示例#1
0
    public void GenerateRooms(OctTree tree)
    {
        if (tree.GetChildCount() != 0)
        {
            foreach (OctTree subTree in tree.children)
            {
                if (subTree != null)
                {
                    GenerateRooms(subTree);
                }
            }
        }
        else
        {
            RoomNode newRoom = new RoomNode(tree.boundary);
            newRoom.roomBounds.extents -= Vector3.one * minSeparation;
            newRoom.RandomizeBounds(Vector3.one, minRoomSize, maxRoomSize);
            newRoom.QuantizeBounds(corridorSize);

            /*Vector3 center, extents;
             *
             * extents.x = Mathf.Floor (Random.Range (minRoomSize / 2, tree.boundary.extents.x));
             * extents.y = Mathf.Floor (Random.Range (minRoomSize / 2, tree.boundary.extents.y));
             * extents.z = Mathf.Floor (Random.Range (minRoomSize / 2, tree.boundary.extents.z));
             *
             * center = tree.boundary.center;
             * center.x = Mathf.Round (center.x + Random.Range (extents.x - tree.boundary.extents.x, tree.boundary.extents.x - extents.x));
             * center.y = Mathf.Round (center.y + Random.Range (extents.y - tree.boundary.extents.y, tree.boundary.extents.y - extents.y));
             * center.z = Mathf.Round (center.z + Random.Range (extents.z - tree.boundary.extents.z, tree.boundary.extents.z - extents.z));
             *
             * newRoom.roomBounds.center = center;
             * newRoom.roomBounds.extents = extents;*/

            newRoom.octTreeNode = tree;
            roomNodeList.AddFirst(newRoom);
            tree.roomNode = newRoom;
        }
    }
示例#2
0
    //Returns a list of newly created rooms
    public LinkedList<RoomNode> BuildCorridors(RoomNode roomA, RoomNode roomB, Vector3 lastDir, LinkedList<RoomNode> existingRooms)
    {
        if (lastDir == Vector3.zero)
                        Debug.Log ("Attempting to build new corridor");
                if (roomA == roomB)
                        return new LinkedList<RoomNode> ();
                int attempts = 8;
                while (attempts > 0) {
                        Vector3 overlapAxes = RoomNode.OverlapAxes (roomA.roomBounds, roomB.roomBounds);
                        int numOverlaps = Util.VecNonZeroes (overlapAxes);
                        int selectedAxis = Random.Range (0, 3);
                        if (overlapAxes == Vector3.one)
                                return new LinkedList<RoomNode> ();
                        while (overlapAxes[selectedAxis] != 0)
                                selectedAxis = Random.Range (0, 3);
                        Vector3 corridorDir = Vector3.zero;
                        corridorDir [selectedAxis] = Mathf.Sign (roomB.roomBounds.center [selectedAxis] - roomA.roomBounds.center [selectedAxis]);
                        //Debug.Log ("Connect " + numOverlaps);
                        if (numOverlaps == 2) {
                                LinkedList<RoomNode> result = new LinkedList<RoomNode> ();
                                Bounds b = RoomNode.OverlapBounds (roomA.roomBounds, roomB.roomBounds);
                                RoomNode r = new RoomNode (b);
                                Vector3 randomAxes = Vector3.one;
                                randomAxes [selectedAxis] = 0;
                                if (lastDir != Vector3.zero) {
                                        r.ShoveToEdge (lastDir, Vector3.one * 0.5f * corridorSize);
                                } else
                                        r.RandomizeBounds (randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                                int limit = 12;
                                while (GetOverlapped(r.roomBounds, existingRooms,corridorDir) != null && limit > 0) {
                                        r.roomBounds = b;
                                        r.RandomizeBounds (randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                                        limit --;
                                }
                                if (limit == 0) {
                                        //Debug.Log ("OH GOD DAMMIT " + r.roomBounds.ToString ());
                                        //Instantiate (indicatorPrefab, r.roomBounds.center, Quaternion.identity);
                                } else {
                                        r.isCorridor = true;
                                        RoomNode.MakeNeighbors (roomA, r);
                                        RoomNode.MakeNeighbors (r, roomB);
                                        r.name = numOverlaps.ToString ();
                                        result.AddFirst (r);

                                        return result;
                                }
                        } else if (numOverlaps < 2) {
                                Bounds b = RoomNode.OverlapBounds (roomA.roomBounds, roomB.roomBounds);
                                int selectedOther = Random.Range (0, 3);
                                while (selectedOther == selectedAxis || overlapAxes[selectedOther] != 0) {
                                        selectedOther = Random.Range (0, 3);
                                }
                                Vector3 newCenter;
                                Vector3 newExtents;
                                newCenter = b.center;
                                newExtents = b.extents;
                                if (numOverlaps == 1) {
                                        newCenter [selectedOther] = roomA.roomBounds.center [selectedOther];
                                        newExtents [selectedOther] = roomA.roomBounds.extents [selectedOther];
                                } else if (numOverlaps == 0) {
                                        Debug.Log ("Connecting Zero");
                                        newCenter = roomA.roomBounds.center;
                                        newExtents = roomA.roomBounds.extents;
                                        newCenter [selectedAxis] = b.center [selectedAxis];
                                        newExtents [selectedAxis] = b.extents [selectedAxis];
                                }
                                float sign = Mathf.Sign (newCenter [selectedAxis] - roomA.roomBounds.center [selectedAxis]);
                                float extension = Random.Range (corridorSize, roomB.roomBounds.extents [selectedAxis]);
                                newCenter [selectedAxis] += extension * sign;
                                newExtents [selectedAxis] += extension;
                                b.center = newCenter;
                                b.extents = newExtents;
                                RoomNode r = new RoomNode (b);
                                Vector3 randomAxes = Vector3.one;
                                randomAxes [selectedAxis] = 0;
                                if (lastDir != Vector3.zero) {
                                        r.ShoveToEdge (lastDir, Vector3.one * 0.5f * corridorSize);
                                } else
                                        r.RandomizeBounds (randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                                int limit = 12;
                                while (GetOverlapped(r.roomBounds, existingRooms,corridorDir) != null && limit > 0) {
                                        b = RoomNode.OverlapBounds (roomA.roomBounds, roomB.roomBounds);
                                        newCenter = b.center;
                                        newExtents = b.extents;
                                        if (numOverlaps == 1) {
                                                newCenter [selectedOther] = roomA.roomBounds.center [selectedOther];
                                                newExtents [selectedOther] = roomA.roomBounds.extents [selectedOther];
                                        } else if (numOverlaps == 0) {
                                                newCenter = roomA.roomBounds.center;
                                                newExtents = roomA.roomBounds.extents;
                                                newCenter [selectedAxis] = b.center [selectedAxis];
                                                newExtents [selectedAxis] = b.extents [selectedAxis];
                                        }

                                        extension = Random.Range (corridorSize, roomB.roomBounds.extents [selectedAxis]);
                                        newCenter [selectedAxis] += extension * sign;
                                        newExtents [selectedAxis] += extension;
                                        b.center = newCenter;
                                        b.extents = newExtents;
                                        r.roomBounds = b;
                                        r.RandomizeBounds (randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                                        limit --;
                                }
                                if (limit == 0) {
                                        //Debug.Log ("Aw f**k");

                                } else {
                                        LinkedList<RoomNode> result = BuildCorridors (r, roomB, corridorDir, existingRooms);
                                        if (result.Count != 0) {
                                                r.isCorridor = true;
                                                RoomNode.MakeNeighbors (roomA, r);
                                                r.name = numOverlaps.ToString ();
                                                result.AddFirst (r);
                                                return result;
                                        }
                                }
                        }
                        attempts--;
                }

                if (lastDir == Vector3.zero)
                        Debug.Log ("Couldn't Connect");
                return new LinkedList<RoomNode> ();
    }
示例#3
0
    public void GenerateRooms(OctTree tree)
    {
        if (tree.GetChildCount () != 0) {
                        foreach (OctTree subTree in tree.children) {
                                if (subTree != null) {
                                        GenerateRooms (subTree);
                                }
                        }
                } else {
                        RoomNode newRoom = new RoomNode (tree.boundary);
                        newRoom.roomBounds.extents -= Vector3.one * minSeparation;
                        newRoom.RandomizeBounds (Vector3.one, minRoomSize, maxRoomSize);
                        newRoom.QuantizeBounds (corridorSize);
                        /*Vector3 center, extents;

                        extents.x = Mathf.Floor (Random.Range (minRoomSize / 2, tree.boundary.extents.x));
                        extents.y = Mathf.Floor (Random.Range (minRoomSize / 2, tree.boundary.extents.y));
                        extents.z = Mathf.Floor (Random.Range (minRoomSize / 2, tree.boundary.extents.z));

                        center = tree.boundary.center;
                        center.x = Mathf.Round (center.x + Random.Range (extents.x - tree.boundary.extents.x, tree.boundary.extents.x - extents.x));
                        center.y = Mathf.Round (center.y + Random.Range (extents.y - tree.boundary.extents.y, tree.boundary.extents.y - extents.y));
                        center.z = Mathf.Round (center.z + Random.Range (extents.z - tree.boundary.extents.z, tree.boundary.extents.z - extents.z));

                        newRoom.roomBounds.center = center;
                        newRoom.roomBounds.extents = extents;*/

                        newRoom.octTreeNode = tree;
                        roomNodeList.AddFirst (newRoom);
                        tree.roomNode = newRoom;
                }
    }
示例#4
0
    //Returns a list of newly created rooms
    public LinkedList <RoomNode> BuildCorridors(RoomNode roomA, RoomNode roomB, Vector3 lastDir, LinkedList <RoomNode> existingRooms)
    {
        if (lastDir == Vector3.zero)
        {
            Debug.Log("Attempting to build new corridor");
        }
        if (roomA == roomB)
        {
            return(new LinkedList <RoomNode> ());
        }
        int attempts = 8;

        while (attempts > 0)
        {
            Vector3 overlapAxes  = RoomNode.OverlapAxes(roomA.roomBounds, roomB.roomBounds);
            int     numOverlaps  = Util.VecNonZeroes(overlapAxes);
            int     selectedAxis = Random.Range(0, 3);
            if (overlapAxes == Vector3.one)
            {
                return(new LinkedList <RoomNode> ());
            }
            while (overlapAxes[selectedAxis] != 0)
            {
                selectedAxis = Random.Range(0, 3);
            }
            Vector3 corridorDir = Vector3.zero;
            corridorDir [selectedAxis] = Mathf.Sign(roomB.roomBounds.center [selectedAxis] - roomA.roomBounds.center [selectedAxis]);
            //Debug.Log ("Connect " + numOverlaps);
            if (numOverlaps == 2)
            {
                LinkedList <RoomNode> result = new LinkedList <RoomNode> ();
                Bounds   b          = RoomNode.OverlapBounds(roomA.roomBounds, roomB.roomBounds);
                RoomNode r          = new RoomNode(b);
                Vector3  randomAxes = Vector3.one;
                randomAxes [selectedAxis] = 0;
                if (lastDir != Vector3.zero)
                {
                    r.ShoveToEdge(lastDir, Vector3.one * 0.5f * corridorSize);
                }
                else
                {
                    r.RandomizeBounds(randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                }
                int limit = 12;
                while (GetOverlapped(r.roomBounds, existingRooms, corridorDir) != null && limit > 0)
                {
                    r.roomBounds = b;
                    r.RandomizeBounds(randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                    limit--;
                }
                if (limit == 0)
                {
                    //Debug.Log ("OH GOD DAMMIT " + r.roomBounds.ToString ());
                    //Instantiate (indicatorPrefab, r.roomBounds.center, Quaternion.identity);
                }
                else
                {
                    r.isCorridor = true;
                    RoomNode.MakeNeighbors(roomA, r);
                    RoomNode.MakeNeighbors(r, roomB);
                    r.name = numOverlaps.ToString();
                    result.AddFirst(r);

                    return(result);
                }
            }
            else if (numOverlaps < 2)
            {
                Bounds b             = RoomNode.OverlapBounds(roomA.roomBounds, roomB.roomBounds);
                int    selectedOther = Random.Range(0, 3);
                while (selectedOther == selectedAxis || overlapAxes[selectedOther] != 0)
                {
                    selectedOther = Random.Range(0, 3);
                }
                Vector3 newCenter;
                Vector3 newExtents;
                newCenter  = b.center;
                newExtents = b.extents;
                if (numOverlaps == 1)
                {
                    newCenter [selectedOther]  = roomA.roomBounds.center [selectedOther];
                    newExtents [selectedOther] = roomA.roomBounds.extents [selectedOther];
                }
                else if (numOverlaps == 0)
                {
                    Debug.Log("Connecting Zero");
                    newCenter  = roomA.roomBounds.center;
                    newExtents = roomA.roomBounds.extents;
                    newCenter [selectedAxis]  = b.center [selectedAxis];
                    newExtents [selectedAxis] = b.extents [selectedAxis];
                }
                float sign      = Mathf.Sign(newCenter [selectedAxis] - roomA.roomBounds.center [selectedAxis]);
                float extension = Random.Range(corridorSize, roomB.roomBounds.extents [selectedAxis]);
                newCenter [selectedAxis]  += extension * sign;
                newExtents [selectedAxis] += extension;
                b.center  = newCenter;
                b.extents = newExtents;
                RoomNode r          = new RoomNode(b);
                Vector3  randomAxes = Vector3.one;
                randomAxes [selectedAxis] = 0;
                if (lastDir != Vector3.zero)
                {
                    r.ShoveToEdge(lastDir, Vector3.one * 0.5f * corridorSize);
                }
                else
                {
                    r.RandomizeBounds(randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                }
                int limit = 12;
                while (GetOverlapped(r.roomBounds, existingRooms, corridorDir) != null && limit > 0)
                {
                    b          = RoomNode.OverlapBounds(roomA.roomBounds, roomB.roomBounds);
                    newCenter  = b.center;
                    newExtents = b.extents;
                    if (numOverlaps == 1)
                    {
                        newCenter [selectedOther]  = roomA.roomBounds.center [selectedOther];
                        newExtents [selectedOther] = roomA.roomBounds.extents [selectedOther];
                    }
                    else if (numOverlaps == 0)
                    {
                        newCenter  = roomA.roomBounds.center;
                        newExtents = roomA.roomBounds.extents;
                        newCenter [selectedAxis]  = b.center [selectedAxis];
                        newExtents [selectedAxis] = b.extents [selectedAxis];
                    }

                    extension = Random.Range(corridorSize, roomB.roomBounds.extents [selectedAxis]);
                    newCenter [selectedAxis]  += extension * sign;
                    newExtents [selectedAxis] += extension;
                    b.center     = newCenter;
                    b.extents    = newExtents;
                    r.roomBounds = b;
                    r.RandomizeBounds(randomAxes, corridorSize * Vector3.one, corridorSize * Vector3.one);
                    limit--;
                }
                if (limit == 0)
                {
                    //Debug.Log ("Aw f**k");
                }
                else
                {
                    LinkedList <RoomNode> result = BuildCorridors(r, roomB, corridorDir, existingRooms);
                    if (result.Count != 0)
                    {
                        r.isCorridor = true;
                        RoomNode.MakeNeighbors(roomA, r);
                        r.name = numOverlaps.ToString();
                        result.AddFirst(r);
                        return(result);
                    }
                }
            }
            attempts--;
        }

        if (lastDir == Vector3.zero)
        {
            Debug.Log("Couldn't Connect");
        }
        return(new LinkedList <RoomNode> ());
    }