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
161 lines
No EOL
5.4 KiB
C#
161 lines
No EOL
5.4 KiB
C#
/*MIT License
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Copyright(c) 2018 Vili Volčini / viliwonka
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#define KDTREE_VISUAL_DEBUG
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using System.Collections.Generic;
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using System;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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namespace DataStructures.ViliWonka.KDTree {
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using Heap;
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public partial class KDQuery {
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SortedList<int, KSmallestHeap<int>> _heaps = new SortedList<int, KSmallestHeap<int>>();
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/// <summary>
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/// Returns indices to k closest points, and optionaly can return distances
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/// </summary>
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/// <param name="tree">Tree to do search on</param>
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/// <param name="queryPosition">Position</param>
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/// <param name="k">Max number of points</param>
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/// <param name="resultIndices">List where resulting indices will be stored</param>
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/// <param name="resultDistances">Optional list where resulting distances will be stored</param>
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public void KNearest(KDTree tree, float2 queryPosition, int k, List<int> resultIndices, List<float> resultDistances = null) {
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// pooled heap arrays
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KSmallestHeap<int> kHeap;
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_heaps.TryGetValue(k, out kHeap);
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if(kHeap == null) {
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kHeap = new KSmallestHeap<int>(k);
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_heaps.Add(k, kHeap);
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}
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kHeap.Clear();
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Reset();
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float2[] points = tree.Points;
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int[] permutation = tree.Permutation;
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///Biggest Smallest Squared Radius
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float BSSR = Single.PositiveInfinity;
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var rootNode = tree.RootNode;
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float2 rootClosestPoint = rootNode.bounds.ClosestPoint(queryPosition);
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PushToHeap(rootNode, rootClosestPoint, queryPosition);
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KDQueryNode queryNode = null;
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KDNode node = null;
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int partitionAxis;
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float partitionCoord;
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float2 tempClosestPoint;
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// searching
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while(minHeap.Count > 0) {
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queryNode = PopFromHeap();
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if(queryNode.distance > BSSR)
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continue;
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node = queryNode.node;
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if(!node.Leaf) {
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partitionAxis = node.partitionAxis;
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partitionCoord = node.partitionCoordinate;
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tempClosestPoint = queryNode.tempClosestPoint;
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if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
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// we already know we are on the side of negative bound/node,
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// so we don't need to test for distance
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// push to stack for later querying
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PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
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// project the tempClosestPoint to other bound
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tempClosestPoint[partitionAxis] = partitionCoord;
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if(node.positiveChild.Count != 0) {
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PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
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}
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}
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else {
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// we already know we are on the side of positive bound/node,
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// so we don't need to test for distance
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// push to stack for later querying
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PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
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// project the tempClosestPoint to other bound
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tempClosestPoint[partitionAxis] = partitionCoord;
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if(node.positiveChild.Count != 0) {
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PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
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}
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}
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}
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else {
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float sqrDist;
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// LEAF
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for(int i = node.start; i < node.end; i++) {
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int index = permutation[i];
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sqrDist = lengthsq(points[index] - queryPosition);
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if(sqrDist <= BSSR) {
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kHeap.PushObj(index, sqrDist);
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if(kHeap.Full) {
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BSSR = kHeap.HeadValue;
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}
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}
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}
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}
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}
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kHeap.FlushResult(resultIndices, resultDistances);
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}
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}
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} |