TalesOfNovariel/Assets/Scripts/NoiseGenerator.cs
2023-12-06 17:02:34 +01:00

310 lines
12 KiB
C#

using Assets.Scripts;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Linq;
public class NoiseGenerator
{
System.Random rand = new System.Random();
public void applyNoise(GameObject tile, Dictionary<Vector3, GameObject> map, Vector3 index)
{
//resetMesh(tile);
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples;
Color32[] colors;
Color32 low;
Color32 high;
List<TileType> availableTypes = checkAvailability(map, index);
TileType tiletype = TileType.NULL;
if (index == new Vector3(0, 0, 0))
{ //IS SPAWN
tiletype = (TileType)rand.Next(0, TileTypeMethods.getHighest() + 1);
}
else
{
if (availableTypes.Count == 0)
{
Debug.Log("NO MATCH FOUND");
}
else
{
if (availableTypes.Contains(TileType.CITY))
{
if (rand.Next(0, 101) < 10)
{
tiletype = TileType.CITY;
SteamWorksHandler.getStandardAchievement("CityAchievement");
}
else
{
availableTypes.Remove(TileType.CITY);
tiletype = availableTypes[rand.Next(0, availableTypes.Count)];
}
}
else
{
tiletype = availableTypes[rand.Next(0, availableTypes.Count)];
}
}
}
tile.name = tiletype.ToString() + "_" + map.Count;
low = TileTypeMethods.getLowestColor(tiletype);
high = TileTypeMethods.getHighestColor(tiletype);
samples = TileTypeMethods.generateSamples(tiletype, vertices, rand);
float lowestValue = 10;
float highestValue = 0;
for (int i = 0; i < samples.Length; i++)
{
if (lowestValue > samples[i])
{
lowestValue = samples[i];
}
if (highestValue < samples[i])
{
highestValue = samples[i];
}
}
float modifier = highestValue - lowestValue;
colors = new Color32[samples.Length];
for (int i = 0; i < samples.Length; i++)
{
colors[i] = Color32.Lerp(low, high, (1 / modifier) * (samples[i] - lowestValue));
}
//Connect samples to neighbours
samples = connectNeighbourSamples(samples, map, index);
colors = connectNeighbourColors(colors, map, index);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 3;
}
applyMesh(tile, mesh, vertices, colors);
}
private List<TileType> checkAvailability(Dictionary<Vector3, GameObject> tiles, Vector3 index)
{
List<List<TileType>> toCheck = new List<List<TileType>>();
List<TileType> result = new List<TileType>();
for (int i = 0; i < TileTypeMethods.getHighest() + 1; i++)
{
result.Add((TileType)i);
}
if (tiles.ContainsKey(index - new Vector3(1, 0, 0)))
{
toCheck.Add(tiles[index - new Vector3(1, 0, 0)].GetComponent<Tile>().getPossibleNeighbours());
}
if (tiles.ContainsKey(index - new Vector3(-1, 0, 0)))
{
toCheck.Add(tiles[index - new Vector3(-1, 0, 0)].GetComponent<Tile>().getPossibleNeighbours());
}
if (tiles.ContainsKey(index - new Vector3(0, 0, 1)))
{
toCheck.Add(tiles[index - new Vector3(0, 0, 1)].GetComponent<Tile>().getPossibleNeighbours());
}
if (tiles.ContainsKey(index - new Vector3(0, 0, -1)))
{
toCheck.Add(tiles[index - new Vector3(0, 0, -1)].GetComponent<Tile>().getPossibleNeighbours());
}
for (int i = 0; i < toCheck.Count; i++)
{
result = result.Intersect(toCheck[i]).ToList();
}
return result;
}
private float[] connectNeighbourSamples(float[] basis, Dictionary<Vector3, GameObject> tiles, Vector3 index)
{
float[] result = basis;
Mesh mesh;
Vector3[] vertices;
int sidelength = (int)Mathf.Sqrt(result.Length);
if (tiles.ContainsKey(index - new Vector3(1, 0, 0))) //Links
{
mesh = tiles[index - new Vector3(1, 0, 0)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[sidelength - 1 + i * sidelength] = vertices[0 + i * sidelength].y / 3;
result[sidelength - 2 + i * sidelength] = (result[sidelength - 1 + i * sidelength] + result[sidelength - 3 + i * sidelength]) / 2;
}
}
if (tiles.ContainsKey(index - new Vector3(-1, 0, 0))) //Rechts
{
mesh = tiles[index - new Vector3(-1, 0, 0)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[0 + i * sidelength] = vertices[sidelength - 1 + i * sidelength].y / 3;
result[1 + i * sidelength] = (result[0 + i * sidelength] + result[2 + i * sidelength]) / 2;
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, 1))) //Unten
{
mesh = tiles[index - new Vector3(0, 0, 1)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[sidelength * sidelength - (sidelength - i)] = vertices[i].y / 3;
result[sidelength * (sidelength - 1) - (sidelength - i)] = (result[sidelength * sidelength - (sidelength - i)] + result[sidelength * (sidelength - 2) - (sidelength - i)]) / 2;
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, -1))) //Oben
{
mesh = tiles[index - new Vector3(0, 0, -1)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[i] = vertices[sidelength * sidelength - (sidelength - i)].y / 3;
result[i + sidelength] = (result[i] + result[i + sidelength * 2]) / 2;
}
}
return result;
}
private Color32[] connectNeighbourColors(Color32[] basis, Dictionary<Vector3, GameObject> tiles, Vector3 index)
{
Color32[] result = basis;
Mesh mesh;
Color32[] colors;
int sidelength = (int)Mathf.Sqrt(result.Length);
if (tiles.ContainsKey(index - new Vector3(1, 0, 0))) //Links
{
mesh = tiles[index - new Vector3(1, 0, 0)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[sidelength - 1 + i * sidelength] = colors[0 + i * sidelength];
result[sidelength - 2 + i * sidelength] = Color32.Lerp(result[sidelength - 1 + i * sidelength], result[sidelength - 3 + i * sidelength], 0.5f);
}
}
if (tiles.ContainsKey(index - new Vector3(-1, 0, 0))) //Rechts
{
mesh = tiles[index - new Vector3(-1, 0, 0)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[0 + i * sidelength] = colors[sidelength - 1 + i * sidelength];
result[1 + i * sidelength] = Color32.Lerp(result[0 + i * sidelength], result[2 + i * sidelength], 0.5f);
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, 1))) //Unten
{
mesh = tiles[index - new Vector3(0, 0, 1)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[sidelength * sidelength - (sidelength - i)] = colors[i];
result[sidelength * (sidelength - 1) - (sidelength - i)] = Color32.Lerp(result[sidelength * sidelength - (sidelength - i)], result[sidelength * (sidelength - 2) - (sidelength - i)], 0.5f);
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, -1))) //Oben
{
mesh = tiles[index - new Vector3(0, 0, -1)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[i] = colors[sidelength * sidelength - (sidelength - i)];
result[i + sidelength] = Color32.Lerp(result[i], result[i + sidelength * 2], 0.5f);
}
}
return result;
}
private void resetMesh(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshCollider>().sharedMesh;
Vector3[] vertices = mesh.vertices;
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].y = 0;
}
mesh.vertices = vertices;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
}
public void applyMesh(GameObject tile, Mesh mesh, Vector3[] vertices, Color32[] colors)
{
mesh.vertices = vertices;
mesh.colors32 = colors;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
tile.GetComponent<MeshFilter>().sharedMesh = mesh;
}
public void saveTile(GameObject tile, string path)
{
string result = "";
Vector3[] vertices = tile.GetComponent<MeshFilter>().mesh.vertices;
Color32[] colors = tile.GetComponent<MeshFilter>().mesh.colors32;
result = result + "\"vertices\": {\r\n";
for (int i = 0; i < vertices.Length; i++)
{
result = result + FileHandler.generateJSON("vertice" + i, "\"" + vertices[i].x + "/" + vertices[i].y + "/" + vertices[i].z + "\"");
if (i < vertices.Length - 1)
{
result = result + ",\r\n";
}
}
result = result + "\r\n},\"colors\": {\r\n";
for (int i = 0; i < colors.Length; i++)
{
result = result + FileHandler.generateJSON("color" + i, "\"" + colors[i].r + "/" + colors[i].g + "/" + colors[i].b + "/" + colors[i].a + "\"");
if (i < colors.Length - 1)
{
result = result + ",\r\n";
}
}
result = result + "\r\n}\r\n}";
FileHandler.saveNoise(result, path);
}
public void loadTile(GameObject tile, JToken jsonVertices, JToken jsonColors)
{
var jsonData = JObject.Parse(jsonColors.ToString()).Children();
List<JToken> colorTokens = jsonData.Children().ToList();
jsonData = JObject.Parse(jsonVertices.ToString()).Children();
List<JToken> verticeTokens = jsonData.Children().ToList();
Color32[] colors = new Color32[colorTokens.Count];
Vector3[] vertices = new Vector3[verticeTokens.Count];
JToken current;
string[] parts;
for (int i = 0; i < colorTokens.Count; i++)
{
current = colorTokens[i];
parts = current.Value<string>().Split('/');
colors[i] = new Color32(byte.Parse(parts[0]), byte.Parse(parts[1]), byte.Parse(parts[2]), byte.Parse(parts[3]));
}
for (int i = 0; i < verticeTokens.Count; i++)
{
current = verticeTokens[i];
parts = current.Value<string>().Split('/');
vertices[i] = new Vector3(float.Parse(parts[0]), float.Parse(parts[1]), float.Parse(parts[2]));
}
applyMesh(tile, tile.GetComponent<MeshFilter>().mesh, vertices, colors);
}
}