Aetheria/Assets/Scripts/TechTreeTest.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GraphSharp.Algorithms.Layout;
using GraphSharp.Algorithms.Layout.Simple.FDP;
using GraphSharp.Algorithms.Layout.Simple.Hierarchical;
using NaughtyAttributes;
using QuickGraph;
using QuickGraph.Algorithms;
using UnityEngine;
using Random = UnityEngine.Random;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public enum LayoutAlgorithm
{
KamadaKawai,
Sugiyama
}
public class TechTreeTest : MonoBehaviour
{
public string IconsPath;
public Prototype Ring;
public Prototype Tech;
public Prototype Link;
public Prototype RadialLink;
public LayoutAlgorithm Algorithm;
public int TechCount = 50;
public int SeedTechs = 5;
[Section("Kamada-Kawai")]
public float DisconnectedMultiplier;
public float K;
public float LengthFactor;
public int Iterations;
[Section("Sugiyama")]
public float LayerDistance;
public float VertexDistance;
public float WidthPerHeight;
public int PositionMode;
public bool Radial;
[Section("Radial")]
public int Sections;
public float PaddingRadians;
public int StartTier = 3;
public float Scale = 1;
public int LinkPoints = 16;
public int LinkDepth = 5;
public int RingDepth = 6;
private List<Prototype> _ringInstances = new List<Prototype>();
private List<Prototype> _techInstances = new List<Prototype>();
private List<Prototype> _linkInstances = new List<Prototype>();
private Texture2D[] _icons;
void Start()
{
_icons = Resources.LoadAll<Texture2D>(IconsPath);
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Space))
GenerateTechs();
}
void GenerateTechs()
{
foreach (var instance in _ringInstances) instance.ReturnToPool();
_ringInstances.Clear();
foreach (var instance in _techInstances) instance.ReturnToPool();
_techInstances.Clear();
foreach (var instance in _linkInstances) instance.ReturnToPool();
_linkInstances.Clear();
var vertices = new List<IntVertex>();
var edges = new List<Edge<IntVertex>>();
var loose = SeedTechs;
var count = TechCount;
for (int i = 0; i < count; i++)
{
var vertex = new IntVertex(i);
vertices.Add(vertex);
if(i>loose) edges.Add(new Edge<IntVertex>(vertices[Random.Range(0,i-1)], vertex));
}
foreach (var vertex in vertices.Where(v=>!edges.Any(e=>e.Source!=v&&e.Target!=v)))
{
edges.Add(new Edge<IntVertex>(vertices[Random.Range(0,count-1)], vertex));
}
var graph = edges.ToBidirectionalGraph<IntVertex,Edge<IntVertex>>();
// var roots = graph.Roots().ToArray();
// var rootChildren = graph.
// foreach (var vertex in roots.Skip(1))
// {
// graph.AddEdge(new Edge<IntVertex>(vertex,))
// }
var islands = new Dictionary<IntVertex, int>();
var islandCount = graph.WeaklyConnectedComponents(islands);
if(islandCount>1)
for (int i = 1; i < islandCount; i++)
{
var i1 = islands.Where(x => x.Value == i - 1).Select(x=>x.Key).ToArray();
var i2 = islands.Where(x => x.Value == i).Select(x=>x.Key).ToArray();
edges.Add(new Edge<IntVertex>(i1[Random.Range(0,i1.Length-1)],i2[Random.Range(0,i2.Length-1)]));
}
graph = edges.ToBidirectionalGraph<IntVertex,Edge<IntVertex>>();
LayoutAlgorithmBase<IntVertex, Edge<IntVertex>, BidirectionalGraph<IntVertex, Edge<IntVertex>>> layout =
(Algorithm == LayoutAlgorithm.Sugiyama) ?
(LayoutAlgorithmBase<IntVertex, Edge<IntVertex>, BidirectionalGraph<IntVertex, Edge<IntVertex>>>) new EfficientSugiyamaLayoutAlgorithm<
IntVertex,
Edge<IntVertex>,
BidirectionalGraph<IntVertex, Edge<IntVertex>>>(
graph,
new EfficientSugiyamaLayoutParameters()
{
EdgeRouting = SugiyamaEdgeRoutings.Traditional,
LayerDistance = LayerDistance,
MinimizeEdgeLength = true,
OptimizeWidth = true,
VertexDistance = VertexDistance,
PositionMode = PositionMode,
WidthPerHeight = WidthPerHeight
},
vertices.ToDictionary(x => x, x => float2(1, 1))
) :
(LayoutAlgorithmBase<IntVertex, Edge<IntVertex>, BidirectionalGraph<IntVertex, Edge<IntVertex>>>) new KKLayoutAlgorithm<
IntVertex,
Edge<IntVertex>,
BidirectionalGraph<IntVertex, Edge<IntVertex>>>(
graph,
new KKLayoutParameters
{
AdjustForGravity = true,
DisconnectedMultiplier = DisconnectedMultiplier,
ExchangeVertices = false,
Height = 50,
Width = 50,
K = K,
LengthFactor = LengthFactor,
MaxIterations = Iterations
});
layout.Compute();
IDictionary<IntVertex, float2> positions = layout.VertexPositions;
Rect bounds = Rect.MinMaxRect(
layout.VertexPositions.Values.Min(v=>v.x),
layout.VertexPositions.Values.Min(v=>v.y),
layout.VertexPositions.Values.Max(v=>v.x),
layout.VertexPositions.Values.Max(v=>v.y));
if (Algorithm == LayoutAlgorithm.Sugiyama && Radial)
{
int tiers = Mathf.RoundToInt(bounds.height / LayerDistance);
positions = layout.VertexPositions.ToDictionary(
kvp => kvp.Key,
kvp =>
{
var normalized = Rect.PointToNormalized(bounds, kvp.Value);
var rads = normalized.x * (PI * 2 - PaddingRadians) + PaddingRadians / 2;
return float2(sin(rads), -cos(rads)) * ((normalized.y * tiers / 2 + StartTier + .5f) * LayerDistance) * Scale;
});
for (int i = 1; i <= tiers / 2; i++)
{
var ring = Ring.Instantiate<LineRenderer>();
var ringPositions = new Vector3[Sections];
for (int s = 0; s < Sections; s++)
{
var rads = ((float) s / (Sections-1)) * (PI * 2 - PaddingRadians) + PaddingRadians / 2;
ringPositions[s] = new Vector3(sin(rads), -cos(rads), 0) * ((i + StartTier) * LayerDistance * Scale);
ringPositions[s].z = RingDepth;
}
ring.positionCount = Sections;
ring.SetPositions(ringPositions);
_ringInstances.Add(ring.GetComponent<Prototype>());
}
}
else if (Algorithm == LayoutAlgorithm.KamadaKawai)
{
positions = layout.VertexPositions.ToDictionary(
kvp => kvp.Key,
kvp => kvp.Value - (float2) bounds.center);
}
foreach (var vertex in vertices.Where(positions.ContainsKey))
{
var tech = Tech.Instantiate<TechNode>();
tech.transform.position = (Vector2) positions[vertex];
tech.Label.text = $"{vertex.N}";
tech.Icon.material.SetTexture("_MainTex", _icons[Random.Range(0,_icons.Length-1)]);
_techInstances.Add(tech.GetComponent<Prototype>());
}
if (Algorithm == LayoutAlgorithm.Sugiyama && Radial)
{
foreach (var edge in edges)
{
var link = RadialLink.Instantiate<LineRenderer>();
link.positionCount = LinkPoints;
var p1r = length(positions[edge.Source]);
var p2r = length(positions[edge.Target]);
var p1a = (atan2(positions[edge.Source].y, positions[edge.Source].x) + PI * 2.5f) % (PI * 2);
var p2a = (atan2(positions[edge.Target].y, positions[edge.Target].x) + PI * 2.5f) % (PI * 2);
link.SetPositions(Enumerable.Range(0,LinkPoints).Select(i=>
{
var lerp = (float) i / (LinkPoints-1);
var angle = math.lerp(p1a, p2a, ease_out_quad(lerp));
var radius = math.lerp(p1r, p2r, lerp);
return new Vector3(sin(angle) * radius, -cos(angle) * radius, LinkDepth);
}).ToArray());
_linkInstances.Add(link.GetComponent<Prototype>());
}
}
else
{
foreach (var edge in edges)
{
var link = Link.Instantiate<Transform>();
link.position = (Vector2) positions[edge.Source];
var diff = positions[edge.Target] - positions[edge.Source];
link.rotation = Quaternion.Euler(0,0,atan2(diff.y, diff.x) * Mathf.Rad2Deg);
link.localScale = new Vector3(length(diff), 1, 1);
_linkInstances.Add(link.GetComponent<Prototype>());
}
}
}
float ease_in_quad(float x) {
float t = x; float b = 0; float c = 1; float d = 1;
return c*(t/=d)*t + b;
}
float ease_out_quad(float x) {
float t = x; float b = 0; float c = 1; float d = 1;
return -c *(t/=d)*(t-2) + b;
}
class IntVertex
{
public int N;
public IntVertex(int n)
{
N = n;
}
}
}