Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        // Destroy existing gameobjects
        foreach (Transform t in point_objects)
        {
            Destroy(t.gameObject);
        }
        point_objects.Clear();

        foreach (Transform t in line_objects)
        {
            Destroy(t.gameObject);
        }
        line_objects.Clear();


        if (randomize)
        {
            UnityEngine.Random.InitState(seed);

            points.Clear();
            // Generate points
            for (int i = 0; i < num_points; i++)
            {
                Vector2 point = new Vector2(
                    UnityEngine.Random.Range(
                        (-x_range / 2) - edge_size, (x_range / 2) + edge_size
                        ),
                    UnityEngine.Random.Range(
                        (-y_range / 2) - edge_size, (y_range / 2) + edge_size
                        ));

                points.Add(point);
            }
        }



        // Add points to event list
        foreach (Vector2 point in points)
        {
            events.Add(new VoronoiEvent(point));
        }

        // Sort events by y_value
        events.Sort();

        bool complete_early = false;
        int  iterations     = 0;

        beachLine = new BeachLine();
        while (!(events.Count == 0) && !complete_early)
        {
            VoronoiEvent e = events[0]; // Get first event

            // Update directrix for beach line
            beachLine.SetDirectrix(e.y_value);

            if (beachLine.root == null)
            {
                // This is the first event
                beachLine.Add(new BeachLineArc(new Arc(e.site, e.y_value)));
            }
            // If site event
            else if (e.IsSiteEvent())
            {
                // Create new arc
                //Arc newArc = new Arc(e.site, e.y_value);

                Vector2 intersection = Vector2.zero;
                Vector2 direction    = Vector2.zero;

                BeachLineArc arcToSplit = beachLine.GetArcAtX(e.site.x, out intersection, out direction);

                if (arcToSplit != null)
                {
                    Arc newLeftArc = new Arc(arcToSplit.arc.focus, arcToSplit.arc.directrix);
                    newLeftArc.start_x = arcToSplit.arc.start_x;
                    newLeftArc.end_x   = e.site.x;
                    BeachLineArc newLeftBLArc = new BeachLineArc(newLeftArc);

                    Arc newRightArc = new Arc(arcToSplit.arc.focus, arcToSplit.arc.directrix);
                    newRightArc.start_x = e.site.x;
                    newRightArc.end_x   = arcToSplit.arc.end_x;
                    BeachLineArc newRightBLArc = new BeachLineArc(newRightArc);

                    Edge          newLeftEdge    = new Edge(intersection, direction, 0);
                    Edge          newRightEdge   = new Edge(intersection, -direction, 0);
                    BeachLineEdge newLeftBLEdge  = new BeachLineEdge(newLeftEdge);
                    BeachLineEdge newRightBLEdge = new BeachLineEdge(newRightEdge);

                    BeachLineElement parentElement = arcToSplit.parent;
                    bool             isLeft        = false;
                    if (parentElement != null)
                    {
                        if (parentElement.leftChild == arcToSplit)
                        {
                            isLeft = true;
                        }
                    }

                    arcToSplit.parent         = newRightBLEdge;
                    newRightBLEdge.leftChild  = arcToSplit;
                    newRightBLArc.parent      = newRightBLEdge;
                    newRightBLEdge.rightChild = newRightBLArc;
                    newRightBLEdge.parent     = newLeftBLEdge;
                    newLeftBLEdge.rightChild  = newRightBLEdge;
                    newLeftBLArc.parent       = newLeftBLEdge;
                    newLeftBLEdge.leftChild   = newLeftBLArc;

                    if (parentElement == null)
                    {
                        beachLine.root       = newLeftBLEdge;
                        newLeftBLEdge.parent = null;
                    }
                    else
                    {
                        newLeftBLEdge.parent = parentElement;
                        if (isLeft)
                        {
                            parentElement.leftChild = newLeftBLEdge;
                        }
                        else
                        {
                            parentElement.rightChild = newLeftBLEdge;
                        }
                    }
                }

                //Arc leftArc = arcToSplit.SplitLeft(e.site.x);
                //Arc rightArc = arcToSplit.SplitRight(e.site.x);

                //// Direction should always point left
                //BeachLineEdge leftEdge = new BeachLineEdge(new Edge(intersection, direction, 0));
                //BeachLineEdge rightEdge = new BeachLineEdge(new Edge(intersection, -direction, 0));

                ////beachLine.Add(new BeachLineArc(newArc));

                //arcToSplit.ReplaceWith(leftEdge);
                //leftEdge.SetLeftChild(new BeachLineArc(leftArc));
                //leftEdge.SetRightChild(rightEdge);
                //rightEdge.SetLeftChild(new BeachLineArc(rightArc));

                // This arc is going to split existing arc
                // We will end of with a left/right arc, plus a left right edge
            }

            // Event handled. Remove event from list.
            events.RemoveAt(0);
            iterations++;


            if (iterations == max_iterations)
            {
                complete_early = true;
            }
        }
        beachLine.Draw(transform.position);



        foreach (Vector2 point in points)
        {
            Transform point_object = GameObject.CreatePrimitive(PrimitiveType.Sphere).transform;
            point_object.parent        = transform;
            point_object.localScale    = new Vector3(point_size, point_size, point_size);
            point_object.localPosition = new Vector3(point.x, point.y, 0f);

            point_objects.Add(point_object);
        }

        // TEST
        Transform newLine = CreateLine(points[0], points[1]);

        line_objects.Add(newLine);

        //foreach(Vector2 point in points)
        //{
        //    if(point != points[0])
        //    {
        //        Transform newLine = CreateLine(point, points[0]);
        //        line_objects.Add(newLine);
        //    }
        //}
    }