Esempio n. 1
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        private void BuildGrid()
        {
            grid = LineGrid <SpriteCell>
                   .BeginShape()
                   .Segment(300)
                   .EndShape();

            map2D = new ArchimedeanSpiralMap(CellDimensions, grid)
                    .AnchorCellMiddleCenter()
                    .WithWindow(ExampleUtils.ScreenRect)
                    .AlignMiddleCenter(grid);

            map = map2D
                  .To3DXY();

            foreach (var point in grid)
            {
                var cell = Instantiate(cellPrefab);

                Vector3 worldPoint = map[point];

                cell.transform.parent        = root.transform;
                cell.transform.localScale    = Vector3.one;
                cell.transform.localPosition = worldPoint;

                cell.Color = ExampleUtils.Colors[ColorFunction(point)] + Color.white * 0.2f;
                cell.name  = point.ToString();

                grid[point] = cell;
            }

            voronoiMap = new VoronoiMap <LinePoint>(grid, map2D);
            ExampleUtils.PaintScreenTexture(plane, voronoiMap, ColorFunction);
        }
Esempio n. 2
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        private void BuildGrid()
        {
            var pointList = PoissonDisk.GeneratePoisson(ExampleUtils.ScreenRect, cellDimensions.magnitude, 10);

            grid = LineGrid <SpriteCell> .BeginShape().Segment(pointList.Count).EndShape();

            var map2D = VoronoiMap <LinePoint> .MakeMap(pointList);

            voronoiMap = map2D.To3DXY();

            foreach (var point in grid)
            {
                var     cell       = Instantiate(cellPrefab);
                Vector3 worldPoint = voronoiMap[point];

                cell.transform.parent        = root.transform;
                cell.transform.localScale    = Vector3.one;
                cell.transform.localPosition = worldPoint;

                cell.Color = ExampleUtils.Colors[ColorFunction(point)] + Color.white * 0.1f;
                cell.name  = point.ToString();

                grid[point] = cell;
            }

            ExampleUtils.PaintScreenTexture(plane, voronoiMap.To2D(), ColorFunction);
        }
Esempio n. 3
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        private SpriteCell MakeCell(RectPoint point)
        {
            var cell = Instantiate(cellPrefab);

            cell.transform.parent        = uiRoot.transform;
            cell.transform.localScale    = Vector3.one;
            cell.transform.localPosition = map[point] + Vector3.forward;
            cell.Color       = ExampleUtils.ColorFromInt(40, 40, 40);
            cell.HighlightOn = false;
            cell.name        = "";
            return(cell);
        }
Esempio n. 4
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        public void Start()
        {
            var grid = LineGrid <int>
                       .BeginShape()
                       .Segment(10)
                       .EndShape();

            var map = new ArchimedeanSpiralMap(CellDimensions, grid);

            var voronoiMap = new VoronoiMap <LinePoint>(grid, map);

            ExampleUtils.PaintScreenTexture(plane, voronoiMap, n => GLMathf.FloorMod(n, 12));
        }
Esempio n. 5
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        private void BuildGrid()
        {
            //This is the base grid, we will use it to define
            //the shape of the splice grid.
            //The contents is not important.
            var baseGrid = PointyHexGrid <bool>
                           .BeginShape()
                           .Hexagon(5)
                           .EndShape();

            //This is the base map, used for the course
            //mapping
            var baseMap = new PointyHexMap(cellDimensions)
                          .WithWindow(ExampleUtils.ScreenRect)
                          .AlignMiddleCenter(baseGrid);

            //Now we make the actual spliced grid.
            //We feed it the base grid, and the number
            //of splices we want.
            grid = new SplicedGrid <SpriteCell, PointyHexPoint>(baseGrid, spliceOffsets.Length);

            //Now we make a spliced map. This is just a one-way map --
            //it only maps grid points to the world (using the base map plus
            //splice point offsets
            var splicedMap = new SplicedMap <PointyHexPoint>(baseMap, spliceOffsets);

            //Finally, we make the above into a two way map. This map uses a Vonoroi diagram
            //to do the inverse mapping
            map = new VoronoiMap <SplicedPoint <PointyHexPoint> >(grid, splicedMap).To3DXY();

            //Then we instantiate cells as usual, and put them in our grid.
            foreach (var point in grid)
            {
                var     cell       = Instantiate(cellPrefab);
                Vector3 worldPoint = map[point];

                cell.transform.parent        = root.transform;
                cell.transform.localScale    = Vector3.one;
                cell.transform.localPosition = worldPoint;

                //slightly lighter than the DefaultColors we will use to paint the background
                cell.Color = ExampleUtils.Colors[ColorFunction(point)] + Color.white * 0.1f;
                cell.name  = point.ToString();

                grid[point] = cell;
            }

            // To make it easier to see how points are mapped, we
            ExampleUtils.PaintScreenTexture(plane, map.To2D(), ColorFunction);
        }
Esempio n. 6
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        private void UpdateCell(PointyHexPoint point)
        {
            Color newColor = ExampleUtils.Blend(gas[point], offColor, onColor);

            Grid[point].Color = newColor;
        }