Sector Generation

Fixed Laser cancelling bug
Fixed Turrets not activating
Added ability to bind player perspective to orbital entities
Added Markov Chain name generator + Australian place name dataset
Modified old "galaxy" shader to serve as sector background
Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets
Created sector generator which places sectors using WSE
This commit is contained in:
Reinier Vens 2021-03-10 09:18:07 +00:00
commit 3f9af29843
108 changed files with 139298 additions and 13543 deletions

View file

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using System;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.Random;
public static class SectorGenerator
{
public static Sector GenerateSector(ref Random random, SectorGenerationSettings settings, MarkovNameGenerator nameGenerator)
{
var inputSamples = new float2[2048];
var sample = 0;
var accumulator = 0f;
while (sample < inputSamples.Length)
{
var v = random.NextFloat2();
accumulator += pow(settings.CloudDensity(v), 3f) * (.25f-lengthsq(v - float2(.5f))) * 4;
if (accumulator > .5f)
{
accumulator = 0;
inputSamples[sample++] = v;
}
}
// for (int i = 0; i < inputSamples.Length; i++)
// {
// inputSamples[i] = random.NextFloat2();
// }
var outputSamples = new float2[64];
//Array.Copy(inputSamples,outputSamples,32);
Func<float2, float2, float, float, float> weightFunc = (p1, p2, d2, dmax) =>
pow(1-sqrt(d2)/dmax, 1+settings.CloudDensity((p1 + p2) / 2)*8);
WeightedSampleElimination.Eliminate(inputSamples, outputSamples, 0f, 4, 0.0f);
var sector = new Sector();
foreach (var v in outputSamples) sector.Zones.Add(new SectorZone {Position = v, Name = nameGenerator.NextName});
return sector;
}
}