inz-00/Assets/Scripts/MapRenderer.cs

197 lines
7.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Assets.Common;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Assets
{
// [RequireComponent(typeof(MeshFilter))]
// [RequireComponent(typeof(MeshRenderer))]
// [RequireComponent(typeof(LandmassGenerator))]
public class MapRenderer : MonoBehaviour
{
// public float UVScale = 1.0f;
//
// private List<Vector3> _vertices;
// private List<Vector2> _uv;
// private List<Vector3> _normals;
// private List<Color> _colors;
// private List<int> _triangles;
//
// private List<List<Point>> _edges;
//
// public void Generate()
// {
// var graph = GetComponent<LandmassGenerator>();
//
// graph.Reset();
// graph.Generate();
//
// var points = graph.VoronoiGenerator.Voronoi.Vertices;
//
// _vertices = new List<Vector3>();
// _normals = new List<Vector3>();
// _uv = new List<Vector2>();
// _colors = new List<Color>();
// _triangles = new List<int>();
//
// foreach (var location in graph.LocationGenerator.Result.Vertices.Skip(1))
// {
// GenerateLocationEdges(location, points);
// GenerateLocationMeshAlt(location, points);
// GenerateLocationWall(location, points);
// }
//
// Mesh mesh = new Mesh();
// mesh.vertices = _vertices.ToArray();
// mesh.uv = _uv.ToArray();
// mesh.normals = _normals.ToArray();
// mesh.triangles = _triangles.ToArray();
// mesh.colors = _colors.ToArray();
//
// GetComponent<MeshFilter>().sharedMesh = mesh;
//
// }
//
// private void GenerateLocationEdges(Location location, List<Point> points)
// {
// foreach (var (a, b) in location.BoundaryEdges.Select(x => (points[x.Item1], points[x.Item2])))
// location.DetailedEdge.AddRange(this.SplitEdge(a, b, 3));
// }
//
// private IEnumerable<Point> SplitEdge(Point a, Point b, int count)
// {
//// var direction = ;
// var magnitude = Point.Dist(a, b);
// var d = new Point(-(b.y - a.y) / magnitude, (b.x - a.x) / magnitude);
//
// magnitude *= Random.value * 0.4 - 0.2;
//
// Point c = new Point((a.x + b.x) / 2.0 + d.x * magnitude, (a.y + b.y) / 2.0 + d.y * magnitude);
//
// if (count > 0)
// {
// foreach (var p in SplitEdge(a, c, count - 1))
// yield return p;
//
// yield return c;
//
// foreach (var p in SplitEdge(c, b, count - 1))
// yield return p;
// }
// else
// {
// yield return c;
// }
// }
//
// private void GenerateLocationMeshAlt(Location location, IList<Point> points)
// {
// var start = _vertices.Count;
// var count = location.DetailedEdge.Count;
//
// _vertices.AddRange(location.DetailedEdge.Select(p => new Vector3((float)p.x, location.Type.height, (float)p.y)));
// _normals.AddRange(Enumerable.Repeat(Vector3.up, count));
// _colors.AddRange(Enumerable.Repeat(Color.blue, count));
// _uv.AddRange(location.DetailedEdge.Select(p => new Vector2((float)p.x, (float)p.y) / UVScale));
//
// var triangulator = new Triangulator(location.DetailedEdge.Select(v => new Vector2((float)v.x, (float)v.y)).ToArray());
// _triangles.AddRange(triangulator.Triangulate().Select(x => x + start));
// }
//
// private void GenerateLocationMesh(Location location, IList<Point> points)
// {
// foreach (var vertices in location.Sites.Select(site => site.Edges.Select(x => x.Item1).Reverse()))
// {
// int start = _vertices.Count;
//
// foreach (var i in vertices)
// {
// var isEdge = location.BoundaryPoints.Contains(i);
//
// var vertex = points[i];
// var v = PointToVector(location, vertex);
//
// _vertices.Add(v);
// _normals.Add(Vector3.up);
// _uv.Add(new Vector2(v.x, v.z) / UVScale);
// _colors.Add(isEdge ? Color.red : Color.blue);
// }
//
// int end = _vertices.Count;
//
// var triangulator = new Triangulator(_vertices.Skip(start).Take(end - start).Select(v => new Vector2(v.x, v.z)).ToArray());
// _triangles.AddRange(triangulator.Triangulate().Select(x => x + start));
//
// }
// }
//
// private static Vector3 PointToVector(Location location, Point vertex)
// {
// return new Vector3((float)vertex.x, location.Type.height + Mathf.PerlinNoise((float)vertex.x, (float)vertex.y) / 4, (float)vertex.y);
// }
//
// private void GenerateLocationWall(Location location, IList<Point> points)
// {
// var length = 0.0;
//
// var collection = location.DetailedEdge.Append(location.DetailedEdge.First());
// var edges = collection.Zip(collection.Skip(1), (a, b) => (a, b)).Zip(collection.Skip(2), (tuple, c) => (tuple.a, tuple.b, c));
//
// foreach (var (p, c, n) in edges)
// {
// int start = _vertices.Count;
// var dist = Point.Dist(p, c);
//
// var veca = PointToVector(location, p);
// var vecb = PointToVector(location, c);
//
// _vertices.Add(veca);
// _vertices.Add(new Vector3((float)p.x, -10,(float)p.y));
// _vertices.Add(vecb);
// _vertices.Add(new Vector3((float)c.x, -10,(float)c.y));
//
// var normal = new Vector3((float)(p.x + n.x - c.x) / 2.0f, 0, (float)(p.y + n.y - c.y) / 2.0f).normalized;
//
// _normals.AddRange(Enumerable.Repeat(normal, 4));
// _colors.AddRange(Enumerable.Repeat(Color.red, 4));
//
// _triangles.AddRange(new []
// {
// start, start + 2, start + 1,
// start + 1, start + 2, start + 3
// });
//
// _uv.AddRange(new []
// {
// new Vector2((float)length, veca.y) / UVScale,
// new Vector2((float)length, -10) / UVScale,
// new Vector2((float)(length + dist), vecb.y) / UVScale,
// new Vector2((float)(length + dist), -10) / UVScale,
// });
//
// length += dist;
// }
// }
//
// private void OnDrawGizmos()
// {
// var graph = GetComponent<LandmassGenerator>();
//
// if (graph?.LocationGenerator?.Result == null) return;
//
// foreach (var location in graph.LocationGenerator.Result.Vertices.Skip(1))
// {
// var boundary = location.DetailedEdge;
// foreach (var (a, b) in boundary.Zip(boundary.Skip(1).Append(boundary.First()), (a, b) => (a, b)))
// {
// var va = new Vector3((float) a.x, location.Type.height, (float) a.y);
// var vb = new Vector3((float) b.x, location.Type.height, (float) b.y);
//
// Gizmos.DrawLine(va, vb);
// }
// }
// }
}
}