Exemple #1
0
    void Start()
    {
        Point2DCollection <Boolean> candidates = new Point2DCollection <Boolean>();
        int readjusted_x = Mathf.RoundToInt(Constants.EXTENT.x / Constants.BALL_DIAMETER), readjusted_y = Mathf.RoundToInt(Constants.EXTENT.y / Constants.BALL_DIAMETER);

        for (int i = 0; i < readjusted_x; i++)
        {
            for (int j = 0; j < readjusted_y; j++)
            {
                candidates.put(new Vector2(i, j), true);
            }
        }
        points_per_level.Add(candidates);
        SemiSigmoid weighter = new SemiSigmoid();
        int         level = 0;
        Vector2     up = new Vector2(0, 1), across = new Vector2(1, 1), right = new Vector2(1, 0);
        float       y_sep = Mathf.Pow(2.0f, -0.5f);

        while (candidates.count > 0)
        {
            float thresh = weighter.eval(UnityEngine.Random.value);
            // stability conditions
            candidates = candidates.filter_to_new_by_point((Vector2 v) => (System.Convert.ToInt32(candidates.has(v + up)) + System.Convert.ToInt32(candidates.has(v + across)) + System.Convert.ToInt32(candidates.has(v + right)) >= 2) && UnityEngine.Random.value < thresh && v.x < readjusted_x && v.y < readjusted_y);
            Debug.Log(candidates);
            Debug.Log(candidates.count);
            points_per_level.Add(candidates);
        }
        for (int i = 0; i < points_per_level.Count; i++)
        {
            points_per_level[i].pointed_iterate((Vector2 vec, Boolean v) =>
                                                Instantiate(this.ball, (new Vector3(vec.x + 0.5f * i, vec.y + 0.5f * i, Constants.BALL_Z_OFFSET - i * y_sep)) * Constants.BALL_DIAMETER, Quaternion.identity));
        }
    }
    void Start()
    {
        Mesh                    M              = new Mesh();
        SemiSigmoid             weighter       = new SemiSigmoid();
        int                     terrain_points = (int)(weighter.eval(Random.value) * Constants.MAX_POINTS);
        List <Vector3>          vertices       = new List <Vector3>();
        Point2DCollection <int> vec2_vertices  = new Point2DCollection <int>();
        List <uint>             colors         = new List <uint>();

        // vertices.Add(new Vector3(0.6626031f, 0.05119444f, 0.0f) * 10.0f);
        // vertices.Add(new Vector3(0.6618521f, 0.2226332f, 0.0f) * 10.0f);
        // vertices.Add(new Vector3(0.3871413f, 0.5442802f, 0.0f) * 10.0f);
        // vertices.Add(new Vector3(0.6093425f, 0.3753652f, 0.0f) * 10.0f);
        // vertices.Add(new Vector3(0.7540823f, 0.5187992f, 0.0f) * 10.0f);

        // for(int i=0; i<vertices.Count; i++) {
        //     vec2_vertices.put(vertices[i], i);
        //     colors.Add(0);
        // }

        for (int i = 0; i < terrain_points; i++)
        {
            float   x = Random.value, y = Random.value;
            Vector3 vec = new Vector3(x * Constants.EXTENT.x, y * Constants.EXTENT.y, Mathf.PerlinNoise(x * Constants.PERLIN_SCALE, y * Constants.PERLIN_SCALE) * Constants.MAX_ELEVATION - Constants.MAX_ELEVATION / 2);
            Debug.Log(System.String.Format("{0}, {1}", vec.x, vec.y));
            vertices.Add(vec);
            vec2_vertices.put(vec, i);
            colors.Add(0);
        }
        M.vertices = vertices.ToArray();
        Debug.Log(vec2_vertices.M.Count);
        List <LineSegment> triangle_line_segments          = new Delaunay.Voronoi(vec2_vertices.rezip(), colors, new Rect(0, 0, Constants.EXTENT.x, Constants.EXTENT.y)).DelaunayTriangulation();
        Point2DCollection <Point2DCollection <bool> > adjs = new Point2DCollection <Point2DCollection <bool> >(); // second parameters of Point2DCollection not really all that useful anymore, because we're storing the index to the original array now anyways

        for (int i = 0; i < triangle_line_segments.Count; i++)
        {
            // Debug.Log(System.String.Format("{0}, {1}", triangle_line_segments[i].p0, triangle_line_segments[i].p1));
            Vector2 src, dst;
            src = (Vector2)triangle_line_segments[i].p0;
            dst = (Vector2)triangle_line_segments[i].p1;
            if (adjs.get(src) == null)
            {
                Point2DCollection <bool> new_adj = new Point2DCollection <bool>();
                new_adj.put(dst, true);
                adjs.put(src, new_adj);
            }
            else
            {
                adjs.get(src).put(dst, true);
            }

            if (adjs.get(dst) == null)
            {
                Point2DCollection <bool> new_adj = new Point2DCollection <bool>();
                new_adj.put(src, true);
                adjs.put(dst, new_adj);
            }
            else
            {
                adjs.get(dst).put(src, true);
            }
            Debug.Log(System.String.Format("({0}, {1}) <-> ({2}, {3})", dst.x, dst.y, src.x, src.y));

            Point2DCollection <bool> maybe_intersect = adjs.get(src).intersect_to_new(adjs.get(dst));
            if (maybe_intersect.count > 0)
            {
                Debug.Log(System.String.Format("({0}, {1}), ({2}, {3}), ({4}, {5})", src.x, src.y, dst.x, dst.y, maybe_intersect.rezip()[0].x, maybe_intersect.rezip()[0].y));
                int A = vec2_vertices.get(src), B = vec2_vertices.get(dst), C = vec2_vertices.get(maybe_intersect.rezip()[0]);
                if (this._is_clockwise(vertices[A], vertices[B], vertices[C]))
                {
                    int[] triangle = { A, B, C };
                    this.triangles.AddRange(triangle);
                }
                else
                {
                    int[] triangle = { A, C, B };
                    this.triangles.AddRange(triangle);
                }
            }
        }

        M.triangles = this.triangles.ToArray();
        M.RecalculateNormals();
        // M.Optimize();

        GetComponent <MeshFilter>().mesh = M;
        MeshCollider collider = GetComponent <MeshCollider>();

        collider.convex     = false;
        collider.enabled    = true;
        collider.sharedMesh = M;
        StringBuilder str_vertices = new StringBuilder();

        for (int i = 0; i < this.triangles.Count; i++)
        {
            str_vertices.Append(System.String.Format(this.triangles[i].ToString()));
        }
        Debug.Log(str_vertices.ToString());
    }