Removing Poisson tutorial code
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ae98448942
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8 changed files with 0 additions and 404 deletions
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@ -561,8 +561,6 @@
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<Compile Include="Assets\Scripts\NIH\unity-ui-extensions\Scripts\VR Extensions\VRInputModule.cs" />
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<Compile Include="Assets\Scripts\NIH\XKCDColors.cs" />
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<Compile Include="Assets\Scripts\Orbit.cs" />
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<Compile Include="Assets\Scripts\PoissonDiskSampling\PoissonDiskSampling.cs" />
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<Compile Include="Assets\Scripts\PoissonDiskSampling\Test.cs" />
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<Compile Include="Assets\Scripts\PropertiesPanel.cs" />
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<Compile Include="Assets\Scripts\Prototype.cs" />
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<Compile Include="Assets\Scripts\Targetable.cs" />
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@ -1,90 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public static class PoissonDiskSampling
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{
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public static List<Vector2> PoissonGenerate(float radius, Vector2 sampleRegionSize,
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int numSamplesBeforeRejection = 30)
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{
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float cellSize = radius / Mathf.Sqrt(2);
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int[,] grid = new int[Mathf.CeilToInt(sampleRegionSize.x / cellSize), Mathf.CeilToInt(sampleRegionSize.y / cellSize)];
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List<Vector2> points = new List<Vector2>();
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List<Vector2> spawnPoints = new List<Vector2>();
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spawnPoints.Add(sampleRegionSize / 2);
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while (spawnPoints.Count > 0)
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{
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int spawnIndex = Random.Range(0, spawnPoints.Count);
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Vector2 spawnCentre = spawnPoints[spawnIndex];
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bool isCandidateAccepted = false;
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for (int i = 0; i < numSamplesBeforeRejection; i++)
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{
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float angle = Random.value * Mathf.PI * 2;
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Vector2 dir = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
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Vector2 candidate = spawnCentre + dir * Random.Range(radius, 2 * radius);
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if (IsValid(candidate, sampleRegionSize, cellSize, radius, points, grid))
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{
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points.Add(candidate);
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spawnPoints.Add(candidate);
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grid[(int)(candidate.x / cellSize), (int)(candidate.y / cellSize)] = points.Count;
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isCandidateAccepted = true;
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break;
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}
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}
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if (!isCandidateAccepted)
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spawnPoints.RemoveAt(spawnIndex);
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}
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return points;
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}
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static bool IsValid(Vector2 candidate, Vector2 sampleRegionSize, float cellSize, float radius, List<Vector2> points, int[,] grid)
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{
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if (candidate.x >= 0 && candidate.x < sampleRegionSize.x && candidate.y >= 0 && candidate.y < sampleRegionSize.y)
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{
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int cellX = (int) (candidate.x / cellSize);
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int cellY = (int) (candidate.y / cellSize);
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int searchStartX = Mathf.Max(0, cellX - 2);
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int searchEndX = Mathf.Min(cellX + 2, grid.GetLength(0) - 1);
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int searchStartY = Mathf.Max(0, cellY - 2);
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int searchEndY = Mathf.Min(cellY + 2, grid.GetLength(1) - 1);
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for (int x = searchStartX; x <= searchEndX; x++)
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{
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for (int y = searchStartY; y <= searchEndY; y++)
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{
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int pointIndex = grid[x, y] - 1;
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if (pointIndex != -1)
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{
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float sqrDst = (candidate - points[pointIndex]).sqrMagnitude;
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if (sqrDst < radius * radius)
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{
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return false;
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}
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}
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}
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}
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return true;
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}
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return false;
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}
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// float squaredEuclideanDistance(Array point1, Array point2)
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// {
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//
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// }
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//
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//
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// void PoissonDiskGenerate()
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// {
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//
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// }
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}
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@ -1,32 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Test : MonoBehaviour
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{
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public float radius = 1;
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public Vector2 regionSize = Vector2.one;
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public int rejectionSamples = 30;
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public float displayRadius = 1;
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private List<Vector2> points;
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private void OnValidate()
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{
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points = PoissonDiskSampling.PoissonGenerate(radius, regionSize, rejectionSamples);
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}
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private void OnDrawGizmos()
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{
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Gizmos.DrawWireCube(regionSize/2, regionSize);
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if (points != null)
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{
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foreach (Vector2 p in points)
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{
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Gizmos.DrawSphere(p, displayRadius);
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}
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}
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}
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}
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