inz-00/Assets/Scripts/CityGenerator.cs
2019-09-26 19:18:49 +02:00

441 lines
14 KiB
C#

using Assets.Common;
using Assets.Map;
using Assets.Voronoi;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Assets.Scripts
{
public class PointProximityComparer : IEqualityComparer<Point>
{
double _threshold;
public PointProximityComparer(double threshold = 0.2)
{
_threshold = threshold;
}
public bool Equals(Point x, Point y)
{
return Point.Dist(x, y) < _threshold;
}
public int GetHashCode(Point obj)
{
return obj.GetHashCode();
}
}
public class CityField
{
public List<Point> boundary;
}
public class City
{
public Graph<Voronoi.Site> startGraph;
public List<Voronoi.Site> sites;
public Graph<Point> roads = new Graph<Point>();
public Graph<Point> fieldBoundaries = new Graph<Point>();
public List<CityField> fields = new List<CityField>();
public List<(int, int)> edges;
public City(Graph<Site> startGraph)
{
this.startGraph = startGraph;
this.sites = new List<Voronoi.Site>();
this.edges = new List<(int, int)>();
}
public City(Graph<Site> startGraph, List<Site> sitesList) : this(startGraph)
{
this.sites = sitesList;
}
public void AddSite(Site site)
{
sites.Add(site);
FixBoundaryEdges(site);
}
private void FixBoundaryEdges(Site site)
{
var a = edges;
var b = site.Edges.Select(x => x.Item1 < x.Item2 ? x : (x.Item2, x.Item1));
edges = a.Union(b).Except(a.Intersect(b)).ToList();
}
public void CreateRoadGraph(IList<Point> points)
{
var pointsForRoads = sites.SelectMany(site => site.Vertices.Select(i => (i, points[i])).Append((-1, site.Point))).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();
roads = generator.Delaunay.Morph(s => s.Point);
fieldBoundaries = new Graph<Point> { Vertices = roads.Vertices, Edges = edges.Select(e => (mapping[e.Item1], mapping[e.Item2])) };
}
}
[Serializable]
public class GraphGeneratorDebug
{
public bool displayVertices = false;
public bool displayCrossroads = true;
public bool displayEdges = false;
public bool displayCities = true;
public bool displayCityRoads = true;
public bool displayFieldBoundaries = true;
public bool displayWorldRoads = false;
}
[RequireComponent(typeof(GraphGenerator))]
public class CityGenerator : MonoBehaviour
{
private System.Random _random;
private Graph<Point> _voronoiGraph;
private Graph<Location> _locationGraph;
private Graph<Site> _basicGraph;
private List<int> verticesForRoads;
private List<int> verticesForCitites;
public GraphGeneratorDebug debug;
public double minimumAngle = 0.25;
public List<City> cities = new List<City>();
Graph<Site> roads = new Graph<Site>();
Graph<Point> mainRoads = new Graph<Point>();
List<int> CountProbablitityOfCity(List<int> vertices)
{
List<int> probabilities = new List<int>();
vertices.ForEach(v => probabilities.Add((v % 2 == 0 ? _random.Next(0, 50) : _random.Next(50, 100))));
return probabilities;
}
List<int> LocateCities()
{
// var verticesForCitites = CountProbablitityOfCity(ChoosePoints(20));
// verticesForCitites.Sort();
// return verticesForCitites.GetRange(0, 10);
return ChoosePoints(20);
}
public bool IsPointInsideCity(City city, Point point)
{
return city.sites.Any(s => PointUtils.IsPointInside(point, s.Vertices.Select(i => _voronoiGraph[i]).ToArray()));
}
City CreateCity(int vertex, int size)
{
City newCity = new City(_basicGraph);
var site = _basicGraph.Vertices[vertex];
var sites = new List<Site>() { site };
var location = site.Location;
for (int i = 0; i < size - 1; i++)
{
location = site.Location;
var neighbours = _basicGraph.Neighbours(site.Index).Select(j => _basicGraph.Vertices[j]).Where(s => s.Location == location).ToList();
site = neighbours[_random.Next(neighbours.Count)];
sites.Add(site);
}
foreach (var s in sites.Distinct())
{
newCity.AddSite(s);
}
newCity.CreateRoadGraph(_voronoiGraph.Vertices);
var edges = newCity.roads.Edges.ToList();
foreach (var (a, b) in edges)
{
var (va, vb) = (newCity.roads[a], newCity.roads[b]);
var center = (va + vb) / 2;
if (!IsPointInsideCity(newCity, center))
newCity.roads.DeleteEdge(a, b);
}
ConnectPointsIntoRoads(newCity);
FixRoadsDensity(newCity, minimumAngle);
CreateFieldBoundaries(newCity);
return newCity;
}
List<int> ChoosePoints(int number)
{
var vertices = new List<int>();
for (int i = 0; i < number; i++)
{
var randomLocation = _locationGraph.Vertices[_random.Next(1, _locationGraph.Vertices.Count())];
var count = randomLocation.Sites.Count();
Site randomPoint;
randomPoint = randomLocation.Sites[_random.Next(0, count)];
vertices.Add(randomPoint.Index);
}
return vertices;
}
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)
{
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);
city.fieldBoundaries.AddEdge(deadEnd, closest);
city.roads.AddEdge(deadEnd, closest);
}
}
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);
}
}
}
}
void CreateWorldRoadGraph()
{
roads.Vertices = verticesForCitites.Select(i => _basicGraph.Vertices[i]).ToList();
VoronoiGenerator generator = new VoronoiGenerator(roads.Vertices.Select(s => s.Point).ToList());
generator.Generate();
roads.Edges = generator.Delaunay.Edges;
}
void AddLanesToRoads()
{
// ergo dodaj randomowe połączenia xd
}
// UI Methods
public void Start()
{
Reset();
}
public void Reset()
{
var graphGenerator = GetComponent<GraphGenerator>();
_random = new System.Random(graphGenerator.seed);
cities = new List<City>();
}
public void NewCity()
{
cities.Add(CreateCity(LocateCities()[_random.Next(0, 10)], _random.Next(0, 10)));
}
public void Generate()
{
var graphGenerator = GetComponent<GraphGenerator>();
graphGenerator.Generate();
_basicGraph = graphGenerator.VoronoiGenerator.Delaunay.Morph(l => l);
_voronoiGraph = graphGenerator.VoronoiGenerator.Voronoi;
_locationGraph = graphGenerator.LocationGenerator.Result;
verticesForCitites = LocateCities();
foreach (var index in verticesForCitites)
{
cities.Add(CreateCity(index, _random.Next(0, 10)));
}
CreateWorldRoadGraph();
mainRoads = roads.Morph(s => s.Point);
}
private void DisplayGraphVertices(Graph<Point> graph)
{
var vertices = graph.Vertices.Select(p => p.ToVector3());
var offset = Vector3.right;
foreach (var (v, i) in vertices.Select((x, i) => (x, i)))
{
Gizmos.DrawSphere(v, 1);
}
}
private void DisplayGraphCrossroads(Graph<Point> graph, List<int> vertices)
{
//foreach (var v in vertices.Select(i => graph.Vertices[i].ToVector3()))
//{
// Gizmos.DrawSphere(v, 1);
//}
}
private void DisplayGraphCities(List<City> cities)
{
foreach (City city in cities)
{
Gizmos.color = Color.magenta;
foreach (var (a, b) in city.edges)
{
Gizmos.DrawLine(_voronoiGraph.Vertices[a].ToVector3(), _voronoiGraph.Vertices[b].ToVector3());
}
foreach (var a in city.sites)
Gizmos.DrawSphere(a.Point.ToVector3(), 1);
}
}
private void DisplayGraphEdges(Graph<Point> graph)
{
var edges = graph.Edges
.Select(edge => (graph.Vertices[edge.Item1], graph.Vertices[edge.Item2]))
.Select(edge => (edge.Item1.ToVector3(), edge.Item2.ToVector3()));
foreach (var (s, e) in edges) Gizmos.DrawLine(s, e);
}
private void OnDrawGizmos()
{
if (debug.displayVertices)
{
Gizmos.color = Color.white;
DisplayGraphVertices(_basicGraph.Morph(l => l.Point));
}
if (debug.displayEdges)
{
Gizmos.color = Color.white;
DisplayGraphEdges(_basicGraph.Morph(l => l.Point));
}
if (debug.displayCrossroads)
{
Gizmos.color = Color.magenta;
DisplayGraphCrossroads(_basicGraph.Morph(l => l.Point), verticesForRoads);
}
if (debug.displayCities)
{
Gizmos.color = Color.magenta;
DisplayGraphCities(cities);
}
if (debug.displayFieldBoundaries)
{
Gizmos.color = Color.white;
foreach (var city in cities)
DisplayGraphEdges(city.fieldBoundaries);
}
if (debug.displayCityRoads)
{
Gizmos.color = Color.green;
foreach (var city in cities)
{
DisplayGraphEdges(city.roads);
DisplayGraphVertices(city.roads);
}
}
if (debug.displayWorldRoads)
{
// Gizmos.color = new Color(0.254f, 0.127f, 0.156f);
Gizmos.color = Color.blue;
DisplayGraphEdges(mainRoads);
}
}
}
}