Esempio n. 1
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        /// <summary>Used to create cache for the overlapping model</summary>
        public static bool testCompatibility(int from, Dir4 dir, int to, PatternStorage patterns, Map source)
        {
            int N           = patterns.N; // patterns have size of NxN
            var fromPattern = patterns[from];
            var toPattern   = patterns[to];

            // TODO: use row/col vector for performance
            for (int row = 0; row < N - 1; row++)
            {
                for (int col = 0; col < N; col++)
                {
                    // Now, consider a concrete situation: `from` is down and `to` is up (direction = North)
                    // get local positions in each pattern
                    var downLocal = new Vec2i(col, row);
                    var upLocal   = new Vec2i(col, row + 1);
                    // apply the direction
                    downLocal = dir.applyAsRotation(downLocal, N);
                    upLocal   = dir.applyAsRotation(upLocal, N);
                    // convert them (local positions) into global positions (position in the source)
                    var downGlobal = fromPattern.localPosToSourcePos(downLocal, N);
                    var upGlobal   = toPattern.localPosToSourcePos(upLocal, N);
                    // test the equaility
                    if (source[downGlobal.x, downGlobal.y] != source[upGlobal.x, upGlobal.y])
                    {
                        return(false);
                    }
                }
            }

            // if all of the tiles are same, that's a compatible combination
            return(true);
        }
Esempio n. 2
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        /// <summary>Creates an <c>AdjacencyRule</c> for the overlapping model</summary>
        public static RuleData buildRule(PatternStorage patterns, ref Map source)
        {
            var rule = new RuleData();

            int nPatterns = patterns.len;

            rule.nPatterns = nPatterns;

            { // do not count symmetric combinations
                int nCombinations = (nPatterns + 1) * (nPatterns) / 2;
                rule.cache = new Grid2D <bool>(4, nCombinations);
            }

            for (int from = 0; from < nPatterns; from++)
            {
                for (int to = from; to < nPatterns; to++)
                {
                    for (int d = 0; d < 4; d++)
                    {
                        var  dir        = (Dir4)d;
                        bool canOverlap = OverlappingModel.testCompatibility(from, dir, to, patterns, source);
                        rule.cache.add(canOverlap);
                    }
                }
            }

            return(rule);
        }
Esempio n. 3
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        public static void testEveryColumn(State state, ref RuleData rule, PatternStorage patterns)
        {
            System.Console.WriteLine($"=== Test every column ===");
            var gridSize = state.gridSize;

            int h = gridSize.y;
            int w = gridSize.x;
            int n = patterns.len;

            for (int x = 0; x < w; x++)
            {
                for (int y = 0; y < h - 1; y++)
                {
                    var fromId = state.patternIdAt(x, y, n);
                    var toId   = state.patternIdAt(x, y + 1, n);
                    if (fromId == null || toId == null)
                    {
                        continue;
                    }
                    if (!rule.isLegal(fromId.Value, Dir4.S, toId.Value))
                    {
                        System.Console.WriteLine($"illegal: {x}, {y} ({fromId.Value.asIndex}) -> {x}, {y+1} ({toId.Value.asIndex})");
                    }
                }
            }
        }
Esempio n. 4
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 public Model(Vec2i gridSize, PatternStorage patterns, RuleData rule)
 {
     // this.input = input;
     this.gridSize = gridSize;
     this.patterns = patterns;
     this.rule     = rule;
 }
Esempio n. 5
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        public static PatternStorage extractEveryPattern(ref Map source, int N, PatternVariation[] variations)
        {
            var patterns    = new PatternStorage(source, N);
            var nVariations = variations.Length;

            // TODO: handling periodic input
            for (int y = 0; y < source.height - N + 1; y++)
            {
                for (int x = 0; x < source.width - N + 1; x++)
                {
                    for (int i = 0; i < nVariations; i++)
                    {
                        patterns.store(x, y, variations[i]);
                    }
                }
            }

            return(patterns);
        }
Esempio n. 6
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        public static EntropyCacheForCell initial(PatternStorage patterns)
        {
            int nPatterns = patterns.len;

            int    totalWeight  = 0;
            double entropyCache = 0;

            for (int i = 0; i < nPatterns; i++)
            {
                var weight = patterns[i].weight;
                totalWeight  += weight;
                entropyCache += weight * Math.Log2(weight);
            }

            return(new EntropyCacheForCell {
                isDecided = false,
                totalWeight = totalWeight,
                cachedExpr = entropyCache,
            });
        }
Esempio n. 7
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        public static void printInitialEnableCounter(int width, int height, PatternStorage patterns, ref RuleData rule)
        {
            System.Console.WriteLine($"=== Initial enabler count ===");

            var counts    = EnablerCounter.initial(width, height, patterns, ref rule);
            int nPatterns = patterns.len;

            for (int id_ = 0; id_ < nPatterns; id_++)
            {
                System.Console.Write($"{id_}: ");
                var id = new PatternId(id_);
                for (int d = 0; d < 4; d++)
                {
                    var dir   = (Dir4)d;
                    int count = counts[0, 0, id, dir];
                    System.Console.Write($"{dir}: {count}, ");
                }
                System.Console.WriteLine("");
            }
        }
Esempio n. 8
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        /// <summary>Used to create cache for the overlapping model</summary>
        public static bool testCompatibility(int from, Dir4 dir, int to, PatternStorage patterns, Map source)
        {
            int N           = patterns.N; // patterns have size of NxN
            var fromPattern = patterns[from];
            var toPattern   = patterns[to];
            // TODO: use row/col vector for performance

            int  row         = 0;
            bool anyExitDown = false;
            bool anyExitUp   = false;

            for (int col = 0; col < N; col++)
            {
                // Now, consider a concrete situation: `from` is down and `to` is up (direction = North)
                // get local positions in each pattern
                var downLocal = new Vec2i(col, row);
                var upLocal   = new Vec2i(col, row + 1);
                // apply the direction
                downLocal = dir.applyAsRotation(downLocal, N);
                upLocal   = dir.applyAsRotation(upLocal, N);
                // convert them (local positions) into global positions (position in the source)
                var downGlobal = fromPattern.localPosToSourcePos(downLocal, N);
                var upGlobal   = toPattern.localPosToSourcePos(upLocal, N);
                // check compatibilities
                bool down = source[downGlobal.x, downGlobal.y] == Tile.Floor;
                bool up   = source[downGlobal.x, downGlobal.y] == Tile.Floor;

                if (down && up)
                {
                    return(true);
                }
                anyExitDown &= down;
                anyExitUp   &= up;
            }

            // if one of them has no exits, we enable the pattern
            return(!anyExitDown && !anyExitUp);
        }
Esempio n. 9
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        public static PatternStorage extractEveryChunk(ref Map source, int N, PatternVariation[] variations)
        {
            if (source.width % N != 0 || source.height % N != 0)
            {
                throw new System.Exception($"source size ({source.width}, {source.height}) must be dividable with N={N}");
            }

            var patterns    = new PatternStorage(source, N);
            var nVariations = variations.Length;
            var gridSize    = new Vec2i(source.width, source.height) / N;

            for (int y = 0; y < gridSize.y; y++)
            {
                for (int x = 0; x < gridSize.x; x++)
                {
                    for (int i = 0; i < nVariations; i++)
                    {
                        patterns.store(x * N, y * N, variations[i]);
                    }
                }
            }

            return(patterns);
        }