Shitty uniform Poisson Disk Sampling
This is just a very basic implementation of the algorithm, just to test and for me to understand it better, next commit I'm gonna implement the last version of it with variable density
This commit is contained in:
parent
c58ba0b1da
commit
86b86eef32
26 changed files with 542 additions and 129 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -61,3 +61,6 @@ Economy.Server/bin/
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Economy.Server/obj/
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Economy.Shared/bin/
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Economy.Shared/obj/
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# JetBrains Rider .idea folder
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.idea/
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@ -1,17 +1,17 @@
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Microsoft Visual Studio Solution File, Format Version 11.00
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EndProject
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EndProject
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EndProject
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Global
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@ -20,6 +20,10 @@ Global
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{21EF11C5-27DC-3D88-B027-9A4B6F36BAE4}.Release|Any CPU.ActiveCfg = Release|Any CPU
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@ -32,18 +36,14 @@ Global
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90
Assets/Scripts/PoissonDiskSampling/PoissonDiskSampling.cs
Normal file
90
Assets/Scripts/PoissonDiskSampling/PoissonDiskSampling.cs
Normal file
|
|
@ -0,0 +1,90 @@
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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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{
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if (IsValid(candidate, sampleRegionSize, cellSize, radius, points, grid))
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{
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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 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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{
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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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32
Assets/Scripts/PoissonDiskSampling/Test.cs
Normal file
32
Assets/Scripts/PoissonDiskSampling/Test.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
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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if (points != null)
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{
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foreach (Vector2 p in points)
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{
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}
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}
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}
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11
Assets/Scripts/PoissonDiskSampling/Test.cs.meta
Normal file
11
Assets/Scripts/PoissonDiskSampling/Test.cs.meta
Normal file
|
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3
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Normal file
3
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Normal file
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3
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Normal file
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3
MagicOnion.Unity.csproj.meta
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3
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Normal file
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|
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3
MagicOnion.csproj.meta
Normal file
3
MagicOnion.csproj.meta
Normal file
|
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|
|
|
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3
MessagePack.csproj.meta
Normal file
3
MessagePack.csproj.meta
Normal file
|
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@ -0,0 +1,3 @@
|
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BIN
ProjectSettings/EditorSettings.asset
(Stored with Git LFS)
BIN
ProjectSettings/EditorSettings.asset
(Stored with Git LFS)
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Reference in a new issue