Aetheria/Assets/Scripts/Editor/GalaxyEditor.cs
2020-03-23 02:31:26 +00:00

319 lines
No EOL
12 KiB
C#

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<Vector2> _stars = new Vector2[0];
private bool _drawStars;
private bool _drawResource;
private bool _drawLinks;
private VoronoiMesh< Vertex2, Cell2, VoronoiEdge<Vertex2, Cell2>> _voronoiMesh;
private List<VoronoiLink> _starLinks = new List<VoronoiLink>();
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($"Hilbert curve has {points.Count()} points, resolution {Mathf.RoundToInt(points.Max(p=>p.x))+1}");
}
if (GUILayout.Button("Generate Stars"))
{
var points = EvaluateHilbert(_hilbertOrder).ToArray();
var stars = new List<Vector2>();
int bail = 0;
while (stars.Count < _starCount && bail < 10)
{
var accum = 0f;
foreach (var hp in points.Select(p=>p+UnityEngine.Random.insideUnitCircle * ((points[0]-points[1]).magnitude/2)))
{
var den = galaxy.MapData.StarDensity.Evaluate(hp, galaxy.MapData);
if(!float.IsNaN(den))
accum += den * UnityEngine.Random.value;
// else
// Debug.Log($"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<Vertex2, Cell2, VoronoiEdge<Vertex2, Cell2>>.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<VoronoiLink>();
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<Vector2> EvaluateHilbert(int order, bool normalized = true)
{
var points = new List<Vector2>();
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<pixelCount;i++)
pixels[UvToIndex(Vector2.Lerp(l.point1.ToVector2(),l.point2.ToVector2(),(float)i/pixelCount))] = XKCDColors.OrangeRed;
}
_linkTex.SetPixels(pixels);
_linkTex.Apply();
}
void RenderStars()
{
Color[] pixels = new Color[_width*_width];
for (var i = 0; i < pixels.Length; i++)
{
pixels[i] = Color.clear;
}
foreach (var s in _stars)
{
pixels[UvToIndex(s)] = Color.white;
pixels[UvToIndex(s + Vector2.up / _width)] = new Color(.5f, .5f, .5f, 1);
pixels[UvToIndex(s - Vector2.up / _width)] = new Color(.5f, .5f, .5f, 1);
pixels[UvToIndex(s + Vector2.right / _width)] = new Color(.5f, .5f, .5f, 1);
pixels[UvToIndex(s - Vector2.right / _width)] = new Color(.5f, .5f, .5f, 1);
pixels[UvToIndex(s + Vector2.up / _width + Vector2.right / _width)] = new Color(0, 0, 0, 1);
pixels[UvToIndex(s + Vector2.up / _width - Vector2.right / _width)] = new Color(0, 0, 0, 1);
pixels[UvToIndex(s - Vector2.up / _width - Vector2.right / _width)] = new Color(0, 0, 0, 1);
pixels[UvToIndex(s - Vector2.up / _width + Vector2.right / _width)] = new Color(0, 0, 0, 1);
}
_starTex.SetPixels(pixels);
_starTex.Apply();
}
}