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PoissonDiscSampling.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class PoissonDiscSampling {
public static List<Vector2> GeneratePoints(float radius, Vector2 sampleRegionSize, int numSamplesBeforeRejection = 30) {
float cellSize = radius/Mathf.Sqrt(2);
int[,] grid = new int[Mathf.CeilToInt(sampleRegionSize.x/cellSize), Mathf.CeilToInt(sampleRegionSize.y/cellSize)];
List<Vector2> points = new List<Vector2>();
List<Vector2> spawnPoints = new List<Vector2>();
spawnPoints.Add(sampleRegionSize/2);
while (spawnPoints.Count > 0) {
int spawnIndex = Random.Range(0,spawnPoints.Count);
Vector2 spawnCentre = spawnPoints[spawnIndex];
bool candidateAccepted = false;
for (int i = 0; i < numSamplesBeforeRejection; i++)
{
float angle = Random.value * Mathf.PI * 2;
Vector2 dir = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
Vector2 candidate = spawnCentre + dir * Random.Range(radius, 2*radius);
if (IsValid(candidate, sampleRegionSize, cellSize, radius, points, grid)) {
points.Add(candidate);
spawnPoints.Add(candidate);
grid[(int)(candidate.x/cellSize),(int)(candidate.y/cellSize)] = points.Count;
candidateAccepted = true;
break;
}
}
if (!candidateAccepted) {
spawnPoints.RemoveAt(spawnIndex);
}
}
return points;
}
static bool IsValid(Vector2 candidate, Vector2 sampleRegionSize, float cellSize, float radius, List<Vector2> points, int[,] grid) {
if (candidate.x >=0 && candidate.x < sampleRegionSize.x && candidate.y >= 0 && candidate.y < sampleRegionSize.y) {
int cellX = (int)(candidate.x/cellSize);
int cellY = (int)(candidate.y/cellSize);
int searchStartX = Mathf.Max(0,cellX -2);
int searchEndX = Mathf.Min(cellX+2,grid.GetLength(0)-1);
int searchStartY = Mathf.Max(0,cellY -2);
int searchEndY = Mathf.Min(cellY+2,grid.GetLength(1)-1);
for (int x = searchStartX; x <= searchEndX; x++) {
for (int y = searchStartY; y <= searchEndY; y++) {
int pointIndex = grid[x,y]-1;
if (pointIndex != -1) {
float sqrDst = (candidate - points[pointIndex]).sqrMagnitude;
if (sqrDst < radius*radius) {
return false;
}
}
}
}
return true;
}
return false;
}
}