public void ProcessToFloor(Inlet <SplineSys> splineIn, Outlet <SplineSys> splineOut, TileData data, StopToken stop) { SplineSys src = data.ReadInletProduct(splineIn); MatrixWorld heights = data.ReadInletProduct(heightIn); if (src == null) { return; } if (!enabled || heights == null) { data.StoreProduct(splineOut, src); return; } if (stop != null && stop.stop) { return; } SplineSys dst = new SplineSys(src); FloorSplines(dst, heights); dst.Update(); if (stop != null && stop.stop) { return; } data.StoreProduct(splineOut, dst); DebugGizmos.Clear("Spline"); foreach (Segment segment in dst.lines[0].segments) { DebugGizmos.DrawLine("Spline", segment.start.pos, segment.end.pos, Color.white, additive: true); } }
public void Push(Vector3[] points, float[] ranges, float intensity = 1, float nodesPointsRatio = 0, bool horizontalOnly = true) /// Moves points away from the segment so that they lay no closer than range /// If nodesPointsRatio = 0 pushing nodes only, if 1 - pushing points only /// Changes the points array (if nodesPointsRatio!=0) /// DistFactor multiplies the range to move point (for iteration push it should be less than 1) { for (int n = 0; n < nodes.Length - 1; n++) { Vector3 min = Vector3.Min(nodes[n], nodes[n + 1]); Vector3 max = Vector3.Max(nodes[n], nodes[n + 1]); float length = (nodes[n] - nodes[n + 1]).magnitude; Vector3 start = nodes[n]; //will change the nodes position, thus keeping original values Vector3 end = nodes[n + 1]; for (int p = 0; p < points.Length; p++) { Vector3 point = points[p]; float range = ranges[p]; if (min.x > point.x + range || max.x < point.x - range || min.z > point.z + range || max.z < point.z - range || (!horizontalOnly && (min.y > point.y + range || max.y < point.y - range))) { continue; } Vector3 closestPoint = PointNearestToPos(point, start, end); closestPoint = ClampPointToSegment(closestPoint, start, end); float percent = (closestPoint - start).magnitude / length; percent = 2 * percent * percent * percent - 3 * percent * percent + 2 * percent; DebugGizmos.DrawLine("Push1", start, end); DebugGizmos.DrawDot("Push", closestPoint, 6); Vector3 pushVector = PushVector(point, closestPoint, range, horizontalOnly) * intensity; points[p] += pushVector * nodesPointsRatio; float pStart = (1 - percent) * 2; if (pStart > 1) { pStart = 1; } nodes[n] -= pushVector * (1 - nodesPointsRatio) * pStart; float pEnd = percent * 2; if (pEnd > 1) { pEnd = 1; } nodes[n + 1] -= pushVector * (1 - nodesPointsRatio) * pEnd; } } }
private static float GetNodeWeight(Vector3 prev, Vector3 node, Vector3 next, SerpentineFactors factors, float maxHeight) /// returns node candidate rating 0-infinity, lower is better { //incline Vector3 prevDelta = prev - node; float prevHorDist = ((Vector2D)prevDelta).Magnitude; float prevElevation = prevDelta.y > 0 ? prevDelta.y : -prevDelta.y; float prevIncline = prevElevation / prevHorDist; Vector3 nextDelta = node - next; float nextHorDist = ((Vector2D)nextDelta).Magnitude; float nextElevation = nextDelta.y > 0 ? nextDelta.y : -nextDelta.y; float nextIncline = nextElevation / nextHorDist; float inclineRating = prevIncline > nextIncline ? prevIncline : nextIncline; //0 (planar), 1 (45 degree), to infinity (90 degree) inclineRating = 1 - Mathf.Atan(inclineRating) / (Mathf.PI / 2f); //1 (planar), 0.5 (45 degree), 0 (90 degree) //inclineRating *= inclineRating; //length Vector2D vec = ((Vector2D)(prev - next)).Normalized; float prevDot = Vector2D.Dot(vec, ((Vector2D)(node - prev)).Normalized); float nextDot = Vector2D.Dot(vec, ((Vector2D)(node - next)).Normalized); float length = ((Vector2D)(prev - next)).Magnitude; float nLength = ((Vector2D)(prev - node)).Magnitude + ((Vector2D)(node - next)).Magnitude; float lengthRating = length / nLength; //1 (straight), 0.7071 (90 degree), 0 (sharp corner) //lengthRating *= lengthRating; //height float heightRating = node.y / maxHeight; if (factors.height < 0) { heightRating = 1 - heightRating; } // if (lengthFactor < 1) lengthFactor = 1; //now 1 to 2 only // lengthFactor -= 1; //now 0 to 1; // if (lengthFactor == 1) lengthFactor = float.MaxValue; // else lengthFactor = 1 / (1-lengthFactor); //now 0 to infinity float rating = inclineRating * factors.incline + lengthRating * factors.length + heightRating * Mathf.Abs(factors.height); //Mathf.Pow(inclineRating, (1-factors.incline)) * Mathf.Pow(lengthRating, (1-factors.length)); if (tmpIteration == tmpHighlightIteration && tmpNode == tmpHighlightNode) { DebugGizmos.DrawLabel("Serp", node, "Node:" + tmpNode + " var:" + tmpVariant + "\nInc:" + inclineRating.ToString() + "(" + prevIncline.ToString() + ", " + nextIncline.ToString() + ")" + "\nLen:" + lengthRating.ToString() + //"(" + length + ", " + nLength + ")" + "\nSum:" + rating.ToString(), additive: true); DebugGizmos.DrawLine("Serp", node, prev, Color.red, additive: true); DebugGizmos.DrawDot("Serp", node, 6, Color.red, additive: true); } return(rating); }