cells.
*
* @param {number?} The index of the cell that is to be collapsed around
*/
collapse(cellId = undefined) {
if (this.lowEntropyCellIdCache.length === 0) {
this.refreshLowEntropyCellIdCache();
}
if (cellId === undefined) {
cellId = this.rng.randomElement(this.lowEntropyCellIdCache);
if (cellId === undefined) {
throw new Error("Could not find a valid cell to start the collapse");
}
}
const targetCell = this.cells[cellId];
if (!targetCell) {
throw new Error(`Could not find cell with index ${cellId}`);
}
/** @type {SourceCell} a randomly chosen option that was available to targetCell */
const targetOption = this.rng.randomElement(targetCell.options);
// Lock in the choice for this cell
targetCell.options = [targetOption];
// _____ ____ _ _
// | ____|_ __ _ __ ___ _ __| __ ) ___| | _____ _| |
// | _| | '__| '__/ _ \| '__| _ \ / _ \ |/ _ \ \ /\ / / |
// | |___| | | | | (_) | | | |_) | __/ | (_) \ 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.neighbourCells(targetCell)) {
/** @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(targetOption, neighbourDirection)) {
newOptions.push(neighbourOption);
}
}
const newEntropyLevel = newOptions.length;
// We've collapsed too deep.
if (newOptions.length === 0) {
const oldOptions = neighbourCell.options;
neighbourCell.options = newOptions;
console.error("We've removed all options from a neighbour!", {
targetCell,
targetOption,
neighbourCell,
oldOptions,
Direction: Direction[neighbourDirection],
});
return false;
}
neighbourCell.options = newOptions;
if (newEntropyLevel < this.lowestEntropy) {
this.lowestEntropy = newEntropyLevel;
this.lowEntropyCellIdCache = [];
}
if (newEntropyLevel === this.lowestEntropy) {
if (!this.lowEntropyCellIdCache.includes(neighbourCell.i)) {
this.lowEntropyCellIdCache.push(neighbourCell.i);
}
}
}
return true;
}
/**
* Get the neighbours of a cell.
* @param {WfcCell} cell
*/
neighbourCells(cell) {
const result = [];
//
// Northern neighbour
//
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]]);
}
//
// Southern neighbour
//
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]]);
}
//
// Eastern neighbour
//
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]]);
}
//
// Western neighbour
//
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;
}
}