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
38 lines
No EOL
1.4 KiB
C#
38 lines
No EOL
1.4 KiB
C#
using System;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using Random = Unity.Mathematics.Random;
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public static class SectorGenerator
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{
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public static Sector GenerateSector(ref Random random, SectorGenerationSettings settings, MarkovNameGenerator nameGenerator)
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{
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var inputSamples = new float2[2048];
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var sample = 0;
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var accumulator = 0f;
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while (sample < inputSamples.Length)
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{
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var v = random.NextFloat2();
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accumulator += pow(settings.CloudDensity(v), 3f) * (.25f-lengthsq(v - float2(.5f))) * 4;
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if (accumulator > .5f)
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{
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accumulator = 0;
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inputSamples[sample++] = v;
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}
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}
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// for (int i = 0; i < inputSamples.Length; i++)
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// {
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// inputSamples[i] = random.NextFloat2();
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// }
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var outputSamples = new float2[64];
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//Array.Copy(inputSamples,outputSamples,32);
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Func<float2, float2, float, float, float> weightFunc = (p1, p2, d2, dmax) =>
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pow(1-sqrt(d2)/dmax, 1+settings.CloudDensity((p1 + p2) / 2)*8);
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WeightedSampleElimination.Eliminate(inputSamples, outputSamples, 0f, 4, 0.0f);
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var sector = new Sector();
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foreach (var v in outputSamples) sector.Zones.Add(new SectorZone {Position = v, Name = nameGenerator.NextName});
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return sector;
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}
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} |