pub struct Grid<T: PossibleValues, const D: usize> { /* private fields */ }Expand description
A microwfc grid.
Implementations§
source§impl<T: PossibleValues, const D: usize> Grid<T, D>
impl<T: PossibleValues, const D: usize> Grid<T, D>
sourcepub fn new(size: [usize; D]) -> Result<Self, SizeErr>
pub fn new(size: [usize; D]) -> Result<Self, SizeErr>
Constructs a new Grid using the n-dimensional size.
Examples found in repository?
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fn main() {
let mut rng = thread_rng();
// Make a new 30-by-30 grid.
let mut grid: Grid<Test, 2> = Grid::new([30, 30]).unwrap();
loop {
let r = grid.wfc(
|g, loc, me, probability| {
// We use !any(|x| ...) to get none(|x| ...) functionality
match *me {
// Disallow stone next to grass
Test::Stone => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Grass)
.unwrap_or(false) // Allow unsolved pixels
}),
probability,
),
// Dirt is always allowed
Test::Dirt => (true, probability),
// Disallow grass next to stone
Test::Grass => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Stone)
.unwrap_or(false)
}),
probability,
),
}
},
1,
&mut rng,
0.05,
|grid| {
let mut s = String::new();
for y in 0..grid.size()[0] {
s += "\n";
for x in 0..grid.size()[1] {
if let Some(x) = grid.get_item([x, y]).determined_value {
s += match x {
Test::Stone => "##",
Test::Dirt => "YY",
Test::Grass => "//",
};
} else {
s += " ";
}
}
}
println!("{}", s);
thread::sleep(Duration::from_millis(10));
},
);
if r.is_ok() {
break;
} else {
println!("fuck");
}
}
}sourcepub fn size(&self) -> [usize; D]
pub fn size(&self) -> [usize; D]
Returns the n-dimensional size of the Grid. In all default implementations, this returns a n-tuple where n is the dimensionality of the Grid.
Examples found in repository?
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fn main() {
let mut rng = thread_rng();
// Make a new 30-by-30 grid.
let mut grid: Grid<Test, 2> = Grid::new([30, 30]).unwrap();
loop {
let r = grid.wfc(
|g, loc, me, probability| {
// We use !any(|x| ...) to get none(|x| ...) functionality
match *me {
// Disallow stone next to grass
Test::Stone => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Grass)
.unwrap_or(false) // Allow unsolved pixels
}),
probability,
),
// Dirt is always allowed
Test::Dirt => (true, probability),
// Disallow grass next to stone
Test::Grass => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Stone)
.unwrap_or(false)
}),
probability,
),
}
},
1,
&mut rng,
0.05,
|grid| {
let mut s = String::new();
for y in 0..grid.size()[0] {
s += "\n";
for x in 0..grid.size()[1] {
if let Some(x) = grid.get_item([x, y]).determined_value {
s += match x {
Test::Stone => "##",
Test::Dirt => "YY",
Test::Grass => "//",
};
} else {
s += " ";
}
}
}
println!("{}", s);
thread::sleep(Duration::from_millis(10));
},
);
if r.is_ok() {
break;
} else {
println!("fuck");
}
}
}sourcepub fn get_item(&self, location: [usize; D]) -> Pixel<T>
pub fn get_item(&self, location: [usize; D]) -> Pixel<T>
Clones and returns a Pixel from the Grid.
Examples found in repository?
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fn main() {
let mut rng = thread_rng();
// Make a new 30-by-30 grid.
let mut grid: Grid<Test, 2> = Grid::new([30, 30]).unwrap();
loop {
let r = grid.wfc(
|g, loc, me, probability| {
// We use !any(|x| ...) to get none(|x| ...) functionality
match *me {
// Disallow stone next to grass
Test::Stone => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Grass)
.unwrap_or(false) // Allow unsolved pixels
}),
probability,
),
// Dirt is always allowed
Test::Dirt => (true, probability),
// Disallow grass next to stone
Test::Grass => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Stone)
.unwrap_or(false)
}),
probability,
),
}
},
1,
&mut rng,
0.05,
|grid| {
let mut s = String::new();
for y in 0..grid.size()[0] {
s += "\n";
for x in 0..grid.size()[1] {
if let Some(x) = grid.get_item([x, y]).determined_value {
s += match x {
Test::Stone => "##",
Test::Dirt => "YY",
Test::Grass => "//",
};
} else {
s += " ";
}
}
}
println!("{}", s);
thread::sleep(Duration::from_millis(10));
},
);
if r.is_ok() {
break;
} else {
println!("fuck");
}
}
}More examples
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pub fn neighbors(&self, location: [usize; D], distance: usize) -> Vec<([usize; D], Pixel<T>)> {
let mut r = Vec::new();
let start_location: [usize; D] = location
.into_iter()
.map(|x| if x < distance { x } else { x - distance })
.collect::<Vec<_>>()
.try_into()
.unwrap();
let mut loc = start_location;
loop {
r.push((loc, self.get_item(loc)));
for n in 0..D {
loc[n] += 1;
if loc[n] > location[n] + distance || loc[n] == self.size[n] {
loc[n] = start_location[n];
} else {
break;
}
}
if loc == start_location {
// will reset to [0; D] when end is reached, but will NOT reach that before as it is incremented first
break;
}
}
r
}sourcepub fn unidirectional_neighbors(
&self,
location: [usize; D]
) -> Vec<([usize; D], Pixel<T>)>
pub fn unidirectional_neighbors(
&self,
location: [usize; D]
) -> Vec<([usize; D], Pixel<T>)>
Returns unidirectional neighbors, meaning only neighbord with one common face. This means the corners will not be returned.
Examples found in repository?
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fn main() {
let mut rng = thread_rng();
// Make a new 30-by-30 grid.
let mut grid: Grid<Test, 2> = Grid::new([30, 30]).unwrap();
loop {
let r = grid.wfc(
|g, loc, me, probability| {
// We use !any(|x| ...) to get none(|x| ...) functionality
match *me {
// Disallow stone next to grass
Test::Stone => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Grass)
.unwrap_or(false) // Allow unsolved pixels
}),
probability,
),
// Dirt is always allowed
Test::Dirt => (true, probability),
// Disallow grass next to stone
Test::Grass => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Stone)
.unwrap_or(false)
}),
probability,
),
}
},
1,
&mut rng,
0.05,
|grid| {
let mut s = String::new();
for y in 0..grid.size()[0] {
s += "\n";
for x in 0..grid.size()[1] {
if let Some(x) = grid.get_item([x, y]).determined_value {
s += match x {
Test::Stone => "##",
Test::Dirt => "YY",
Test::Grass => "//",
};
} else {
s += " ";
}
}
}
println!("{}", s);
thread::sleep(Duration::from_millis(10));
},
);
if r.is_ok() {
break;
} else {
println!("fuck");
}
}
}sourcepub fn neighbors(
&self,
location: [usize; D],
distance: usize
) -> Vec<([usize; D], Pixel<T>)>
pub fn neighbors(
&self,
location: [usize; D],
distance: usize
) -> Vec<([usize; D], Pixel<T>)>
Returns all neighbors, including ones touching only at a single point. This does return corners.
Examples found in repository?
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pub fn unidirectional_neighbors(&self, location: [usize; D]) -> Vec<([usize; D], Pixel<T>)> {
self.neighbors(location, 1)
.into_iter()
.filter(|neighbor| {
neighbor
.0
.iter()
.enumerate()
.filter(|(i, x)| location[*i] - **x != 0)
.count()
== 1
})
.collect()
}
/// Returns all neighbors, including ones touching only at a single point.
/// This does return corners.
pub fn neighbors(&self, location: [usize; D], distance: usize) -> Vec<([usize; D], Pixel<T>)> {
let mut r = Vec::new();
let start_location: [usize; D] = location
.into_iter()
.map(|x| if x < distance { x } else { x - distance })
.collect::<Vec<_>>()
.try_into()
.unwrap();
let mut loc = start_location;
loop {
r.push((loc, self.get_item(loc)));
for n in 0..D {
loc[n] += 1;
if loc[n] > location[n] + distance || loc[n] == self.size[n] {
loc[n] = start_location[n];
} else {
break;
}
}
if loc == start_location {
// will reset to [0; D] when end is reached, but will NOT reach that before as it is incremented first
break;
}
}
r
}
/// Checks if a location is inside the Grid, then returns its Grid coordinates.
pub fn check_loc(&self, location: [i128; D]) -> Option<[usize; D]> {
for (i, dimensionality) in self.size.iter().enumerate() {
if location[i] < 0 || location[i] >= *dimensionality as i128 {
return None;
}
}
Some(location.map(|x| x as usize))
}
/// Checks if the Grid is valid
pub fn check_validity<F>(&mut self, test: F) -> Result<(), [usize; D]>
where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
{
let mut data = self.data.clone();
for (loc, pixel) in data.iter_mut() {
if pixel.determined_value.is_some() {
continue;
}
if let PixelChangeResult::Invalid =
pixel.recalc(self, loc, &test, None::<&mut rand::rngs::mock::StepRng>)
{
return Err(loc);
}
}
self.data = data;
Ok(())
}
fn update<F>(
&mut self,
to_update: &mut Vec<([usize; D], Pixel<T>)>,
(location, mut pixel): ([usize; D], Pixel<T>),
test: &F,
effect_distance: usize,
rng: &mut impl Rng,
should_collapse: bool,
) -> PixelChangeResult
where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
{
let result = pixel.recalc(
self,
location,
test,
if should_collapse { Some(rng) } else { None },
);
match result {
PixelChangeResult::Invalid => {
return PixelChangeResult::Invalid;
}
PixelChangeResult::Updated => {
self.data[location] = pixel;
let mut to_add = self.neighbors(location, effect_distance);
to_add.shuffle(rng);
to_update.append(&mut to_add);
}
PixelChangeResult::Unchanged => return result,
}
result
}sourcepub fn check_loc(&self, location: [i128; D]) -> Option<[usize; D]>
pub fn check_loc(&self, location: [i128; D]) -> Option<[usize; D]>
Checks if a location is inside the Grid, then returns its Grid coordinates.
sourcepub fn check_validity<F>(&mut self, test: F) -> Result<(), [usize; D]>where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
pub fn check_validity<F>(&mut self, test: F) -> Result<(), [usize; D]>where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
Checks if the Grid is valid
Examples found in repository?
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pub fn wfc<F, R>(
&mut self,
test: F,
effect_distance: usize,
rng: &mut R,
chance: f32,
on_update: impl Fn(&Self),
) -> Result<(), [usize; D]>
where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
R: Rng,
{
self.check_validity(&test)?;
loop {
let backup = self.data.clone();
// Get all items that haven't been determined yet
let to_update: Vec<_> = self
.data
.iter()
.filter(|x| x.1.determined_value.is_none())
.collect();
if to_update.is_empty() {
// We're done
break;
}
// Get a random pixel with minimal entropy and collapse it
let min = to_update
.iter()
.min_by_key(|x| x.1.possible_values.unique().len())
.unwrap() // SAFETY: This is safe because the list is known to be non-empty.
.1
.possible_values
.unique()
.len();
let to_update = if rng.gen::<f32>() > chance {
to_update
.into_iter()
.filter(|x| x.1.possible_values.unique().len() == min)
.map(|x| (x.0, x.1.clone()))
.choose(rng)
.unwrap() // SAFETY: This is safe because the list is known to be non-empty.
} else {
to_update
.into_iter()
.choose(rng)
.map(|x| (x.0, x.1.clone()))
.unwrap() // SAFETY: This is safe because the list is known to be non-empty.
};
let loc = to_update.0;
// Now collapse the Pixel
if self
.collapse(&test, effect_distance, rng, to_update)
.is_err()
{
self.data = backup;
self.data[loc] = Pixel::default();
}
on_update(self);
}
Ok(())
}sourcepub fn collapse<F, R>(
&mut self,
test: F,
effect_distance: usize,
rng: &mut R,
item: ([usize; D], Pixel<T>)
) -> Result<(), [usize; D]>where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
R: Rng,
pub fn collapse<F, R>(
&mut self,
test: F,
effect_distance: usize,
rng: &mut R,
item: ([usize; D], Pixel<T>)
) -> Result<(), [usize; D]>where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
R: Rng,
Collapses a single Pixel and updates neighbors. This will return false if the Grid is invalid. Please note that this function is not very useful, and you should use wfc instead
Examples found in repository?
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pub fn wfc<F, R>(
&mut self,
test: F,
effect_distance: usize,
rng: &mut R,
chance: f32,
on_update: impl Fn(&Self),
) -> Result<(), [usize; D]>
where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
R: Rng,
{
self.check_validity(&test)?;
loop {
let backup = self.data.clone();
// Get all items that haven't been determined yet
let to_update: Vec<_> = self
.data
.iter()
.filter(|x| x.1.determined_value.is_none())
.collect();
if to_update.is_empty() {
// We're done
break;
}
// Get a random pixel with minimal entropy and collapse it
let min = to_update
.iter()
.min_by_key(|x| x.1.possible_values.unique().len())
.unwrap() // SAFETY: This is safe because the list is known to be non-empty.
.1
.possible_values
.unique()
.len();
let to_update = if rng.gen::<f32>() > chance {
to_update
.into_iter()
.filter(|x| x.1.possible_values.unique().len() == min)
.map(|x| (x.0, x.1.clone()))
.choose(rng)
.unwrap() // SAFETY: This is safe because the list is known to be non-empty.
} else {
to_update
.into_iter()
.choose(rng)
.map(|x| (x.0, x.1.clone()))
.unwrap() // SAFETY: This is safe because the list is known to be non-empty.
};
let loc = to_update.0;
// Now collapse the Pixel
if self
.collapse(&test, effect_distance, rng, to_update)
.is_err()
{
self.data = backup;
self.data[loc] = Pixel::default();
}
on_update(self);
}
Ok(())
}sourcepub fn wfc<F, R>(
&mut self,
test: F,
effect_distance: usize,
rng: &mut R,
chance: f32,
on_update: impl Fn(&Self)
) -> Result<(), [usize; D]>where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
R: Rng,
pub fn wfc<F, R>(
&mut self,
test: F,
effect_distance: usize,
rng: &mut R,
chance: f32,
on_update: impl Fn(&Self)
) -> Result<(), [usize; D]>where
F: Fn(&Grid<T, D>, [usize; D], &T, f32) -> (bool, f32),
R: Rng,
Performs the wave-function-collapse algorithm on the Grid. This returns if the algorithm was successful, and the state of the Grid is not guaranteed to be valid if it returns false, but there is never unsafety in reading from the Grid.
The chance parameter determines the likelyhood of a random collapse happening anywhere on the grid. In some strict environments, this can cause unsolvable grids.
Examples found in repository?
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fn main() {
let mut rng = thread_rng();
// Make a new 30-by-30 grid.
let mut grid: Grid<Test, 2> = Grid::new([30, 30]).unwrap();
loop {
let r = grid.wfc(
|g, loc, me, probability| {
// We use !any(|x| ...) to get none(|x| ...) functionality
match *me {
// Disallow stone next to grass
Test::Stone => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Grass)
.unwrap_or(false) // Allow unsolved pixels
}),
probability,
),
// Dirt is always allowed
Test::Dirt => (true, probability),
// Disallow grass next to stone
Test::Grass => (
!g.unidirectional_neighbors(loc).iter().any(|x| {
x.1.determined_value
.as_ref()
.map(|x| *x == Test::Stone)
.unwrap_or(false)
}),
probability,
),
}
},
1,
&mut rng,
0.05,
|grid| {
let mut s = String::new();
for y in 0..grid.size()[0] {
s += "\n";
for x in 0..grid.size()[1] {
if let Some(x) = grid.get_item([x, y]).determined_value {
s += match x {
Test::Stone => "##",
Test::Dirt => "YY",
Test::Grass => "//",
};
} else {
s += " ";
}
}
}
println!("{}", s);
thread::sleep(Duration::from_millis(10));
},
);
if r.is_ok() {
break;
} else {
println!("fuck");
}
}
}