Aetheria/Assets/Scripts/PoissonDiskSampling/PoissonDiskSampling.cs
Bruno Couto 86b86eef32 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
2020-02-28 12:42:00 +00:00

90 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using Random = UnityEngine.Random;
public static class PoissonDiskSampling
{
public static List<Vector2> PoissonGenerate(float radius, Vector2 sampleRegionSize,
int numSamplesBeforeRejection = 30)
{
float cellSize = radius / Mathf.Sqrt(2);
int[,] grid = new int[Mathf.CeilToInt(sampleRegionSize.x / cellSize), Mathf.CeilToInt(sampleRegionSize.y / cellSize)];
List<Vector2> points = new List<Vector2>();
List<Vector2> spawnPoints = new List<Vector2>();
spawnPoints.Add(sampleRegionSize / 2);
while (spawnPoints.Count > 0)
{
int spawnIndex = Random.Range(0, spawnPoints.Count);
Vector2 spawnCentre = spawnPoints[spawnIndex];
bool isCandidateAccepted = false;
for (int i = 0; i < numSamplesBeforeRejection; i++)
{
float angle = Random.value * Mathf.PI * 2;
Vector2 dir = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
Vector2 candidate = spawnCentre + dir * Random.Range(radius, 2 * radius);
if (IsValid(candidate, sampleRegionSize, cellSize, radius, points, grid))
{
points.Add(candidate);
spawnPoints.Add(candidate);
grid[(int)(candidate.x / cellSize), (int)(candidate.y / cellSize)] = points.Count;
isCandidateAccepted = true;
break;
}
}
if (!isCandidateAccepted)
spawnPoints.RemoveAt(spawnIndex);
}
return points;
}
static bool IsValid(Vector2 candidate, Vector2 sampleRegionSize, float cellSize, float radius, List<Vector2> points, int[,] grid)
{
if (candidate.x >= 0 && candidate.x < sampleRegionSize.x && candidate.y >= 0 && candidate.y < sampleRegionSize.y)
{
int cellX = (int) (candidate.x / cellSize);
int cellY = (int) (candidate.y / cellSize);
int searchStartX = Mathf.Max(0, cellX - 2);
int searchEndX = Mathf.Min(cellX + 2, grid.GetLength(0) - 1);
int searchStartY = Mathf.Max(0, cellY - 2);
int searchEndY = Mathf.Min(cellY + 2, grid.GetLength(1) - 1);
for (int x = searchStartX; x <= searchEndX; x++)
{
for (int y = searchStartY; y <= searchEndY; y++)
{
int pointIndex = grid[x, y] - 1;
if (pointIndex != -1)
{
float sqrDst = (candidate - points[pointIndex]).sqrMagnitude;
if (sqrDst < radius * radius)
{
return false;
}
}
}
}
return true;
}
return false;
}
// float squaredEuclideanDistance(Array point1, Array point2)
// {
//
// }
//
//
// void PoissonDiskGenerate()
// {
//
// }
}