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
231 lines
No EOL
8.4 KiB
C#
231 lines
No EOL
8.4 KiB
C#
/*MIT License
|
|
|
|
Copyright(c) 2018 Vili Volčini / viliwonka
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all
|
|
copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
*/
|
|
|
|
using System.Collections.Generic;
|
|
using System;
|
|
using Unity.Mathematics;
|
|
using static Unity.Mathematics.math;
|
|
|
|
namespace DataStructures.ViliWonka.KDTree {
|
|
|
|
public partial class KDQuery {
|
|
|
|
/// <summary>
|
|
/// Search by radius method.
|
|
/// </summary>
|
|
/// <param name="tree">Tree to do search on</param>
|
|
/// <param name="queryPosition">Position</param>
|
|
/// <param name="queryRadius">Radius</param>
|
|
/// <param name="resultIndices">Initialized list, cleared.</param>
|
|
public void Radius(KDTree tree, float2 queryPosition, float queryRadius, List<int> resultIndices, List<float> resultSqrDistances) {
|
|
|
|
Reset();
|
|
|
|
float2[] points = tree.Points;
|
|
int[] permutation = tree.Permutation;
|
|
|
|
float squaredRadius = queryRadius * queryRadius;
|
|
|
|
var rootNode = tree.RootNode;
|
|
|
|
PushToQueue(rootNode, rootNode.bounds.ClosestPoint(queryPosition));
|
|
|
|
KDQueryNode queryNode = null;
|
|
KDNode node = null;
|
|
|
|
// KD search with pruning (don't visit areas which distance is more away than range)
|
|
// Recursion done on Stack
|
|
while(LeftToProcess > 0) {
|
|
|
|
queryNode = PopFromQueue();
|
|
node = queryNode.node;
|
|
|
|
if(!node.Leaf) {
|
|
|
|
int partitionAxis = node.partitionAxis;
|
|
float partitionCoord = node.partitionCoordinate;
|
|
|
|
float2 tempClosestPoint = queryNode.tempClosestPoint;
|
|
|
|
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
|
|
|
|
// we already know we are inside negative bound/node,
|
|
// so we don't need to test for distance
|
|
// push to stack for later querying
|
|
|
|
// tempClosestPoint is inside negative side
|
|
// assign it to negativeChild
|
|
PushToQueue(node.negativeChild, tempClosestPoint);
|
|
|
|
tempClosestPoint[partitionAxis] = partitionCoord;
|
|
|
|
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
|
|
|
// testing other side
|
|
if(node.positiveChild.Count != 0
|
|
&& sqrDist <= squaredRadius) {
|
|
|
|
PushToQueue(node.positiveChild, tempClosestPoint);
|
|
}
|
|
}
|
|
else {
|
|
|
|
// we already know we are inside positive bound/node,
|
|
// so we don't need to test for distance
|
|
// push to stack for later querying
|
|
|
|
// tempClosestPoint is inside positive side
|
|
// assign it to positiveChild
|
|
PushToQueue(node.positiveChild, tempClosestPoint);
|
|
|
|
// project the tempClosestPoint to other bound
|
|
tempClosestPoint[partitionAxis] = partitionCoord;
|
|
|
|
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
|
|
|
// testing other side
|
|
if(node.negativeChild.Count != 0
|
|
&& sqrDist <= squaredRadius) {
|
|
|
|
PushToQueue(node.negativeChild, tempClosestPoint);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
|
|
// LEAF
|
|
for(int i = node.start; i < node.end; i++) {
|
|
|
|
int index = permutation[i];
|
|
|
|
if(lengthsq(points[index] - queryPosition) <= squaredRadius) {
|
|
|
|
resultIndices.Add(index);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Search by radius method.
|
|
/// </summary>
|
|
/// <param name="tree">Tree to do search on</param>
|
|
/// <param name="queryPosition">Position</param>
|
|
/// <param name="queryRadius">Radius</param>
|
|
/// <param name="resultIndices">Initialized list, cleared.</param>
|
|
public IEnumerable<(int index, float sqrDistance)> Radius(KDTree tree, float2 queryPosition, float queryRadius) {
|
|
|
|
Reset();
|
|
|
|
float2[] points = tree.Points;
|
|
int[] permutation = tree.Permutation;
|
|
|
|
float squaredRadius = queryRadius * queryRadius;
|
|
|
|
var rootNode = tree.RootNode;
|
|
|
|
PushToQueue(rootNode, rootNode.bounds.ClosestPoint(queryPosition));
|
|
|
|
KDQueryNode queryNode = null;
|
|
KDNode node = null;
|
|
|
|
// KD search with pruning (don't visit areas which distance is more away than range)
|
|
// Recursion done on Stack
|
|
while(LeftToProcess > 0) {
|
|
|
|
queryNode = PopFromQueue();
|
|
node = queryNode.node;
|
|
|
|
if(!node.Leaf) {
|
|
|
|
int partitionAxis = node.partitionAxis;
|
|
float partitionCoord = node.partitionCoordinate;
|
|
|
|
float2 tempClosestPoint = queryNode.tempClosestPoint;
|
|
|
|
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
|
|
|
|
// we already know we are inside negative bound/node,
|
|
// so we don't need to test for distance
|
|
// push to stack for later querying
|
|
|
|
// tempClosestPoint is inside negative side
|
|
// assign it to negativeChild
|
|
PushToQueue(node.negativeChild, tempClosestPoint);
|
|
|
|
tempClosestPoint[partitionAxis] = partitionCoord;
|
|
|
|
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
|
|
|
// testing other side
|
|
if(node.positiveChild.Count != 0
|
|
&& sqrDist <= squaredRadius) {
|
|
|
|
PushToQueue(node.positiveChild, tempClosestPoint);
|
|
}
|
|
}
|
|
else {
|
|
|
|
// we already know we are inside positive bound/node,
|
|
// so we don't need to test for distance
|
|
// push to stack for later querying
|
|
|
|
// tempClosestPoint is inside positive side
|
|
// assign it to positiveChild
|
|
PushToQueue(node.positiveChild, tempClosestPoint);
|
|
|
|
// project the tempClosestPoint to other bound
|
|
tempClosestPoint[partitionAxis] = partitionCoord;
|
|
|
|
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
|
|
|
// testing other side
|
|
if(node.negativeChild.Count != 0
|
|
&& sqrDist <= squaredRadius) {
|
|
|
|
PushToQueue(node.negativeChild, tempClosestPoint);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
|
|
// LEAF
|
|
for(int i = node.start; i < node.end; i++) {
|
|
|
|
int index = permutation[i];
|
|
|
|
var lengthSq = lengthsq(points[index] - queryPosition);
|
|
if(lengthSq <= squaredRadius) {
|
|
|
|
yield return (index, lengthSq);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
} |