Inheritance: Utils.IDisposable
Example #1
0
        public static void SortSites(List <Site> sites)
        {
            sites.Sort(delegate(Site s0, Site s1)
            {
                int returnValue = Voronoi.CompareByYThenX(s0, s1);

                int tempIndex;

                if (returnValue == -1)
                {
                    if (s0.siteIndex > s1.SiteIndex)
                    {
                        tempIndex    = s0.SiteIndex;
                        s0.SiteIndex = s1.SiteIndex;
                        s1.SiteIndex = tempIndex;
                    }
                }
                else if (returnValue == 1)
                {
                    if (s1.SiteIndex > s0.SiteIndex)
                    {
                        tempIndex    = s1.SiteIndex;
                        s1.SiteIndex = s0.SiteIndex;
                        s0.SiteIndex = tempIndex;
                    }
                }

                return(returnValue);
            });
        }
Example #2
0
        public int CompareTo(Site s1)
        {
            int returnValue = Voronoi.CompareByYThenX(this, s1);

            int tempIndex;

            if (returnValue == -1)
            {
                if (this.siteIndex > s1.SiteIndex)
                {
                    tempIndex      = this.SiteIndex;
                    this.SiteIndex = s1.SiteIndex;
                    s1.SiteIndex   = tempIndex;
                }
            }
            else if (returnValue == 1)
            {
                if (s1.SiteIndex > this.SiteIndex)
                {
                    tempIndex      = s1.SiteIndex;
                    s1.SiteIndex   = this.SiteIndex;
                    this.SiteIndex = tempIndex;
                }
            }

            return(returnValue);
        }
Example #3
0
        public int CompareTo(object obj)
        {
            Site site = (Site)obj;
            int  num  = Voronoi.CompareByYThenX(this, site);

            switch (num)
            {
            case -1:
                if (_siteIndex > site._siteIndex)
                {
                    uint siteIndex = _siteIndex;
                    _siteIndex      = site._siteIndex;
                    site._siteIndex = siteIndex;
                }
                break;

            case 1:
                if (site._siteIndex > _siteIndex)
                {
                    uint siteIndex = site._siteIndex;
                    site._siteIndex = _siteIndex;
                    _siteIndex      = siteIndex;
                }
                break;
            }
            return(num);
        }
    void CreateDelauneyAndTree()
    {
        mainRoomPoints = new Vector2[mainRooms.Count];
        for (int i = 0; i < mainRooms.Count; i++)
        {
            mainRoomPoints[i] = mainRooms [i].transform.position;
        }

        List <uint> colors = new List <uint> ();

        foreach (Vector2 point in mainRoomPoints)
        {
            colors.Add(0);
        }

        Delaunay.Voronoi v = new Delaunay.Voronoi(mainRoomPoints.ToList(), colors, new Rect(0, 0, 100, 50));
        m_delaunayTriangulation = v.DelaunayTriangulation();
        m_spanningTree          = v.SpanningTree(KruskalType.MINIMUM);
        corridors = m_spanningTree;
        for (int i = 0; i < m_delaunayTriangulation.Count; i++)
        {
            if (Random.value < level.chanceToAddExtraCorridor)
            {
                corridors.Add(m_delaunayTriangulation[i]);
            }
        }
    }
Example #5
0
        void Init(Func<Vector2, bool> checkIsland, IEnumerable<Vector2> points, Voronoi voronoi, int width, int height, float lakeThreshold)
        {
            Width = width;
            Height = height;
            inside = checkIsland;

            BuildGraph(points, voronoi);
            AssignCornerElevations();
            AssignOceanCoastAndLand(lakeThreshold);
            RedistributeElevations();

            AssignPolygonElevations();

            // Determine downslope paths.
            CalculateDownslopes();

            // Determine watersheds: for every corner, where does it flow
            // out into the ocean? 
            CalculateWatersheds();

            // Create rivers.
            CreateRivers();

            // Determine moisture at corners, starting at rivers
            // and lakes, but not oceans. Then redistribute
            // moisture to cover the entire range evenly from 0.0
            // to 1.0. Then assign polygon moisture as the average
            // of the corner moisture.
            AssignCornerMoisture();
            RedistributeMoisture();
            AssignPolygonMoisture();

            centers.ForEach(p => p.biome = GetBiome(p));
        }
 void RunDelaunay()
 {
     Delaunay.Voronoi voronoi = new Delaunay.Voronoi(delaunay_all_qbits_posXZ_weighted, colors, new Rect(0, 0, floorWidth, floorHeight));
     delaunayTriangulation = voronoi.DelaunayTriangulation();
     triangles             = voronoi.Triangles();
     convexHull            = voronoi.Hull();
 }
Example #7
0
    private void setUpVoronoi()
    {
        /* Create road graph */
        List <uint> colors = new List <uint>();

        for (int i = 0; i < roadPoints.Count; i++)
        {
            colors.Add((uint)0);
        }
        v = new Delaunay.Voronoi(roadPoints, colors, new Rect(0, 0, Config.WIDTH, Config.HEIGHT));
        List <LineSegment> m_edges = v.VoronoiDiagram();

        normalizedEdges = new List <LineSegment>();

        for (int i = 0; i < m_edges.Count; i++)
        {
            Vector2 p0 = (Vector2)m_edges[i].p0;
            Vector2 p1 = (Vector2)m_edges[i].p1;

            p0.x = Mathf.Round(p0.x);
            p0.y = Mathf.Round(p0.y);
            p1.x = Mathf.Round(p1.x);
            p1.y = Mathf.Round(p1.y);

            normalizedEdges.Add(new LineSegment(p0, p1));
        }

        graph = new Graph(normalizedEdges);
    }
Example #8
0
        /**
         * sort sites on y, then x, coord
         * also change each site's _siteIndex to match its new position in the list
         * so the _siteIndex can be used to identify the site for nearest-neighbor queries
         *
         * haha "also" - means more than one responsibility...
         *
         */
        public int CompareTo(System.Object obj)          // XXX: Really, really worried about this because it depends on how sorting works in AS3 impl - Julian
        {
            Site s2 = (Site)obj;

            int returnValue = Voronoi.CompareByYThenX(this, s2);

            // swap _siteIndex values if necessary to match new ordering:
            uint tempIndex;

            if (returnValue == -1)
            {
                if (this._siteIndex > s2._siteIndex)
                {
                    tempIndex       = this._siteIndex;
                    this._siteIndex = s2._siteIndex;
                    s2._siteIndex   = tempIndex;
                }
            }
            else if (returnValue == 1)
            {
                if (s2._siteIndex > this._siteIndex)
                {
                    tempIndex       = s2._siteIndex;
                    s2._siteIndex   = this._siteIndex;
                    this._siteIndex = tempIndex;
                }
            }

            return(returnValue);
        }
Example #9
0
    public Dictionary <Vector2, List <Vector2> > GenDelaunay()
    {
        Dictionary <Vector2, List <Vector2> > points = new Dictionary <Vector2, List <Vector2> >();
        int m_pointCount = 20;

        List <Vector2>     m_points;
        float              m_mapWidth  = 25;
        float              m_mapHeight = 12;
        List <LineSegment> m_edges     = null;
        List <LineSegment> m_spanningTree;
        List <LineSegment> m_delaunayTriangulation;
        List <uint>        colors = new List <uint>();

        m_points = new List <Vector2>();

        for (int i = 0; i < m_pointCount; i++)
        {
            colors.Add(0);
            m_points.Add(new Vector2(
                             Random.Range(2f, m_mapWidth - 2f),
                             Random.Range(2f, m_mapHeight))
                         );
        }
        Delaunay.Voronoi v = new Delaunay.Voronoi(m_points, colors, new Rect(2f, 2f, m_mapWidth, m_mapHeight));
        m_edges                 = v.VoronoiDiagram();
        m_spanningTree          = v.SpanningTree(KruskalType.MINIMUM);
        m_delaunayTriangulation = v.DelaunayTriangulation();

        foreach (Vector2 coord in m_points)
        {
            points.Add(coord, v.NeighborSitesForSite(coord));
        }

        return(points);
    }
Example #10
0
        /**
         * sort sites on y, then x, coord
         * also change each site's _siteIndex to match its new position in the list
         * so the _siteIndex can be used to identify the site for nearest-neighbor queries
         *
         * haha "also" - means more than one responsibility...
         *
         */
        private static float Compare(Site s1, Site s2)
        {
            int returnValue = (int)Voronoi.CompareByYThenX(s1, s2);

            // swap _siteIndex values if necessary to match new ordering:
            int tempIndex;

            if (returnValue == -1)
            {
                if (s1._siteIndex > s2._siteIndex)
                {
                    tempIndex     = (int)s1._siteIndex;
                    s1._siteIndex = s2._siteIndex;
                    s2._siteIndex = (uint)tempIndex;
                }
            }
            else if (returnValue == 1)
            {
                if (s2._siteIndex > s1._siteIndex)
                {
                    tempIndex     = (int)s2._siteIndex;
                    s2._siteIndex = s1._siteIndex;
                    s1._siteIndex = (uint)tempIndex;
                }
            }

            return(returnValue);
        }
Example #11
0
    // take all the midpoints of the selected rooms and feed that into the Delaunay procedure
    //  generate a graph, also it's good to have ID for rooms
    // and generate minimum spanning tree
    private void TriangulateMainRoomsMidpointsAndGenerateMST()
    {
        List <Vector2> midpoints = new List <Vector2>();
        List <uint>    colors    = new List <uint>(); // Colors are just necessary part for choosen delaunay library

        Vector2 min = Vector2.positiveInfinity;
        Vector2 max = Vector2.zero;

        for (int i = 0; i < rooms.Count; i++)
        {
            DelaunayMSTRoom room = rooms[i];
            if (room.isMainRoom)
            {
                colors.Add(0);
                midpoints.Add(new Vector2(room.x + room.width / 2, room.y + room.height / 2)); // use division (not multiplication) because we need INT value (or use RoundToInt)
                min.x = Mathf.Min(min.x, room.x);
                min.y = Mathf.Min(min.y, room.y);

                max.x = Mathf.Max(max.x, room.x);
                max.y = Mathf.Max(max.y, room.y);
            }
        }

        Delaunay.Voronoi voronoi = new Delaunay.Voronoi(midpoints, colors, new Rect(min.x, min.y, max.x, max.y));
        delaunayLines = voronoi.DelaunayTriangulation();                   // Triangulate main rooms

        spanningTree = voronoi.SpanningTree(Delaunay.KruskalType.MINIMUM); //Find min. span. tree

        if (settings.isDebugLogEnabled)
        {
            Debug.Log("Main passages count: " + spanningTree.Count);
        }
    }
Example #12
0
        /*!
         * \brief   Construct a new Voronoi Diagram and generate all graphs
         * \param   a_PointsList the points list which will be used to
         *          as vertices to construct graphs
         * \param   a_GenerateGraphs if graphes (voronoi graph, voronoi diagram,
         *          MinST, MaxST, triangulation) has to be generated.
         * \param   a_AllGraphs if we generate MaxST and triangulation
         */
        public void Generate(List <Vector2> a_PointsList)
        {
            pointsList = a_PointsList;

            m_DelaunayVoronoy = constructVoronoy(a_PointsList);

            graph = m_DelaunayVoronoy.VoronoiDiagram();
        }
Example #13
0
    private void GenerateEdges(List <Vector2> points)
    {
        List <LineSegment> minimumSpanningTree;
        List <LineSegment> delaunayTriangulation;
        List <LineSegment> finalEdges = new List <LineSegment>();

        // Create the Voronoi diagram using the AS3 Delaunay library
        List <uint> colors = new List <uint> ();

        for (int i = 0; i < points.Count; i++)
        {
            colors.Add(0);
        }
        Delaunay.Voronoi voronoi = new Delaunay.Voronoi(points, colors, new Rect(0, 0, _mapWidth, _mapHeight));
        minimumSpanningTree   = voronoi.SpanningTree(KruskalType.MINIMUM);
        delaunayTriangulation = voronoi.DelaunayTriangulation();

        // First add any line segment in the minimum spanning tree to the list _edges
        for (int i = delaunayTriangulation.Count - 1; i >= 0; i--)
        {
            for (int j = 0; j < minimumSpanningTree.Count; j++)
            {
                if (LineSegmentEquals(minimumSpanningTree[j], delaunayTriangulation[i]))
                {
                    finalEdges.Add(delaunayTriangulation[i]);

                    delaunayTriangulation.RemoveAt(i);

                    break;
                }
            }
        }

        // Add a random amount of line segments in the delaunay triangulation but NOT in the minimum spanning tree to the list _edges
        for (int i = 0, count = delaunayTriangulation.Count; i < count; i++)
        {
            float rand = UnityEngine.Random.value;
            if (rand <= 0.35)
            {
                finalEdges.Add(delaunayTriangulation[i]);
            }
        }

        // Create the edges on the map
        // Also update neighbours properties on the nodes
        for (int i = 0, count = finalEdges.Count; i < count; i++)
        {
            LineSegment line = finalEdges[i];

            Vector3 p0 = new Vector3(line.p0.Value.x, line.p0.Value.y, 0);
            Vector3 p1 = new Vector3(line.p1.Value.x, line.p1.Value.y, 0);

            MapEdge mapEdge = CreateMapEdge(p0, p1);
            mapEdge.Initialize(p0, p1);
        }
    }
Example #14
0
    public static IEnumerable <int> Triangulate(List <Vector2> points)
    {
        var triangulator = new Delaunay.Voronoi(points.ToList(), null, getBounds(points));
        var lineSegments = triangulator.DelaunayTriangulation();

        var edges = new HashSet <Tuple <int, int> >(lineSegments.Select(segment => new Tuple <int, int>(points.IndexOf(segment.p0.Value), points.IndexOf(segment.p1.Value))));

        var neighbours = new Dictionary <int, HashSet <int> >();

        foreach (var edge in edges)
        {
            if (!neighbours.ContainsKey(edge.Value1))
            {
                neighbours[edge.Value1] = new HashSet <int>();
            }
            neighbours[edge.Value1].Add(edge.Value2);
            if (!neighbours.ContainsKey(edge.Value2))
            {
                neighbours[edge.Value2] = new HashSet <int>();
            }
            neighbours[edge.Value2].Add(edge.Value1);
        }

        var foundTriangles = new HashSet <int>();

        foreach (int p1 in neighbours.Keys)
        {
            foreach (int p2 in neighbours[p1])
            {
                foreach (int p3 in neighbours[p1])
                {
                    if (p2 == p3)
                    {
                        continue;
                    }
                    if (!neighbours[p2].Contains(p3))
                    {
                        continue;
                    }
                    var triangles = new int[] { p1, p2, p3 }.OrderBy(i => i).ToArray();
                    var intValue = triangles[0] + triangles[1] * points.Count + triangles[2] * points.Count + points.Count;
                    if (foundTriangles.Contains(intValue))
                    {
                        continue;
                    }
                    foundTriangles.Add(intValue);
                    yield return(p1);

                    yield return(p2);

                    yield return(p3);
                }
            }
        }
    }
Example #15
0
    void Update()
    {
        List <uint> colors = new List <uint> ();

        for (int i = 0; i < PointTransforms.Count; i++)
        {
            colors.Add(0);
        }
        Delaunay.Voronoi v = new Delaunay.Voronoi(Points2, colors, new Rect(-mapWidth * 0.5f, -mapHeight * 0.5f, mapWidth, mapHeight));
        edges = v.VoronoiDiagram();
    }
Example #16
0
        public Graph(IEnumerable<Vector2> points, Voronoi voronoi, int width, int height)
        {
            Width = width;
            Height = height;


            BuildGraph(points, voronoi);
 

            //centers.ForEach(p => p.biome = GetBiome(p));
        }
Example #17
0
 private void preview_Paint(object sender, PaintEventArgs e)
 {
     List<PointF> points = GetRandomPoints();
     RectangleF size = new RectangleF(0, 0, preview.Width, preview.Height);
     Voronoi voronoi = new Voronoi(points, null, size);
     foreach (PointF point in points)
     {
         List<PointF> region = voronoi.Region(point);
         e.Graphics.DrawRectangle(Pens.Red, point.X, point.Y, 10, 10);
         e.Graphics.DrawLines(Pens.Black, region.ToArray());
     }
 }
Example #18
0
        public static Vertex Intersect(Halfedge halfedge0, Halfedge halfedge1)
        {
            Edge edge  = halfedge0.edge;
            Edge edge2 = halfedge1.edge;

            if (edge == null || edge2 == null)
            {
                return(null);
            }
            if (edge.rightSite == edge2.rightSite)
            {
                return(null);
            }
            float num = edge.a * edge2.b - edge.b * edge2.a;

            if (-1E-10 < (double)num && (double)num < 1E-10)
            {
                return(null);
            }
            float    num2 = (edge.c * edge2.b - edge2.c * edge.b) / num;
            float    y    = (edge2.c * edge.a - edge.c * edge2.a) / num;
            Halfedge halfedge2;
            Edge     edge3;

            if (Voronoi.CompareByYThenX(edge.rightSite, edge2.rightSite) < 0)
            {
                halfedge2 = halfedge0;
                edge3     = edge;
            }
            else
            {
                halfedge2 = halfedge1;
                edge3     = edge2;
            }
            bool flag = num2 >= edge3.rightSite.x;

            if (flag)
            {
                Side?leftRight = halfedge2.leftRight;
                if (leftRight.GetValueOrDefault() == Side.LEFT && leftRight.HasValue)
                {
                    goto IL_0138;
                }
            }
            if (flag || halfedge2.leftRight != Side.RIGHT)
            {
                return(Create(num2, y));
            }
            goto IL_0138;
IL_0138:
            return(null);
        }
Example #19
0
    public void GenerateMap()
    {
        var startTime = DateTime.Now;
        var points    = GetPoints();

        var time    = DateTime.Now;
        var voronoi = new Delaunay.Voronoi(points, null, new Rect(0, 0, meshSize, meshSize), relaxationIterations);

        //Debug.Log(string.Format("Voronoi Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        time = DateTime.Now;
        heightMapSettings.noiseSettings.seed = seed;
        var heightMap = HeightMapGenerator.GenerateHeightMap(meshSize, meshSize, heightMapSettings, Vector2.zero);

        _heightMap = heightMap;
        //Debug.Log(string.Format("Heightmap Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        time = DateTime.Now;
        var mapGraph = new MapGraph(voronoi, heightMap, snapDistance);

        _mapGraph = mapGraph;
        //Debug.Log(string.Format("Finished Generating Map Graph: {0:n0}ms with {1} nodes", DateTime.Now.Subtract(startTime).TotalMilliseconds, mapGraph.nodesByCenterPosition.Count));

        time = DateTime.Now;
        MapGenerator.GenerateMap(mapGraph);
        //Debug.Log(string.Format("Map Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        Vector3 born = MapGenerator.getBorn();

        //Debug.Log(string.Format("Born: {0},{1},{2}", born.x,born.y,born.z));

        if (previewType == PreviewType.HeightMap)
        {
            OnMeshDataReceived(MapMeshGenerator.GenerateMesh(mapGraph, heightMap, meshSize));
            UpdateTexture(TextureGenerator.TextureFromHeightMap(heightMap));
        }
        if (previewType == PreviewType.Map)
        {
            time = DateTime.Now;
            OnMeshDataReceived(MapMeshGenerator.GenerateMesh(mapGraph, heightMap, meshSize));
            //Debug.Log(string.Format("Mesh Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

            time = DateTime.Now;
            var texture = MapTextureGenerator.GenerateTexture(mapGraph, meshSize, textureSize, colours, drawNodeBoundries, drawDelauneyTriangles, drawNodeCenters);
            //Debug.Log(string.Format("Texture Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

            UpdateTexture(texture);
        }

        Debug.Log(string.Format("Finished Generating World: {0:n0}ms with {1} nodes", DateTime.Now.Subtract(startTime).TotalMilliseconds, mapGraph.nodesByCenterPosition.Count));
    }
Example #20
0
        private Voronoi GetVoronoi(int width, int height, int sitecount, int seed, int smoothingFactor)
        {
            var sw = new Stopwatch();

            sw.Start();

            var points = new List <Vector2>();

            Random.seed = seed;

            for (int i = 0; i < sitecount; i++)
            {
                points.Add(new Vector2(
                               Random.Range(0f, width),
                               Random.Range(0f, height))
                           );
            }
            var v = new Voronoi(points, null, new Rect(0, 0, width, height));

            for (int i = 0; i < smoothingFactor; i++)
            {
                points = new List <Vector2>();
                foreach (var site in v.Sites())
                {
                    //brnkhy - voices are telling me that, this should use circumference, not average
                    var sum   = Vector2.zero;
                    var count = 0;
                    foreach (var r in site.edges)
                    {
                        if (r.leftVertex != null)
                        {
                            sum += r.leftVertex.Coord;
                        }
                        if (r.rightVertex != null)
                        {
                            sum += r.rightVertex.Coord;
                        }
                        count += 2;
                    }
                    points.Add(sum / count);
                }

                v = new Voronoi(points, null, new Rect(0, 0, width, height));
            }
            sw.Stop();
            Debug.Log(string.Format("Voronoi generation took [{0}] milisecs with {1} smoothing iterations", sw.ElapsedMilliseconds, smoothingFactor));
            return(v);
        }
Example #21
0
        public static IEnumerable <Vector2> RelaxPoints(IEnumerable <Vector2> startingPoints, float width, float height)
        {
            Delaunay.Voronoi v = new Delaunay.Voronoi(startingPoints.ToList(), null, new Rect(0, 0, width, height));
            foreach (var point in startingPoints)
            {
                var region = v.Region(point);
                point.Set(0, 0);
                foreach (var r in region)
                {
                    point.Set(point.x + r.x, point.y + r.y);
                }

                point.Set(point.x / region.Count, point.y / region.Count);
                yield return(point);
            }
        }
Example #22
0
        /**
         * This is the only way to make a Vertex
         *
         * @param halfedge0
         * @param halfedge1
         * @return
         *
         */
        public static Vertex Intersect(Halfedge halfedge0, Halfedge halfedge1)
        {
            Edge     edge0, edge1, edge;
            Halfedge halfedge;
            float    determinant, intersectionX, intersectionY;
            bool     rightOfSite;

            edge0 = halfedge0.edge;
            edge1 = halfedge1.edge;
            if (edge0 == null || edge1 == null)
            {
                return(null);
            }
            if (edge0.rightSite == edge1.rightSite)
            {
                return(null);
            }

            determinant = edge0.a * edge1.b - edge0.b * edge1.a;
            if (-1.0e-10 < determinant && determinant < 1.0e-10)
            {
                // the edges are parallel
                return(null);
            }

            intersectionX = (edge0.c * edge1.b - edge1.c * edge0.b) / determinant;
            intersectionY = (edge1.c * edge0.a - edge0.c * edge1.a) / determinant;

            if (Voronoi.CompareByYThenX(edge0.rightSite, edge1.rightSite) < 0)
            {
                halfedge = halfedge0;
                edge     = edge0;
            }
            else
            {
                halfedge = halfedge1;
                edge     = edge1;
            }
            rightOfSite = intersectionX >= edge.rightSite.x;
            if ((rightOfSite && halfedge.leftRight == Side.LEFT) ||
                (!rightOfSite && halfedge.leftRight == Side.RIGHT))
            {
                return(null);
            }

            return(Vertex.Create(intersectionX, intersectionY));
        }
Example #23
0
    public void GenerateMap()
    {
        var startTime = DateTime.Now;
        var points    = GetPoints();

        var time    = DateTime.Now;
        var voronoi = new Delaunay.Voronoi(points, null, new Rect(0, 0, meshSize, meshSize));

        Debug.Log(string.Format("Voronoi Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        time = DateTime.Now;
        heightMapSettings.noiseSettings.seed = seed;
        var heightMap = HeightMapGenerator.GenerateHeightMap(meshSize, meshSize, heightMapSettings, Vector2.zero);

        Debug.Log(string.Format("Heightmap Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        time = DateTime.Now;
        var mapGraph = new MapGraph(voronoi, heightMap, snapDistance);

        Debug.Log(string.Format("Finished Generating Map Graph: {0:n0}ms with {1} nodes", DateTime.Now.Subtract(time).TotalMilliseconds, mapGraph.nodesByCenterPosition.Count));

        time = DateTime.Now;
        MapGenerator.GenerateMap(mapGraph);
        Debug.Log(string.Format("Map Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        time = DateTime.Now;
        OnMeshDataReceived(MapMeshGenerator.GenerateMesh(mapGraph, meshSize));
        Debug.Log(string.Format("Mesh Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        time = DateTime.Now;
        var texture = MapTextureGenerator.GenerateTexture(mapGraph, meshSize, textureSize, colours, drawNodeBoundries, drawDelaunayTriangles);

        Debug.Log(string.Format("Texture Generated: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        UpdateTexture(texture);

        time = DateTime.Now;
        EnvironmentSpawner.Spawn(mapGraph, GameObject.Find("Environment").transform, environmentSettings, seed);
        Debug.Log(string.Format("Environment Spawned: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        time = DateTime.Now;
        AnimalSpawner.Spawn(mapGraph, GameObject.Find("Animals").transform, animalSettings, seed);
        Debug.Log(string.Format("Animals Spawned: {0:n0}ms", DateTime.Now.Subtract(time).TotalMilliseconds));

        Debug.Log(string.Format("Finished Generating World: {0:n0}ms with {1} nodes", DateTime.Now.Subtract(startTime).TotalMilliseconds, mapGraph.nodesByCenterPosition.Count));
    }
Example #24
0
    private void Edges(float[,] map, Color[] pixels)
    {
        m_points = new List <Vector2> ();
        List <uint> colors = new List <uint> ();

        GenerateCity(map, m_points);
        for (int i = 0; i < m_points.Count; i++)
        {
            colors.Add((uint)0);
        }
        Delaunay.Voronoi v = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, WIDTH, HEIGHT));
        m_edges                 = v.VoronoiDiagram();
        m_spanningTree          = v.SpanningTree(KruskalType.MINIMUM);
        m_delaunayTriangulation = v.DelaunayTriangulation();
        Color color = Color.red;

        /* Shows Voronoi diagram */

        /*for (int i = 0; i < m_edges.Count; i++) {
         *      LineSegment seg = m_edges [i];
         *      Vector2 left = (Vector2)seg.p0;
         *      Vector2 right = (Vector2)seg.p1;
         *      DrawLine (pixels,left, right,color);
         * }*/
        /* Shows Delaunay triangulation */
        for (int i = 0; i < m_edges.Count; i++)
        {
            LineSegment seg   = m_edges [i];
            Vector2     left  = (Vector2)seg.p0;
            Vector2     right = (Vector2)seg.p1;
            //DrawLine (pixels,left, right,color);

            /*ChunkLOD prefabLOD = mapGen.terrainPrefab.GetComponent<ChunkLOD> ();
             * float chunkSize = prefabLOD.SIZE_W;
             * float terrainSize = mapGen.WIDTH;
             * float SIZE = WIDTH;
             *
             * float length = (right - left).magnitude  * (terrainSize * chunkSize) / (float) SIZE;
             * float angle = Vector2.Angle (right - left, Vector2.right);*/
            float scaleFactor = ChunkLOD.GLOBAL_WIDTH * ChunkLOD.SIZE_W / WIDTH;

            GameObject road = Instantiate(roadPrefab, new Vector3(scaleFactor * left.x, 0.2f, scaleFactor * left.y), Quaternion.identity);
            Road       r    = road.GetComponent <Road> ();
            r.SetMesh(scaleFactor * (right - left));
        }
    }
Example #25
0
        private void VoronoiGeneration()
        {
            List <Vector2> points = new List <Vector2>();
            List <uint>    colors = new List <uint>();

            for (int i = 0; i < primaryRooms.Count; i++)
            {
                points.Add(primaryRooms[i].center);
                colors.Add(0);
            }

            Delaunay.Voronoi v = new Delaunay.Voronoi(points, colors, new Rect(center, size));

            edges                 = v.VoronoiDiagram();
            spanningTree          = v.SpanningTree(KruskalType.MINIMUM);
            delaunayTriangulation = v.DelaunayTriangulation();
        }
Example #26
0
    private void Demo()
    {
        List <uint> colors = new List <uint>();

        m_points = new List <Vector2>();

        for (int i = 0; i < m_pointCount; i++)
        {
            colors.Add(0);
            m_points.Add(new Vector2(
                             UnityEngine.Random.Range(0, m_mapWidth),
                             UnityEngine.Random.Range(0, m_mapHeight))
                         );
        }
        Delaunay.Voronoi v = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight));
        m_delaunayTriangulation = v.DelaunayTriangulation();
    }
Example #27
0
    // Use this for initialization
    void Start()
    {
        m_points = new List <Vector2>();

        var r = 10;

        for (int i = 0; i < r; i++)
        {
            createCircle(i);
        }
        Delaunay.Voronoi v = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight));
        m_edges = v.VoronoiDiagram();

        //m_spanningTree = v.SpanningTree(KruskalType.MINIMUM);
        m_delaunayTriangulation = v.DelaunayTriangulation();
        totalPasos = m_points.Count;

        InvokeRepeating("UpdateSteps", 1f, 0.01f);
    }
Example #28
0
    private void Demo()
    {
        List <uint> colors = new List <uint>();

        m_points = new List <Vector2>();

        for (int i = 0; i < m_pointCount; i++)
        {
            colors.Add(0);
            m_points.Add(new Vector2(
                             UnityEngine.Random.Range(0, m_mapWidth),
                             UnityEngine.Random.Range(0, m_mapHeight)));
        }

        Delaunay.Voronoi v = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight));
        m_edges                 = v.VoronoiDiagram();
        m_spanningTree          = v.SpanningTree(KruskalType.MINIMUM);
        m_delaunayTriangulation = v.DelaunayTriangulation();
    }
	private void Demo ()
	{
				
		List<uint> colors = new List<uint> ();
		m_points = new List<Vector2> ();
			
		for (int i = 0; i < m_pointCount; i++) {
			colors.Add (0);
			m_points.Add (new Vector2 (
					UnityEngine.Random.Range (0, m_mapWidth),
					UnityEngine.Random.Range (0, m_mapHeight))
			);
		}
		Delaunay.Voronoi v = new Delaunay.Voronoi (m_points, colors, new Rect (0, 0, m_mapWidth, m_mapHeight));
		m_edges = v.VoronoiDiagram ();
			
		m_spanningTree = v.SpanningTree (KruskalType.MINIMUM);
		m_delaunayTriangulation = v.DelaunayTriangulation ();
	}
Example #30
0
        public Map()
        {
            List<uint> colors = new List<uint>();
            var points = new List<Vector2>();

            for (int i = 0; i < _pointCount; i++)
            {
                colors.Add(0);
                points.Add(new Vector2(
                        UnityEngine.Random.Range(0, Width),
                        UnityEngine.Random.Range(0, Height))
                );
            }

            for (int i = 0; i < NUM_LLOYD_RELAXATIONS; i++)
                points = Graph.RelaxPoints(points, Width, Height).ToList();

            var voronoi = new Voronoi(points, colors, new Rect(0, 0, Width, Height));
            
            Graph = new Graph(points, voronoi, (int)Width, (int)Height, _lakeThreshold);
        }
Example #31
0
        public void Init(Func<Vector2, bool> checkIsland = null)
        {
            List<uint> colors = new List<uint>();
            var points = new List<Vector2>();

            for (int i = 0; i < _pointCount; i++)
            {
                colors.Add(0);
                points.Add(new Vector2(
                        UnityEngine.Random.Range(0, Width),
                        UnityEngine.Random.Range(0, Height))
                );
            }

            for (int i = 0; i < NUM_LLOYD_RELAXATIONS; i++)
                points = Graph.RelaxPoints(points, Width, Height).ToList();

            var voronoi = new Voronoi(points, colors, new Rect(0, 0, Width, Height));

            checkIsland = checkIsland ?? IslandShape.makePerlin();
            Graph = new Graph(checkIsland, points, voronoi, (int)Width, (int)Height, _lakeThreshold);
        }
    // Use this for initialization
    void Start()
    {
        List <Vector2> vertices = new List <Vector2>();

        vertices.Add(new Vector2(0.0f, 0.0f));
        vertices.Add(new Vector2(1.0f, 0.0f));
        vertices.Add(new Vector2(1.0f, -2.0f));
        vertices.Add(new Vector2(1.0f, 1.0f));
        List <uint> colors = new List <uint>();

        colors.Add(0);
        colors.Add(0);
        colors.Add(0);
        colors.Add(0);
        Delaunay.Voronoi   V     = new Delaunay.Voronoi(vertices, colors, new Rect(-1, -1, 2, 2));
        List <LineSegment> lines = V.DelaunayTriangulation();

        for (int i = 0; i < lines.Count; i++)
        {
            Debug.Log(string.Format("{0}, {1}", lines[i].p0, lines[i].p1));
        }
    }
		public void Demo () /** Public so that the custom Inspector class can call it */
		{
		
				List<uint> colors = new List<uint> ();
				m_points = new List<Vector2> ();
		
				for (int i = 0; i < numSitesToGenerate; i++) {
						colors.Add (0);
						m_points.Add (new Vector2 (
				UnityEngine.Random.Range (0, m_mapWidth),
				UnityEngine.Random.Range (0, m_mapHeight))
						);
				}
				v = new Delaunay.Voronoi (m_points, colors, new Rect (0, 0, m_mapWidth, m_mapHeight));
				m_edges = v.VoronoiDiagram ();
		
				m_spanningTree = v.SpanningTree (KruskalType.MINIMUM);
				m_delaunayTriangulation = v.DelaunayTriangulation ();
				
				Debug.Log ("Created a Voronoi object. But for Unity, it's recommend you convert it to a VoronoiMap (data structure using Unity GameObjects and MonoBehaviours)");
				//Example:
                VoronoiDiagram map = VoronoiDiagram.CreateDiagramFromVoronoiOutput( v, true );
		}
    public void generateMap(Config conf)
    {
        Random.InitState(conf.seed);

        var points  = PointsGenerator.getPoints(conf);
        var voronoi = new Delaunay.Voronoi(points, null, new Rect(0, 0, conf.meshSize, conf.meshSize), conf.relaxationIterations);

        var elevationMap = ElevationMapGenerator.generate(conf);

        var mapGraph = new MapGraph(voronoi, elevationMap);

        BiomeMapGenerator.generate(mapGraph, conf);

        updateMesh(MapMeshGenerator.generate(mapGraph, meshSize));
        updateTexture(MapTextureGenerator.generate(mapGraph, conf));

        EvaluationResults evaluation = Evaluation.assessmentResultsToString(mapGraph, conf);

        beachFunction    = evaluation.beachFunction;
        mountainFunction = evaluation.mountainFunction;
        lowlandFunction  = evaluation.lowlandFunction;
        Debug.Log(evaluation.result);
    }
    public void Demo()              /** Public so that the custom Inspector class can call it */
    {
        List <uint> colors = new List <uint> ();

        m_points = new List <Vector2> ();

        for (int i = 0; i < numSitesToGenerate; i++)
        {
            colors.Add(0);
            m_points.Add(new Vector2(
                             UnityEngine.Random.Range(0, m_mapWidth),
                             UnityEngine.Random.Range(0, m_mapHeight))
                         );
        }
        v       = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight));
        m_edges = v.VoronoiDiagram();

        m_spanningTree          = v.SpanningTree(KruskalType.MINIMUM);
        m_delaunayTriangulation = v.DelaunayTriangulation();

        Debug.Log("Created a Voronoi object. But for Unity, it's recommend you convert it to a VoronoiMap (data structure using Unity GameObjects and MonoBehaviours)");
        //Example:
        VoronoiDiagram map = VoronoiDiagram.CreateDiagramFromVoronoiOutput(v, true);
    }
Example #36
0
        public static IEnumerable<Vector2> RelaxPoints(IEnumerable<Vector2> startingPoints, float width, float height)
        {
            Delaunay.Voronoi v = new Delaunay.Voronoi(startingPoints.ToList(), null, new Rect(0, 0, width, height));
            foreach (var point in startingPoints)
            {
                var region = v.Region(point);
                point.Set(0, 0);
                foreach (var r in region)
                    point.Set(point.x + r.x, point.y + r.y);

                point.Set(point.x / region.Count, point.y / region.Count);
                yield return point;
            }
        }
/** Useful when experimenting and you create too much for Gizmos to render, and CPU goes nuts and dies */
		public void DeleteAllData ()
		{
				v = null;
		}
Example #38
0
    public static List <GameObject> GenerateTriangularPieces(GameObject source, int extraPoints = 0, int subshatterSteps = 0, Material mat = null)
    {
        List <GameObject> pieces = new List <GameObject>();

        if (mat == null)
        {
            mat = createFragmentMaterial(source);
        }

        //get transform information
        Vector3 origScale = source.transform.localScale;

        source.transform.localScale = Vector3.one;
        Quaternion origRotation = source.transform.localRotation;

        source.transform.localRotation = Quaternion.identity;

        //get rigidbody information
        Rigidbody2D rg           = source.GetComponent <Rigidbody2D>(); //Я добавил
        Vector2     origVelocity = rg.velocity;

        //get collider information

        PolygonCollider2D sourcePolyCollider = source.GetComponent <PolygonCollider2D>();
        BoxCollider2D     sourceBoxCollider  = source.GetComponent <BoxCollider2D>();
        List <Vector2>    points             = new List <Vector2>();
        List <Vector2>    borderPoints       = new List <Vector2>();

        //add points from the present collider
        if (sourcePolyCollider != null)
        {
            points       = getPoints(sourcePolyCollider);
            borderPoints = getPoints(sourcePolyCollider);
        }
        else if (sourceBoxCollider != null)
        {
            points       = getPoints(sourceBoxCollider);
            borderPoints = getPoints(sourceBoxCollider);
        }

        //create a bounding rectangle based on the polygon points
        Rect rect = getRect(source);

        //if the target polygon is a triangle, generate a point in the middle to allow for fracture
        if (points.Count == 3)
        {
            points.Add((points[0] + points[1] + points[2]) / 3);
        }

        for (int i = 0; i < extraPoints; i++)
        {
            points.Add(new Vector2(Random.Range(rect.width / -2, rect.width / 2), Random.Range(rect.height / -2, rect.height / 2)));
        }


        Voronoi voronoi = new Delaunay.Voronoi(points, null, rect);

        List <List <Vector2> > clippedTriangles = new List <List <Vector2> >();

        foreach (Triangle tri in voronoi.Triangles())
        {
            clippedTriangles = ClipperHelper.clip(borderPoints, tri);
            foreach (List <Vector2> triangle in clippedTriangles)
            {
                pieces.Add(generateTriangularPiece(source, triangle, origVelocity, origScale, origRotation, mat, rg));
            }
        }
        List <GameObject> morePieces = new List <GameObject>();

        if (subshatterSteps > 0)
        {
            subshatterSteps--;
            foreach (GameObject piece in pieces)
            {
                morePieces.AddRange(SpriteExploder.GenerateTriangularPieces(piece, extraPoints, subshatterSteps, mat));
                GameObject.DestroyImmediate(piece);
            }
        }
        else
        {
            morePieces = pieces;
        }

        //reset transform information
        source.transform.localScale    = origScale;
        source.transform.localRotation = origRotation;

        Resources.UnloadUnusedAssets();

        return(morePieces);
    }
Example #39
0
    public static List <GameObject> GenerateVoronoiPieces(GameObject source, int extraPoints = 0, int subshatterSteps = 0, Material mat = null)
    {
        List <GameObject> pieces = new List <GameObject>();

        if (mat == null)
        {
            mat = createFragmentMaterial(source);
        }

        //get transform information
        Vector3 origScale = source.transform.localScale;

        source.transform.localScale = Vector3.one;
        Quaternion origRotation = source.transform.localRotation;

        source.transform.localRotation = Quaternion.identity;

        //get rigidbody information
        Rigidbody2D rigbody      = source.GetComponent <Rigidbody2D>(); //Я добавил
        Vector2     origVelocity = rigbody.velocity;

        //get collider information
        PolygonCollider2D sourcePolyCollider = source.GetComponent <PolygonCollider2D>();
        BoxCollider2D     sourceBoxCollider  = source.GetComponent <BoxCollider2D>();
        List <Vector2>    points             = new List <Vector2>();
        List <Vector2>    borderPoints       = new List <Vector2>();

        if (sourcePolyCollider != null)
        {
            points       = getPoints(sourcePolyCollider);
            borderPoints = getPoints(sourcePolyCollider);
        }
        else if (sourceBoxCollider != null)
        {
            points       = getPoints(sourceBoxCollider);
            borderPoints = getPoints(sourceBoxCollider);
        }

        Rect rect = getRect(source);

        for (int i = 0; i < extraPoints; i++)
        {
            points.Add(new Vector2(Random.Range(rect.width / -2, rect.width / 2), Random.Range(rect.height / -2, rect.height / 2)));
        }


        Voronoi voronoi = new Delaunay.Voronoi(points, null, rect);
        List <List <Vector2> > clippedRegions = new List <List <Vector2> >();

        foreach (List <Vector2> region in voronoi.Regions())
        {
            clippedRegions = ClipperHelper.clip(borderPoints, region);
            foreach (List <Vector2> clippedRegion in clippedRegions)
            {
                pieces.Add(generateVoronoiPiece(source, clippedRegion, origVelocity, origScale, origRotation, mat, rigbody));
            }
        }

        List <GameObject> morePieces = new List <GameObject>();

        if (subshatterSteps > 0)
        {
            subshatterSteps--;
            foreach (GameObject piece in pieces)
            {
                morePieces.AddRange(SpriteExploder.GenerateVoronoiPieces(piece, extraPoints, subshatterSteps));
                GameObject.DestroyImmediate(piece);
            }
        }
        else
        {
            morePieces = pieces;
        }

        //reset transform information
        source.transform.localScale    = origScale;
        source.transform.localRotation = origRotation;

        Resources.UnloadUnusedAssets();

        return(morePieces);
    }
    public static List<GameObject> GenerateTriangularPieces(GameObject source, int extraPoints = 0, int subshatterSteps = 0, Material mat = null)
    {
        List<GameObject> pieces = new List<GameObject>();

        if (mat == null)
        {
            mat = createFragmentMaterial(source);
        }

        //get transform information
        Vector3 origScale = source.transform.localScale;
        source.transform.localScale = Vector3.one;
        Quaternion origRotation = source.transform.localRotation;
        source.transform.localRotation = Quaternion.identity;

        //get rigidbody information
        Vector2 origVelocity = source.GetComponent<Rigidbody2D>().velocity;

        //get collider information
        PolygonCollider2D sourcePolyCollider = source.GetComponent<PolygonCollider2D>();
        BoxCollider2D sourceBoxCollider = source.GetComponent<BoxCollider2D>();
        List<Vector2> points = new List<Vector2>();
        List<Vector2> borderPoints = new List<Vector2>();

        //add points from the present collider
        if (sourcePolyCollider != null)
        {
            points = getPoints(sourcePolyCollider);
            borderPoints = getPoints(sourcePolyCollider);
        }
        else if (sourceBoxCollider != null)
        {
            points = getPoints(sourceBoxCollider);
            borderPoints = getPoints(sourceBoxCollider);
        }

        //create a bounding rectangle based on the polygon points
        Rect rect = getRect(source);

        //if the target polygon is a triangle, generate a point in the middle to allow for fracture
        if (points.Count == 3)
        {
            points.Add((points[0] + points[1] + points[2]) / 3);
        }

        for (int i = 0; i < extraPoints; i++)
        {
            points.Add(new Vector2(Random.Range(rect.width / -2, rect.width / 2), Random.Range(rect.height / -2 + rect.center.y, rect.height / 2 + rect.center.y)));
        }


        Voronoi voronoi = new Delaunay.Voronoi(points, null, rect);
        
        List<List<Vector2>> clippedTriangles = new List<List<Vector2>>();
        foreach (Triangle tri in voronoi.Triangles())
        {
            clippedTriangles = ClipperHelper.clip(borderPoints, tri);
            foreach (List<Vector2> triangle in clippedTriangles)
            {
                pieces.Add(generateTriangularPiece(source, triangle, origVelocity, origScale, origRotation, mat));
            }
        }
        List<GameObject> morePieces = new List<GameObject>();
        if (subshatterSteps > 0)
        {
            subshatterSteps--;
            foreach (GameObject piece in pieces)
            {
                morePieces.AddRange(SpriteExploder.GenerateTriangularPieces(piece, extraPoints, subshatterSteps, mat));
                GameObject.DestroyImmediate(piece);
            }
        }
        else
        {
            morePieces = pieces;
        }

        //reset transform information
        source.transform.localScale = origScale;
        source.transform.localRotation = origRotation;

        Resources.UnloadUnusedAssets();

        return morePieces;
    }
    public static List<GameObject> GenerateVoronoiPieces(GameObject source, int extraPoints = 0, int subshatterSteps = 0, Material mat = null)
    {
        List<GameObject> pieces = new List<GameObject>();

        if (mat == null)
        {
            mat = createFragmentMaterial(source);
        }

        //get transform information
        Vector3 origScale = source.transform.localScale;
        source.transform.localScale = Vector3.one;
        Quaternion origRotation = source.transform.localRotation;
        source.transform.localRotation = Quaternion.identity;

        //get rigidbody information
        Vector2 origVelocity = source.GetComponent<Rigidbody2D>().velocity;

        //get collider information
        PolygonCollider2D sourcePolyCollider = source.GetComponent<PolygonCollider2D>();
        BoxCollider2D sourceBoxCollider = source.GetComponent<BoxCollider2D>();
        List<Vector2> points = new List<Vector2>();
        List<Vector2> borderPoints = new List<Vector2>();
        if (sourcePolyCollider != null)
        {
            points = getPoints(sourcePolyCollider);
            borderPoints = getPoints(sourcePolyCollider);
        }
        else if (sourceBoxCollider != null)
        {
            points = getPoints(sourceBoxCollider);
            borderPoints = getPoints(sourceBoxCollider);
        }

        Rect rect = getRect(source);

        for (int i = 0; i < extraPoints; i++)
        {
            points.Add(new Vector2(Random.Range(
				rect.width / -2 + rect.center.x, rect.width / 2 + rect.center.x), 
				Random.Range(rect.height / -2 + rect.center.y, rect.height / 2 + rect.center.y)
				));
		}


		Voronoi voronoi = new Delaunay.Voronoi(points, null, rect);
        List<List<Vector2>> clippedRegions = new List<List<Vector2>>();
        foreach (List<Vector2> region in voronoi.Regions())
        {
            clippedRegions = ClipperHelper.clip(borderPoints, region);
            foreach (List<Vector2> clippedRegion in clippedRegions)
            {
                pieces.Add(generateVoronoiPiece(source, clippedRegion, origVelocity, origScale, origRotation, mat));
            }
        }

        List<GameObject> morePieces = new List<GameObject>();
        if (subshatterSteps > 0)
        {
            subshatterSteps--;
            foreach (GameObject piece in pieces)
            {
                morePieces.AddRange(SpriteExploder.GenerateVoronoiPieces(piece, extraPoints, subshatterSteps));
                GameObject.DestroyImmediate(piece);
            }
        }
        else
        {
            morePieces = pieces;
        }

        //reset transform information
        source.transform.localScale = origScale;
        source.transform.localRotation = origRotation;

        Resources.UnloadUnusedAssets();

        return morePieces;
    }
    private void DelaunayTriangulation()
    {
        List<Vector2> points = new List<Vector2>();

        foreach (Room r in mainRooms)
        {
            points.Add(r.center);
        }

        voronoi = new Delaunay.Voronoi(points, null, new Rect(0, 0, mapRect.width, mapRect.height));
        delaunayTriangulation = voronoi.DelaunayTriangulation();
    }
Example #43
0
 public Graph(IEnumerable<Vector2> points, Voronoi voronoi, int width, int height, float lakeThreshold)
 {
     Init(IslandShape.makePerlin(), points, voronoi, width, height, lakeThreshold);
 }
/**
Stupidly, Unity in 2D mode uses co-ords incompatible with Unity in 3D mode (xy instead of xz).

So we have to provide a boolean to switch between the two modes!
*/
    public static VoronoiDiagram CreateDiagramFromVoronoiOutput(Voronoi voronoiGenerator, bool useUnity2DCoordsNot3D )
    {
      GameObject go = new GameObject("New VoronoiMap");
      GameObject goCellHolder = new GameObject(_cellHolderName);
      goCellHolder.transform.parent = go.transform;
      GameObject goEdgeHolder = new GameObject(_edgeHolderName);
      goEdgeHolder.transform.parent = go.transform;
      GameObject goVertexHolder = new GameObject(_vertexHolderName);
      goVertexHolder.transform.parent = go.transform;
      
      VoronoiDiagram map = go.AddComponent<VoronoiDiagram>();

      System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
      watch.Reset();
      watch.Start();

      Dictionary<Site,VoronoiCell> generatedCells = new Dictionary<Site, VoronoiCell>();
      Dictionary<Vector2,VoronoiCellVertex> generatedVertices = new Dictionary<Vector2, VoronoiCellVertex>();

      int numEdgesCreated = 0;
      foreach (Edge edge in voronoiGenerator.Edges())
      {
        GameObject goEdge = new GameObject("Edge-#" + (numEdgesCreated++));
        goEdge.transform.parent = goEdgeHolder.transform;
                        
        VoronoiCellEdge vEdge = goEdge.AddComponent<VoronoiCellEdge>();
        Debug.Log("Processing edge = "+edge+" with clippedEnds = "+(edge.clippedEnds==null?"null":""+edge.clippedEnds.Count) );
        if( ! edge.visible)
        {
        Debug.Log("...Voronoi algorithm generated a non-existent edge, skipping it...");
        continue;
        }
        Vector2 clippedEndLeft = (Vector2)edge.clippedEnds [Side.LEFT];
        Vector2 clippedEndRight = (Vector2)edge.clippedEnds [Side.RIGHT];
        vEdge.AddVertex(FetchVertexOrAddToObject( clippedEndLeft, generatedVertices, goVertexHolder, useUnity2DCoordsNot3D));
        vEdge.AddVertex(FetchVertexOrAddToObject( clippedEndRight, generatedVertices, goVertexHolder, useUnity2DCoordsNot3D));
        goEdge.transform.localPosition = (vEdge.edgeVertexA.transform.localPosition + vEdge.edgeVertexB.transform.localPosition ) / 2.0f;
                
        Site[] bothSites = new Site[] { edge.leftSite, edge.rightSite };
        foreach (Site site in bothSites)
        {
          /** Re-use or create the Cell */
          VoronoiCell newCell = null; // C# is rubbish. Crashes if Dictionary lacks the key. Very bad design.
          if (generatedCells.ContainsKey(site))
            newCell = generatedCells [site];
          GameObject goCell;
                    
          if (newCell == null)
          {
            goCell = new GameObject("Cell-#" + generatedCells.Count);
            goCell.transform.parent = goCellHolder.transform;
            goCell.transform.localPosition = new Vector3( site.Coord.x, useUnity2DCoordsNot3D? site.Coord.y : 0, useUnity2DCoordsNot3D? 0 : site.Coord.y );
            newCell = goCell.AddComponent<VoronoiCell>();
            generatedCells.Add(site, newCell);
          }
          else
          {
            goCell = newCell.gameObject;
          }
                    
          /** Now that cell is created, attach it to BOTH Vertex's on the new Edge
                    (so that later its easy for us to to find Cells-for-this-Vertex, and also:
                    for a Cell to "trace" around its edges, picking "next edge" from each Vertex
                    by looking at which edges from the vertex border this cell (by checking
                    that BOTH Vertex-ends of the edge are attached to this cell)
                    
                    Also add the edge itself to the cell, and the cell to the edge.
                    */
          vEdge.AddCellWithSideEffects(newCell);
                    
        }
      }
      watch.Stop();
            
      return map;
    }
	public void createVoronoi(){
		setPoints ();
		p_voronoi = new Delaunay.Voronoi (p_points, null, new Rect (0, 0, p_heightMapSize, p_heightMapSize));
		createGraph ();

	}
Example #46
0
 public Graph(Func<Vector2, bool> checkIsland, IEnumerable<Vector2> points, Voronoi voronoi, int width, int height, float lakeThreshold)
 {
     Init(checkIsland, points, voronoi, width, height, lakeThreshold);
 }