mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
432 lines
19 KiB
C#
432 lines
19 KiB
C#
using NewHorizons.Utility;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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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 = 2.7f;
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public float minX = -2.7f;
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public float maxY = 2.6f;
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public float minY = -1f;
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public void DrawBoundsWithDebugSpheres()
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{
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AddDebugShape.AddSphere(this.gameObject, 0.1f, Color.green).transform.localPosition = new Vector3(minX, minY, 0);
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AddDebugShape.AddSphere(this.gameObject, 0.1f, Color.green).transform.localPosition = new Vector3(minX, maxY, 0);
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AddDebugShape.AddSphere(this.gameObject, 0.1f, Color.green).transform.localPosition = new Vector3(maxX, maxY, 0);
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AddDebugShape.AddSphere(this.gameObject, 0.1f, Color.green).transform.localPosition = new Vector3(maxX, minY, 0);
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AddDebugShape.AddSphere(this.gameObject, 0.1f, Color.red).transform.localPosition = new Vector3(0, 0, 0);
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}
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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 void LimitRepeatedMirrors()
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{
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foreach(var spiral in reverseToposortedSpirals)
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{
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if (spiral.Mirrored == spiral.parent?.Mirrored && spiral.Mirrored == spiral.parent?.parent?.Mirrored)
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{
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spiral.parent.parent.Mirror(); // flipping the grandparent causes every 3rd spiral in a row to be flipped, meaning the maximum number of spirals in a row with the same mirror is 2
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}
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}
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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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// 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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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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var bottomRight = new Vector3(maxX, minY) + transform.position;
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var bottomLeft = new Vector3(minX, minY) + transform.position;
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Debug.DrawLine(topLeft, topRight, Color.red);
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Debug.DrawLine(topRight, bottomRight, Color.red);
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Debug.DrawLine(bottomRight, bottomLeft, Color.red);
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Debug.DrawLine(bottomLeft, topLeft, Color.red);
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}
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public int AttemptOverlapResolution(Vector2Int overlappingSpirals)
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{
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if (!sprialOverlapResolutionPriority.ContainsKey(overlappingSpirals.x)) sprialOverlapResolutionPriority[overlappingSpirals.x] = 0;
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if (!sprialOverlapResolutionPriority.ContainsKey(overlappingSpirals.y)) sprialOverlapResolutionPriority[overlappingSpirals.y] = 0;
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int mirrorIndex = overlappingSpirals.x;
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if (sprialOverlapResolutionPriority[overlappingSpirals.y] > sprialOverlapResolutionPriority[overlappingSpirals.x]) mirrorIndex = overlappingSpirals.y;
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this.spirals[mirrorIndex].Mirror();
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sprialOverlapResolutionPriority[mirrorIndex]--;
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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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foreach (var s1 in spirals)
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{
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index++;
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if (s1.parent == null) continue;
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var jndex = -1;
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foreach (var s2 in spirals)
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{
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jndex++;
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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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if (reverseToposortedSpirals == null) GenerateReverseToposort();
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Dictionary<SpiralManipulator, Vector2> childForces = new Dictionary<SpiralManipulator, Vector2>();
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var index = -1;
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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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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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// push away from other spirals
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var f = (s2.center - s1.center);
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force -= f / Mathf.Pow(f.magnitude, 6);
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var f2 = (s2.localPosition - s1.localPosition);
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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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//
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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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var avg = 1; // the size of vector required to get a medium push
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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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// 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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var parentPoints = spiral.parent.GetComponent<NomaiTextLine>().GetPoints();
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// pick the parent point that's closest to center+force, and move to there
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var idealPoint = spiral.position + force;
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var bestPointIndex = 0;
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var bestPointDistance = 99999999f;
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for (var j = SpiralManipulator.MIN_PARENT_POINT; j < SpiralManipulator.MAX_PARENT_POINT; j++)
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{
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// skip this point if it's already occupied by another spiral (if it's occupied by this spiral, don't skip it)
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if (j != spiral._parentPointIndex && spiral.parent.occupiedParentPoints.Contains(j)) continue;
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var point = parentPoints[j];
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point = spiral.parent.transform.TransformPoint(point);
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var dist = Vector2.Distance(point, idealPoint);
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if (dist < bestPointDistance) {
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bestPointDistance = dist;
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bestPointIndex = j;
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}
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}
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//
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// limit the distance a spiral can move in a single step
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//
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bestPointIndex = spiral._parentPointIndex + Mathf.Min(MAX_MOVE_DISTANCE, Mathf.Max(-MAX_MOVE_DISTANCE, bestPointIndex - spiral._parentPointIndex)); // minimize step size to help stability
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//
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// actually move the spiral
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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 originalMirror = s1.Mirrored;
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var success = AttemptToPushSpiralInBounds(s1, start);
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if (!success)
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{
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s1.Mirror(); // try flipping it if nothing worked with original mirror
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success = AttemptToPushSpiralInBounds(s1, start);
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}
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if (!success)
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{
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// if we couldn't put it inside the bounds, put it back how we found it (this increases stability of the rest of the spirals)
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if (s1.Mirrored != originalMirror) s1.Mirror();
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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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private bool AttemptToPushSpiralInBounds(SpiralManipulator s1, int start)
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{
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var range = Mathf.Max(start-SpiralManipulator.MIN_PARENT_POINT, SpiralManipulator.MAX_PARENT_POINT-start);
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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)) return true;
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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)) return true;
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}
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}
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return false;
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}
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}
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[ExecuteInEditMode]
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public class SpiralManipulator : MonoBehaviour {
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public SpiralManipulator parent;
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public List<SpiralManipulator> children = new List<SpiralManipulator>();
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public HashSet<int> occupiedParentPoints = new HashSet<int>();
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public int _parentPointIndex = -1;
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public static int MIN_PARENT_POINT = 3;
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public static int MAX_PARENT_POINT = 26;
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public bool Mirrored { get { return this.transform.localScale.x < 0; } }
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private NomaiTextLine _NomaiTextLine;
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public NomaiTextLine NomaiTextLine
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{
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get
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{
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if (_NomaiTextLine == null) _NomaiTextLine = GetComponent<NomaiTextLine>();
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return _NomaiTextLine;
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}
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}
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public Vector2 center {
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get { return NomaiTextLine.GetWorldCenter(); }
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}
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public Vector2 localPosition {
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get { return new Vector2(this.transform.localPosition.x, this.transform.localPosition.y); }
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}
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public Vector2 position {
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get { return new Vector2(this.transform.position.x, this.transform.position.y); }
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}
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public SpiralManipulator AddChild(NomaiTextArcBuilder.SpiralProfile profile) {
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return AddChild(NomaiTextArcArranger.Place(profile, this.transform.parent.gameObject).gameObject);
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}
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public SpiralManipulator AddChild(GameObject prebuiltChild) {
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var index = Random.Range(MIN_PARENT_POINT, MAX_PARENT_POINT);
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prebuiltChild.transform.parent = this.transform.parent;
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var child = prebuiltChild.gameObject.GetAddComponent<SpiralManipulator>();
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PlaceChildOnParentPoint(child, this, index);
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child.parent = this;
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this.children.Add(child);
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return child;
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}
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public void Mirror()
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{
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this.transform.localScale = new Vector3(-this.transform.localScale.x, 1, 1);
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if (this.parent != null) SpiralManipulator.PlaceChildOnParentPoint(this, this.parent, this._parentPointIndex);
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}
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public void UpdateChildren()
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{
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foreach(var child in this.children)
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{
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PlaceChildOnParentPoint(child, this, child._parentPointIndex);
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}
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}
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public static int PlaceChildOnParentPoint(SpiralManipulator child, SpiralManipulator parent, int parentPointIndex, bool updateChildren=true)
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{
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// track which points on the parent are being occupied
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if (child._parentPointIndex != -1) parent.occupiedParentPoints.Remove(child._parentPointIndex);
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child._parentPointIndex = parentPointIndex; // just in case this function was called without setting this value
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parent.occupiedParentPoints.Add(parentPointIndex);
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// get the parent's points and make parentPointIndex valid
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var _points = parent.GetComponent<NomaiTextLine>().GetPoints();
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parentPointIndex = Mathf.Max(0, Mathf.Min(parentPointIndex, _points.Length-1));
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// calculate the normal at point by using the neighboring points to approximate the tangent (and account for mirroring, which means all points are actually at (-point.x, point.y) )
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var normal = _points[Mathf.Min(parentPointIndex+1, _points.Length-1)] - _points[Mathf.Max(parentPointIndex-1, 0)];
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if (parent.transform.localScale.x < 0) normal = new Vector3(-normal.x, normal.y, normal.z);
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float rot = Mathf.Atan2(normal.y, normal.x) * Mathf.Rad2Deg;
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if (parent.transform.localScale.x < 0) rot += 180; // account for mirroring again (without doing this, the normal points inward on mirrored spirals, instead of outward)
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// get the location the child spiral should be at (and yet again account for mirroring)
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var point = _points[parentPointIndex];
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if (parent.transform.localScale.x < 0) point = new Vector3(-point.x, point.y, point.z);
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// set the child's position and rotation according to calculations
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child.transform.localPosition = Quaternion.Euler(0, 0, parent.transform.localEulerAngles.z) * point + parent.transform.localPosition;
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child.transform.localEulerAngles = new Vector3(0, 0, rot + parent.transform.localEulerAngles.z);
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// recursive update on all children so they move along with the parent
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if (updateChildren)
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{
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child.UpdateChildren();
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}
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return parentPointIndex;
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}
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}
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} |