mirror of
https://github.com/Xevion/procedural-placement.git
synced 2025-12-06 01:15:56 -06:00
fix poisson disc sampling
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@@ -1,5 +1,4 @@
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using System.Collections.Generic;
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using NUnit.Framework.Constraints;
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using UnityEngine;
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public static class PointGeneration {
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@@ -11,7 +10,7 @@ public static class PointGeneration {
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new Vector2(
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Random.Range(0, regionSize.x * 2),
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Random.Range(0, regionSize.y * 2)
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));
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));
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}
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return points;
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@@ -35,7 +34,7 @@ public static class PointGeneration {
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float angle = Random.value * Mathf.PI * 2; // Random radian angle
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Vector2 dir = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
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Vector2 candidate = spawnCenter + dir * Random.Range(radius, radius * 2);
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if (poisson_valid(candidate, regionSize, cellSize, points, grid, radius)) {
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points.Add(candidate);
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spawnPoints.Add(candidate);
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@@ -56,6 +55,7 @@ public static class PointGeneration {
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private static bool IsValidPoint(Vector2 point, Vector2 region) {
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return point.x >= 0 && point.y >= 0 && point.x < region.x && point.y < region.y;
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}
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private static bool poisson_valid(Vector2 candidate, Vector2 regionSize, float cellSize, List<Vector2> points,
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int[,] grid, float radius) {
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// Check that the point is valid
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@@ -71,16 +71,16 @@ public static class PointGeneration {
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for (int x = searchStartX; x <= searchEndX; x++) {
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for (int y = searchStartY; y <= searchEndY; y++) {
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// Acquire the index of the point responsible
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int pointIndex = grid[x, y] - 1;
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if (pointIndex == -1) continue;
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if (pointIndex == -1) continue; // Don't calculate
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float sqrDst = (candidate - points[pointIndex]).sqrMagnitude;
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if (sqrDst < radius * radius) {
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if (sqrDst < radius * radius)
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return false;
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}
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}
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}
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return true;
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}
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}
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@@ -149,9 +149,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 95149e3ad64fa7149affeaeb9f8e273b, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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numPoints: 50000
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cubeSize: 0.1
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regionSize: {x: 50, y: 50}
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samplingMethod: 1
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numPoints: 428
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sphereSize: 0.18
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regionSize: {x: 180, y: 100}
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--- !u!4 &2048189740
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Transform:
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m_ObjectHideFlags: 0
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