new-horizons/NewHorizons/Builder/Props/NomaiText/NomaiTextArcArranger.cs

277 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[ExecuteInEditMode]
public class NomaiTextArcArranger : MonoBehaviour {
public List<SpiralManipulator> spirals = new List<SpiralManipulator>();
private Dictionary<int, int> sprialOverlapResolutionPriority = new Dictionary<int, int>();
private static int MAX_MOVE_DISTANCE = 2;
public float maxX = 4;
public float minX = -4;
public float maxY = 5f;
public float minY = -1f;
public static SpiralManipulator Place(GameObject spiralMeshHolder = null) {
if (spiralMeshHolder == null)
{
spiralMeshHolder = new GameObject("spiral holder");
spiralMeshHolder.AddComponent<NomaiTextArcArranger>();
}
var rootArc = NomaiTextArcBuilder.BuildSpiralGameObject(NomaiTextArcBuilder.adultSpiralProfile);
rootArc.transform.parent = spiralMeshHolder.transform;
rootArc.transform.localEulerAngles = new Vector3(0, 0, Random.Range(-60, 60));
var manip = rootArc.AddComponent<SpiralManipulator>();
if (Random.value < 0.5) manip.transform.localScale = new Vector3(-1, 1, 1); // randomly mirror
spiralMeshHolder.GetComponent<NomaiTextArcArranger>().spirals.Add(manip);
return manip;
}
private void OnDrawGizmosSelected()
{
var topLeft = new Vector3(minX, maxY) + transform.position;
var topRight = new Vector3(maxX, maxY) + transform.position;
var bottomRight = new Vector3(maxX, minY) + transform.position;
var bottomLeft = new Vector3(minX, minY) + transform.position;
Debug.DrawLine(topLeft, topRight, Color.red);
Debug.DrawLine(topRight, bottomRight, Color.red);
Debug.DrawLine(bottomRight, bottomLeft, Color.red);
Debug.DrawLine(bottomLeft, topLeft, Color.red);
}
public int AttemptOverlapResolution(Vector2Int overlappingSpirals)
{
if (!sprialOverlapResolutionPriority.ContainsKey(overlappingSpirals.x)) sprialOverlapResolutionPriority[overlappingSpirals.x] = 0;
if (!sprialOverlapResolutionPriority.ContainsKey(overlappingSpirals.y)) sprialOverlapResolutionPriority[overlappingSpirals.y] = 0;
int mirrorIndex = overlappingSpirals.x;
if (sprialOverlapResolutionPriority[overlappingSpirals.y] > sprialOverlapResolutionPriority[overlappingSpirals.x]) mirrorIndex = overlappingSpirals.y;
this.spirals[mirrorIndex].Mirror();
sprialOverlapResolutionPriority[mirrorIndex]--;
return mirrorIndex;
}
public Vector2Int Overlap()
{
var index = -1;
foreach (var s1 in spirals)
{
index++;
if (s1.parent == null) continue;
var jndex = -1;
foreach (var s2 in spirals)
{
jndex++;
if (s1 == s2) continue;
if (Vector3.Distance(s1.center, s2.center) > Mathf.Max(s1.NomaiTextLine.GetWorldRadius(), s2.NomaiTextLine.GetWorldRadius())) continue; // no overlap possible - too far away
var s1Points = s1.NomaiTextLine.GetPoints().Select(p => s1.transform.TransformPoint(p)).ToList();
var s2Points = s2.NomaiTextLine.GetPoints().Select(p => s2.transform.TransformPoint(p)).ToList();
var s1ThresholdForOverlap = Vector3.Distance(s1Points[0], s1Points[1]);
var s2ThresholdForOverlap = Vector3.Distance(s2Points[0], s2Points[1]);
var thresholdForOverlap = Mathf.Pow(Mathf.Max(s1ThresholdForOverlap, s2ThresholdForOverlap), 2); // square to save on computation (we'll work in distance squared from here on)
if (s1.parent == s2) s1Points.RemoveAt(0); // don't consider the base points so that we can check if children overlap their parents
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)
foreach(var p1 in s1Points)
{
foreach(var p2 in s2Points)
{
if (Vector3.SqrMagnitude(p1-p2) <= thresholdForOverlap) return new Vector2Int(index, jndex); // s1 and s2 overlap
}
}
}
}
return new Vector2Int(-1, -1);
}
public void Step() {
// 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
// this ensures that a spiral can never be outside the bounds, it makes them rigid
// TODO: for integration with NH - before generating spirals, seed the RNG with the hash of the XML filename for this convo
// and add an option to specify the seed
var index = -1;
foreach (var s1 in spirals)
{
index++;
if (s1.parent == null) continue;
//
// Calculate the force s1 should experience
//
Vector2 force = Vector2.zero;
foreach (var s2 in spirals)
{
if (s1 == s2) continue;
if (s1.parent == s2) continue;
if (s1 == s2.parent) continue;
// push away from other spirals
var f = (s2.center - s1.center);
force -= f / Mathf.Pow(f.magnitude, 6);
var f2 = (s2.localPosition - s1.localPosition);
force -= f2 / Mathf.Pow(f2.magnitude, 6);
}
// push away from the edges
if (s1.center.y < minY+s1.transform.parent.position.y) force += new Vector2(0, Mathf.Pow(10f*minY - 10f*s1.center.y, 6));
if (s1.center.x < minX+s1.transform.parent.position.x) force += new Vector2(Mathf.Pow(10f*minX - 10f*s1.center.x, 6), 0);
if (s1.center.y > maxY+s1.transform.parent.position.y) force -= new Vector2(0, Mathf.Pow(10f*maxY - 10f*s1.center.y, 6));
if (s1.center.x > maxX+s1.transform.parent.position.x) force -= new Vector2(Mathf.Pow(10f*maxX - 10f*s1.center.x, 6), 0);
//
// renormalize the force magnitude (keeps force sizes reasonable, and improves stability in the case of small forces)
//
var avg = 1; // the size of vector required to get a medium push
var scale = 0.75f;
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
//
// apply the forces as we go to increase stability?
//
var spiral = s1;
var parentPoints = spiral.parent.GetComponent<NomaiTextLine>().GetPoints();
// pick the parent point that's closest to center+force, and move to there
var idealPoint = spiral.position + force;
var bestPointIndex = 0;
var bestPointDistance = 99999999f;
for (var j = SpiralManipulator.MIN_PARENT_POINT; j < SpiralManipulator.MAX_PARENT_POINT; j++)
{
// skip this point if it's already occupied by ANOTHER spiral (if it's occupied by this spiral, DO count it)
if (j != spiral._parentPointIndex && spiral.parent.occupiedParentPoints.Contains(j)) continue;
var point = parentPoints[j];
point = spiral.parent.transform.TransformPoint(point);
var dist = Vector2.Distance(point, idealPoint);
if (dist < bestPointDistance) {
bestPointDistance = dist;
bestPointIndex = j;
}
}
//
// limit the distance a spiral can move in a single step
//
bestPointIndex = spiral._parentPointIndex + Mathf.Min(MAX_MOVE_DISTANCE, Mathf.Max(-MAX_MOVE_DISTANCE, bestPointIndex - spiral._parentPointIndex)); // minimize step size to help stability
//
// actually move the spiral
//
SpiralManipulator.PlaceChildOnParentPoint(spiral, spiral.parent, bestPointIndex);
}
}
}
[ExecuteInEditMode]
public class SpiralManipulator : MonoBehaviour {
public SpiralManipulator parent;
public List<SpiralManipulator> children = new List<SpiralManipulator>();
public HashSet<int> occupiedParentPoints = new HashSet<int>();
public int _parentPointIndex = -1;
public static int MIN_PARENT_POINT = 3;
public static int MAX_PARENT_POINT = 26;
private NomaiTextLine _NomaiTextLine;
public NomaiTextLine NomaiTextLine
{
get
{
if (_NomaiTextLine == null) _NomaiTextLine = GetComponent<NomaiTextLine>();
return _NomaiTextLine;
}
}
public Vector2 center {
get { return NomaiTextLine.GetWorldCenter(); }
}
public Vector2 localPosition {
get { return new Vector2(this.transform.localPosition.x, this.transform.localPosition.y); }
}
public Vector2 position {
get { return new Vector2(this.transform.position.x, this.transform.position.y); }
}
public SpiralManipulator AddChild() {
var index = Random.Range(MIN_PARENT_POINT, MAX_PARENT_POINT);
var child = NomaiTextArcArranger.Place(this.transform.parent.gameObject);
PlaceChildOnParentPoint(child, this, index);
child.GetComponent<SpiralManipulator>().parent = this;
this.children.Add(child.GetComponent<SpiralManipulator>());
return child.GetComponent<SpiralManipulator>();
}
public void Mirror()
{
this.transform.localScale = new Vector3(-this.transform.localScale.x, 1, 1);
if (this.parent != null) SpiralManipulator.PlaceChildOnParentPoint(this, this.parent, this._parentPointIndex);
}
public void UpdateChildren()
{
foreach(var child in this.children)
{
PlaceChildOnParentPoint(child, this, child._parentPointIndex);
}
}
public static int PlaceChildOnParentPoint(SpiralManipulator child, SpiralManipulator parent, int parentPointIndex, bool updateChildren=true)
{
// track which points on the parent are being occupied
if (child._parentPointIndex != -1) parent.occupiedParentPoints.Remove(child._parentPointIndex);
child._parentPointIndex = parentPointIndex; // just in case this function was called without setting this value
parent.occupiedParentPoints.Add(parentPointIndex);
// get the parent's points and make parentPointIndex valid
var _points = parent.GetComponent<NomaiTextLine>().GetPoints();
parentPointIndex = Mathf.Max(0, Mathf.Min(parentPointIndex, _points.Length-1));
// 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) )
var normal = _points[Mathf.Min(parentPointIndex+1, _points.Length-1)] - _points[Mathf.Max(parentPointIndex-1, 0)];
if (parent.transform.localScale.x < 0) normal = new Vector3(-normal.x, normal.y, normal.z);
float rot = Mathf.Atan2(normal.y, normal.x) * Mathf.Rad2Deg;
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)
// get the location the child spiral should be at (and yet again account for mirroring)
var point = _points[parentPointIndex];
if (parent.transform.localScale.x < 0) point = new Vector3(-point.x, point.y, point.z);
// set the child's position and rotation according to calculations
child.transform.localPosition = Quaternion.Euler(0, 0, parent.transform.localEulerAngles.z) * point + parent.transform.localPosition;
child.transform.localEulerAngles = new Vector3(0, 0, rot + parent.transform.localEulerAngles.z);
// recursive update on all children so they move along with the parent
if (updateChildren)
{
child.UpdateChildren();
}
return parentPointIndex;
}
}