Finished road generator
This commit is contained in:
parent
1304499b66
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54b833b620
@ -49,9 +49,9 @@
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\MouseLook.cs" />
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<Compile Include="Assets\Standard Assets\Environment\Water (Basic)\Scripts\WaterBasic.cs" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<Reference Include="UnityEngine.UI">
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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@ -49,9 +49,9 @@
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\MouseLook.cs" />
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<Compile Include="Assets\Standard Assets\Environment\Water (Basic)\Scripts\WaterBasic.cs" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<Reference Include="UnityEngine.UI">
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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@ -54,12 +54,15 @@
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<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
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<Compile Include="Assets\Scripts\Model\IPositionable.cs" />
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<Compile Include="Assets\Scripts\Model\LineSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Map.cs" />
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<Compile Include="Assets\Scripts\Model\Point.cs" />
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<Compile Include="Assets\Scripts\Model\Rectangle.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Texture.cs" />
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<Compile Include="Assets\Scripts\Model\Vector2.cs" />
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<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
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@ -69,15 +72,16 @@
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<Compile Include="Assets\Scripts\Utils\ColorHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Expression.cs" />
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<Compile Include="Assets\Scripts\Utils\Logger.cs" />
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<Compile Include="Assets\Scripts\Utils\QuadTree.cs" />
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<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\Range.cs" />
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<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Task.cs" />
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<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<Reference Include="Assembly-UnityScript-firstpass">
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<HintPath>C:/Users/Tibi/Google Drive/FacultateCY/$ Licenta/Game/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll</HintPath>
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</Reference>
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@ -54,12 +54,15 @@
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<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
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<Compile Include="Assets\Scripts\Model\IPositionable.cs" />
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<Compile Include="Assets\Scripts\Model\LineSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Map.cs" />
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<Compile Include="Assets\Scripts\Model\Point.cs" />
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<Compile Include="Assets\Scripts\Model\Rectangle.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Texture.cs" />
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<Compile Include="Assets\Scripts\Model\Vector2.cs" />
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<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
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@ -69,15 +72,16 @@
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<Compile Include="Assets\Scripts\Utils\ColorHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Expression.cs" />
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<Compile Include="Assets\Scripts\Utils\Logger.cs" />
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<Compile Include="Assets\Scripts\Utils\QuadTree.cs" />
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<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\Range.cs" />
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<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Task.cs" />
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<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<Reference Include="UnityEngine.UI">
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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@ -51,9 +51,9 @@
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FlyCam.js" />
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<Reference Include="UnityEngine.UI">
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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@ -51,9 +51,9 @@
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FlyCam.js" />
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<Reference Include="UnityEngine.UI">
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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@ -2,7 +2,7 @@
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<biome>
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<name>Grassland</name>
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<height>100</height>
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<moisture min=".1" max=".5"/>
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<moisture min=".03" max=".3"/>
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<vegetationDensity min=".2" max=".5" />
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<textures>
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<texture src="grass" expr="0.5" />
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@ -1,4 +1,8 @@
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fileFormatVersion: 2
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guid: 50d52558244dee444936bce1f2bd9e0a
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guid: 04f446df0e76dde479e71408d721ffcc
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timeCreated: 1432915085
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licenseType: Free
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TextScriptImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -35,8 +35,6 @@ namespace TransportGame.Generator
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RoadGenerator roadGenerator = new RoadGenerator();
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roadGenerator.Generate(map);
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Logger.DumpMap(map, "withroads.map");
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// Done
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return map;
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}
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@ -4,7 +4,6 @@ using System.Linq;
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using System.Text;
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using TransportGame.Model;
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using TransportGame.Noise;
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using UnityEngine;
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namespace TransportGame.Generator
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{
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@ -14,9 +13,13 @@ namespace TransportGame.Generator
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public void Generate(Map map)
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{
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// Generate range
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float mp = (float)(map.Width * map.Height) / (1024 * 1024); // For 4k x 4k range should be around 900
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map.PopulationCenterRange = mp * 155f / 5f + 1490f / 3f; // For 2k x 2k range should be around 600
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// Generate a number of points
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int maxPoints = map.Width * map.Height / (1024 * 512);
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int points = random.Next(maxPoints / 4, maxPoints);
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int maxPoints = 16 * (int) Math.Sqrt(mp);
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int points = random.Next(maxPoints / 2, maxPoints);
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for (int i = 0; i < points; ++i)
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{
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@ -24,12 +27,12 @@ namespace TransportGame.Generator
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do
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{
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px = random.Next(map.Width);
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py = random.Next(map.Height);
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px = random.Next(map.Width / 6, 5 * map.Width / 6);
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py = random.Next(map.Height / 6, 5 * map.Height / 6);
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}
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while (map.IsWater(px, py));
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map.PopulationCenters.Add(new Point(px, py));
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map.PopulationCenters.Add(new Vector2(px, py));
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}
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}
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}
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@ -4,142 +4,383 @@ using System.Linq;
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using System.Text;
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using TransportGame.Model;
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using TransportGame.Model.Road;
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using UnityEngine;
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using TransportGame.Utils;
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using Vector2 = TransportGame.Model.Vector2;
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namespace TransportGame.Generator
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{
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public class RoadGenerator
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{
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class RoadGeneratorSegment
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{
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public RoadNode Terminal1;
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public Vector2 Terminal2Pos;
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public RoadNode Terminal2;
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public bool Highway;
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public int Time;
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public RoadGeneratorSegment(RoadNode term1, Vector2 term2pos, bool highway, int time = 0)
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{
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Terminal1 = term1;
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Terminal2Pos = term2pos;
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Highway = highway;
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Time = time;
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}
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public override string ToString()
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{
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string str = String.Format("(gensegment, {0}->", Terminal1);
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if (Terminal2 == null)
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str += Terminal2Pos.ToString();
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else str += Terminal2.ToString();
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str += ", ";
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if (Highway)
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str += "highway, ";
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str += String.Format("time={0})", Time);
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return str;
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}
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}
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QuadTree<RoadNode> qtree;
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List<RoadGeneratorSegment> queue;
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System.Random random = new System.Random();
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Map map;
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const int segmentCountLimit = 100;
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const int maxSegmentLength = 20;
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const int minSegmentLength = 1;
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const float HighwaySegmentLength = 60;
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const float DefaultBranchPopulationTreshold = 0.12f;
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const float DefaultBranchProbability = 0.2f;
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const float DefaultSegmentLength = 24;
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const float SteepnessLimit = 10;
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const float SlopeLimit = (float)Math.PI / 6;
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const float RoadSegmentAngleLimit = (float)Math.PI / 4;
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const float RoadSnapDistance = 19;
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const float MinNodeDistance = 12;
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const int MaximumRandomStraightAngle = 45; // in degrees
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const int MaximumBranchAngleVariation = 12; // in degrees
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const float HighwayBranchPopulationTreshold = .4f; // 0..1
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const float HighwayBranchProbability = .01f;
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const int HighwayBranchDelay = 3;
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const int MaximumIntersectingRoads = 5;
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public RoadGenerator()
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{
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}
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public void Generate(Map map)
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public void Initialize(Map map)
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{
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this.map = map;
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map.RoadNetwork = new RoadNetwork();
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qtree = new QuadTree<RoadNode>(0, 0, map.Width, map.Height);
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queue = new List<RoadGeneratorSegment>();
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Queue<RoadNode> queue = new Queue<RoadNode>();
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RoadNode first = map.RoadNetwork.CreateNode();
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queue.Enqueue(first);
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// Set starting point
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if (map.PopulationCenters != null && map.PopulationCenters.Count > 0)
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// Generate positions
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Vector2 center = new Vector2(map.Width / 2, map.Height / 2);
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int maxDistanceFromCenter = map.Width / 3;
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Vector2 p0, p1, p2; // p2 goes in opposite direction
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do
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{
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first.X = map.PopulationCenters.First().X;
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first.Y = map.PopulationCenters.First().Y;
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// Generate point close to center of the map
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float gen_x = random.Next(-maxDistanceFromCenter, maxDistanceFromCenter) + random.NextSingle();
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float gen_y = random.Next(-maxDistanceFromCenter, maxDistanceFromCenter) + random.NextSingle();
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p0 = center + new Vector2(gen_x, gen_y);
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// Generate a random direction
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Vector2 dir = Vector2.FromDegrees(random.Next(360)) * (HighwaySegmentLength / 2);
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p1 = p0 + dir;
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p2 = p0 - dir;
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} while (IsObstacle(p0) || IsObstacle(p1) || IsObstacle(p2));
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// Logger.Info("Generated initial segment: {0} -> {1}", p0, p1);
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// Logger.Info("Generated initial segment: {0} -> {1}", p0, p2);
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// Create root node
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var node0 = map.RoadNetwork.CreateNode(p0);
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qtree.Add(node0);
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// Logger.Info("Generated root node: {0}", node0);
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// Create & enqueue segments
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queue.Add(new RoadGeneratorSegment(node0, p1, true));
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queue.Add(new RoadGeneratorSegment(node0, p2, true));
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}
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public void Step()
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{
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// Logger.Info(">>> BEGAN STEP <<<");
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var segment = queue.OrderBy(x => x.Time).First();
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queue.Remove(segment);
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// Logger.Info("Dequeued segment {0}", segment);
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// Check local constraints
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if (CheckLocalConstraints(segment))
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{
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// Logger.Info("Local constraints check succeeded.");
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RoadSegment createdSegment;
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// Finish to create segment
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if (segment.Terminal2 != null)
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createdSegment = map.RoadNetwork.CreateArticulationSegment(segment.Terminal1, segment.Terminal2);
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else
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createdSegment = map.RoadNetwork.CreateArticulationSegment(segment.Terminal1, segment.Terminal2Pos);
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qtree.Add(createdSegment.Terminal2);
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createdSegment.LanesTo1 = createdSegment.LanesTo2 = (segment.Highway) ? 3 : 1;
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// Use global goals to get new segments
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foreach (var newSegment in GlobalGoals(createdSegment))
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{
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newSegment.Time += segment.Time + 1;
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queue.Add(newSegment);
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// Logger.Info("Added segment to queue: {0}", newSegment);
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}
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}
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else
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{
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first.X = random.Next(map.Width);
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first.Y = random.Next(map.Height);
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// Logger.Info("Local constraints check failed!");
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}
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}
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// Go through each node
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for (int i = 0; i < segmentCountLimit && queue.Count > 0; i++)
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private bool IsObstacle(Vector2 p)
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{
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return !map.IsInside(p.X, p.Y) || map.IsWater(p.X, p.Y) || map.GetSteepness(p.X, p.Y) > SteepnessLimit;
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}
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public void Generate(Map map)
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{
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Initialize(map);
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int iterationCount = (map.Width * map.Height) / 512;
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for (int i = 0; i < iterationCount && queue.Count > 0; i++)
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Step();
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}
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private IEnumerable<RoadGeneratorSegment> GlobalGoals(RoadSegment segment)
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{
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Vector2 prevPos = segment.Terminal2.Position;
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Vector2 dir = (segment.Terminal2.Position - segment.Terminal1.Position).Normalized;
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bool highway = (segment.LanesTo1 >= 3);
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bool highwayBranched = false;
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// Logger.Info("> Computing global goals. prevPos={0}, dir={1}, highway={2}", prevPos, dir, highway);
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// Going straight
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Vector2 straight = prevPos + dir * ((highway) ? HighwaySegmentLength : DefaultSegmentLength);
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float straightPopulation = map.GetPopulation(straight);
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// Logger.Info("> Straight={0} StraightPopulation={1}", straight, straightPopulation);
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// Highways...
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if (highway)
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{
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RoadNode node = queue.Dequeue();
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// Logger.Info("> Highway case:");
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// Produce solutions based on global goals
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foreach (var next in GlobalGoals(node))
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Vector2 randomStraight = prevPos + HighwaySegmentLength * dir.RotateDeg(random.Next(-MaximumRandomStraightAngle, MaximumRandomStraightAngle));
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float randomPopulation = map.GetPopulation(randomStraight);
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// Logger.Info("> RandomStraight={0} RandomPopulation={1}", randomStraight, randomPopulation);
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if (randomPopulation > straightPopulation)
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{
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if (CheckLocalConstraints(node, next))
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// Logger.Info("> Yielding random straight vector.");
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yield return new RoadGeneratorSegment(segment.Terminal2, randomStraight, highway);
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}
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else
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{
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// Logger.Info("> Yielding straight vector.");
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yield return new RoadGeneratorSegment(segment.Terminal2, straight, highway);
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}
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// Branch highway
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if (Math.Max(straightPopulation, randomPopulation) > HighwayBranchPopulationTreshold)
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{
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// Logger.Info("> Above treshold. Branching...");
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if (random.NextSingle() < HighwayBranchProbability)
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{
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// Next is a temporary node - create a node on the road network
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var other = map.RoadNetwork.CreateNode();
|
||||
other.X = next.X;
|
||||
other.Y = next.Y;
|
||||
Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, highway, HighwayBranchDelay);
|
||||
|
||||
// Create a segment
|
||||
var segment = map.RoadNetwork.CreateArticulationSegment();
|
||||
highwayBranched = true;
|
||||
// Logger.Info("> Branch to the left: {0}", leftBranch);
|
||||
}
|
||||
if (random.NextSingle() < HighwayBranchProbability)
|
||||
{
|
||||
Vector2 rightBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, highway, HighwayBranchDelay);
|
||||
|
||||
// Assign IDs
|
||||
segment.Terminal1Id = node.Id;
|
||||
segment.Terminal2Id = other.Id;
|
||||
node.ArticulationSegmentIds.Add(segment.Id);
|
||||
other.ArticulationSegmentIds.Add(segment.Id);
|
||||
|
||||
// Enqueue node
|
||||
queue.Enqueue(other);
|
||||
highwayBranched = true;
|
||||
// Logger.Info("> Branch to the right: {0}", rightBranch);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<RoadNode> GlobalGoals(RoadNode node)
|
||||
{
|
||||
// Goal #1 - connect population centers
|
||||
foreach (var popCenter in map.PopulationCenters.Skip(1))
|
||||
// Don't allow more branches
|
||||
if (highwayBranched)
|
||||
yield break;
|
||||
}
|
||||
|
||||
else if (random.NextSingle() < straightPopulation)
|
||||
{
|
||||
// Get direction vector
|
||||
float dx = popCenter.X - node.X;
|
||||
float dy = popCenter.Y - node.Y;
|
||||
|
||||
// Ignore if too close to population center
|
||||
if (Math.Abs(dx) <= 1 && Math.Abs(dy) <= 1)
|
||||
continue;
|
||||
|
||||
// Calculate length of direction vector (we need to normalize it)
|
||||
float dlen = Mathf.Sqrt(dx * dx + dy * dy);
|
||||
|
||||
// Length of segment
|
||||
int length = random.Next(minSegmentLength, maxSegmentLength);
|
||||
|
||||
// Calculate coordinates
|
||||
yield return new RoadNode()
|
||||
{
|
||||
X = node.X + length * dx / dlen,
|
||||
Y = node.Y + length * dy / dlen
|
||||
};
|
||||
// Logger.Info("> Not highway. Yielding straight vector.");
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, straight, false);
|
||||
}
|
||||
|
||||
// Goal #2 - random segments depending on how populated is area - max 25% chance
|
||||
if (random.NextDouble() < map.GetPopulation(Convert.ToInt32(node.X), Convert.ToInt32(node.Y)) * 4)
|
||||
// Branch normal road
|
||||
if (straightPopulation > DefaultBranchPopulationTreshold)
|
||||
{
|
||||
// Generate direction vector
|
||||
float dx = Convert.ToSingle(random.NextDouble()) * 2 - 1;
|
||||
float dy = Convert.ToSingle(random.NextDouble()) * 2 - 1;
|
||||
|
||||
int length = random.Next(minSegmentLength, maxSegmentLength);
|
||||
|
||||
// Calculate coordinates
|
||||
yield return new RoadNode()
|
||||
// Logger.Info("Straight population above branch treshold. Branching...");
|
||||
if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
|
||||
{
|
||||
X = node.X + dx * length,
|
||||
Y = node.Y + dy * length
|
||||
};
|
||||
}
|
||||
}
|
||||
Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, false, (highway) ? HighwayBranchDelay : 0);
|
||||
|
||||
public bool CheckLocalConstraints(RoadNode first, RoadNode second)
|
||||
{
|
||||
// Make sure point is inside map
|
||||
if (!map.IsInside(Convert.ToInt32(second.X), Convert.ToInt32(second.Y)))
|
||||
return false;
|
||||
|
||||
// Cannot build on water
|
||||
if (map.IsWater(Convert.ToInt32(second.X), Convert.ToInt32(second.Y)))
|
||||
return false;
|
||||
|
||||
// Check steepness
|
||||
int mix = Convert.ToInt32(Math.Min(first.X, second.X));
|
||||
int max = Convert.ToInt32(Math.Max(first.X, second.X));
|
||||
int miy = Convert.ToInt32(Math.Min(first.Y, second.Y));
|
||||
int may = Convert.ToInt32(Math.Max(first.Y, second.Y));
|
||||
|
||||
for (int x = mix; x <= max; x++)
|
||||
for (int y = miy; y <= may; y++)
|
||||
{
|
||||
if (map.GetSteepness(x, y) > 1)
|
||||
return false;
|
||||
// Logger.Info("> Branch to the left: {0}", leftBranch);
|
||||
}
|
||||
if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
|
||||
{
|
||||
Vector2 rightBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, false, (highway) ? HighwayBranchDelay : 0);
|
||||
|
||||
// Logger.Info("> Branch to the right: {0}", rightBranch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckLocalConstraints(RoadGeneratorSegment segment)
|
||||
{
|
||||
// Logger.Info("Checking local constraints...");
|
||||
|
||||
// Constraint #1: check for obstacles
|
||||
if (IsObstacle(segment.Terminal2Pos))
|
||||
{
|
||||
// Logger.Info("Obstacle.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Constraint #2: slope
|
||||
float segmentLength = (segment.Highway) ? HighwaySegmentLength : DefaultSegmentLength;
|
||||
float levelDiff = map.GetHeight((int)segment.Terminal1.X, (int)segment.Terminal1.Y) -
|
||||
map.GetHeight((int)segment.Terminal2Pos.X, (int)segment.Terminal2Pos.Y);
|
||||
float sinSlope = Math.Abs(levelDiff) / segmentLength;
|
||||
|
||||
// Logger.Info("Level difference is {0}, slope is (rads) {1}", levelDiff, Math.Asin(sinSlope));
|
||||
|
||||
if (Math.Asin(sinSlope) > SlopeLimit)
|
||||
{
|
||||
// Logger.Info("Slope too big!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Constraint #3: Number of intersecting roads
|
||||
if (segment.Terminal1.ArticulationSegmentIds.Count > MaximumIntersectingRoads)
|
||||
return false;
|
||||
|
||||
// Constraint #4: intersections & snapping
|
||||
Rectangle queryArea = new Rectangle(
|
||||
Math.Min(segment.Terminal1.X, segment.Terminal2Pos.X) - 3 * HighwaySegmentLength,
|
||||
Math.Min(segment.Terminal1.Y, segment.Terminal2Pos.Y) - 3 * HighwaySegmentLength,
|
||||
Math.Max(segment.Terminal1.X, segment.Terminal2Pos.X) + 3 * HighwaySegmentLength,
|
||||
Math.Max(segment.Terminal1.Y, segment.Terminal2Pos.Y) + 3 * HighwaySegmentLength);
|
||||
|
||||
// Logger.Info("Searching area {0} for intersecting segments.", queryArea);
|
||||
|
||||
IEnumerable<int> segmentIds = Enumerable.Empty<int>();
|
||||
|
||||
// Look for nearby segments
|
||||
foreach (var node in qtree.Query(queryArea))
|
||||
{
|
||||
// Logger.Info("Found node: {0}", node);
|
||||
if (node == segment.Terminal1)
|
||||
{
|
||||
// Logger.Info("Node is originating node. Will ignore.");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Too close to another node in the area
|
||||
if ((node.Position - segment.Terminal2Pos).LengthSq < MinNodeDistance * MinNodeDistance)
|
||||
return false;
|
||||
|
||||
segmentIds = segmentIds.Concat(node.ArticulationSegmentIds);
|
||||
}
|
||||
|
||||
// Filter & sort the segments by distance
|
||||
segmentIds = segmentIds.Distinct().OrderBy(id =>
|
||||
{
|
||||
var seg = map.RoadNetwork.ArticulationSegments[id];
|
||||
var line = new LineSegment(seg.Terminal1.Position, seg.Terminal2.Position);
|
||||
return LineSegment.Distance(line, segment.Terminal2Pos);
|
||||
});
|
||||
|
||||
foreach (var segmentId in segmentIds)
|
||||
{
|
||||
var other = map.RoadNetwork.ArticulationSegments[segmentId];
|
||||
var line1 = new LineSegment(segment.Terminal1.Position, segment.Terminal2Pos);
|
||||
var line2 = new LineSegment(other.Terminal1.Position, other.Terminal2.Position);
|
||||
|
||||
// Logger.Info("Found segment: {0}. Will test intersection between segments {0} and {1}", other, line1, line2);
|
||||
|
||||
Vector2? inters = LineSegment.Intersect(line1, line2);
|
||||
|
||||
// Case #1: there is an intersection with another segment. We cut the rest of the segment
|
||||
if (inters.HasValue && inters.Value != segment.Terminal1.Position)
|
||||
{
|
||||
// Logger.Info("Found intersection point: {0}", inters);
|
||||
|
||||
// Check angle between segments
|
||||
float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (line2.P1 - line2.P0).Normalized);
|
||||
if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
|
||||
{
|
||||
// Logger.Info("Angle between segments is too small ({0} rads)", Math.Abs(Math.Acos(cos)));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Split segment
|
||||
var newNode = map.RoadNetwork.SplitArticulationSegment(other, inters.Value);
|
||||
segment.Terminal2Pos = inters.Value;
|
||||
segment.Terminal2 = newNode;
|
||||
// Logger.Info("Performed split in point: {0}", newNode);
|
||||
return true;
|
||||
}
|
||||
else // Logger.Info("Does not intersect.");
|
||||
|
||||
// Case #2: no intersection, but the point is close enough to an existing intersection
|
||||
if ((segment.Terminal2Pos - other.Terminal2.Position).LengthSq <= RoadSnapDistance * RoadSnapDistance)
|
||||
{
|
||||
// Check angle between intersecting segments
|
||||
foreach (var intersSeg in other.Terminal2.ArticulationSegments)
|
||||
{
|
||||
float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (intersSeg.Terminal2.Position - intersSeg.Terminal1.Position).Normalized);
|
||||
if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
|
||||
{
|
||||
// Logger.Info("Angle between segments is too small ({0} rads)", Math.Abs(Math.Acos(cos)));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Logger.Info("Point is close to existing intersection: {0}, will snap.", other.Terminal2);
|
||||
segment.Terminal2Pos = other.Terminal2.Position;
|
||||
segment.Terminal2 = other.Terminal2;
|
||||
return true;
|
||||
}
|
||||
|
||||
//// TODO: Case #3: the point is close enough to an existing road segment
|
||||
//float dist = LineSegment.Distance(line2, segment.Terminal2Pos);
|
||||
//if (dist < RoadSnapDistance)
|
||||
//{
|
||||
// float proj0 = (float)Math.Sqrt((line2.P0 - segment.Terminal2Pos).LengthSq - dist * dist);
|
||||
// float percent = proj0 /
|
||||
//}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -73,7 +73,9 @@ namespace TransportGame.Model
|
||||
/// </summary>
|
||||
[XmlArray("populationCenters")]
|
||||
[XmlArrayItem("center")]
|
||||
public List<Point> PopulationCenters { get; set; }
|
||||
public List<Vector2> PopulationCenters { get; set; }
|
||||
|
||||
public float PopulationCenterRange { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the articulation road network
|
||||
@ -93,7 +95,7 @@ namespace TransportGame.Model
|
||||
/// </remarks>
|
||||
public Map()
|
||||
{
|
||||
PopulationCenters = new List<Point>();
|
||||
PopulationCenters = new List<Vector2>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -104,7 +106,7 @@ namespace TransportGame.Model
|
||||
public Map(int width, int height)
|
||||
{
|
||||
heightmap = new float[width, height];
|
||||
PopulationCenters = new List<Point>();
|
||||
PopulationCenters = new List<Vector2>();
|
||||
}
|
||||
|
||||
#endregion
|
||||
@ -137,9 +139,19 @@ namespace TransportGame.Model
|
||||
/// <param name="x">X</param>
|
||||
/// <param name="y">Y</param>
|
||||
/// <returns></returns>
|
||||
public bool IsWater(int x, int y)
|
||||
public bool IsWater(float x, float y)
|
||||
{
|
||||
return GetHeight(x, y) <= WaterLevel;
|
||||
return GetHeight((int)x, (int)y) <= WaterLevel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if specified cell is a water cell
|
||||
/// </summary>
|
||||
/// <param name="p">Position vector</param>
|
||||
/// <returns></returns>
|
||||
public bool IsWater(Vector2 p)
|
||||
{
|
||||
return IsWater(p.X, p.Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -148,11 +160,21 @@ namespace TransportGame.Model
|
||||
/// <param name="x">X</param>
|
||||
/// <param name="y">Y</param>
|
||||
/// <returns>True if coordinates are inside the map</returns>
|
||||
public bool IsInside(int x, int y)
|
||||
public bool IsInside(float x, float y)
|
||||
{
|
||||
return x >= 0 && y >= 0 && x < Width && y < Height;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if given coordinates is inside the map
|
||||
/// </summary>
|
||||
/// <param name="p">Position vector</param>
|
||||
/// <returns>True if coordinates are inside the map</returns>
|
||||
public bool IsInside(Vector2 p)
|
||||
{
|
||||
return IsInside(p.X, p.Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets steepness in specified point
|
||||
/// </summary>
|
||||
@ -170,27 +192,56 @@ namespace TransportGame.Model
|
||||
return dx * dx + dy * dy;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets steepness in specified point
|
||||
/// </summary>
|
||||
/// <param name="x">X</param>
|
||||
/// <param name="y">Y</param>
|
||||
/// <returns>Steepness</returns>
|
||||
public float GetSteepness(float x, float y)
|
||||
{
|
||||
return GetSteepness((int)x, (int)y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets steepness in specified point
|
||||
/// </summary>
|
||||
/// <param name="pos">Position</param>
|
||||
/// <returns>Steepness</returns>
|
||||
public float GetSteepness(Vector2 pos)
|
||||
{
|
||||
return GetSteepness((int)pos.X, (int)pos.Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets population using terrain coordinates
|
||||
/// </summary>
|
||||
/// <param name="x">X</param>
|
||||
/// <param name="y">Y</param>
|
||||
/// <returns>Population</returns>
|
||||
public float GetPopulation(int x, int y)
|
||||
public float GetPopulation(float x, float y)
|
||||
{
|
||||
const int maxDistance = 400;
|
||||
float value = 0;
|
||||
return GetPopulation(new Vector2(x, y));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets population using terrain coordinates
|
||||
/// </summary>
|
||||
/// <param name="p">Position</param>
|
||||
/// <returns>Population</returns>
|
||||
public float GetPopulation(Vector2 p)
|
||||
{
|
||||
float value = 0.05f;
|
||||
|
||||
foreach (var point in PopulationCenters)
|
||||
{
|
||||
int x1 = x - point.X;
|
||||
int y1 = y - point.Y;
|
||||
Vector2 diff = p - point;
|
||||
float dist = diff.LengthSq;
|
||||
|
||||
int dist = x1 * x1 + y1 * y1;
|
||||
if (dist < maxDistance * maxDistance)
|
||||
if (dist < PopulationCenterRange * PopulationCenterRange)
|
||||
{
|
||||
float influence = 1 - (float)dist / (float)(maxDistance * maxDistance);
|
||||
influence = Mathf.Pow(influence, 3); // Ease
|
||||
float influence = 1 - (float)dist / (float)(PopulationCenterRange * PopulationCenterRange);
|
||||
influence = Mathf.Pow(influence, 6) * 0.7f; // Ease
|
||||
value = Mathf.Clamp01(value + influence);
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
using TransportGame.Utils;
|
||||
|
||||
namespace TransportGame.Model.Road
|
||||
{
|
||||
@ -12,20 +13,19 @@ namespace TransportGame.Model.Road
|
||||
private int lastNodeId = -1, lastSegmentId = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the road nodes
|
||||
/// Gets the road nodes
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public Dictionary<int, RoadNode> Nodes { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the road segments for the articulation graph
|
||||
/// Gets the road segments for the articulation graph
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public Dictionary<int, RoadSegment> ArticulationSegments { get; private set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the road segments for the intersection graph
|
||||
/// Gets the road segments for the intersection graph
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public Dictionary<int, RoadSegment> IntersectionSegments { get; private set; }
|
||||
@ -44,7 +44,10 @@ namespace TransportGame.Model.Road
|
||||
{
|
||||
Nodes.Clear();
|
||||
foreach (var node in value)
|
||||
{
|
||||
node.ParentNetwork = this;
|
||||
Nodes.Add(node.Id, node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -62,7 +65,10 @@ namespace TransportGame.Model.Road
|
||||
{
|
||||
ArticulationSegments.Clear();
|
||||
foreach (var segment in value)
|
||||
{
|
||||
segment.ParentNetwork = this;
|
||||
ArticulationSegments.Add(segment.Id, segment);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -80,7 +86,10 @@ namespace TransportGame.Model.Road
|
||||
{
|
||||
ArticulationSegments.Clear();
|
||||
foreach (var segment in value)
|
||||
{
|
||||
segment.ParentNetwork = this;
|
||||
ArticulationSegments.Add(segment.Id, segment);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -97,8 +106,9 @@ namespace TransportGame.Model.Road
|
||||
/// <summary>
|
||||
/// Creates a node and returns it
|
||||
/// </summary>
|
||||
/// <returns>Created node</returns>
|
||||
public RoadNode CreateNode()
|
||||
/// <param name="pos">Position</param>
|
||||
/// <returns></returns>
|
||||
public RoadNode CreateNode(Vector2 pos)
|
||||
{
|
||||
// Skip IDs that already exist
|
||||
while (Nodes.ContainsKey(++lastNodeId)) ;
|
||||
@ -107,18 +117,39 @@ namespace TransportGame.Model.Road
|
||||
RoadNode node = new RoadNode()
|
||||
{
|
||||
Id = lastNodeId,
|
||||
ParentNetwork = this
|
||||
ParentNetwork = this,
|
||||
Position = pos
|
||||
};
|
||||
|
||||
Nodes.Add(node.Id, node);
|
||||
return node;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a node and returns it
|
||||
/// </summary>
|
||||
/// <returns>Created node</returns>
|
||||
public RoadNode CreateNode()
|
||||
{
|
||||
return CreateNode(Vector2.Zero);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a segment and returns it
|
||||
/// </summary>
|
||||
/// <returns>Created segment</returns>
|
||||
public RoadSegment CreateArticulationSegment()
|
||||
{
|
||||
return CreateArticulationSegment(null, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a segment and returns it
|
||||
/// </summary>
|
||||
/// <param name="term1">First terminal</param>
|
||||
/// <param name="term2">Second terminal</param>
|
||||
/// <returns>Created segment</returns>
|
||||
public RoadSegment CreateArticulationSegment(RoadNode term1, RoadNode term2)
|
||||
{
|
||||
// Skip IDs that already exist
|
||||
while (ArticulationSegments.ContainsKey(++lastSegmentId)) ;
|
||||
@ -127,13 +158,59 @@ namespace TransportGame.Model.Road
|
||||
RoadSegment segment = new RoadSegment()
|
||||
{
|
||||
Id = lastSegmentId,
|
||||
ParentNetwork = this
|
||||
ParentNetwork = this,
|
||||
Terminal1 = term1,
|
||||
Terminal2 = term2
|
||||
};
|
||||
|
||||
// Set links
|
||||
if (term1 != null)
|
||||
term1.ArticulationSegmentIds.Add(segment.Id);
|
||||
|
||||
if (term2 != null)
|
||||
term2.ArticulationSegmentIds.Add(segment.Id);
|
||||
|
||||
ArticulationSegments.Add(segment.Id, segment);
|
||||
return segment;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an articulation segment
|
||||
/// </summary>
|
||||
/// <param name="term1">First terminal</param>
|
||||
/// <param name="term2pos">Position of second terminal</param>
|
||||
/// <returns>Road segment</returns>
|
||||
public RoadSegment CreateArticulationSegment(RoadNode term1, Vector2 term2pos)
|
||||
{
|
||||
var term2 = CreateNode(term2pos);
|
||||
return CreateArticulationSegment(term1, term2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an articulation segment
|
||||
/// </summary>
|
||||
/// <param name="term1pos">Position of first terminal</param>
|
||||
/// <param name="term2">Second terminal</param>
|
||||
/// <returns>Road segment</returns>
|
||||
public RoadSegment CreateArticulationSegment(Vector2 term1pos, RoadNode term2)
|
||||
{
|
||||
var term1 = CreateNode(term1pos);
|
||||
return CreateArticulationSegment(term1, term2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an articulation segment
|
||||
/// </summary>
|
||||
/// <param name="term1pos">Position of first terminal</param>
|
||||
/// <param name="term2pos">Position of second terminal</param>
|
||||
/// <returns>Road segment</returns>
|
||||
public RoadSegment CreateArticulationSegment(Vector2 term1pos, Vector2 term2pos)
|
||||
{
|
||||
var term1 = CreateNode(term1pos);
|
||||
var term2 = CreateNode(term2pos);
|
||||
return CreateArticulationSegment(term1, term2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a segment and returns it
|
||||
/// </summary>
|
||||
@ -153,5 +230,35 @@ namespace TransportGame.Model.Road
|
||||
IntersectionSegments.Add(segment.Id, segment);
|
||||
return segment;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Splits an articulation segment in two segments
|
||||
/// </summary>
|
||||
/// <param name="segment"></param>
|
||||
/// <param name="point"></param>
|
||||
/// <returns>Newly created road node</returns>
|
||||
public RoadNode SplitArticulationSegment(RoadSegment segment, Vector2 point)
|
||||
{
|
||||
// Get current terminals
|
||||
var term1 = segment.Terminal1;
|
||||
var term2 = segment.Terminal2;
|
||||
int l1 = segment.LanesTo1, l2 = segment.LanesTo2;
|
||||
|
||||
// Create new terminal
|
||||
var newTerm = CreateNode(point);
|
||||
|
||||
// Delete exinsting segment
|
||||
term1.ArticulationSegmentIds.Remove(segment.Id);
|
||||
term2.ArticulationSegmentIds.Remove(segment.Id);
|
||||
ArticulationSegments.Remove(segment.Id);
|
||||
|
||||
// Create split segments
|
||||
var seg1 = CreateArticulationSegment(term1, newTerm);
|
||||
var seg2 = CreateArticulationSegment(newTerm, term2);
|
||||
seg1.LanesTo1 = seg2.LanesTo1 = l1;
|
||||
seg1.LanesTo2 = seg2.LanesTo2 = l2;
|
||||
|
||||
return newTerm;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -10,7 +10,7 @@ namespace TransportGame.Model.Road
|
||||
/// Road node
|
||||
/// </summary>
|
||||
[XmlRoot("node")]
|
||||
public class RoadNode
|
||||
public class RoadNode : IPositionable
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets a unique identifier for this node
|
||||
@ -63,7 +63,7 @@ namespace TransportGame.Model.Road
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the adjacent setments
|
||||
/// Gets the adjacent segments
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public IEnumerable<RoadSegment> Segments
|
||||
@ -82,5 +82,27 @@ namespace TransportGame.Model.Road
|
||||
ArticulationSegmentIds = new List<int>();
|
||||
IntersectionSegmentIds = new List<int>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the position
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public Vector2 Position
|
||||
{
|
||||
get
|
||||
{
|
||||
return new Vector2(X, Y);
|
||||
}
|
||||
set
|
||||
{
|
||||
X = value.X;
|
||||
Y = value.Y;
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return string.Format("(node id={0}, {1})", Id, Position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -44,11 +44,11 @@ namespace TransportGame.Model.Road
|
||||
{
|
||||
get
|
||||
{
|
||||
return ParentNetwork.Nodes[Terminal1Id];
|
||||
return (Terminal1Id == -1) ? null : ParentNetwork.Nodes[Terminal1Id];
|
||||
}
|
||||
set
|
||||
{
|
||||
Terminal1Id = value.Id;
|
||||
Terminal1Id = (value == null) ? -1 : value.Id;
|
||||
}
|
||||
}
|
||||
|
||||
@ -60,11 +60,11 @@ namespace TransportGame.Model.Road
|
||||
{
|
||||
get
|
||||
{
|
||||
return ParentNetwork.Nodes[Terminal2Id];
|
||||
return (Terminal2Id == -1) ? null : ParentNetwork.Nodes[Terminal2Id];
|
||||
}
|
||||
set
|
||||
{
|
||||
Terminal2Id = value.Id;
|
||||
Terminal2Id = (value == null) ? -1 : value.Id;
|
||||
}
|
||||
}
|
||||
|
||||
@ -79,7 +79,7 @@ namespace TransportGame.Model.Road
|
||||
/// </summary>
|
||||
[XmlAttribute("lanesTo1")]
|
||||
public int LanesTo1 { get; set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Initializes road segment
|
||||
/// </summary>
|
||||
@ -87,6 +87,13 @@ namespace TransportGame.Model.Road
|
||||
{
|
||||
LanesTo1 = 1;
|
||||
LanesTo2 = 1;
|
||||
Terminal1Id = -1;
|
||||
Terminal2Id = -1;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return string.Format("(segment id={0}, {1}->{2})", Id, Terminal1, Terminal2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,6 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Model
|
||||
@ -21,12 +22,14 @@ namespace TransportGame.Model
|
||||
/// <summary>
|
||||
/// Gets the X component
|
||||
/// </summary>
|
||||
public float X { get; private set; }
|
||||
[XmlAttribute("x")]
|
||||
public float X { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Y component
|
||||
/// </summary>
|
||||
public float Y { get; private set; }
|
||||
[XmlAttribute("y")]
|
||||
public float Y { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a vector2
|
||||
|
@ -39,10 +39,10 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
};
|
||||
water.triangles = new[] { 0, 1, 2, 2, 1, 3 };
|
||||
water.uv = new[] {
|
||||
new Vector2(0, 0),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, 1)
|
||||
new UnityEngine.Vector2(0, 0),
|
||||
new UnityEngine.Vector2(0, 1),
|
||||
new UnityEngine.Vector2(1, 0),
|
||||
new UnityEngine.Vector2(1, 1)
|
||||
};
|
||||
water.RecalculateNormals();
|
||||
|
||||
@ -102,7 +102,27 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
yield return null;
|
||||
|
||||
// Set up textures
|
||||
SetupSplatmaps(terrainData);
|
||||
//SetupSplatmaps(terrainData);
|
||||
|
||||
// -- DEBUG --
|
||||
|
||||
foreach (var center in map.PopulationCenters)
|
||||
Debug.DrawLine(new Vector3(center.Y, 0, center.X), new Vector3(center.Y, map.Biome.Height, center.X), Color.yellow, 100000);
|
||||
|
||||
// Debug - draw lines
|
||||
if (map != null && map.RoadNetwork != null)
|
||||
{
|
||||
foreach (var segment in map.RoadNetwork.ArticulationSegments)
|
||||
{
|
||||
Color color = (segment.Value.LanesTo1 >= 3) ? Color.magenta : Color.red;
|
||||
Debug.DrawLine(new Vector3(segment.Value.Terminal1.Y, map.Biome.Height / 2, segment.Value.Terminal1.X), new Vector3(segment.Value.Terminal2.Y, map.Biome.Height / 2, segment.Value.Terminal2.X), color, 10000);
|
||||
}
|
||||
|
||||
foreach (var node in map.RoadNetwork.Nodes)
|
||||
{
|
||||
Debug.DrawLine(new Vector3(node.Value.Y, map.Biome.Height / 2, node.Value.X), new Vector3(node.Value.Y, map.Biome.Height / 2 + 5, node.Value.X), Color.blue, 10000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SetupSplatmaps(TerrainData terrainData)
|
||||
@ -162,4 +182,18 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
Event e = Event.current;
|
||||
if (e.type == EventType.KeyDown)
|
||||
{
|
||||
if (e.keyCode == KeyCode.Home)
|
||||
{
|
||||
Logger.Warning("Writing to file...");
|
||||
Logger.DumpMap(map, "map.map");
|
||||
Logger.Warning("Wrote map to file.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -23,7 +23,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
StartupItem = Assembly-CSharp.csproj
|
||||
Policies = $0
|
||||
$0.TextStylePolicy = $1
|
||||
|
@ -29,7 +29,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
StartupItem = Assembly-CSharp.csproj
|
||||
Policies = $0
|
||||
$0.TextStylePolicy = $1
|
||||
|
@ -78,12 +78,15 @@
|
||||
<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Biome.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\IPositionable.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\LineSegment.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Map.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Point.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Rectangle.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Texture.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Vector2.cs" />
|
||||
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
|
||||
@ -93,6 +96,7 @@
|
||||
<Compile Include="Assets\Scripts\Utils\ColorHelper.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Expression.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Logger.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\QuadTree.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Range.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
|
||||
|
@ -14,20 +14,7 @@ namespace TransportGame.MapViewer.Storage
|
||||
{
|
||||
public static Map Read(string file)
|
||||
{
|
||||
Map map = SerializationHelper.DeserializeXml<Map>(file);
|
||||
|
||||
// Fix road network issue
|
||||
foreach (var pair in map.RoadNetwork.ArticulationSegments)
|
||||
pair.Value.ParentNetwork = map.RoadNetwork;
|
||||
|
||||
foreach (var pair in map.RoadNetwork.IntersectionSegments)
|
||||
pair.Value.ParentNetwork = map.RoadNetwork;
|
||||
|
||||
foreach (var pair in map.RoadNetwork.Nodes)
|
||||
pair.Value.ParentNetwork = map.RoadNetwork;
|
||||
|
||||
// Done
|
||||
return map;
|
||||
return SerializationHelper.DeserializeXml<Map>(file);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user