inz-00/Assets/Scripts/AnnotationPass/CityFieldsPass.cs
2019-11-21 20:40:35 +01:00

291 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Assets.Cities;
using Assets.Common;
using System;
using Assets.Voronoi;
using UnityEngine;
using Random = System.Random;
namespace Assets.AnnotationPass
{
public class CityFieldsPass : IAnnotationPass
{
private Random _random;
private Graph<Point> _voronoiGraph;
public double MinimumAngle { get; set; }
public double MaxNudgeDistance { get; set; } = .25;
public double MinNudgeDistance { get; set; } = .75;
public double MinimumRoadLength { get; set; } = 2;
public double BusinessCityFields { get; set; } = 0.3;
public CityFieldsPass(Random random)
{
_random = random;
}
private bool IsPointInsideCity(City city, Point point)
{
return city.Sites.Any(s => PointUtils.IsPointInside(point, s.Boundary.Select(i => _voronoiGraph[i]).ToArray()));
}
private void AnnotateCity(City city)
{
CreateRoadGraph(city, _voronoiGraph.Vertices);
RemoveIncorrectEdges(city);
ConnectPointsIntoRoads(city);
FixRoadsDensity(city, MinimumAngle);
CreateFieldBoundaries(city);
CreateCityFields(city);
RemoveTooShortRoads(city);
NudgeCityFields(city);
}
private void RemoveTooShortRoads(City city)
{
foreach (var field in city.Fields)
{
field.Boundary = field.Boundary.Aggregate(new List<Point>(), (boundary, point) =>
{
if (boundary.Count == 0)
{
boundary.Add(point);
}
else
{
var last = boundary[boundary.Count - 1];
if (Point.Dist(last, point) > MinimumRoadLength)
boundary.Add(point);
else
boundary[boundary.Count - 1] = (point + last) / 2;
}
return boundary;
});
var f = field.Boundary.First();
var l = field.Boundary.Last();
if (Point.Dist(l, f) < MinimumRoadLength)
{
field.Boundary[0] = (f + l) / 2;
field.Boundary.Remove(l);
}
}
city.Fields = city.Fields.Where(field => field.Boundary.Count > 2).ToList();
}
private void NudgeCityFields(City city)
{
foreach (var field in city.Fields)
{
var nudge = _random.NextDouble() * MaxNudgeDistance + MinNudgeDistance;
field.Boundary = field.Boundary.Zip(PointUtils.CalculateNormals(field.Boundary), (a, b) => (Point: a, Normal: b)).Select(tuple => tuple.Point - tuple.Normal * nudge).ToList();
}
}
private void CreateCityFields(City city)
{
var edges = city.FieldBoundaries.Edges.Distinct().ToList();
edges = edges.Concat(edges.Select(tuple => (tuple.Item2, tuple.Item1))).ToList();
int GetNext(int current, int previous)
{
var center = city.FieldBoundaries[current];
var reference = center + new Point(0, 10);
var neighbours = city.FieldBoundaries
.Neighbours(current)
.Select(n => (Vertex: n, Angle: PointUtils.AngleBetween(center, reference, city.FieldBoundaries[n])))
.OrderBy(tuple => tuple.Angle)
.Select(tuple => tuple.Vertex)
.ToList();
return neighbours[(neighbours.FindIndex(n => n == previous) + 1) % neighbours.Count];
}
CityField CreateField(int start, int next)
{
CityField field = new CityField();
int watchdog = 100;
int current = start;
do
{
field.Boundary.Add(city.FieldBoundaries[current].Clone() as Point);
edges.Remove((current, next));
(current, next) = (next, GetNext(next, current));
} while (current != start && watchdog-- > 0);
field.Center = PointUtils.Mean(field.Boundary);
return field;
}
while (edges.Count > 0)
{
var (a, b) = edges[0];
edges.RemoveAt(0);
city.Fields.Add(CreateField(a, b));
}
// remove outside field
city.Fields.RemoveAll(field => !PointUtils.IsClockwise(field.Boundary));
// add field types
var orderedFields = city.Fields.OrderBy(cf => Point.Dist(cf.Center, city.Center)).ToList();
orderedFields.First().Type = FieldType.MainSquare;
int businessCityFields = (int)Math.Ceiling((BusinessCityFields*orderedFields.Count()));
foreach (var cityField in orderedFields.Skip(1).Take(businessCityFields))
{
cityField.Type = FieldType.Business;
}
foreach (var cityField in orderedFields.Skip(1+businessCityFields))
{
cityField.Type = FieldType.Living;
}
}
public void Annotate(Map map)
{
_voronoiGraph = map.Boundaries;
var cities = map.Metadata.GetProperty<List<City>>(LocateCitiesPass.CitiesProperty);
foreach (var city in cities)
AnnotateCity(city);
}
private void RemoveIncorrectEdges(City city)
{
var edges = city.Roads.Edges.ToList();
foreach (var (a, b) in edges)
{
var (va, vb) = (city.Roads[a], city.Roads[b]);
var center = (va + vb) / 2;
if (!IsPointInsideCity(city, center))
city.Roads.DeleteEdge(a, b);
}
}
private void CreateRoadGraph(City city, IList<Point> points)
{
var pointsForRoads = city.Sites.SelectMany(site => site.Boundary.Select(i => (i, points[i])).Append((-1, site.Center))).Distinct().ToList();
var mapping = pointsForRoads.Select((x, i) => x.Item1 == -1 ? (-1, -1) : (i, x.Item1)).Where(x => x.Item1 != -1).ToDictionary(x => x.Item2, x => x.Item1);
VoronoiGenerator generator = new VoronoiGenerator(pointsForRoads.Select(x => x.Item2));
generator.Generate();
city.Roads = generator.Delaunay.Morph(s => s.Point);
city.FieldBoundaries = new Graph<Point> { Vertices = city.Roads.Vertices, Edges = city.Edges.Select(e => (mapping[e.Item1], mapping[e.Item2])) };
}
private void ConnectPointsIntoRoads(City city)
{
var original = city.Roads.Morph(s => s, e => Point.Dist(city.Roads[e.Item1], city.Roads[e.Item2]));
//1.Sort all the edges in non - decreasing order of their weight.
//2.Pick the smallest edge.Check if it forms a cycle with the spanning tree formed so far. If cycle is not formed, include this edge.Else, discard it.
//3.Repeat step#2 until there are (V-1) edges in the spanning tree.
var edges = original.Edges.OrderByDescending(e => original.GetEdgeData(e));
Graph<Point> roads = new Graph<Point>() { Vertices = city.Roads.Vertices };
foreach (var edge in original.Edges)
{
roads.AddEdge(edge.Item1, edge.Item2);
if (Graph<Point>.HasCycle(roads))
roads.DeleteEdge(edge.Item1, edge.Item2);
if (roads.Edges.Count() == roads.Vertices.Count() - 1)
break;
}
city.Roads = roads;
}
private void CreateFieldBoundaries(City city)
{
foreach (var (a, b) in city.Roads.Edges)
city.FieldBoundaries.AddEdge(a, b);
var deadEnds = city.FieldBoundaries.Vertices.Select((_, i) => i).Where(i => city.FieldBoundaries.Neighbours(i).Count() == 1);
foreach (var deadEnd in deadEnds)
{
try
{
var neighbour = city.FieldBoundaries.Neighbours(deadEnd).First();
var closest = city.FieldBoundaries.Vertices
.Select((_, i) => i)
.OrderBy(i => Point.Dist(city.FieldBoundaries[i], city.FieldBoundaries[deadEnd]))
.Skip(1)
.First(c =>
c != neighbour &&
PointUtils.AngleBetween(city.FieldBoundaries[deadEnd],city.FieldBoundaries[c], city.FieldBoundaries[neighbour]) > MinimumAngle
);
city.FieldBoundaries.AddEdge(deadEnd, closest);
city.Roads.AddEdge(deadEnd, closest);
}
catch (InvalidOperationException e)
{
}
}
}
private void FixRoadsDensity(City city, double angle = 0.25f)
{
// dla każdego punktu w grafie dróg
// chyba że ma 2 to pomiń?
// wyznacz punkt 0
// oblicz odległości kątowe do wszystkich punktów
// posortuj je
// między wszystkimiu parami oblicz kąt
// potem według jakiegoś parametru usuń te, które są za bliskie
for (int i = 0; i < city.Roads.Vertices.Count(); i++)
{
var p = city.Roads[i];
if (city.Roads.Neighbours(i).Count() <= 2)
continue;
var reference = new Point(p.x, p.y + 30);
var orderedNeighours = city.Roads.Neighbours(i)
.Select(n => (Vertex: n, Point: city.Roads[n]))
.Select(x => (Vertex: x.Vertex, Angle: PointUtils.AngleBetween(p, reference, x.Point)))
.OrderBy(x => x.Angle)
.Select(x => x.Vertex);
foreach (var (a, b) in orderedNeighours.RotateRight(1).Zip(orderedNeighours, (a, b) => (a, b)))
{
if( PointUtils.AngleBetween(p, city.Roads[a], city.Roads[b]) < angle)
{
city.Roads.DeleteEdge(i, a);
}
}
}
}
}
}