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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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updated the force directed graph code with the latest version from nh-unity
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@ -7,28 +7,51 @@ namespace NewHorizons.Builder.Props
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{
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public class NomaiTextArcArranger : MonoBehaviour {
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public List<SpiralManipulator> spirals = new List<SpiralManipulator>();
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public List<SpiralManipulator> reverseToposortedSpirals = null;
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public SpiralManipulator root { get; private set; }
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private Dictionary<int, int> sprialOverlapResolutionPriority = new Dictionary<int, int>();
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private static int MAX_MOVE_DISTANCE = 2;
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public float maxX = 3;
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public float minX = -3;
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public float maxY = 2f;
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public float minY = -1f;
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public static SpiralManipulator Place(NomaiTextArcBuilder.SpiralProfile profile, GameObject spiralMeshHolder) {
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public float maxX = 0.75f * 4;
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public float minX = 0.75f * -4;
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public float maxY = 0.75f * 5f;
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public float minY = 0.75f * -1f;
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public void GenerateReverseToposort()
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{
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reverseToposortedSpirals = new List<SpiralManipulator>();
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Queue<SpiralManipulator> frontierQueue = new Queue<SpiralManipulator>();
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frontierQueue.Enqueue(root);
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while(frontierQueue.Count > 0)
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{
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var spiral = frontierQueue.Dequeue();
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reverseToposortedSpirals.Add(spiral);
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foreach(var child in spiral.children) frontierQueue.Enqueue(child);
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}
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reverseToposortedSpirals.Reverse();
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}
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public static SpiralManipulator Place(NomaiTextArcBuilder.SpiralProfile profile, GameObject spiralMeshHolder)
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{
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var rootArc = NomaiTextArcBuilder.BuildSpiralGameObject(profile);
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rootArc.transform.parent = spiralMeshHolder.transform;
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rootArc.transform.localEulerAngles = new Vector3(0, 0, Random.Range(-60, 60));
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var manip = rootArc.AddComponent<SpiralManipulator>();
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if (Random.value < 0.5) manip.transform.localScale = new Vector3(-1, 1, 1); // randomly mirror
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spiralMeshHolder.GetComponent<NomaiTextArcArranger>().spirals.Add(manip);
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// add to arranger
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var arranger = spiralMeshHolder.GetComponent<NomaiTextArcArranger>();
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if (arranger.root == null) arranger.root = manip;
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arranger.spirals.Add(manip);
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return manip;
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}
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private void OnDrawGizmosSelected()
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public void OnDrawGizmosSelected()
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{
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var topLeft = new Vector3(minX, maxY) + transform.position;
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var topRight = new Vector3(maxX, maxY) + transform.position;
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@ -53,7 +76,7 @@ namespace NewHorizons.Builder.Props
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return mirrorIndex;
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}
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public Vector2Int Overlap()
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{
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var index = -1;
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@ -66,55 +89,97 @@ namespace NewHorizons.Builder.Props
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foreach (var s2 in spirals)
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{
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jndex++;
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if (s1 == s2) continue;
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if (Vector3.Distance(s1.center, s2.center) > Mathf.Max(s1.NomaiTextLine.GetWorldRadius(), s2.NomaiTextLine.GetWorldRadius())) continue; // no overlap possible - too far away
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var s1Points = s1.NomaiTextLine.GetPoints().Select(p => s1.transform.TransformPoint(p)).ToList();
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var s2Points = s2.NomaiTextLine.GetPoints().Select(p => s2.transform.TransformPoint(p)).ToList();
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var s1ThresholdForOverlap = Vector3.Distance(s1Points[0], s1Points[1]);
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var s2ThresholdForOverlap = Vector3.Distance(s2Points[0], s2Points[1]);
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var thresholdForOverlap = Mathf.Pow(Mathf.Max(s1ThresholdForOverlap, s2ThresholdForOverlap), 2); // square to save on computation (we'll work in distance squared from here on)
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if (s1.parent == s2) s1Points.RemoveAt(0); // don't consider the base points so that we can check if children overlap their parents
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if (s2.parent == s1) s2Points.RemoveAt(0); // (note: the base point of a child is always exactly overlapping with one of the parent's points)
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foreach(var p1 in s1Points)
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{
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foreach(var p2 in s2Points)
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{
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if (Vector3.SqrMagnitude(p1-p2) <= thresholdForOverlap) return new Vector2Int(index, jndex); // s1 and s2 overlap
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}
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}
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if (Overlap(s1, s2)) return new Vector2Int(index, jndex);;
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}
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}
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return new Vector2Int(-1, -1);
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}
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public bool Overlap(SpiralManipulator s1, SpiralManipulator s2)
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{
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if (s1 == s2) return false;
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if (Vector3.Distance(s1.center, s2.center) > Mathf.Max(s1.NomaiTextLine.GetWorldRadius(), s2.NomaiTextLine.GetWorldRadius())) return false; // no overlap possible - too far away
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var s1Points = s1.NomaiTextLine.GetPoints().Select(p => s1.transform.TransformPoint(p)).ToList();
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var s2Points = s2.NomaiTextLine.GetPoints().Select(p => s2.transform.TransformPoint(p)).ToList();
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var s1ThresholdForOverlap = Vector3.Distance(s1Points[0], s1Points[1]);
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var s2ThresholdForOverlap = Vector3.Distance(s2Points[0], s2Points[1]);
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var thresholdForOverlap = Mathf.Pow(Mathf.Max(s1ThresholdForOverlap, s2ThresholdForOverlap), 2); // square to save on computation (we'll work in distance squared from here on)
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if (s1.parent == s2) s1Points.RemoveAt(0); // don't consider the base points so that we can check if children overlap their parents
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if (s2.parent == s1) s2Points.RemoveAt(0); // (note: the base point of a child is always exactly overlapping with one of the parent's points)
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foreach(var p1 in s1Points)
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{
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foreach(var p2 in s2Points)
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{
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if (Vector3.SqrMagnitude(p1-p2) <= thresholdForOverlap) return true; // s1 and s2 overlap
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}
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}
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return false;
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}
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public bool OutsideBounds(SpiralManipulator spiral)
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{
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var points = spiral.NomaiTextLine.GetPoints()
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.Select(p => spiral.transform.TransformPoint(p))
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.Select(p => spiral.transform.parent.InverseTransformPoint(p))
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.ToList();
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foreach(var point in points) {
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if (point.x < minX || point.x > maxX ||
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point.y < minY || point.y > maxY)
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{
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return true;
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}
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}
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return false;
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}
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public void Step()
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{
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// TODO: after setting child position on parent in Step(), check to see if this spiral exits the bounds - if so, move it away until it no longer does
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// this ensures that a spiral can never be outside the bounds, it makes them rigid
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if (reverseToposortedSpirals == null) GenerateReverseToposort();
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// TODO: for integration with NH - before generating spirals, seed the RNG with the hash of the XML filename for this convo
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// and add an option to specify the seed
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Dictionary<SpiralManipulator, Vector2> childForces = new Dictionary<SpiralManipulator, Vector2>();
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//Debug.Log(reverseToposortedSpirals.Count);
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//Debug.Log( string.Join(", ", reverseToposortedSpirals.Select(hmslnk => hmslnk.gameObject.name) ) );
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var index = -1;
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foreach (var s1 in spirals)
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foreach (var s1 in reverseToposortedSpirals) // treating the conversation like a tree datastructure, move "leaf" spirals first so that we can propogate their force up to the parents
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{
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index++;
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if (s1.parent == null) continue;
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//
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// Calculate the force s1 should experience
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//
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Vector2 force = Vector2.zero;
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//
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// Calculate the force s1 should experience from its children
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//
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if (childForces.ContainsKey(s1))
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{
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force += 0.9f * childForces[s1];
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}
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//
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// Calculate the force s1 should experience from fellow spirals
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//
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foreach (var s2 in spirals)
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{
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if (s1 == s2) continue;
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if (s1.parent == s2) continue;
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if (s1 == s2.parent) continue;
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//if (!Overlap(s1, s2)) continue;
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// push away from other spirals
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var f = (s2.center - s1.center);
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@ -124,13 +189,19 @@ namespace NewHorizons.Builder.Props
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force -= f2 / Mathf.Pow(f2.magnitude, 6);
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}
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//
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// push away from the edges
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if (s1.center.y < minY+s1.transform.parent.position.y) force += new Vector2(0, Mathf.Pow(10f*minY - 10f*s1.center.y, 6));
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if (s1.center.x < minX+s1.transform.parent.position.x) force += new Vector2(Mathf.Pow(10f*minX - 10f*s1.center.x, 6), 0);
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if (s1.center.y > maxY+s1.transform.parent.position.y) force -= new Vector2(0, Mathf.Pow(10f*maxY - 10f*s1.center.y, 6));
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if (s1.center.x > maxX+s1.transform.parent.position.x) force -= new Vector2(Mathf.Pow(10f*maxX - 10f*s1.center.x, 6), 0);
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//
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var MAX_EDGE_PUSH_FORCE = 1;
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force += new Vector2(0, -1) * Mathf.Max(0, (s1.transform.localPosition.y + maxY)*(MAX_EDGE_PUSH_FORCE / maxY) - MAX_EDGE_PUSH_FORCE);
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force += new Vector2(0, 1) * Mathf.Max(0, (s1.transform.localPosition.y + minY)*(MAX_EDGE_PUSH_FORCE / minY) - MAX_EDGE_PUSH_FORCE);
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force += new Vector2(-1, 0) * Mathf.Max(0, (s1.transform.localPosition.x + maxX)*(MAX_EDGE_PUSH_FORCE / maxX) - MAX_EDGE_PUSH_FORCE);
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force += new Vector2(1, 0) * Mathf.Max(0, (s1.transform.localPosition.x + minX)*(MAX_EDGE_PUSH_FORCE / minX) - MAX_EDGE_PUSH_FORCE);
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// push up just to make everything a little more pretty (this is not neccessary to get an arrangement that simply has no overlap/spirals exiting the bounds)
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force += new Vector2(0, 1) * 1;
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//
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// renormalize the force magnitude (keeps force sizes reasonable, and improves stability in the case of small forces)
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//
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@ -139,8 +210,24 @@ namespace NewHorizons.Builder.Props
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var scale = 0.75f;
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force = force.normalized * scale * (1 / (1 + Mathf.Exp(avg-force.magnitude)) - 1 / (1 + Mathf.Exp(avg))); // apply a sigmoid-ish smoothing operation, so only giant forces actually move the spirals
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//
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// apply the forces as we go to increase stability?
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// if this is the root spiral, then rotate it instead of trying to move it (what the rest of the code does)
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//
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if (s1.parent == null)
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{
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// this is the root spiral, so rotate instead of moving
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var finalAngle = Mathf.Atan2(force.y, force.x); // root spiral is always at 0, 0
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var currentAngle = Mathf.Atan2(s1.center.y, s1.center.x); // root spiral is always at 0, 0
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s1.transform.localEulerAngles = new Vector3(0, 0, finalAngle-currentAngle);
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s1.UpdateChildren();
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continue;
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}
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//
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// look for the point closest to where the forces want to push this spiral
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//
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var spiral = s1;
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@ -176,6 +263,42 @@ namespace NewHorizons.Builder.Props
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//
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SpiralManipulator.PlaceChildOnParentPoint(spiral, spiral.parent, bestPointIndex);
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//
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// Ensure the spiral has not moved out of bounds, and if it has, move it back in bounds
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//
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if (OutsideBounds(s1))
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{
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var start = s1._parentPointIndex;
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var range = Mathf.Max(start-SpiralManipulator.MIN_PARENT_POINT, SpiralManipulator.MAX_PARENT_POINT-start);
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var success = false;
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for (var i = 1; i <= range; i++)
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{
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if (start-i >= SpiralManipulator.MIN_PARENT_POINT)
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{
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SpiralManipulator.PlaceChildOnParentPoint(s1, s1.parent, start-i);
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if (!OutsideBounds(s1)) { success = true; break; }
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}
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if (start+i <= SpiralManipulator.MAX_PARENT_POINT)
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{
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SpiralManipulator.PlaceChildOnParentPoint(s1, s1.parent, start+i);
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if (!OutsideBounds(s1)) { success = true; break; }
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}
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}
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if (!success)
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{
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SpiralManipulator.PlaceChildOnParentPoint(s1, s1.parent, start);
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Debug.LogWarning("Unable to place spiral " + s1.gameObject.name + " within bounds.");
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}
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}
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if (!childForces.ContainsKey(s1.parent)) childForces[s1.parent] = Vector2.zero;
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childForces[s1.parent] += force;
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Debug.DrawRay(s1.transform.position, new Vector3(force.x, force.y, 0), Color.green);
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}
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}
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}
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@ -636,6 +636,8 @@ namespace NewHorizons.Builder.Props
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i++;
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}
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arranger.GenerateReverseToposort(); // Required before Step() is called
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for (var k = 0; k < i*2; k++)
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{
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var overlap = arranger.Overlap();
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