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@fogleman
Created February 16, 2018 04:11
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Heightmap to Isolines
package main
import (
"fmt"
"image"
"image/draw"
"image/png"
"math"
"os"
"github.com/fogleman/fauxgl"
"github.com/fogleman/gg"
)
func LoadImage(path string) (image.Image, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
im, _, err := image.Decode(file)
return im, err
}
func SavePNG(path string, im image.Image) error {
file, err := os.Create(path)
if err != nil {
return err
}
defer file.Close()
return png.Encode(file, im)
}
func EnsureGray(im image.Image) (*image.Gray, bool) {
switch im := im.(type) {
case *image.Gray:
return im, true
default:
dst := image.NewGray(im.Bounds())
draw.Draw(dst, im.Bounds(), im, image.ZP, draw.Src)
return dst, false
}
}
func intersectSegment(z float64, v0, v1 fauxgl.Vector) (fauxgl.Vector, bool) {
if v0.Z == v1.Z {
return fauxgl.Vector{}, false
}
t := (z - v0.Z) / (v1.Z - v0.Z)
if t < 0 || t > 1 {
return fauxgl.Vector{}, false
}
v := v0.Add(v1.Sub(v0).MulScalar(t))
return v, true
}
func intersectTriangle(z float64, pt1, pt2, pt3 fauxgl.Vector) (fauxgl.Vector, fauxgl.Vector, bool) {
v1, ok1 := intersectSegment(z, pt1, pt2)
v2, ok2 := intersectSegment(z, pt2, pt3)
v3, ok3 := intersectSegment(z, pt3, pt1)
var p1, p2 fauxgl.Vector
if ok1 && ok2 {
p1, p2 = v1, v2
} else if ok1 && ok3 {
p1, p2 = v1, v3
} else if ok2 && ok3 {
p1, p2 = v2, v3
} else {
return fauxgl.Vector{}, fauxgl.Vector{}, false
}
n := fauxgl.Vector{p1.Y - p2.Y, p2.X - p1.X, 0}
e1 := pt2.Sub(pt1)
e2 := pt3.Sub(pt1)
tn := e1.Cross(e2).Normalize()
if n.Dot(tn) < 0 {
return p1, p2, true
} else {
return p2, p1, true
}
}
type Point struct {
X, Y float64
}
type Pair struct {
A, B Point
}
func Slice(im *image.Gray, z float64) []Pair {
var result []Pair
w := im.Bounds().Size().X
h := im.Bounds().Size().Y
for y := 0; y < h-1; y++ {
i0 := im.PixOffset(0, y)
i1 := im.PixOffset(0, y+1)
for x := 1; x < w-1; x++ {
z0 := float64(im.Pix[i0+x])
z1 := float64(im.Pix[i0+x+1])
z2 := float64(im.Pix[i1+x-1])
z3 := float64(im.Pix[i1+x])
if z0 < z && z1 < z && z2 < z && z3 < z {
continue
}
if z0 > z && z1 > z && z2 > z && z3 > z {
continue
}
v0 := fauxgl.Vector{float64(x), float64(y), z0}
v1 := fauxgl.Vector{float64(x + 1), float64(y), z1}
v2 := fauxgl.Vector{float64(x - 1), float64(y + 1), z2}
v3 := fauxgl.Vector{float64(x), float64(y + 1), z3}
if p1, p2, ok := intersectTriangle(z, v0, v2, v3); ok {
pair := Pair{Point{p1.X, p1.Y}, Point{p2.X, p2.Y}}
result = append(result, pair)
}
if p1, p2, ok := intersectTriangle(z, v0, v3, v1); ok {
pair := Pair{Point{p1.X, p1.Y}, Point{p2.X, p2.Y}}
result = append(result, pair)
}
}
}
return result
}
// func JoinPaths(paths []Path) []Path {
// lookup := make(map[fauxgl.Vector]Path, len(paths))
// for _, path := range paths {
// lookup[path[0]] = path
// }
// var result []Path
// for len(lookup) > 0 {
// var v fauxgl.Vector
// for v = range lookup {
// break
// }
// var path Path
// for {
// path = append(path, v)
// if p, ok := lookup[v]; ok {
// delete(lookup, v)
// v = p[len(p)-1]
// } else {
// break
// }
// }
// result = append(result, path)
// }
// return result
// }
func Render(w, h int, scale float64, pairs []Pair) image.Image {
dc := gg.NewContext(int(float64(w)*scale), int(float64(h)*scale))
dc.SetRGB(1, 1, 1)
dc.Clear()
dc.Scale(scale, scale)
for _, pair := range pairs {
a := pair.A
b := pair.B
dc.DrawLine(a.X, a.Y, b.X, b.Y)
}
dc.SetRGB(0, 0, 0)
dc.Stroke()
return dc.Image()
}
func main() {
args := os.Args[1:]
im, err := LoadImage(args[0])
if err != nil {
panic(err)
}
gray, _ := EnsureGray(im)
fmt.Println(gray.Bounds())
w := gray.Bounds().Size().X
h := gray.Bounds().Size().Y
var pairs []Pair
var z0, z1 float64
z0 = -1
z1 = 256
n := 16
for i := 0; i < n; i++ {
pct := float64(i) / float64(n-1)
pct = math.Pow(pct, 2)
z := z0 + (z1-z0)*pct + 1e-3
p := Slice(gray, float64(z)+0.5)
pairs = append(pairs, p...)
fmt.Println(z, len(p))
}
iso := Render(w, h, 1, pairs)
gg.SavePNG("out.png", iso)
}
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