private void CreateJumbledGrid(out Topology topology, out IVertexAttribute <Vector3> vertexPositions) { Vector3[] vertexPositionsArray; var surface = RectangularHexGrid.Create( HexGridDescriptor.CreateSideUp(true, HexGridAxisStyles.StaggeredSymmetric), Vector3.zero, Quaternion.identity, false, false, new IntVector2(11, 10)); topology = surface.CreateManifold(out vertexPositionsArray); vertexPositions = PositionalVertexAttribute.Create(surface, vertexPositionsArray); var regularityWeight = 0.5f; var equalAreaWeight = 1f - regularityWeight; var regularityRelaxedVertexPositions = new Vector3[topology.vertices.Count].AsVertexAttribute(); var equalAreaRelaxedVertexPositions = new Vector3[topology.vertices.Count].AsVertexAttribute(); var relaxedVertexPositions = regularityRelaxedVertexPositions; var faceCentroids = PositionalFaceAttribute.Create(surface, topology.internalFaces.Count); var vertexAreas = new float[topology.vertices.Count].AsVertexAttribute(); FaceAttributeUtility.CalculateFaceCentroidsFromVertexPositions(topology.internalFaces, vertexPositions, faceCentroids); VertexAttributeUtility.CalculateVertexAreasFromVertexPositionsAndFaceCentroids(topology.vertices, vertexPositions, faceCentroids, vertexAreas); var totalArea = 0f; foreach (var vertexArea in vertexAreas) { totalArea += vertexArea; } var localTopology = topology; var localVertexPositions = vertexPositions; Func <float> relaxIterationFunction = () => { PlanarManifoldUtility.RelaxVertexPositionsForRegularity(localTopology, localVertexPositions, false, regularityRelaxedVertexPositions); PlanarManifoldUtility.RelaxVertexPositionsForEqualArea(localTopology, localVertexPositions, totalArea, false, equalAreaRelaxedVertexPositions, faceCentroids, vertexAreas); for (int i = 0; i < relaxedVertexPositions.Count; ++i) { relaxedVertexPositions[i] = regularityRelaxedVertexPositions[i] * regularityWeight + equalAreaRelaxedVertexPositions[i] * equalAreaWeight; } var relaxationAmount = PlanarManifoldUtility.CalculateRelaxationAmount(localVertexPositions, relaxedVertexPositions); for (int i = 0; i < localVertexPositions.Count; ++i) { localVertexPositions[i] = relaxedVertexPositions[i]; } return(relaxationAmount); }; Func <bool> repairFunction = () => { return(PlanarManifoldUtility.ValidateAndRepair(localTopology, surface.normal, localVertexPositions, 0.5f, false)); }; Action relaxationLoopFunction = TopologyRandomizer.CreateRelaxationLoopFunction(20, 20, 0.95f, relaxIterationFunction, repairFunction); TopologyRandomizer.Randomize( topology, 1, 0.2f, 3, 3, 5, 7, false, XorShift128Plus.Create(23478), relaxationLoopFunction); }
public void StartNewGame() { DestroyOldGame(); Vector3[] vertexPositionsArray; if (squaresToggle.isOn) { IntVector2 boardSize; if (smallToggle.isOn) { boardSize = new IntVector2(9, 9); } else if (mediumToggle.isOn) { boardSize = new IntVector2(13, 13); } else { boardSize = new IntVector2(19, 19); } _surface = RectangularQuadGrid.Create(Vector2.right, Vector2.up, Vector3.zero, Quaternion.identity, false, false, boardSize); _topology = ((RectangularQuadGrid)_surface).CreateManifold(out vertexPositionsArray); _vertexPositions = PositionalVertexAttribute.Create(_surface, vertexPositionsArray); } else if (hexesToggle.isOn) { IntVector2 boardSize; if (smallToggle.isOn) { boardSize = new IntVector2(9, 9); } else if (mediumToggle.isOn) { boardSize = new IntVector2(13, 13); } else { boardSize = new IntVector2(19, 19); } _surface = RectangularHexGrid.Create( HexGridDescriptor.CreateCornerUp(true, HexGridAxisStyles.StaggeredSymmetric), Vector3.zero, Quaternion.identity, false, false, boardSize); _topology = ((RectangularHexGrid)_surface).CreateManifold(out vertexPositionsArray); _vertexPositions = PositionalVertexAttribute.Create(_surface, vertexPositionsArray); } else { IntVector2 boardSize; if (smallToggle.isOn) { boardSize = new IntVector2(9, 9); } else if (mediumToggle.isOn) { boardSize = new IntVector2(13, 13); } else { boardSize = new IntVector2(19, 19); } _surface = RectangularHexGrid.Create( HexGridDescriptor.CreateCornerUp(true, HexGridAxisStyles.StaggeredSymmetric), Vector3.zero, Quaternion.identity, false, false, boardSize); _topology = ((RectangularHexGrid)_surface).CreateManifold(out vertexPositionsArray); _vertexPositions = PositionalVertexAttribute.Create(_surface, vertexPositionsArray); var regularityWeight = 0.5f; var equalAreaWeight = 1f - regularityWeight; var regularityRelaxedVertexPositions = new Vector3[_topology.vertices.Count].AsVertexAttribute(); var equalAreaRelaxedVertexPositions = new Vector3[_topology.vertices.Count].AsVertexAttribute(); var relaxedVertexPositions = regularityRelaxedVertexPositions; var faceCentroids = PositionalFaceAttribute.Create(_surface, _topology.internalFaces.Count); var vertexAreas = new float[_topology.vertices.Count].AsVertexAttribute(); FaceAttributeUtility.CalculateFaceCentroidsFromVertexPositions(_topology.internalFaces, _vertexPositions, faceCentroids); VertexAttributeUtility.CalculateVertexAreasFromVertexPositionsAndFaceCentroids(_topology.vertices, _vertexPositions, faceCentroids, vertexAreas); var totalArea = 0f; foreach (var vertexArea in vertexAreas) { totalArea += vertexArea; } Func <float> relaxIterationFunction = () => { PlanarManifoldUtility.RelaxVertexPositionsForRegularity(_topology, _vertexPositions, true, regularityRelaxedVertexPositions); PlanarManifoldUtility.RelaxVertexPositionsForEqualArea(_topology, _vertexPositions, totalArea, true, equalAreaRelaxedVertexPositions, faceCentroids, vertexAreas); for (int i = 0; i < relaxedVertexPositions.Count; ++i) { relaxedVertexPositions[i] = regularityRelaxedVertexPositions[i] * regularityWeight + equalAreaRelaxedVertexPositions[i] * equalAreaWeight; } var relaxationAmount = PlanarManifoldUtility.CalculateRelaxationAmount(_vertexPositions, relaxedVertexPositions); for (int i = 0; i < _vertexPositions.Count; ++i) { _vertexPositions[i] = relaxedVertexPositions[i]; } return(relaxationAmount); }; Func <bool> repairFunction = () => { return(PlanarManifoldUtility.ValidateAndRepair(_topology, _surface.normal, _vertexPositions, 0.5f, true)); }; Action relaxationLoopFunction = TopologyRandomizer.CreateRelaxationLoopFunction(20, 20, 0.95f, relaxIterationFunction, repairFunction); TopologyRandomizer.Randomize( _topology, 1, 0.1f, 3, 3, 5, 7, true, _random, relaxationLoopFunction); } _facePositions = PositionalFaceAttribute.Create(_surface, _topology.internalFaces.Count); FaceAttributeUtility.CalculateFaceCentroidsFromVertexPositions(_topology.internalFaces, _vertexPositions, _facePositions); _innerAngleBisectors = EdgeAttributeUtility.CalculateFaceEdgeBisectorsFromVertexPositions(_topology.internalFaces, PlanarSurface.Create(Vector3.zero, Quaternion.identity), _vertexPositions); _faceBoardStates = new BoardState[_topology.internalFaces.Count].AsFaceAttribute(); foreach (var face in _topology.internalFaces) { _faceBoardStates[face] = BoardState.Empty; } _facePieces = new Transform[_topology.internalFaces.Count].AsFaceAttribute(); _partitioning = UniversalFaceSpatialPartitioning.Create(_surface, _topology, _vertexPositions); _picker.partitioning = _partitioning; _picker.enabled = true; var centerVertexNormal = _surface.normal.normalized; var triangulation = new SeparatedFacesUmbrellaTriangulation(2, (Topology.FaceEdge edge, DynamicMesh.IIndexedVertexAttributes vertexAttributes) => { vertexAttributes.position = _vertexPositions[edge]; vertexAttributes.normal = (_vertexPositions[edge] + _surface.normal * 5f - _facePositions[edge.nearFace]).normalized; vertexAttributes.uv = new Vector2(0.25f, 0f); vertexAttributes.Advance(); vertexAttributes.position = _vertexPositions[edge] + _innerAngleBisectors[edge] * 0.05f; vertexAttributes.normal = (vertexAttributes.position + _surface.normal * 5f - _facePositions[edge.nearFace]).normalized; vertexAttributes.uv = new Vector2(0.25f, 0.5f); vertexAttributes.Advance(); }, (Topology.Face face, DynamicMesh.IIndexedVertexAttributes vertexAttributes) => { vertexAttributes.position = _facePositions[face]; vertexAttributes.normal = centerVertexNormal; vertexAttributes.uv = new Vector2(0.25f, 1f); vertexAttributes.Advance(); }); _dynamicMesh = DynamicMesh.Create( _topology.enumerableInternalFaces, DynamicMesh.VertexAttributes.Position | DynamicMesh.VertexAttributes.Normal | DynamicMesh.VertexAttributes.UV, triangulation); foreach (var mesh in _dynamicMesh.submeshes) { var meshObject = Instantiate(meshFilterRendererPrefab); meshObject.mesh = mesh; meshObject.transform.SetParent(gameBoardMeshes); } _gameBoardBounds = new Bounds(Vector3.zero, Vector3.zero); foreach (var vertex in _topology.vertices) { _gameBoardBounds.Encapsulate(_vertexPositions[vertex]); } AdjustCamera(); var pickerCollider = GetComponent <BoxCollider>(); pickerCollider.center = _gameBoardBounds.center; pickerCollider.size = _gameBoardBounds.size; _whiteCount = 0; _blackCount = 0; _moveCount = 0; whiteCountText.text = _whiteCount.ToString(); blackCountText.text = _blackCount.ToString(); _gameActive = true; _turn = BoardState.Black; }