Removed logs from road generator
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54b833b620
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61a05289d3
@ -98,15 +98,10 @@ namespace TransportGame.Generator
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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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@ -114,17 +109,12 @@ namespace TransportGame.Generator
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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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@ -142,13 +132,8 @@ namespace TransportGame.Generator
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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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// Logger.Info("Local constraints check failed!");
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}
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}
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private bool IsObstacle(Vector2 p)
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@ -173,46 +158,30 @@ namespace TransportGame.Generator
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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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// Logger.Info("> Highway case:");
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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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// 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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Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
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yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, highway, HighwayBranchDelay);
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highwayBranched = true;
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// Logger.Info("> Branch to the left: {0}", leftBranch);
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}
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if (random.NextSingle() < HighwayBranchProbability)
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{
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@ -220,7 +189,6 @@ namespace TransportGame.Generator
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yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, highway, HighwayBranchDelay);
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highwayBranched = true;
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// Logger.Info("> Branch to the right: {0}", rightBranch);
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}
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}
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@ -230,42 +198,29 @@ namespace TransportGame.Generator
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}
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else if (random.NextSingle() < straightPopulation)
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{
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// Logger.Info("> Not highway. Yielding straight vector.");
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yield return new RoadGeneratorSegment(segment.Terminal2, straight, false);
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}
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// Branch normal road
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if (straightPopulation > DefaultBranchPopulationTreshold)
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{
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// Logger.Info("Straight population above branch treshold. Branching...");
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if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
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{
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Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
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yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, false, (highway) ? HighwayBranchDelay : 0);
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// Logger.Info("> Branch to the left: {0}", leftBranch);
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}
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if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
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{
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Vector2 rightBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
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yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, false, (highway) ? HighwayBranchDelay : 0);
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// Logger.Info("> Branch to the right: {0}", rightBranch);
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}
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}
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}
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private bool CheckLocalConstraints(RoadGeneratorSegment segment)
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{
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// Logger.Info("Checking local constraints...");
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// Constraint #1: check for obstacles
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if (IsObstacle(segment.Terminal2Pos))
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{
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// Logger.Info("Obstacle.");
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return false;
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}
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// Constraint #2: slope
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float segmentLength = (segment.Highway) ? HighwaySegmentLength : DefaultSegmentLength;
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@ -273,13 +228,8 @@ namespace TransportGame.Generator
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map.GetHeight((int)segment.Terminal2Pos.X, (int)segment.Terminal2Pos.Y);
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float sinSlope = Math.Abs(levelDiff) / segmentLength;
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// Logger.Info("Level difference is {0}, slope is (rads) {1}", levelDiff, Math.Asin(sinSlope));
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if (Math.Asin(sinSlope) > SlopeLimit)
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{
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// Logger.Info("Slope too big!");
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return false;
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}
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// Constraint #3: Number of intersecting roads
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if (segment.Terminal1.ArticulationSegmentIds.Count > MaximumIntersectingRoads)
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@ -292,19 +242,13 @@ namespace TransportGame.Generator
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Math.Max(segment.Terminal1.X, segment.Terminal2Pos.X) + 3 * HighwaySegmentLength,
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Math.Max(segment.Terminal1.Y, segment.Terminal2Pos.Y) + 3 * HighwaySegmentLength);
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// Logger.Info("Searching area {0} for intersecting segments.", queryArea);
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IEnumerable<int> segmentIds = Enumerable.Empty<int>();
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// Look for nearby segments
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foreach (var node in qtree.Query(queryArea))
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{
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// Logger.Info("Found node: {0}", node);
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if (node == segment.Terminal1)
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{
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// Logger.Info("Node is originating node. Will ignore.");
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continue;
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}
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// Too close to another node in the area
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if ((node.Position - segment.Terminal2Pos).LengthSq < MinNodeDistance * MinNodeDistance)
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@ -327,52 +271,39 @@ namespace TransportGame.Generator
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var line1 = new LineSegment(segment.Terminal1.Position, segment.Terminal2Pos);
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var line2 = new LineSegment(other.Terminal1.Position, other.Terminal2.Position);
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// Logger.Info("Found segment: {0}. Will test intersection between segments {0} and {1}", other, line1, line2);
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Vector2? inters = LineSegment.Intersect(line1, line2);
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// Case #1: there is an intersection with another segment. We cut the rest of the segment
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if (inters.HasValue && inters.Value != segment.Terminal1.Position)
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{
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// Logger.Info("Found intersection point: {0}", inters);
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// Check angle between segments
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float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (line2.P1 - line2.P0).Normalized);
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if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
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{
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// Logger.Info("Angle between segments is too small ({0} rads)", Math.Abs(Math.Acos(cos)));
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return false;
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}
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// Split segment
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var newNode = map.RoadNetwork.SplitArticulationSegment(other, inters.Value);
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segment.Terminal2Pos = inters.Value;
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segment.Terminal2 = newNode;
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// Logger.Info("Performed split in point: {0}", newNode);
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return true;
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}
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else // Logger.Info("Does not intersect.");
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// Case #2: no intersection, but the point is close enough to an existing intersection
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if ((segment.Terminal2Pos - other.Terminal2.Position).LengthSq <= RoadSnapDistance * RoadSnapDistance)
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// Case #2: no intersection, but the point is close enough to an existing intersection
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if ((segment.Terminal2Pos - other.Terminal2.Position).LengthSq <= RoadSnapDistance * RoadSnapDistance)
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{
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// Check angle between intersecting segments
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foreach (var intersSeg in other.Terminal2.ArticulationSegments)
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{
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// Check angle between intersecting segments
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foreach (var intersSeg in other.Terminal2.ArticulationSegments)
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{
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float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (intersSeg.Terminal2.Position - intersSeg.Terminal1.Position).Normalized);
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if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
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{
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// Logger.Info("Angle between segments is too small ({0} rads)", Math.Abs(Math.Acos(cos)));
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return false;
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}
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}
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// Logger.Info("Point is close to existing intersection: {0}, will snap.", other.Terminal2);
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segment.Terminal2Pos = other.Terminal2.Position;
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segment.Terminal2 = other.Terminal2;
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return true;
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float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (intersSeg.Terminal2.Position - intersSeg.Terminal1.Position).Normalized);
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if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
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return false;
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}
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segment.Terminal2Pos = other.Terminal2.Position;
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segment.Terminal2 = other.Terminal2;
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return true;
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}
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//// TODO: Case #3: the point is close enough to an existing road segment
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//float dist = LineSegment.Distance(line2, segment.Terminal2Pos);
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//if (dist < RoadSnapDistance)
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@ -109,5 +109,8 @@
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Assets\Scripts\Storage\" />
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath)\SyntaxTree\UnityVS\2013\UnityVS.CSharp.targets" />
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</Project>
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