Esempio n. 1
0
        private static IEnumerable <Vector3> GetSide(bool hasSide, System.Func <JigsawPiece, int, IEnumerable <Vector2> > evaluation, JigsawPiece currentPiece, int edgeSmoothness, float halfDepth, Vector3[] fallback)
        {
            IEnumerable <Vector3> sideVertices;

            if (hasSide)
            {
                var twoDee = evaluation(currentPiece, edgeSmoothness);
                sideVertices = twoDee.Select(point => point.ToXZVector3(halfDepth)).Concat(twoDee.Select(point => point.ToXZVector3(-halfDepth)));
            }
            else
            {
                sideVertices = fallback;
            }

            return(sideVertices);
        }
Esempio n. 2
0
        public static IEnumerator Generate(int columns, int rows, float puzzleWidth, float puzzleHeight, float puzzleDepth, int edgeSmoothness = 5, float seed = 1337, Transform parent = null, GameObject[] piecesOutput = null, Material _faceMaterial = null, Material _sideMaterial = null, Material _bottomMaterial = null, bool addBoxCollider = false, System.Action <float> puzzleLoadingPercent = null, System.Action onPuzzleCompleted = null)
        {
            float pieceWidth  = puzzleWidth / columns;
            float pieceHeight = puzzleHeight / rows;
            float halfWidth   = pieceWidth / 2;
            float halfHeight  = pieceHeight / 2;
            float halfDepth   = puzzleDepth / 2;

            Vector3 topBackLeftCorner      = new Vector3(-halfWidth, halfDepth, -halfHeight);
            Vector3 topBackRightCorner     = new Vector3(halfWidth, halfDepth, -halfHeight);
            Vector3 topFrontRightCorner    = new Vector3(halfWidth, halfDepth, halfHeight);
            Vector3 topFrontLeftCorner     = new Vector3(-halfWidth, halfDepth, halfHeight);
            Vector3 bottomFrontLeftCorner  = new Vector3(-halfWidth, -halfDepth, halfHeight);
            Vector3 bottomFrontRightCorner = new Vector3(halfWidth, -halfDepth, halfHeight);
            Vector3 bottomBackRightCorner  = new Vector3(halfWidth, -halfDepth, -halfHeight);
            Vector3 bottomBackLeftCorner   = new Vector3(-halfWidth, -halfDepth, -halfHeight);

            var backFlat  = new Vector3[] { topBackRightCorner, topBackLeftCorner, bottomBackRightCorner, bottomBackLeftCorner };
            var frontFlat = new Vector3[] { topFrontLeftCorner, topFrontRightCorner, bottomFrontLeftCorner, bottomFrontRightCorner };
            var rightFlat = new Vector3[] { topFrontRightCorner, topBackRightCorner, bottomFrontRightCorner, bottomBackRightCorner };
            var leftFlat  = new Vector3[] { topBackLeftCorner, topFrontLeftCorner, bottomBackLeftCorner, bottomFrontLeftCorner };

            var firstMaterial  = _faceMaterial;
            var secondMaterial = _bottomMaterial;
            var thirdMaterial  = _sideMaterial;

            if (firstMaterial == null)
            {
                firstMaterial       = new Material(Shader.Find("Standard"));
                firstMaterial.color = Color.green;
            }
            if (secondMaterial == null)
            {
                secondMaterial       = new Material(Shader.Find("Standard"));
                secondMaterial.color = Color.red;
            }
            if (thirdMaterial == null)
            {
                thirdMaterial       = new Material(Shader.Find("Standard"));
                thirdMaterial.color = Color.yellow;
            }

            int totalPiecesCount = columns * rows;

            JigsawPiece[,] piecesMap = new JigsawPiece[columns, rows];
            GameObject[] pieces = null;
            if (piecesOutput != null)
            {
                if (piecesOutput.Length == totalPiecesCount)
                {
                    pieces = piecesOutput;
                }
                else
                {
                    Debug.LogError("Given pieces array is not large enough to store all the jigsaw pieces, must be of length equal to " + columns + " * " + rows);
                }
            }

            Dictionary <int, Vector2[]>   simpleUVs            = new Dictionary <int, Vector2[]>();
            Dictionary <int, List <int> > simpleTriangulations = new Dictionary <int, List <int> >();

            for (int row = 0; row < rows; row++)
            {
                for (int col = 0; col < columns; col++)
                {
                    float xOffset = (puzzleWidth / 2 - halfWidth);
                    float zOffset = (puzzleHeight / 2 - halfHeight);
                    float xPos    = col * pieceWidth - xOffset;
                    float zPos    = row * pieceHeight - zOffset;

                    JigsawPiece currentPiece = JigsawPiece.GenerateRandom(pieceWidth, pieceHeight, seed, xPos, zPos);
                    if (col > 0)
                    {
                        currentPiece.left = piecesMap[col - 1, row].right.CreateSpouse(pieceWidth);
                    }
                    if (row > 0)
                    {
                        currentPiece.bottom = piecesMap[col, row - 1].top.CreateSpouse(pieceHeight);
                    }
                    piecesMap[col, row] = currentPiece;

                    int        pieceIndex  = row * columns + col;
                    GameObject pieceObject = new GameObject("Piece#" + pieceIndex);
                    pieceObject.transform.localPosition = new Vector3(xPos, halfDepth, zPos);
                    var meshPart = pieceObject.AddComponent <MeshPart>();
                    if (parent != null)
                    {
                        pieceObject.transform.SetParent(parent);
                    }
                    if (pieces != null)
                    {
                        pieces[pieceIndex] = pieceObject;
                    }
                    if (addBoxCollider)
                    {
                        var boxCollider = pieceObject.AddComponent <BoxCollider>();
                        boxCollider.size = new Vector3(pieceWidth, puzzleDepth, pieceHeight);
                    }

                    bool hasTop       = row < rows - 1;
                    bool hasRight     = col < columns - 1;
                    bool hasBottom    = row > 0;
                    bool hasLeft      = col > 0;
                    var  twoDeePoints = currentPiece.EvaluateAll(pieceWidth, pieceHeight, edgeSmoothness, hasTop, hasRight, hasBottom, hasLeft);
                    IEnumerable <int>     indices;
                    IEnumerable <Vector2> triangulatedVertices;
                    twoDeePoints.TriangulateConcavePolygon(out indices, out triangulatedVertices);
                    var faceUV = triangulatedVertices.Select(point => (point + new Vector2(xPos + (puzzleWidth / 2), zPos + (puzzleHeight / 2))).Multiply(new Vector2(1 / puzzleWidth, 1 / puzzleHeight)));

                    //Top side
                    meshPart.AddVertices(triangulatedVertices.Select((point) => point.ToXZVector3(halfDepth)), indices, faceUV);
                    //Bottom side
                    meshPart.AddVertices(triangulatedVertices.Select((point) => point.ToXZVector3(-halfDepth)), indices.Reverse(), faceUV, 1);

                    IEnumerable <Vector3> sideVertices;
                    List <int>            sideTriangles;
                    Vector2[]             sideUVs;

                    //Back side
                    sideVertices  = GetSide(hasBottom, (piece, smoothness) => piece.EvaluateBottom(smoothness), currentPiece, edgeSmoothness, halfDepth, backFlat);
                    sideUVs       = GetSimpleUVNation(simpleUVs, sideVertices.Count());
                    sideTriangles = GetSimpleTriangulation(simpleTriangulations, sideUVs.Length / 2);
                    meshPart.AddVertices(sideVertices, sideTriangles, sideUVs, 2);
                    //Front side
                    sideVertices  = GetSide(hasTop, (piece, smoothness) => piece.EvaluateTop(smoothness), currentPiece, edgeSmoothness, halfDepth, frontFlat);
                    sideUVs       = GetSimpleUVNation(simpleUVs, sideVertices.Count());
                    sideTriangles = GetSimpleTriangulation(simpleTriangulations, sideUVs.Length / 2);
                    meshPart.AddVertices(sideVertices, sideTriangles, sideUVs, 2);
                    //Right side
                    sideVertices  = GetSide(hasRight, (piece, smoothness) => piece.EvaluateRight(smoothness), currentPiece, edgeSmoothness, halfDepth, rightFlat);
                    sideUVs       = GetSimpleUVNation(simpleUVs, sideVertices.Count());
                    sideTriangles = GetSimpleTriangulation(simpleTriangulations, sideUVs.Length / 2);
                    meshPart.AddVertices(sideVertices, sideTriangles, sideUVs, 2);
                    //Left side
                    sideVertices  = GetSide(hasLeft, (piece, smoothness) => piece.EvaluateLeft(smoothness), currentPiece, edgeSmoothness, halfDepth, leftFlat);
                    sideUVs       = GetSimpleUVNation(simpleUVs, sideVertices.Count());
                    sideTriangles = GetSimpleTriangulation(simpleTriangulations, sideUVs.Length / 2);
                    meshPart.AddVertices(sideVertices, sideTriangles, sideUVs, 2);

                    Dictionary <int, Material> matsDick = new Dictionary <int, Material>();
                    matsDick[0] = firstMaterial;
                    matsDick[1] = secondMaterial;
                    matsDick[2] = thirdMaterial;

                    meshPart.SetMaterials(matsDick);

                    puzzleLoadingPercent?.Invoke((pieceIndex + 1) / (float)totalPiecesCount);
                    yield return(null);
                }
            }

            onPuzzleCompleted?.Invoke();
        }
Esempio n. 3
0
        //Good Ranges dip[0.08, 0.5] girth[0.06, 0.3] growth[0.5, 1] length[0.3, 0.6] dipP[0.2, 1] growthP[0.88, 1]
        public static JigsawPiece GenerateRandom(float pieceWidth, float pieceHeight,
                                                 float seed              = 1337, float posX = 0, float posY = 0,
                                                 float dipRangeStart     = 0.08f, float dipRangeEnd     = 0.5f,
                                                 float girthRangeStart   = 0.06f, float girthRangeEnd   = 0.3f,
                                                 float growthRangeStart  = 0.5f, float growthRangeEnd   = 1,
                                                 float lenghRangeStart   = 0.3f, float lengthRangeEnd   = 0.6f,
                                                 float dipPRangeStart    = 0.2f, float dipPRangeEnd     = 1,
                                                 float growthPRangeStart = 0.88f, float growthPRangeEnd = 1
                                                 )
        {
            JigsawPiece randomizedBizaz = new JigsawPiece();

            var pieceNoise  = Mathf.PerlinNoise(posX + pieceWidth * seed * 1879, posY + pieceHeight * seed * 1033);
            var bizProtrude = Mathf.RoundToInt(pieceNoise * 10) % 2 == 0;
            var bizDip      = (dipRangeEnd - dipRangeStart) * pieceNoise + dipRangeStart;
            var bizGirth    = (girthRangeEnd - girthRangeStart) * pieceNoise + girthRangeStart;
            var bizGrowth   = (growthPRangeEnd - growthRangeStart) * pieceNoise + growthRangeStart;
            var bizLength   = (lengthRangeEnd - lenghRangeStart) * pieceNoise + lenghRangeStart;
            var bizDipP     = (dipPRangeEnd - dipPRangeStart) * pieceNoise + dipPRangeStart;
            var bizGrowthP  = (growthPRangeEnd - growthPRangeStart) * pieceNoise + growthPRangeStart;

            randomizedBizaz.left = JigsawSide.CreateGenitalia
                                   (
                pieceHeight, pieceWidth,
                bizProtrude,
                bizDip,
                bizGirth,
                bizGrowth,
                bizLength,
                bizDipP,
                bizGrowthP
                                   );

            pieceNoise            = Mathf.PerlinNoise(posX + pieceWidth * seed * 1607, posY + pieceHeight * seed * 1571);
            bizProtrude           = Mathf.RoundToInt(pieceNoise * 10) % 2 == 0;
            bizDip                = (dipRangeEnd - dipRangeStart) * pieceNoise + dipRangeStart;
            bizGirth              = (girthRangeEnd - girthRangeStart) * pieceNoise + girthRangeStart;
            bizGrowth             = (growthPRangeEnd - growthRangeStart) * pieceNoise + growthRangeStart;
            bizLength             = (lengthRangeEnd - lenghRangeStart) * pieceNoise + lenghRangeStart;
            bizDipP               = (dipPRangeEnd - dipPRangeStart) * pieceNoise + dipPRangeStart;
            bizGrowthP            = (growthPRangeEnd - growthPRangeStart) * pieceNoise + growthPRangeStart;
            randomizedBizaz.right = JigsawSide.CreateGenitalia
                                    (
                pieceHeight, pieceWidth,
                bizProtrude,
                bizDip,
                bizGirth,
                bizGrowth,
                bizLength,
                bizDipP,
                bizGrowthP
                                    );

            pieceNoise          = Mathf.PerlinNoise(posX + pieceWidth * seed * 2113, posY + pieceHeight * seed * 461);
            bizProtrude         = Mathf.RoundToInt(pieceNoise * 10) % 2 == 0;
            bizDip              = (dipRangeEnd - dipRangeStart) * pieceNoise + dipRangeStart;
            bizGirth            = (girthRangeEnd - girthRangeStart) * pieceNoise + girthRangeStart;
            bizGrowth           = (growthPRangeEnd - growthRangeStart) * pieceNoise + growthRangeStart;
            bizLength           = (lengthRangeEnd - lenghRangeStart) * pieceNoise + lenghRangeStart;
            bizDipP             = (dipPRangeEnd - dipPRangeStart) * pieceNoise + dipPRangeStart;
            bizGrowthP          = (growthPRangeEnd - growthPRangeStart) * pieceNoise + growthPRangeStart;
            randomizedBizaz.top = JigsawSide.CreateGenitalia
                                  (
                pieceWidth, pieceHeight,
                bizProtrude,
                bizDip,
                bizGirth,
                bizGrowth,
                bizLength,
                bizDipP,
                bizGrowthP
                                  );

            pieceNoise             = Mathf.PerlinNoise(posX + pieceWidth * seed * 569, posY + pieceHeight * seed * 3209);
            bizProtrude            = Mathf.RoundToInt(pieceNoise * 10) % 2 == 0;
            bizDip                 = (dipRangeEnd - dipRangeStart) * pieceNoise + dipRangeStart;
            bizGirth               = (girthRangeEnd - girthRangeStart) * pieceNoise + girthRangeStart;
            bizGrowth              = (growthPRangeEnd - growthRangeStart) * pieceNoise + growthRangeStart;
            bizLength              = (lengthRangeEnd - lenghRangeStart) * pieceNoise + lenghRangeStart;
            bizDipP                = (dipPRangeEnd - dipPRangeStart) * pieceNoise + dipPRangeStart;
            bizGrowthP             = (growthPRangeEnd - growthPRangeStart) * pieceNoise + growthPRangeStart;
            randomizedBizaz.bottom = JigsawSide.CreateGenitalia
                                     (
                pieceWidth, pieceHeight,
                bizProtrude,
                bizDip,
                bizGirth,
                bizGrowth,
                bizLength,
                bizDipP,
                bizGrowthP
                                     );

            return(randomizedBizaz);
        }