Пример #1
0
        public static void Silhouette(Spline[] splines, MatrixWorld strokeMatrix, MatrixWorld dstMatrix)
        /// Fills all pixels within closed spline with 1, and all outer pixels with 0
        /// Pixels directly in the spline are filled with 0.5
        /// Requires the matrix with line stroked. StrokeMatrix and DstMatrix could be the same
        {
            DebugGizmos.Clear("Slhuette");

            if (strokeMatrix != dstMatrix)
            {
                dstMatrix.Fill(strokeMatrix);
            }
            //and then using dst matrix only

            CoordRect rect = dstMatrix.rect;
            Coord     min = rect.Min; Coord max = rect.Max;

            for (int x = min.x; x < max.x; x++)
            {
                for (int z = min.z; z < max.z; z++)
                {
                    int pos = (z - rect.offset.z) * rect.size.x + x - rect.offset.x;

                    if (dstMatrix.arr[pos] < 0.01f)                             //free from stroke and fill
                    {
                        Vector2D pixelPos = (Vector2D)dstMatrix.PixelToWorld(x, z);

                        bool handness = Spline.Handness(splines, pixelPos) >= 0;

                        DebugGizmos.DrawDot("Slhuette", (Vector3)pixelPos, 6, color: handness ? Color.red : Color.green, additive: true);

                        dstMatrix.PaintBucket(new Coord(x, z), handness ? 0.75f : 0.25f);
                    }
                }
            }
        }
Пример #2
0
            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);
                }
            }
Пример #3
0
        public static void Serpentine(MatrixWorld heights, Spline spline, float segLength, int iterations, SerpentineFactors factors)
        {
            DebugGizmos.Clear("Serp");

            factors.Normalize();

            float DistFn(Vector3 n1, Vector3 n2) => Mathf.Sqrt((n1.x - n2.x) * (n1.x - n2.x) + (n1.z - n2.z) * (n1.z - n2.z));

            for (int i = 0; i < iterations; i++)
            {
                tmpIteration          = i;
                tmpHighlightIteration = iterations - 1;

                spline.SubdivideDist(segLength, DistFn);
                Floor(heights, spline);


                CoordRect rect = heights.rect;
                Coord     rectMin = heights.rect.offset; Coord rectMax = heights.rect.offset + heights.rect.size;
                float     pixelSize = heights.PixelSize.x;

                Vector3[] newNodes = new Vector3[spline.nodes.Length];

                for (int n = 1; n < spline.nodes.Length - 1; n++)
                {
                    //if (n>2) { newNodes[n]=spline.nodes[n]; continue; }

                    tmpNode = n;

                    float   weight     = GetNodeWeight(spline.nodes[n - 1], spline.nodes[n], spline.nodes[n + 1], factors, heights.worldSize.y);
                    Vector3 moveVector = GetMoveVector(heights,
                                                       spline.nodes[n - 1], spline.nodes[n], spline.nodes[n + 1],
                                                       weight, 1, heights.PixelSize.x, factors);

                    newNodes[n] = spline.nodes[n] + moveVector * 3f;                          //*heights.PixelSize*0.2f;// * (2f/iterations);

                    if (tmpHighlightIteration == i)
                    {
                        DebugGizmos.DrawRay("Serp", newNodes[n], moveVector, Color.yellow, additive: true);
                    }
                }

                newNodes[0] = spline.nodes[0];
                newNodes[newNodes.Length - 1] = spline.nodes[spline.nodes.Length - 1];
                spline.nodes = newNodes;

                spline.Weld(segLength / 2, DistFn);
            }
        }
Пример #4
0
        public static void SerpentineUnordered(MatrixWorld heights, Spline spline, float segLength, int iterations, SerpentineFactors factors)
        {
            DebugGizmos.Clear("Serp");

            factors.Normalize();

            float DistFn(Vector3 n1, Vector3 n2) => Mathf.Sqrt((n1.x - n2.x) * (n1.x - n2.x) + (n1.z - n2.z) * (n1.z - n2.z));

            CoordRect rect = heights.rect;
            Coord     rectMin = heights.rect.offset; Coord rectMax = heights.rect.offset + heights.rect.size;
            float     pixelSize = heights.PixelSize.x;

            for (int i = 0; i < iterations; i++)
            {
                spline.SubdivideDist(segLength, DistFn);
                Floor(heights, spline);

                tmpIteration          = i;
                tmpHighlightIteration = iterations - 1;

                //finding node with lowest rating
                float lowestRating = float.MaxValue;
                int   lowestNum    = 0;

                for (int n = 1; n < spline.nodes.Length - 1; n++)
                {
                    float rating = GetNodeWeight(spline.nodes[n - 1], spline.nodes[n], spline.nodes[n + 1], factors, heights.worldSize.y);

                    if (rating < lowestRating)
                    {
                        lowestRating = rating;
                        lowestNum    = n;
                    }
                }

                tmpNode = lowestNum;

                float   weight     = GetNodeWeight(spline.nodes[lowestNum - 1], spline.nodes[lowestNum], spline.nodes[lowestNum + 1], factors, heights.worldSize.y);
                Vector3 moveVector = GetMoveVector(heights,
                                                   spline.nodes[lowestNum - 1], spline.nodes[lowestNum], spline.nodes[lowestNum + 1],
                                                   weight, 1, heights.PixelSize.x, factors);

                spline.nodes[lowestNum] += moveVector;                        //*heights.PixelSize*0.2f;// * (2f/iterations);

                spline.Weld(segLength / 2, DistFn);
            }
        }