mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
277 lines
11 KiB
C#
277 lines
11 KiB
C#
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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[ExecuteInEditMode]
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public class NomaiTextArcArranger : MonoBehaviour {
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public List<SpiralManipulator> spirals = new List<SpiralManipulator>();
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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 = 4;
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public float minX = -4;
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public float maxY = 5f;
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public float minY = -1f;
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public static SpiralManipulator Place(GameObject spiralMeshHolder = null) {
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if (spiralMeshHolder == null)
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{
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spiralMeshHolder = new GameObject("spiral holder");
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spiralMeshHolder.AddComponent<NomaiTextArcArranger>();
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}
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var rootArc = NomaiTextArcBuilder.BuildSpiralGameObject(NomaiTextArcBuilder.adultSpiralProfile);
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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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return manip;
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}
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private 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 (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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}
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}
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return new Vector2Int(-1, -1);
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}
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public void Step() {
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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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// 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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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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//
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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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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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// 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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// 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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// apply the forces as we go to increase stability?
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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, DO count 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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}
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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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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() {
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var index = Random.Range(MIN_PARENT_POINT, MAX_PARENT_POINT);
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var child = NomaiTextArcArranger.Place(this.transform.parent.gameObject);
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PlaceChildOnParentPoint(child, this, index);
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child.GetComponent<SpiralManipulator>().parent = this;
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this.children.Add(child.GetComponent<SpiralManipulator>());
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return child.GetComponent<SpiralManipulator>();
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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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} |