private void DrawWalls(PolarGrid polarGrid) { Vector2Int center = Center; for (int i = 1; i < polarGrid.RowCount; ++i) { int rowLength = polarGrid.RowLength(i); float theta = Mathf.PI * 2.0f / (float)rowLength; float inRadius = cellHeight * (float)i; float outRadius = inRadius + cellHeight; Vector2 cwDir = Vector2.right; Vector2 ccwDir = Vector2.right; float accumAngle = 0.0f; for (int j = 0; j != rowLength; ++j) { cwDir = ccwDir; accumAngle += theta; ccwDir = new Vector2(Mathf.Cos(accumAngle), Mathf.Sin(accumAngle)); // ccw Vector2 ccwInRadius = ccwDir * inRadius; Vector2Int a = center + new Vector2Int((int)ccwInRadius.x, (int)ccwInRadius.y); Vector2 ccwOutRadius = ccwDir * outRadius; Vector2Int b = center + new Vector2Int((int)ccwOutRadius.x, (int)ccwOutRadius.y); Vector2 cwInRadius = cwDir * inRadius; Vector2Int c = center + new Vector2Int((int)cwInRadius.x, (int)cwInRadius.y); // Vector2 cwOutRadius = cwDir * outRadius; // Vector2Int d = center + new Vector2Int((int)cwOutRadius.x, (int)cwOutRadius.y); int vertex = polarGrid.RowColIndex(i, j); int inward = polarGrid.Inward(new Position(i, j)); int ccwVertex = polarGrid.CCW(new Position(i, j)); if (!polarGrid.Graph.AreLinked(vertex, inward)) { tex.Line(a, c, wallColor); } if (!polarGrid.Graph.AreLinked(vertex, ccwVertex)) { tex.Line(a, b, wallColor); } } } }
private void PaintDistances(PolarGrid polarGrid, Color[] vertexDistanceColors) { Vector2 center = Center; int maxRadius = cellHeight * polarGrid.RowCount; float TwoPi = Mathf.PI * 2.0f; for (int y = 0; y != tex.height; ++y) { for (int x = 0; x != tex.width; ++x) { Color color; // inside circle? Vector2 fromCenter = new Vector2(x, y) - center; float magnitude = fromCenter.magnitude; if (magnitude < maxRadius) { int row = (int)(magnitude / (float)cellHeight); float theta = TwoPi / polarGrid.RowLength(row); float angle = Vector2.SignedAngle(Vector2.right, fromCenter.normalized) * Mathf.Deg2Rad; if (angle < 0.0f) { angle += TwoPi; } int col = (int)(angle / theta); int vertex = polarGrid.RowColIndex(row, col); color = vertexDistanceColors[vertex]; } else { color = backgroundColor; } tex.SetPixel(x, y, color); } } }