using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Remoting.Messaging; using MIConvexHull; using UniRx; using UnityEngine; using UnityEditor; [CustomEditor(typeof(Galaxy))] public class GalaxyEditor : Editor { private int _width = 0; private bool _showResourceMaps; private GalaxyMapLayerData _currentLayer; private string _currentLayerName = "Star Density"; private bool _showStarEditor; private int _hilbertOrder = 6; private ulong _hilbertIndex; private int _starCount = 1; private float _maxLinkLength = .1f; private float _linkFilter = .5f; private IEnumerable _stars = new Vector2[0]; private bool _drawStars; private bool _drawResource; private bool _drawLinks; private VoronoiMesh< Vertex2, Cell2, VoronoiEdge> _voronoiMesh; private List _starLinks = new List(); private Texture2D _white; private Texture2D _starTex; private Texture2D _linkTex; private Material _galaxyMat; private Material _transparent; private void OnEnable() { _white = Color.white.ToTexture(); _galaxyMat = new Material(Shader.Find("Unlit/GalaxyMap")); _transparent = new Material(Shader.Find("Unlit/Transparent")); _width = Screen.width; _starTex = new Texture2D(_width,_width, TextureFormat.ARGB32, false); _linkTex = new Texture2D(_width,_width, TextureFormat.ARGB32, false); } public override void OnInspectorGUI() { var galaxy = target as Galaxy; if (_currentLayer == null) _currentLayer = galaxy.MapData.StarDensity; if (Screen.width != _width) { _width = Screen.width; _starTex = new Texture2D(_width,_width, TextureFormat.ARGB32, false); _linkTex = new Texture2D(_width,_width, TextureFormat.ARGB32, false); RenderStars(); RenderLinks(); } GUILayout.Label("Preview", EditorStyles.boldLabel); _galaxyMat.SetFloat("Arms", galaxy.MapData.Arms); _galaxyMat.SetFloat("Twist", galaxy.MapData.Twist); _galaxyMat.SetFloat("TwistPower", galaxy.MapData.TwistPower); _galaxyMat.SetFloat("Arms", galaxy.MapData.Arms); _galaxyMat.SetFloat("SpokeOffset", _currentLayer.SpokeOffset); _galaxyMat.SetFloat("SpokeScale", _currentLayer.SpokeScale); _galaxyMat.SetFloat("CoreBoost", _currentLayer.CoreBoost); _galaxyMat.SetFloat("CoreBoostOffset", _currentLayer.CoreBoostOffset); _galaxyMat.SetFloat("CoreBoostPower", _currentLayer.CoreBoostPower); _galaxyMat.SetFloat("EdgeReduction", _currentLayer.EdgeReduction); _galaxyMat.SetFloat("NoisePosition", _currentLayer.NoisePosition); _galaxyMat.SetFloat("NoiseAmplitude", _currentLayer.NoiseAmplitude); _galaxyMat.SetFloat("NoiseOffset", _currentLayer.NoiseOffset); _galaxyMat.SetFloat("NoiseGain", _currentLayer.NoiseGain); _galaxyMat.SetFloat("NoiseLacunarity", _currentLayer.NoiseLacunarity); _galaxyMat.SetFloat("NoiseFrequency", _currentLayer.NoiseFrequency); var rect = EditorGUILayout.GetControlRect(false, _width); EditorGUI.DrawPreviewTexture(rect, _white, _galaxyMat); if(_drawLinks) EditorGUI.DrawPreviewTexture(rect, _linkTex, _transparent); if(_drawStars) EditorGUI.DrawPreviewTexture(rect, _starTex, _transparent); _drawStars = EditorGUILayout.ToggleLeft($"Display {_stars.Count()} Stars", _drawStars); _drawResource = EditorGUILayout.ToggleLeft("Display Resources", _drawResource); _drawLinks = EditorGUILayout.ToggleLeft($"Display {_starLinks.Count} Links", _drawLinks); GUILayout.Space(10); // Show default inspector property editor DrawDefaultInspector (); EditorGUILayout.BeginVertical("Box"); EditorGUI.indentLevel++; GUILayout.Label(_currentLayerName); Inspect(_currentLayer); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical("Box"); EditorGUI.indentLevel++; _showResourceMaps = EditorGUILayout.Foldout(_showResourceMaps, "Resource Density Maps"); if (_showResourceMaps) { EditorGUI.indentLevel++; foreach (var resourceDensity in galaxy.MapData.ResourceDensities.ToArray()) { EditorGUILayout.BeginHorizontal(); var newName = EditorGUILayout.DelayedTextField(resourceDensity.Key); if (newName != resourceDensity.Key) { galaxy.MapData.ResourceDensities.Remove(resourceDensity.Key); galaxy.MapData.ResourceDensities[newName] = resourceDensity.Value; } if (GUILayout.Button("Inspect")) { _currentLayerName = resourceDensity.Key; _currentLayer = resourceDensity.Value; } EditorGUILayout.EndHorizontal(); } EditorGUI.indentLevel--; if (GUILayout.Button("Add New Resource")) { galaxy.MapData.ResourceDensities["New Resource"] = new GalaxyMapLayerData(); } } else if(_currentLayer != galaxy.MapData.StarDensity) { _currentLayerName = "Star Density"; _currentLayer = galaxy.MapData.StarDensity; } EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical("Box"); EditorGUI.indentLevel++; _showStarEditor = EditorGUILayout.Foldout(_showStarEditor, "Star Tools"); if (_showStarEditor) { _hilbertOrder = EditorGUILayout.IntField("Hilbert Order", _hilbertOrder); _starCount = EditorGUILayout.IntField("Star Count", _starCount); //_hilbertIndex = (ulong) EditorGUILayout.IntField("Hilbert Index", (int) _hilbertIndex); if (GUILayout.Button("Evaluate Hilbert Curve")) { var points = EvaluateHilbert(_hilbertOrder,false); Debug.Log($"Hilbert curve has {points.Count()} points, resolution {Mathf.RoundToInt(points.Max(p=>p.x))+1}"); } if (GUILayout.Button("Generate Stars")) { var points = EvaluateHilbert(_hilbertOrder).ToArray(); var stars = new List(); int bail = 0; while (stars.Count < _starCount && bail < 10) { var accum = 0f; foreach (var hp in points.Select(p=>p+UnityEngine.Random.insideUnitCircle * ((points[0]-points[1]).magnitude/2))) { var den = galaxy.MapData.StarDensity.Evaluate(hp, galaxy.MapData); if(!float.IsNaN(den)) accum += den * UnityEngine.Random.value; // else // Debug.Log($"Density at ({hp.x},{hp.y}) is NaN"); if (accum > 1) { stars.Add(hp); accum = 0; } //Debug.Log($"Accumulator: {accum}"); } bail++; } Debug.Log($"Generated {stars.Count} stars."); _stars = stars; RenderStars(); } if (_stars.Any()) { _maxLinkLength = EditorGUILayout.FloatField("Max Link Length", _maxLinkLength); if (GUILayout.Button("Generate Star Links")) { _voronoiMesh = VoronoiMesh>.Create(_stars.Select(s=>new Vertex2(s.x,s.y)).ToList()); _starLinks.Clear(); // Each cell in this collection represents one of the triangle faces of the Delaunay Triangulation foreach (var cell in _voronoiMesh.Vertices) { var links = new[] {new VoronoiLink(cell.Vertices[0], cell.Vertices[1]), new VoronoiLink(cell.Vertices[0], cell.Vertices[2]), new VoronoiLink(cell.Vertices[2], cell.Vertices[1])}; _starLinks.AddRange(links.Where(l=>!_starLinks.ContainsLine(l) && l.Length < _maxLinkLength)); RenderLinks(); } } if (_starLinks.Any()) { _linkFilter = EditorGUILayout.FloatField("Link Filter Percentage", _linkFilter); if (GUILayout.Button("Filter Star Links")) { var bail = 0; var count = _starLinks.Count * Mathf.Clamp01(_linkFilter); var deadLinks = new List(); for (int i = 0; i < count && bail < count*10; bail++) { var link = _starLinks.ElementAt(UnityEngine.Random.Range(0, _starLinks.Count)); if (deadLinks.Contains(link)) continue; var mapMinusLink = _starLinks.Where(l => !l.Equals(link)).ToArray(); if (!mapMinusLink.ConnectedRegion(link.point1).Contains(link.point2)) deadLinks.Add(link); else { _starLinks.Remove(link); i++; } //if (_starLinks.Count(sl => sl.ContainsPoint(link.point1)) > 1 && _starLinks.Count(sl => sl.ContainsPoint(link.point2)) > 1) } RenderLinks(); } if (GUILayout.Button("Save Star Data")) { galaxy.MapData.Stars = _stars.Select(s => new StarData {Position = s}).ToList(); foreach (var star in galaxy.MapData.Stars) { star.Links.Clear(); star.Links.AddRange(_starLinks.Where(sl => (sl.point1.ToVector2() - star.Position).sqrMagnitude < float.Epsilon) .Select(sl => galaxy.MapData.Stars.IndexOf(galaxy.MapData.Stars.First(s => (sl.point2.ToVector2() - s.Position).sqrMagnitude < float.Epsilon)))); star.Links.AddRange(_starLinks.Where(sl => (sl.point2.ToVector2() - star.Position).sqrMagnitude < float.Epsilon) .Select(sl => galaxy.MapData.Stars.IndexOf(galaxy.MapData.Stars.First(s => (sl.point1.ToVector2() - s.Position).sqrMagnitude < float.Epsilon)))); } } } } } EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorUtility.SetDirty(target); } private IEnumerable EvaluateHilbert(int order, bool normalized = true) { var points = new List(); uint x = 0, y = 1; ulong i = 1; uint max = 0; while (x != 0 || y != 0) { Microsoft.SqlServer.Types.SpaceFillingCurve.ReverseHilbert(order, i, out x, out y); points.Add(new Vector2(x, y)); if (x > max) max = x; i++; } return normalized ? points.Select(p => p / (max + 1)) : points; } void Inspect(GalaxyMapLayerData layer) { layer.EdgeReduction = EditorGUILayout.FloatField("Edge Reduction", layer.EdgeReduction); layer.CoreBoost = EditorGUILayout.FloatField("Core Boost", layer.CoreBoost); layer.CoreBoostOffset = EditorGUILayout.FloatField("Core Boost Offset", layer.CoreBoostOffset); layer.CoreBoostPower = EditorGUILayout.FloatField("Core Boost Power", layer.CoreBoostPower); layer.NoiseOffset = EditorGUILayout.FloatField("Noise Offset", layer.NoiseOffset); layer.NoiseAmplitude = EditorGUILayout.FloatField("Noise Amplitude", layer.NoiseAmplitude); layer.NoiseGain = EditorGUILayout.FloatField("Noise Gain", layer.NoiseGain); layer.NoiseLacunarity = EditorGUILayout.FloatField("Noise Lacunarity", layer.NoiseLacunarity); layer.NoiseOctaves = EditorGUILayout.IntField("Noise Octaves", layer.NoiseOctaves); layer.NoiseFrequency = EditorGUILayout.FloatField("Noise Frequency", layer.NoiseFrequency); layer.SpokeOffset = EditorGUILayout.FloatField("Spoke Offset", layer.SpokeOffset); layer.SpokeScale = EditorGUILayout.FloatField("Spoke Scale", layer.SpokeScale); } int UvToIndex(Vector2 v) => (int) (v.y * _width) * _width + (int) (v.x * _width); void RenderLinks() { Color[] pixels = new Color[_width*_width]; for (var i = 0; i < pixels.Length; i++) { pixels[i] = Color.clear; } foreach (var l in _starLinks) { var pixelCount = Mathf.Max((int) (Mathf.Abs((float) (l.point1.x - l.point2.x)) * _width), (int) (Mathf.Abs((float) (l.point1.y - l.point2.y)) * _width)); //Debug.Log($"Marching across {pixelCount} pixels!"); for(int i=0;i