Example #1
0
				/// <summary>
				/// Quads the contains any point in cell.
				/// No Matter how small the piece, even if it's only one VoronoiEdge point
				/// We need to know if the polygon of the cell overlaps the Quad, if so 
				/// Add that cell to this Quads list of cells to know about.
				/// This will lead to duplicate data, it would be better to just keep cells in the
				/// smallest box that will contain it completely, but for now I'm tired, and can't think.
				/// </summary>
				/// <returns><c>true</c>, if contains any point in cell was quaded, <c>false</c> otherwise.</returns>
				/// <param name="c">C.</param>
				public bool QuadContainsEveryPointInCell (Cell c)
				{
						if (!BoundingBox.Contains (c.site.AsVector2 ()))
								return false;

						foreach (VoronoiEdge edge in c.voronoiEdges) {
								if (edge.VVertexA != Fortune.VVInfinite) {
										if (!BoundingBox.Contains (edge.VVertexA.AsVector2 ()))
												return false;
								}

								if (edge.VVertexB != Fortune.VVInfinite) {
										if (!BoundingBox.Contains (edge.VVertexB.AsVector2 ()))
												return false;
								}

						}

						return true;
				}
Example #2
0
				/// <summary>
				/// Insert the specified Cell In the tree.
				/// </summary>
				/// <param name="c">C.</param>
				public bool Insert (Cell c)
				{
						
						//Debug.Log ("Inserting Cell: " + c.site.AsVector2 () + " into Quad: " + ID + " at Depth: " + Depth + " Max Depth: " + MaxDepth);
						// First make sure this cell is in bounds.
						// It should always be, but just to be sure.
						//if (!BoundingBox.Contains (c.site.AsVector2 ()))
						if (!QuadContainsEveryPointInCell (c))
								return false; // object could not be added.
						
						Cells.Add (c);

						// If we don't already have children  
						if (Children == null) { // AND we aren't too deep in the tree. . .
								if ((Depth + 1) < MaxDepth) {
										Split (); // Split to make room.
										return true;
//								} else { // If we ARE at Max Depth stick the cell at this level.
//										Cells.Add (c);
//										return true;
								}
						}

						if (Children != null) {
								// If we split this quad . . . 
								// Now Check if the point fits in a Child.
								if (Children [0].Insert (c))
										return true;

								if (Children [1].Insert (c))
										return true;

								if (Children [2].Insert (c))
										return true;

								if (Children [3].Insert (c))
										return true;
						}
						// For some reason this cell couldn't be inserted, this should never happen!
						//Debug.Log ("Could Not Insert cell: " + c.site.AsVector2 ().ToString ());
						return false; 
				}
Example #3
0
				private int NumberOfSites = 512; // Number of seed points to generate for the voronoi diagram, the higher the number the more tesselated the map will be.		

				private bool BuildGraph ()
				{
						
						Sites_World = GenerateRandom (Seed, NumberOfSites, 0, Max);
						Profiler.BeginSample ("Fortune Compute VoronoiGraph");
						Graph_World = Fortune.ComputeVoronoiGraph (Sites_World);
						Profiler.EndSample ();
						if (Relax) {
								// Lloyd Relax the points here to get more even distribution.
								// First we need to know the N number of Voronoi Verts that make up each cell.
								// Then we can find the centroid of each of those Cells, and move the Site that created this cell to that centroid.
								// Finally we replace our existing Voronoi graph with a new one made from these centered sites.
								// This will be computationally expensive so we don't want to do it too many times, 2 max??
								for (int i = 0; i < RelaxSteps; i++) {
										Sites_World = LloydRelax (Sites_World, Graph_World);
										Graph_World = Fortune.ComputeVoronoiGraph (Sites_World);
								}
						}
						// now you have all the voronoi vertices in graph.Vertices and all the voronoi edges in Relsult.Edges
						//Debug.Log ("Number of Sites: " + sites.Length); 
						//Debug.Log ("graph.Verts Length: " + graph.Vertizes.Count);
						
						if (GenerateCells) {
								Debug.Log ("Starting Generating Cells in the BuildGraph, Max is: " + Max);
								//Convert Voronoi to Cells
								for (int j =0; j < Sites_World.Length; j++) {					
										Vector v = Sites_World [j];
										Cell c = new Cell (v);
										
										c.max = Max;
										c.border = false;
										List<VoronoiEdge> currentBorders = new List<VoronoiEdge> ();
										// Find Cell VoronoiEdges
										foreach (VoronoiEdge edge in Graph_World.Edges) {
												if (edge.LeftData == v || edge.RightData == v) {
														if (edge.IsInfinite) {
																c.IsBorder ();
																Vector AdjustedVec = edge.FixedPoint;
																edge.VVertexA = AdjustedVec;
																edge.VVertexB = AdjustedVec + (edge.DirectionVector * InfinityLength);
														} else if (edge.IsPartlyInfinite) {
																c.IsBorder ();
													
																Vector AdjustedVec = edge.FixedPoint;
																
																if (edge.VVertexA == Fortune.VVInfinite) {
																		edge.VVertexA = AdjustedVec;
																} 
																if (edge.VVertexB == Fortune.VVInfinite) {
																		edge.VVertexB = AdjustedVec;
																}
														}

														BorderCellMax = Max - Border;
														BorderCellMin = Border;

														if (edge.VVertexA [0] < BorderCellMin || edge.VVertexA [0] > BorderCellMax || edge.VVertexA [1] < BorderCellMin || edge.VVertexA [1] > BorderCellMax ||
																edge.VVertexB [0] < BorderCellMin || edge.VVertexB [0] > BorderCellMax || edge.VVertexB [1] < BorderCellMin || edge.VVertexB [1] > BorderCellMax) {
																c.IsBorder ();
														}

														if (!currentBorders.Contains (edge)) {
																currentBorders.Add (edge);
														}

														if (!c.neighborCells.Contains (edge.RightData)) {
																c.neighborCells.Add (edge.RightData);
														}
												} else if (edge.RightData == v) {
							
														if (!c.neighborCells.Contains (edge.LeftData)) {
																c.neighborCells.Add (edge.LeftData);
														}
												}
				
										}
										c.voronoiEdges = currentBorders;
										CellGraph.Add (v, c);
								}
						}

						//TODO make exceptions to handle errors during graph creation.
						if (CellGraph.Count > 0) {
								return true;
						} else {
								return false;
						}
				}