├── 2.5dDestructionPackage.unitypackage
├── LICENSE
├── README.md
├── destruction_2.5d_editor.png
├── destruction_2.5d_scene.png
└── unity2.5DDestruction
├── .gitignore
├── Assets
├── 2.5D_Destruction.meta
└── 2.5D_Destruction
│ ├── Demo.meta
│ ├── Demo
│ ├── Demo Scripts.meta
│ ├── Demo Scripts
│ │ ├── DestroyAfter.cs
│ │ ├── DestroyAfter.cs.meta
│ │ ├── ExplodableFragments.cs
│ │ ├── ExplodableFragments.cs.meta
│ │ ├── ExplodeOnClick.cs
│ │ ├── ExplodeOnClick.cs.meta
│ │ ├── ExplosionForce.cs
│ │ ├── ExplosionForce.cs.meta
│ │ ├── Reset.cs
│ │ └── Reset.cs.meta
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── BradBunR.ttf
│ │ └── BradBunR.ttf.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── Characters.meta
│ │ ├── Characters
│ │ │ ├── enemy1.prefab
│ │ │ ├── enemy1.prefab.meta
│ │ │ ├── enemy2.prefab
│ │ │ ├── enemy2.prefab.meta
│ │ │ ├── hero.prefab
│ │ │ └── hero.prefab.meta
│ │ ├── Environment.meta
│ │ ├── Environment
│ │ │ ├── Bus.prefab
│ │ │ ├── Bus.prefab.meta
│ │ │ ├── Cab.prefab
│ │ │ ├── Cab.prefab.meta
│ │ │ ├── Foregrounds.prefab
│ │ │ ├── Foregrounds.prefab.meta
│ │ │ ├── backgroundAnimation.prefab
│ │ │ ├── backgroundAnimation.prefab.meta
│ │ │ ├── backgrounds.prefab
│ │ │ ├── backgrounds.prefab.meta
│ │ │ ├── env_clouds.prefab
│ │ │ ├── env_clouds.prefab.meta
│ │ │ ├── env_fog.prefab
│ │ │ ├── env_fog.prefab.meta
│ │ │ ├── env_riverMid.prefab
│ │ │ ├── env_riverMid.prefab.meta
│ │ │ ├── env_riverTop.prefab
│ │ │ └── env_riverTop.prefab.meta
│ │ ├── FX.meta
│ │ ├── FX
│ │ │ ├── part_splash.prefab
│ │ │ ├── part_splash.prefab.meta
│ │ │ ├── part_warp.prefab
│ │ │ ├── part_warp.prefab.meta
│ │ │ ├── splash.prefab
│ │ │ └── splash.prefab.meta
│ │ ├── Props.meta
│ │ ├── Props
│ │ │ ├── bomb.prefab
│ │ │ ├── bomb.prefab.meta
│ │ │ ├── bombCrate.prefab
│ │ │ ├── bombCrate.prefab.meta
│ │ │ ├── explosionCircle.prefab
│ │ │ ├── explosionCircle.prefab.meta
│ │ │ ├── explosionParticle.prefab
│ │ │ ├── explosionParticle.prefab.meta
│ │ │ ├── healthCrate.prefab
│ │ │ ├── healthCrate.prefab.meta
│ │ │ ├── rocket.prefab
│ │ │ ├── rocket.prefab.meta
│ │ │ ├── rocketExplosion.prefab
│ │ │ ├── rocketExplosion.prefab.meta
│ │ │ ├── swan.prefab
│ │ │ └── swan.prefab.meta
│ │ ├── UI.meta
│ │ ├── UI
│ │ │ ├── ui_100points.prefab
│ │ │ ├── ui_100points.prefab.meta
│ │ │ ├── ui_bombHUD.prefab
│ │ │ ├── ui_bombHUD.prefab.meta
│ │ │ ├── ui_healthDisplay.prefab
│ │ │ └── ui_healthDisplay.prefab.meta
│ │ ├── killTrigger.prefab
│ │ ├── killTrigger.prefab.meta
│ │ ├── mainCamera.prefab
│ │ ├── mainCamera.prefab.meta
│ │ ├── pickupManager.prefab
│ │ ├── pickupManager.prefab.meta
│ │ ├── platformEnd.prefab
│ │ ├── platformEnd.prefab.meta
│ │ ├── spawner.prefab
│ │ └── spawner.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── DemoScene.unity
│ │ └── DemoScene.unity.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── groundA.png
│ │ ├── groundA.png.meta
│ │ ├── groundB.png
│ │ ├── groundB.png.meta
│ │ ├── shortRock.png
│ │ ├── shortRock.png.meta
│ │ ├── tallRock.png
│ │ ├── tallRock.png.meta
│ │ ├── tree.png
│ │ └── tree.png.meta
│ ├── Materials.meta
│ ├── Materials
│ ├── Ground.mat
│ └── Ground.mat.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── ClipperHelper.cs
│ ├── ClipperHelper.cs.meta
│ ├── Editor.meta
│ ├── Editor
│ │ ├── ExplodableEditor.cs
│ │ ├── ExplodableEditor.cs.meta
│ │ ├── RangedFloatDrawer.cs
│ │ └── RangedFloatDrawer.cs.meta
│ ├── Explodable.cs
│ ├── Explodable.cs.meta
│ ├── ExplodableAddon.cs
│ ├── ExplodableAddon.cs.meta
│ ├── MinMaxRangeAttribute.cs
│ ├── MinMaxRangeAttribute.cs.meta
│ ├── RangedFloat.cs
│ ├── RangedFloat.cs.meta
│ ├── SpriteExploder.cs
│ ├── SpriteExploder.cs.meta
│ ├── Triangulator.cs
│ └── Triangulator.cs.meta
│ ├── Sprite-Diffuse.mat
│ ├── Sprite-Diffuse.mat.meta
│ ├── Unity-delaunay.meta
│ ├── Unity-delaunay
│ ├── Delaunay.meta
│ ├── Delaunay
│ │ ├── DelaunayHelpers.cs
│ │ ├── DelaunayHelpers.cs.meta
│ │ ├── Edge.cs
│ │ ├── Edge.cs.meta
│ │ ├── EdgeList.cs
│ │ ├── EdgeList.cs.meta
│ │ ├── EdgeReorderer.cs
│ │ ├── EdgeReorderer.cs.meta
│ │ ├── Halfedge.cs
│ │ ├── Halfedge.cs.meta
│ │ ├── HalfedgePriorityQueue.cs
│ │ ├── HalfedgePriorityQueue.cs.meta
│ │ ├── ICoord.cs
│ │ ├── ICoord.cs.meta
│ │ ├── LR.cs
│ │ ├── LR.cs.meta
│ │ ├── Site.cs
│ │ ├── Site.cs.meta
│ │ ├── SiteList.cs
│ │ ├── SiteList.cs.meta
│ │ ├── Triangle.cs
│ │ ├── Triangle.cs.meta
│ │ ├── Vertex.cs
│ │ ├── Vertex.cs.meta
│ │ ├── Voronoi.cs
│ │ └── Voronoi.cs.meta
│ ├── geom.meta
│ ├── geom
│ │ ├── Circle.cs
│ │ ├── Circle.cs.meta
│ │ ├── LineSegment.cs
│ │ ├── LineSegment.cs.meta
│ │ ├── Polygon.cs
│ │ ├── Polygon.cs.meta
│ │ ├── Winding.cs
│ │ └── Winding.cs.meta
│ ├── utils.meta
│ └── utils
│ │ ├── IDisposable.cs
│ │ └── IDisposable.cs.meta
│ ├── clipper_library.meta
│ └── clipper_library
│ ├── clipper.cs
│ └── clipper.cs.meta
└── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
/2.5dDestructionPackage.unitypackage:
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https://raw.githubusercontent.com/Nesh108/Unity-2.5D-Destruction/2551dfd903120ac3e9cca620618d4978ae1751d2/2.5dDestructionPackage.unitypackage
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/LICENSE:
--------------------------------------------------------------------------------
1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2016 Matthew Holtzem
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
--------------------------------------------------------------------------------
1 | # Unity-2.5D-Destruction
2 | Unity 2.5D Destruction is a basic tool for breaking 2D sprites into 2.5D fragments for awesome destruction effects!!!
3 |
4 | ------------------
5 |
6 |
7 |
8 | ------------------
9 |
10 |
11 |
12 | ------------------
13 |
14 | ## Instructions for Basic Use
15 | * Import the Unity 2.5D Destruction package
16 | * drag a sprite into your scene
17 | * Add an Explodable component
18 | * Set your parameters and click Generate Fragments (repeat until you are satisfied with your fragments)
19 | * During gameplay, call explode() on the Explodable component to destroy the original sprite and activate the fragments
20 |
21 | ## Detailed Explanation of Parameters
22 | - **Allow Runtime Fragmentation**: Set this to true to generate your fragments during gameplay instead of in the editor. When you call "explode()" the fragments will be generated and the original destroyed.
23 | The fragmentaiton operation isn't the fastest so I don't really recommend this.
24 |
25 | - **DestroyAfterHit**: Can set this to automatically destroy the pieces.
26 |
27 | - **DestroyAfterTime**: Can set a range to randomly destroy each fragment within a timespan.
28 |
29 | - **MassPerFragment**: Can set this to set the range of mass of each fragment (randomly picked within the range).
30 |
31 | - **DragPerFragment**: Can set this to set the range of drag of each fragment (randomly picked within the range).
32 |
33 | - **AngularDragPerFragment**: Can set this to set the range of angular drag of each fragment (randomly picked within the range).
34 |
35 | - **UseGravityOnFragments**: Can set this to make fragments use gravity or not.
36 |
37 | - **Collider Type**: Can select a type of collider for the parent.
38 |
39 | - **Parent Collider Width**: Can select a width of the collider on the parent (results may vary, double-check).
40 |
41 | - **Children Collider Width**: Can select a width of the collider on the children (results may vary, double-check).
42 |
43 | - **Shatter Type**: Can set this to generate triangular fragments or more "realistic" voronoi fragments.
44 |
45 | - **Extra Points**: Ordinarilly the fragments are generated using the points of the collider. With this parameter you can add any number of random points inside the bounds of the collider.
46 | Use this to get more random and interesting pieces.
47 |
48 | - **Subshatter Steps**: For each subshatter step, the fragmentation operation will be run on each generated fragment. For example if it's set to 2 your sprite will be fragmented, then each fragment
49 | will be fragmented, and then those fragments will be fragmented again. I wouldn't set this above 2 and usually 1 is enough.
50 |
51 | - **Fragment Layer**: The layer you wish the fragments to be set to
52 |
53 | - **Sorting Layer**: The sorting layer you wish the fragments to be set to
54 |
55 | - **Order In Layer**: The order in layer you wish the fragments to be set to
56 |
57 | ------------------
58 |
59 | Based on: https://github.com/mjholtzem/Unity-2D-Destruction
60 |
61 | *Credit to mjholtzem for most of the logic!*
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/destruction_2.5d_editor.png:
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https://raw.githubusercontent.com/Nesh108/Unity-2.5D-Destruction/2551dfd903120ac3e9cca620618d4978ae1751d2/destruction_2.5d_editor.png
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/destruction_2.5d_scene.png:
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https://raw.githubusercontent.com/Nesh108/Unity-2.5D-Destruction/2551dfd903120ac3e9cca620618d4978ae1751d2/destruction_2.5d_scene.png
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/unity2.5DDestruction/.gitignore:
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1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | [Pp]ackages/
7 | Assets/AssetStoreTools*
8 |
9 | # Visual Studio cache directory
10 | .vs/
11 |
12 | # Autogenerated VS/MD/Consulo solution and project files
13 | ExportedObj/
14 | .consulo/
15 | *.csproj
16 | *.unityproj
17 | *.sln
18 | *.suo
19 | *.tmp
20 | *.user
21 | *.userprefs
22 | *.pidb
23 | *.booproj
24 | *.svd
25 | *.pdb
26 | *.opendb
27 |
28 | # Unity3D generated meta files
29 | *.pidb.meta
30 | *.pdb.meta
31 |
32 | # Unity3D Generated File On Crash Reports
33 | sysinfo.txt
34 | *.exe0.log
35 |
36 | # Builds
37 | *.apk
38 | *.unitypackage
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/unity2.5DDestruction/Assets/2.5D_Destruction/Demo/Demo Scripts/DestroyAfter.cs:
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1 | using UnityEngine;
2 |
3 | public class DestroyAfter : MonoBehaviour
4 | {
5 | public float Time;
6 |
7 | // Use this for initialization
8 | void Start()
9 | {
10 | Destroy(gameObject, Time);
11 | }
12 | }
13 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Demo/Demo Scripts/ExplodableFragments.cs:
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1 | using UnityEngine;
2 | using System.Collections.Generic;
3 |
4 | public class ExplodableFragments : ExplodableAddon{
5 | public override void OnFragmentsGenerated(List fragments)
6 | {
7 | foreach (GameObject fragment in fragments)
8 | {
9 | Explodable fragExp = fragment.AddComponent();
10 | fragment.AddComponent();
11 |
12 | fragExp.shatterType = explodable.shatterType;
13 | fragExp.fragmentLayer = explodable.fragmentLayer;
14 | fragExp.sortingLayerName = explodable.sortingLayerName;
15 | fragExp.orderInLayer = explodable.orderInLayer;
16 |
17 | fragment.layer = explodable.gameObject.layer;
18 |
19 | fragExp.fragmentInEditor();
20 | }
21 | }
22 | }
23 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Demo/Demo Scripts/ExplodeOnClick.cs:
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1 | using UnityEngine;
2 |
3 | [RequireComponent(typeof(Explodable))]
4 | public class ExplodeOnClick : MonoBehaviour
5 | {
6 |
7 | private Explodable _explodable;
8 |
9 | void Start()
10 | {
11 | _explodable = GetComponent();
12 | }
13 | void OnMouseDown()
14 | {
15 | _explodable.explode();
16 | ExplosionForce ef = FindObjectOfType();
17 | ef.doExplosion(transform.position);
18 | }
19 | }
20 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Demo/Demo Scripts/ExplosionForce.cs:
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1 | using System.Collections;
2 | using UnityEngine;
3 |
4 |
5 | public class ExplosionForce : MonoBehaviour
6 | {
7 | public float force = 50;
8 | public float radius = 5;
9 | public float upliftModifer = 5;
10 |
11 | ///
12 | /// create an explosion force
13 | ///
14 | /// location of the explosion
15 | public void doExplosion(Vector3 position)
16 | {
17 | transform.localPosition = position;
18 | StartCoroutine(waitAndExplode());
19 | }
20 |
21 | ///
22 | /// exerts an explosion force on all rigidbodies within the given radius
23 | ///
24 | ///
25 | private IEnumerator waitAndExplode()
26 | {
27 | yield return new WaitForFixedUpdate();
28 |
29 | Collider[] colliders = Physics.OverlapSphere(transform.position, radius);
30 |
31 | foreach (Collider coll in colliders)
32 | {
33 | if (coll.GetComponent() && coll.name != "hero")
34 | {
35 | AddExplosionForce(coll.GetComponent(), force, transform.position, radius, upliftModifer);
36 | }
37 | }
38 | }
39 |
40 | ///
41 | /// adds explosion force to given rigidbody
42 | ///
43 | /// rigidbody to add force to
44 | /// base force of explosion
45 | /// location of the explosion source
46 | /// radius of explosion effect
47 | /// factor of additional upward force
48 | private void AddExplosionForce(Rigidbody body, float explosionForce, Vector3 explosionPosition, float explosionRadius, float upliftModifier = 0)
49 | {
50 | var dir = (body.transform.position - explosionPosition);
51 | float wearoff = 1 - (dir.magnitude / explosionRadius);
52 | Vector3 baseForce = dir.normalized * explosionForce * wearoff;
53 | baseForce.z = 0;
54 | body.AddForce(baseForce);
55 |
56 | if (upliftModifer != 0)
57 | {
58 | float upliftWearoff = 1 - upliftModifier / explosionRadius;
59 | Vector3 upliftForce = Vector2.up * explosionForce * upliftWearoff;
60 | upliftForce.z = 0;
61 | body.AddForce(upliftForce);
62 | }
63 |
64 | }
65 | }
66 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Demo/Demo Scripts/Reset.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Reset : MonoBehaviour {
5 |
6 | // Use this for initialization
7 | void Start () {
8 |
9 | }
10 |
11 | // Update is called once per frame
12 | void Update () {
13 | if(Input.GetKeyDown(KeyCode.R)){
14 | Application.LoadLevel(Application.loadedLevel);
15 | }
16 | }
17 | }
18 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/ClipperHelper.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using ClipperLib;
5 | using Polygon = System.Collections.Generic.List;
6 | using Polygons = System.Collections.Generic.List>;
7 | using Delaunay;
8 |
9 | public static class ClipperHelper {
10 | private static float multiplier = 1000;
11 |
12 | public static List> clip(List boundary, Triangle piece)
13 | {
14 | //create Boundary Polygon
15 | Polygons boundaryPoly = createPolygons(boundary);
16 |
17 | //create Polygon from the triangular piece
18 | Polygons subjPoly = createPolygons(piece);
19 |
20 | //clip triangular polygon against the boundary polygon
21 | Polygons result = new Polygons();
22 | Clipper c = new Clipper();
23 | c.AddPaths(subjPoly, PolyType.ptClip, true);
24 | c.AddPaths(boundaryPoly, PolyType.ptSubject, true);
25 | c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd);
26 |
27 | List> clippedPolygons = new List>();
28 |
29 | foreach (Polygon poly in result)
30 | {
31 | List clippedPoly = new List();
32 | foreach (IntPoint p in poly)
33 | {
34 | clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier);
35 | }
36 | clippedPolygons.Add(clippedPoly);
37 |
38 | }
39 | return clippedPolygons;
40 |
41 | }
42 | public static List> clip(List boundary, List region)
43 | {
44 | Polygons boundaryPoly = createPolygons(boundary);
45 | Polygons regionPoly = createPolygons(region);
46 |
47 | //clip triangular polygon against the boundary polygon
48 | Polygons result = new Polygons();
49 | Clipper c = new Clipper();
50 | c.AddPaths(regionPoly, PolyType.ptClip, true);
51 | c.AddPaths(boundaryPoly, PolyType.ptSubject, true);
52 | c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd);
53 |
54 | List> clippedPolygons = new List>();
55 |
56 | foreach (Polygon poly in result)
57 | {
58 | List clippedPoly = new List();
59 | foreach (IntPoint p in poly)
60 | {
61 | clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier);
62 | }
63 | clippedPolygons.Add(clippedPoly);
64 |
65 | }
66 | return clippedPolygons;
67 | }
68 |
69 | private static Polygons createPolygons(List source)
70 | {
71 | Polygons poly = new Polygons(1);
72 | poly.Add(new Polygon(source.Count));
73 | foreach (Vector2 p in source)
74 | {
75 | poly[0].Add(new IntPoint(p.x * multiplier, p.y * multiplier));
76 | }
77 |
78 | return poly;
79 | }
80 | private static Polygons createPolygons(Triangle tri)
81 | {
82 | Polygons poly = new Polygons(1);
83 | poly.Add(new Polygon(3));
84 | for (int i = 0; i < 3; i++)
85 | {
86 | poly[0].Add(new IntPoint(tri.sites[i].x * multiplier, tri.sites[i].y * multiplier));
87 | }
88 |
89 | return poly;
90 | }
91 |
92 | }
93 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/Editor/ExplodableEditor.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | [CustomEditor(typeof(Explodable), true)]
5 | public class ExplodableEditor : Editor
6 | {
7 |
8 | public override void OnInspectorGUI()
9 | {
10 | Explodable myTarget = (Explodable)target;
11 | myTarget.allowRuntimeFragmentation = EditorGUILayout.Toggle("Allow Runtime Fragmentation", myTarget.allowRuntimeFragmentation);
12 | myTarget.DestroyPiecesAfterHit = EditorGUILayout.Toggle("Destroy Pieces After Hit", myTarget.DestroyPiecesAfterHit);
13 |
14 | this.DrawDefaultInspectorWithoutScriptField();
15 | myTarget.UseGravityOnFragments = EditorGUILayout.Toggle("Use Gravity On Fragments", myTarget.UseGravityOnFragments);
16 |
17 | myTarget.ColliderTypeParent = (ColliderType)EditorGUILayout.EnumPopup("Collider Type", myTarget.ColliderTypeParent);
18 | myTarget.ParentColliderWidth = EditorGUILayout.FloatField("Parent Collider Width", myTarget.ParentColliderWidth);
19 | myTarget.ChildrenColliderWidth = EditorGUILayout.FloatField("Children Collider Width", myTarget.ChildrenColliderWidth);
20 | myTarget.shatterType = (Explodable.ShatterType)EditorGUILayout.EnumPopup("Shatter Type", myTarget.shatterType);
21 | myTarget.extraPoints = EditorGUILayout.IntField("Extra Points", myTarget.extraPoints);
22 | myTarget.subshatterSteps = EditorGUILayout.IntField("Subshatter Steps", myTarget.subshatterSteps);
23 | if (myTarget.subshatterSteps > 1)
24 | {
25 | EditorGUILayout.HelpBox("Use subshatter steps with caution! Too many will break performance!!! Don't recommend more than 1", MessageType.Warning);
26 | }
27 |
28 | myTarget.fragmentLayer = EditorGUILayout.TextField("Fragment Layer", myTarget.fragmentLayer);
29 | myTarget.sortingLayerName = EditorGUILayout.TextField("Sorting Layer", myTarget.sortingLayerName);
30 | myTarget.orderInLayer = EditorGUILayout.IntField("Order In Layer", myTarget.orderInLayer);
31 |
32 | if (GUILayout.Button("Generate Fragments"))
33 | {
34 | myTarget.fragmentInEditor();
35 | EditorUtility.SetDirty(myTarget);
36 | }
37 |
38 | if (GUILayout.Button("Destroy Fragments"))
39 | {
40 | myTarget.deleteFragments();
41 | EditorUtility.SetDirty(myTarget);
42 | }
43 | }
44 | }
45 |
46 | public static class DefaultInspector_EditorExtension
47 | {
48 | public static bool DrawDefaultInspectorWithoutScriptField(this Editor Inspector)
49 | {
50 | EditorGUI.BeginChangeCheck();
51 |
52 | Inspector.serializedObject.Update();
53 |
54 | SerializedProperty Iterator = Inspector.serializedObject.GetIterator();
55 |
56 | Iterator.NextVisible(true);
57 |
58 | while (Iterator.NextVisible(false))
59 | {
60 | EditorGUILayout.PropertyField(Iterator, true);
61 | }
62 |
63 | Inspector.serializedObject.ApplyModifiedProperties();
64 |
65 | return (EditorGUI.EndChangeCheck());
66 | }
67 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/Editor/RangedFloatDrawer.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | [CustomPropertyDrawer(typeof(RangedFloat), true)]
5 | public class RangedFloatDrawer : PropertyDrawer
6 | {
7 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
8 | {
9 | label = EditorGUI.BeginProperty(position, label, property);
10 | position = EditorGUI.PrefixLabel(position, label);
11 |
12 | SerializedProperty minProp = property.FindPropertyRelative("minValue");
13 | SerializedProperty maxProp = property.FindPropertyRelative("maxValue");
14 |
15 | float minValue = minProp.floatValue;
16 | float maxValue = maxProp.floatValue;
17 |
18 | float rangeMin = 0;
19 | float rangeMax = 100;
20 |
21 | var ranges = (MinMaxRangeAttribute[])fieldInfo.GetCustomAttributes(typeof(MinMaxRangeAttribute), true);
22 | if (ranges.Length > 0)
23 | {
24 | rangeMin = ranges[0].Min;
25 | rangeMax = ranges[0].Max;
26 | }
27 |
28 | const float rangeBoundsLabelWidth = 40f;
29 |
30 | var rangeBoundsLabel1Rect = new Rect(position);
31 | rangeBoundsLabel1Rect.width = rangeBoundsLabelWidth;
32 | GUI.Label(rangeBoundsLabel1Rect, new GUIContent(minValue.ToString("F2")));
33 | position.xMin += rangeBoundsLabelWidth;
34 |
35 | var rangeBoundsLabel2Rect = new Rect(position);
36 | rangeBoundsLabel2Rect.xMin = rangeBoundsLabel2Rect.xMax - rangeBoundsLabelWidth;
37 | GUI.Label(rangeBoundsLabel2Rect, new GUIContent(maxValue.ToString("F2")));
38 | position.xMax -= rangeBoundsLabelWidth;
39 |
40 | EditorGUI.BeginChangeCheck();
41 | EditorGUI.MinMaxSlider(position, ref minValue, ref maxValue, rangeMin, rangeMax);
42 | if (EditorGUI.EndChangeCheck())
43 | {
44 | minProp.floatValue = minValue;
45 | maxProp.floatValue = maxValue;
46 | }
47 |
48 | EditorGUI.EndProperty();
49 | }
50 | }
51 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/Explodable.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Explodable : MonoBehaviour
6 | {
7 | public Action> OnFragmentsGenerated;
8 |
9 | [HideInInspector]
10 | public bool allowRuntimeFragmentation = false;
11 | [HideInInspector]
12 | public float ParentColliderWidth = 1f;
13 | [HideInInspector]
14 | public float ChildrenColliderWidth = 1f;
15 | [HideInInspector]
16 | public bool DestroyPiecesAfterHit = false;
17 | public RangedFloat DestroyAfterTime;
18 | public RangedFloat MassPerFragment;
19 | public RangedFloat DragPerFragment;
20 | public RangedFloat AngularDragPerFragment;
21 | [HideInInspector]
22 | public bool UseGravityOnFragments = true;
23 | [HideInInspector]
24 | public int extraPoints = 0;
25 | [HideInInspector]
26 | public int subshatterSteps = 0;
27 | [HideInInspector]
28 | public ColliderType ColliderTypeParent = ColliderType.BOX;
29 |
30 | [HideInInspector]
31 | public string fragmentLayer = "Default";
32 | [HideInInspector]
33 | public string sortingLayerName = "Default";
34 | [HideInInspector]
35 | public int orderInLayer = 0;
36 |
37 | [HideInInspector]
38 | public enum ShatterType
39 | {
40 | Triangle,
41 | Voronoi
42 | };
43 | [HideInInspector]
44 | public ShatterType shatterType;
45 | [HideInInspector]
46 | public List fragments = new List();
47 | [HideInInspector]
48 | private List> polygons = new List>();
49 |
50 | ///
51 | /// Creates fragments if necessary and destroys original gameobject
52 | ///
53 | public void explode()
54 | {
55 | //if fragments were not created before runtime then create them now
56 | if (fragments.Count == 0 && allowRuntimeFragmentation)
57 | {
58 | generateFragments();
59 | }
60 | //otherwise unparent and activate them
61 | else
62 | {
63 | foreach (GameObject frag in fragments)
64 | {
65 | frag.transform.parent = null;
66 | frag.SetActive(true);
67 | }
68 | }
69 | //if fragments exist destroy the original
70 | if (fragments.Count > 0)
71 | {
72 | Destroy(gameObject);
73 | }
74 | }
75 | ///
76 | /// Creates fragments and then disables them
77 | ///
78 | public void fragmentInEditor()
79 | {
80 | if (fragments.Count > 0)
81 | {
82 | deleteFragments();
83 | }
84 | generateFragments();
85 | foreach (GameObject frag in fragments)
86 | {
87 | frag.transform.parent = transform;
88 | frag.SetActive(false);
89 | }
90 | }
91 | public void deleteFragments()
92 | {
93 | foreach (GameObject frag in fragments)
94 | {
95 | if (Application.isEditor)
96 | {
97 | DestroyImmediate(frag);
98 | }
99 | else
100 | {
101 | Destroy(frag);
102 | }
103 | }
104 | fragments.Clear();
105 | polygons.Clear();
106 | }
107 | ///
108 | /// Turns Gameobject into multiple fragments
109 | ///
110 | private void generateFragments()
111 | {
112 |
113 | ClearCollider();
114 | fragments = new List();
115 | switch (shatterType)
116 | {
117 | case ShatterType.Triangle:
118 | fragments = SpriteExploder.GenerateTriangularPieces(gameObject, extraPoints, subshatterSteps);
119 | break;
120 | case ShatterType.Voronoi:
121 | fragments = SpriteExploder.GenerateVoronoiPieces(gameObject, extraPoints, subshatterSteps);
122 | break;
123 | default:
124 | Debug.Log("invalid choice");
125 | break;
126 | }
127 |
128 | SetCollider();
129 |
130 | //sets additional aspects of the fragments
131 | foreach (GameObject p in fragments)
132 | {
133 | if (p != null)
134 | {
135 | p.layer = LayerMask.NameToLayer(fragmentLayer);
136 | p.GetComponent().sortingLayerName = sortingLayerName;
137 | p.GetComponent().sortingOrder = orderInLayer;
138 | MeshCollider meshCol = p.AddComponent();
139 | meshCol.skinWidth = ChildrenColliderWidth;
140 | Rigidbody rb = p.AddComponent();
141 | rb.mass = UnityEngine.Random.Range(MassPerFragment.minValue, MassPerFragment.maxValue);
142 | rb.useGravity = UseGravityOnFragments;
143 | rb.drag = UnityEngine.Random.Range(DragPerFragment.minValue, DragPerFragment.maxValue);
144 | rb.angularDrag = UnityEngine.Random.Range(AngularDragPerFragment.minValue, AngularDragPerFragment.maxValue);
145 | rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;
146 | meshCol.sharedMesh = p.GetComponent().sharedMesh;
147 | meshCol.sharedMesh.RecalculateBounds();
148 | meshCol.sharedMesh.RecalculateNormals();
149 | meshCol.sharedMesh.RecalculateTangents();
150 | meshCol.convex = true;
151 | if (DestroyPiecesAfterHit)
152 | {
153 | p.AddComponent().Time = UnityEngine.Random.Range(DestroyAfterTime.minValue, DestroyAfterTime.maxValue);
154 | }
155 | }
156 | }
157 |
158 | foreach (ExplodableAddon addon in GetComponents())
159 | {
160 | if (addon.enabled)
161 | {
162 | addon.OnFragmentsGenerated(fragments);
163 | }
164 | }
165 | }
166 |
167 | private void ClearCollider()
168 | {
169 | BoxCollider bc = gameObject.GetComponent();
170 | SphereCollider sc = gameObject.GetComponent();
171 | CapsuleCollider cc = gameObject.GetComponent();
172 | MeshCollider mc = gameObject.GetComponent();
173 | if (bc != null)
174 | {
175 | DestroyImmediate(bc);
176 | }
177 | else if (sc != null)
178 | {
179 | DestroyImmediate(sc);
180 | }
181 | else if (cc != null)
182 | {
183 | DestroyImmediate(cc);
184 | }
185 | else if (mc != null)
186 | {
187 | DestroyImmediate(mc);
188 | }
189 | }
190 |
191 | private void SetCollider()
192 | {
193 |
194 | DestroyImmediate(gameObject.GetComponent());
195 | DestroyImmediate(gameObject.GetComponent());
196 |
197 | switch (ColliderTypeParent)
198 | {
199 | case ColliderType.BOX:
200 | BoxCollider bc = gameObject.AddComponent();
201 | bc.size = new Vector3(bc.size.x, bc.size.y, ParentColliderWidth);
202 | break;
203 | case ColliderType.SPHERE:
204 | gameObject.AddComponent().radius = ParentColliderWidth;
205 | break;
206 | case ColliderType.CAPSULE:
207 | gameObject.AddComponent().radius = ParentColliderWidth;
208 | break;
209 | case ColliderType.MESH:
210 | MeshCollider mc = gameObject.AddComponent();
211 | mc.sharedMesh = SpriteToMesh(gameObject.GetComponent().sprite);
212 | mc.convex = true;
213 | mc.skinWidth = ParentColliderWidth;
214 | break;
215 | }
216 | }
217 |
218 | Mesh SpriteToMesh(Sprite sprite)
219 | {
220 | Mesh mesh = new Mesh();
221 | mesh.vertices = Array.ConvertAll(sprite.vertices, i => (Vector3)i);
222 | mesh.uv = sprite.uv;
223 | mesh.triangles = Array.ConvertAll(sprite.triangles, i => (int)i);
224 |
225 | return mesh;
226 | }
227 | }
228 |
229 | public enum ColliderType
230 | {
231 | NONE,
232 | BOX,
233 | SPHERE,
234 | CAPSULE,
235 | MESH
236 | }
237 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/ExplodableAddon.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 |
5 | [ExecuteInEditMode]
6 | [RequireComponent(typeof(Explodable))]
7 | public abstract class ExplodableAddon : MonoBehaviour {
8 | protected Explodable explodable;
9 | // Use this for initialization
10 | void Start () {
11 | explodable = GetComponent();
12 | }
13 |
14 | public abstract void OnFragmentsGenerated(List fragments);
15 | }
16 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/MinMaxRangeAttribute.cs:
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1 | using System;
2 |
3 | public class MinMaxRangeAttribute : Attribute
4 | {
5 | public MinMaxRangeAttribute(float min, float max)
6 | {
7 | Min = min;
8 | Max = max;
9 | }
10 | public float Min { get; private set; }
11 | public float Max { get; private set; }
12 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/RangedFloat.cs:
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1 | using System;
2 |
3 | [Serializable]
4 | public struct RangedFloat
5 | {
6 | public float minValue;
7 | public float maxValue;
8 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Scripts/Triangulator.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | public class Triangulator
5 | {
6 | private List m_points = new List();
7 |
8 | public Triangulator(Vector2[] points)
9 | {
10 | m_points = new List(points);
11 | }
12 |
13 | public int[] Triangulate()
14 | {
15 | List indices = new List();
16 |
17 | int n = m_points.Count;
18 | if (n < 3)
19 | return indices.ToArray();
20 |
21 | int[] V = new int[n];
22 | if (Area() > 0)
23 | {
24 | for (int v = 0; v < n; v++)
25 | V[v] = v;
26 | }
27 | else
28 | {
29 | for (int v = 0; v < n; v++)
30 | V[v] = (n - 1) - v;
31 | }
32 |
33 | int nv = n;
34 | int count = 2 * nv;
35 | for (int m = 0, v = nv - 1; nv > 2;)
36 | {
37 | if ((count--) <= 0)
38 | return indices.ToArray();
39 |
40 | int u = v;
41 | if (nv <= u)
42 | u = 0;
43 | v = u + 1;
44 | if (nv <= v)
45 | v = 0;
46 | int w = v + 1;
47 | if (nv <= w)
48 | w = 0;
49 |
50 | if (Snip(u, v, w, nv, V))
51 | {
52 | int a, b, c, s, t;
53 | a = V[u];
54 | b = V[v];
55 | c = V[w];
56 | indices.Add(a);
57 | indices.Add(b);
58 | indices.Add(c);
59 | m++;
60 | for (s = v, t = v + 1; t < nv; s++, t++)
61 | V[s] = V[t];
62 | nv--;
63 | count = 2 * nv;
64 | }
65 | }
66 |
67 | indices.Reverse();
68 | return indices.ToArray();
69 | }
70 |
71 | private float Area()
72 | {
73 | int n = m_points.Count;
74 | float A = 0.0f;
75 | for (int p = n - 1, q = 0; q < n; p = q++)
76 | {
77 | Vector2 pval = m_points[p];
78 | Vector2 qval = m_points[q];
79 | A += pval.x * qval.y - qval.x * pval.y;
80 | }
81 | return (A * 0.5f);
82 | }
83 |
84 | private bool Snip(int u, int v, int w, int n, int[] V)
85 | {
86 | int p;
87 | Vector2 A = m_points[V[u]];
88 | Vector2 B = m_points[V[v]];
89 | Vector2 C = m_points[V[w]];
90 | if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
91 | return false;
92 | for (p = 0; p < n; p++)
93 | {
94 | if ((p == u) || (p == v) || (p == w))
95 | continue;
96 | Vector2 P = m_points[V[p]];
97 | if (InsideTriangle(A, B, C, P))
98 | return false;
99 | }
100 | return true;
101 | }
102 |
103 | private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
104 | {
105 | float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
106 | float cCROSSap, bCROSScp, aCROSSbp;
107 |
108 | ax = C.x - B.x; ay = C.y - B.y;
109 | bx = A.x - C.x; by = A.y - C.y;
110 | cx = B.x - A.x; cy = B.y - A.y;
111 | apx = P.x - A.x; apy = P.y - A.y;
112 | bpx = P.x - B.x; bpy = P.y - B.y;
113 | cpx = P.x - C.x; cpy = P.y - C.y;
114 |
115 | aCROSSbp = ax * bpy - ay * bpx;
116 | cCROSSap = cx * apy - cy * apx;
117 | bCROSScp = bx * cpy - by * cpx;
118 |
119 | return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
120 | }
121 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections.Generic;
4 | using Delaunay.Geo;
5 | using Delaunay.LR;
6 |
7 | namespace Delaunay
8 | {
9 |
10 | public class Node
11 | {
12 | public static Stack pool = new Stack ();
13 |
14 | public Node parent;
15 | public int treeSize;
16 | }
17 |
18 | public enum KruskalType
19 | {
20 | MINIMUM,
21 | MAXIMUM
22 | }
23 |
24 | public static class DelaunayHelpers
25 | {
26 | public static List VisibleLineSegments (List edges)
27 | {
28 | List segments = new List ();
29 |
30 | for (int i = 0; i p1 = edge.clippedEnds [Side.LEFT];
34 | Nullable p2 = edge.clippedEnds [Side.RIGHT];
35 | segments.Add (new LineSegment (p1, p2));
36 | }
37 | }
38 |
39 | return segments;
40 | }
41 |
42 | public static List SelectEdgesForSitePoint (Vector2 coord, List edgesToTest)
43 | {
44 | return edgesToTest.FindAll (delegate (Edge edge) {
45 | return ((edge.leftSite != null && edge.leftSite.Coord == coord)
46 | || (edge.rightSite != null && edge.rightSite.Coord == coord));
47 | });
48 | }
49 |
50 | public static List SelectNonIntersectingEdges (/*keepOutMask:BitmapData,*/List edgesToTest)
51 | {
52 | // if (keepOutMask == null)
53 | // {
54 | return edgesToTest;
55 | // }
56 |
57 | // var zeroPoint:Point = new Point();
58 | // return edgesToTest.filter(myTest);
59 | //
60 | // function myTest(edge:Edge, index:int, vector:Vector.):Boolean
61 | // {
62 | // var delaunayLineBmp:BitmapData = edge.makeDelaunayLineBmp();
63 | // var notIntersecting:Boolean = !(keepOutMask.hitTest(zeroPoint, 1, delaunayLineBmp, zeroPoint, 1));
64 | // delaunayLineBmp.dispose();
65 | // return notIntersecting;
66 | // }
67 | }
68 |
69 | public static List DelaunayLinesForEdges (List edges)
70 | {
71 | List segments = new List ();
72 | Edge edge;
73 | for (int i = 0; i < edges.Count; i++) {
74 | edge = edges [i];
75 | segments.Add (edge.DelaunayLine ());
76 | }
77 | return segments;
78 | }
79 |
80 | /**
81 | * Kruskal's spanning tree algorithm with union-find
82 | * Skiena: The Algorithm Design Manual, p. 196ff
83 | * Note: the sites are implied: they consist of the end points of the line segments
84 | */
85 | public static List Kruskal (List lineSegments, KruskalType type = KruskalType.MINIMUM)
86 | {
87 | Dictionary,Node> nodes = new Dictionary,Node> ();
88 | List mst = new List ();
89 | Stack nodePool = Node.pool;
90 |
91 | switch (type) {
92 | // note that the compare functions are the reverse of what you'd expect
93 | // because (see below) we traverse the lineSegments in reverse order for speed
94 | case KruskalType.MAXIMUM:
95 | lineSegments.Sort (delegate (LineSegment l1, LineSegment l2) {
96 | return LineSegment.CompareLengths (l1, l2);
97 | });
98 | break;
99 | default:
100 | lineSegments.Sort (delegate (LineSegment l1, LineSegment l2) {
101 | return LineSegment.CompareLengths_MAX (l1, l2);
102 | });
103 | break;
104 | }
105 |
106 | for (int i = lineSegments.Count; --i > -1;) {
107 | LineSegment lineSegment = lineSegments [i];
108 |
109 | Node node0 = null;
110 | Node rootOfSet0;
111 | if (!nodes.ContainsKey (lineSegment.p0)) {
112 | node0 = nodePool.Count > 0 ? nodePool.Pop () : new Node ();
113 | // intialize the node:
114 | rootOfSet0 = node0.parent = node0;
115 | node0.treeSize = 1;
116 |
117 | nodes [lineSegment.p0] = node0;
118 | } else {
119 | node0 = nodes [lineSegment.p0];
120 | rootOfSet0 = Find (node0);
121 | }
122 |
123 | Node node1 = null;
124 | Node rootOfSet1;
125 | if (!nodes.ContainsKey (lineSegment.p1)) {
126 | node1 = nodePool.Count > 0 ? nodePool.Pop () : new Node ();
127 | // intialize the node:
128 | rootOfSet1 = node1.parent = node1;
129 | node1.treeSize = 1;
130 |
131 | nodes [lineSegment.p1] = node1;
132 | } else {
133 | node1 = nodes [lineSegment.p1];
134 | rootOfSet1 = Find (node1);
135 | }
136 |
137 | if (rootOfSet0 != rootOfSet1) { // nodes not in same set
138 | mst.Add (lineSegment);
139 |
140 | // merge the two sets:
141 | int treeSize0 = rootOfSet0.treeSize;
142 | int treeSize1 = rootOfSet1.treeSize;
143 | if (treeSize0 >= treeSize1) {
144 | // set0 absorbs set1:
145 | rootOfSet1.parent = rootOfSet0;
146 | rootOfSet0.treeSize += treeSize1;
147 | } else {
148 | // set1 absorbs set0:
149 | rootOfSet0.parent = rootOfSet1;
150 | rootOfSet1.treeSize += treeSize0;
151 | }
152 | }
153 | }
154 | foreach (Node node in nodes.Values) {
155 | nodePool.Push (node);
156 | }
157 |
158 | return mst;
159 | }
160 |
161 | private static Node Find (Node node)
162 | {
163 | if (node.parent == node) {
164 | return node;
165 | } else {
166 | Node root = Find (node.parent);
167 | // this line is just to speed up subsequent finds by keeping the tree depth low:
168 | node.parent = root;
169 | return root;
170 | }
171 | }
172 | }
173 |
174 |
175 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs:
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1 | using UnityEngine;
2 | using Delaunay.Utils;
3 |
4 | namespace Delaunay
5 | {
6 |
7 | internal sealed class EdgeList: Utils.IDisposable
8 | {
9 | private float _deltax;
10 | private float _xmin;
11 |
12 | private int _hashsize;
13 | private Halfedge[] _hash;
14 | private Halfedge _leftEnd;
15 | public Halfedge leftEnd {
16 | get { return _leftEnd;}
17 | }
18 | private Halfedge _rightEnd;
19 | public Halfedge rightEnd {
20 | get { return _rightEnd;}
21 | }
22 |
23 | public void Dispose ()
24 | {
25 | Halfedge halfEdge = _leftEnd;
26 | Halfedge prevHe;
27 | while (halfEdge != _rightEnd) {
28 | prevHe = halfEdge;
29 | halfEdge = halfEdge.edgeListRightNeighbor;
30 | prevHe.Dispose ();
31 | }
32 | _leftEnd = null;
33 | _rightEnd.Dispose ();
34 | _rightEnd = null;
35 |
36 | int i;
37 | for (i = 0; i < _hashsize; ++i) {
38 | _hash [i] = null;
39 | }
40 | _hash = null;
41 | }
42 |
43 | public EdgeList (float xmin, float deltax, int sqrt_nsites)
44 | {
45 | _xmin = xmin;
46 | _deltax = deltax;
47 | _hashsize = 2 * sqrt_nsites;
48 |
49 | _hash = new Halfedge[_hashsize];
50 |
51 | // two dummy Halfedges:
52 | _leftEnd = Halfedge.CreateDummy ();
53 | _rightEnd = Halfedge.CreateDummy ();
54 | _leftEnd.edgeListLeftNeighbor = null;
55 | _leftEnd.edgeListRightNeighbor = _rightEnd;
56 | _rightEnd.edgeListLeftNeighbor = _leftEnd;
57 | _rightEnd.edgeListRightNeighbor = null;
58 | _hash [0] = _leftEnd;
59 | _hash [_hashsize - 1] = _rightEnd;
60 | }
61 |
62 | /**
63 | * Insert newHalfedge to the right of lb
64 | * @param lb
65 | * @param newHalfedge
66 | *
67 | */
68 | public void Insert (Halfedge lb, Halfedge newHalfedge)
69 | {
70 | newHalfedge.edgeListLeftNeighbor = lb;
71 | newHalfedge.edgeListRightNeighbor = lb.edgeListRightNeighbor;
72 | lb.edgeListRightNeighbor.edgeListLeftNeighbor = newHalfedge;
73 | lb.edgeListRightNeighbor = newHalfedge;
74 | }
75 |
76 | /**
77 | * This function only removes the Halfedge from the left-right list.
78 | * We cannot dispose it yet because we are still using it.
79 | * @param halfEdge
80 | *
81 | */
82 | public void Remove (Halfedge halfEdge)
83 | {
84 | halfEdge.edgeListLeftNeighbor.edgeListRightNeighbor = halfEdge.edgeListRightNeighbor;
85 | halfEdge.edgeListRightNeighbor.edgeListLeftNeighbor = halfEdge.edgeListLeftNeighbor;
86 | halfEdge.edge = Edge.DELETED;
87 | halfEdge.edgeListLeftNeighbor = halfEdge.edgeListRightNeighbor = null;
88 | }
89 |
90 | /**
91 | * Find the rightmost Halfedge that is still left of p
92 | * @param p
93 | * @return
94 | *
95 | */
96 | public Halfedge EdgeListLeftNeighbor (Vector2 p)
97 | {
98 | int i, bucket;
99 | Halfedge halfEdge;
100 |
101 | /* Use hash table to get close to desired halfedge */
102 | bucket = (int)((p.x - _xmin) / _deltax * _hashsize);
103 | if (bucket < 0) {
104 | bucket = 0;
105 | }
106 | if (bucket >= _hashsize) {
107 | bucket = _hashsize - 1;
108 | }
109 | halfEdge = GetHash (bucket);
110 | if (halfEdge == null) {
111 | for (i = 1; true; ++i) {
112 | if ((halfEdge = GetHash (bucket - i)) != null)
113 | break;
114 | if ((halfEdge = GetHash (bucket + i)) != null)
115 | break;
116 | }
117 | }
118 | /* Now search linear list of halfedges for the correct one */
119 | if (halfEdge == leftEnd || (halfEdge != rightEnd && halfEdge.IsLeftOf (p))) {
120 | do {
121 | halfEdge = halfEdge.edgeListRightNeighbor;
122 | } while (halfEdge != rightEnd && halfEdge.IsLeftOf(p));
123 | halfEdge = halfEdge.edgeListLeftNeighbor;
124 | } else {
125 | do {
126 | halfEdge = halfEdge.edgeListLeftNeighbor;
127 | } while (halfEdge != leftEnd && !halfEdge.IsLeftOf(p));
128 | }
129 |
130 | /* Update hash table and reference counts */
131 | if (bucket > 0 && bucket < _hashsize - 1) {
132 | _hash [bucket] = halfEdge;
133 | }
134 | return halfEdge;
135 | }
136 |
137 | /* Get entry from hash table, pruning any deleted nodes */
138 | private Halfedge GetHash (int b)
139 | {
140 | Halfedge halfEdge;
141 |
142 | if (b < 0 || b >= _hashsize) {
143 | return null;
144 | }
145 | halfEdge = _hash [b];
146 | if (halfEdge != null && halfEdge.edge == Edge.DELETED) {
147 | /* Hash table points to deleted halfedge. Patch as necessary. */
148 | _hash [b] = null;
149 | // still can't dispose halfEdge yet!
150 | return null;
151 | } else {
152 | return halfEdge;
153 | }
154 | }
155 |
156 | }
157 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs:
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1 | using Delaunay.LR;
2 | using Delaunay.Utils;
3 | using System.Collections.Generic;
4 |
5 | /** This class is horrible, and ought to be nuked from orbit. But the library is
6 | heavily dependent upon it in undocumented ways.
7 |
8 | It's viciously complicated, and is used all over the library in odd places where it
9 | shouldn't be used, with no explanation - but with a hard dependency in that it
10 | doesn't merely "re-order" edges (as the name suggests!) but often "generates" them
11 | too.
12 |
13 | It feels like it was intended to be semi-optimized (in the original AS3? probably),
14 | but in a modern language like C#, there are far far better ways of doing this.
15 |
16 | Currently: in my own projects, I am DELETING the output of this class, it's far
17 | too dangerous to use in production. I recommend you do the same: write an
18 | equivalent class (or better: set of classes) that are C#-friendly and do what they
19 | say, and no more and no less. Hopefully one day someone will re-write this thing
20 | and REMOVE IT from the rest of the library (all the places where it shouldn't be used)
21 | */
22 | namespace Delaunay
23 | {
24 | public enum VertexOrSite
25 | {
26 | VERTEX,
27 | SITE
28 | }
29 |
30 | sealed class EdgeReorderer: Utils.IDisposable
31 | {
32 | private List _edges;
33 | private List _edgeOrientations;
34 | public List edges {
35 | get { return _edges;}
36 | }
37 | public List edgeOrientations {
38 | get{ return _edgeOrientations;}
39 | }
40 |
41 | public EdgeReorderer (List origEdges, VertexOrSite criterion)
42 | {
43 | _edges = new List ();
44 | _edgeOrientations = new List ();
45 | if (origEdges.Count > 0) {
46 | _edges = ReorderEdges (origEdges, criterion);
47 | }
48 | }
49 |
50 | public void Dispose ()
51 | {
52 | _edges = null;
53 | _edgeOrientations = null;
54 | }
55 |
56 | private List ReorderEdges (List origEdges, VertexOrSite criterion)
57 | {
58 | int i;
59 | int n = origEdges.Count;
60 | Edge edge;
61 | // we're going to reorder the edges in order of traversal
62 | bool[] done = new bool[n];
63 | int nDone = 0;
64 | for (int j=0; j newEdges = new List (); // TODO: Switch to Deque if performance is a concern
68 |
69 | i = 0;
70 | edge = origEdges [i];
71 | newEdges.Add (edge);
72 | _edgeOrientations.Add (Side.LEFT);
73 | ICoord firstPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.leftVertex : (ICoord)edge.leftSite;
74 | ICoord lastPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.rightVertex : (ICoord)edge.rightSite;
75 |
76 | if (firstPoint == Vertex.VERTEX_AT_INFINITY || lastPoint == Vertex.VERTEX_AT_INFINITY) {
77 | return new List ();
78 | }
79 |
80 | done [i] = true;
81 | ++nDone;
82 |
83 | while (nDone < n) {
84 | for (i = 1; i < n; ++i) {
85 | if (done [i]) {
86 | continue;
87 | }
88 | edge = origEdges [i];
89 | ICoord leftPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.leftVertex : (ICoord)edge.leftSite;
90 | ICoord rightPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.rightVertex : (ICoord)edge.rightSite;
91 | if (leftPoint == Vertex.VERTEX_AT_INFINITY || rightPoint == Vertex.VERTEX_AT_INFINITY) {
92 | return new List ();
93 | }
94 | if (leftPoint == lastPoint) {
95 | lastPoint = rightPoint;
96 | _edgeOrientations.Add (Side.LEFT);
97 | newEdges.Add (edge);
98 | done [i] = true;
99 | } else if (rightPoint == firstPoint) {
100 | firstPoint = leftPoint;
101 | _edgeOrientations.Insert (0, Side.LEFT); // TODO: Change datastructure if this is slow
102 | newEdges.Insert (0, edge);
103 | done [i] = true;
104 | } else if (leftPoint == firstPoint) {
105 | firstPoint = rightPoint;
106 | _edgeOrientations.Insert (0, Side.RIGHT);
107 | newEdges.Insert (0, edge);
108 | done [i] = true;
109 | } else if (rightPoint == lastPoint) {
110 | lastPoint = leftPoint;
111 | _edgeOrientations.Add (Side.RIGHT);
112 | newEdges.Add (edge);
113 | done [i] = true;
114 | }
115 | if (done [i]) {
116 | ++nDone;
117 | }
118 | }
119 | }
120 |
121 | return newEdges;
122 | }
123 |
124 | }
125 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections.Generic;
4 | using Delaunay.LR;
5 | using Delaunay.Geo;
6 | using Delaunay.Utils;
7 |
8 | namespace Delaunay
9 | {
10 |
11 |
12 | public sealed class Halfedge: Delaunay.Utils.IDisposable
13 | {
14 | private static Stack _pool = new Stack ();
15 | public static Halfedge Create (Edge edge, Nullable lr)
16 | {
17 | if (_pool.Count > 0) {
18 | return _pool.Pop ().Init (edge, lr);
19 | } else {
20 | return new Halfedge (edge, lr);
21 | }
22 | }
23 |
24 | public static Halfedge CreateDummy ()
25 | {
26 | return Create (null, null);
27 | }
28 |
29 | public Halfedge edgeListLeftNeighbor, edgeListRightNeighbor;
30 | public Halfedge nextInPriorityQueue;
31 |
32 | public Edge edge;
33 | public Nullable leftRight;
34 | public Vertex vertex;
35 |
36 | // the vertex's y-coordinate in the transformed Voronoi space V*
37 | public float ystar;
38 |
39 | public Halfedge (Edge edge = null, Nullable lr = null)
40 | {
41 | Init (edge, lr);
42 | }
43 |
44 | private Halfedge Init (Edge edge, Nullable lr)
45 | {
46 | this.edge = edge;
47 | leftRight = lr;
48 | nextInPriorityQueue = null;
49 | vertex = null;
50 | return this;
51 | }
52 |
53 | public override string ToString ()
54 | {
55 | return "Halfedge (leftRight: " + leftRight.ToString () + "; vertex: " + vertex.ToString () + ")";
56 | }
57 |
58 | public void Dispose ()
59 | {
60 | if (edgeListLeftNeighbor != null || edgeListRightNeighbor != null) {
61 | // still in EdgeList
62 | return;
63 | }
64 | if (nextInPriorityQueue != null) {
65 | // still in PriorityQueue
66 | return;
67 | }
68 | edge = null;
69 | leftRight = null;
70 | vertex = null;
71 | _pool.Push (this);
72 | }
73 |
74 | public void ReallyDispose ()
75 | {
76 | edgeListLeftNeighbor = null;
77 | edgeListRightNeighbor = null;
78 | nextInPriorityQueue = null;
79 | edge = null;
80 | leftRight = null;
81 | vertex = null;
82 | _pool.Push (this);
83 | }
84 |
85 | internal bool IsLeftOf (Vector2 p)
86 | {
87 | Site topSite;
88 | bool rightOfSite, above, fast;
89 | float dxp, dyp, dxs, t1, t2, t3, yl;
90 |
91 | topSite = edge.rightSite;
92 | rightOfSite = p.x > topSite.x;
93 | if (rightOfSite && this.leftRight == Side.LEFT) {
94 | return true;
95 | }
96 | if (!rightOfSite && this.leftRight == Side.RIGHT) {
97 | return false;
98 | }
99 |
100 | if (edge.a == 1.0) {
101 | dyp = p.y - topSite.y;
102 | dxp = p.x - topSite.x;
103 | fast = false;
104 | if ((!rightOfSite && edge.b < 0.0) || (rightOfSite && edge.b >= 0.0)) {
105 | above = dyp >= edge.b * dxp;
106 | fast = above;
107 | } else {
108 | above = p.x + p.y * edge.b > edge.c;
109 | if (edge.b < 0.0) {
110 | above = !above;
111 | }
112 | if (!above) {
113 | fast = true;
114 | }
115 | }
116 | if (!fast) {
117 | dxs = topSite.x - edge.leftSite.x;
118 | above = edge.b * (dxp * dxp - dyp * dyp) <
119 | dxs * dyp * (1.0 + 2.0 * dxp / dxs + edge.b * edge.b);
120 | if (edge.b < 0.0) {
121 | above = !above;
122 | }
123 | }
124 | } else { /* edge.b == 1.0 */
125 | yl = edge.c - edge.a * p.x;
126 | t1 = p.y - yl;
127 | t2 = p.x - topSite.x;
128 | t3 = yl - topSite.y;
129 | above = t1 * t1 > t2 * t2 + t3 * t3;
130 | }
131 | return this.leftRight == Side.LEFT ? above : !above;
132 | }
133 |
134 | }
135 | }
--------------------------------------------------------------------------------
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs:
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1 | using UnityEngine;
2 | using System.Collections.Generic;
3 | using Delaunay.Utils;
4 |
5 | namespace Delaunay
6 | {
7 |
8 | internal sealed class HalfedgePriorityQueue: Utils.IDisposable // also known as heap
9 | {
10 | private Halfedge[] _hash;
11 | private int _count;
12 | private int _minBucket;
13 | private int _hashsize;
14 |
15 | private float _ymin;
16 | private float _deltay;
17 |
18 | public HalfedgePriorityQueue (float ymin, float deltay, int sqrt_nsites)
19 | {
20 | _ymin = ymin;
21 | _deltay = deltay;
22 | _hashsize = 4 * sqrt_nsites;
23 | Initialize ();
24 | }
25 |
26 | public void Dispose ()
27 | {
28 | // get rid of dummies
29 | for (int i = 0; i < _hashsize; ++i) {
30 | _hash [i].Dispose ();
31 | _hash [i] = null;
32 | }
33 | _hash = null;
34 | }
35 |
36 | private void Initialize ()
37 | {
38 | int i;
39 |
40 | _count = 0;
41 | _minBucket = 0;
42 | _hash = new Halfedge[_hashsize];
43 | // dummy Halfedge at the top of each hash
44 | for (i = 0; i < _hashsize; ++i) {
45 | _hash [i] = Halfedge.CreateDummy ();
46 | _hash [i].nextInPriorityQueue = null;
47 | }
48 | }
49 |
50 | public void Insert (Halfedge halfEdge)
51 | {
52 | Halfedge previous, next;
53 | int insertionBucket = Bucket (halfEdge);
54 | if (insertionBucket < _minBucket) {
55 | _minBucket = insertionBucket;
56 | }
57 | previous = _hash [insertionBucket];
58 | while ((next = previous.nextInPriorityQueue) != null
59 | && (halfEdge.ystar > next.ystar || (halfEdge.ystar == next.ystar && halfEdge.vertex.x > next.vertex.x))) {
60 | previous = next;
61 | }
62 | halfEdge.nextInPriorityQueue = previous.nextInPriorityQueue;
63 | previous.nextInPriorityQueue = halfEdge;
64 | ++_count;
65 | }
66 |
67 | public void Remove (Halfedge halfEdge)
68 | {
69 | Halfedge previous;
70 | int removalBucket = Bucket (halfEdge);
71 |
72 | if (halfEdge.vertex != null) {
73 | previous = _hash [removalBucket];
74 | while (previous.nextInPriorityQueue != halfEdge) {
75 | previous = previous.nextInPriorityQueue;
76 | }
77 | previous.nextInPriorityQueue = halfEdge.nextInPriorityQueue;
78 | _count--;
79 | halfEdge.vertex = null;
80 | halfEdge.nextInPriorityQueue = null;
81 | halfEdge.Dispose ();
82 | }
83 | }
84 |
85 | private int Bucket (Halfedge halfEdge)
86 | {
87 | int theBucket = (int)((halfEdge.ystar - _ymin) / _deltay * _hashsize);
88 | if (theBucket < 0)
89 | theBucket = 0;
90 | if (theBucket >= _hashsize)
91 | theBucket = _hashsize - 1;
92 | return theBucket;
93 | }
94 |
95 | private bool IsEmpty (int bucket)
96 | {
97 | return (_hash [bucket].nextInPriorityQueue == null);
98 | }
99 |
100 | /**
101 | * move _minBucket until it contains an actual Halfedge (not just the dummy at the top);
102 | *
103 | */
104 | private void AdjustMinBucket ()
105 | {
106 | while (_minBucket < _hashsize - 1 && IsEmpty(_minBucket)) {
107 | ++_minBucket;
108 | }
109 | }
110 |
111 | public bool Empty ()
112 | {
113 | return _count == 0;
114 | }
115 |
116 | /**
117 | * @return coordinates of the Halfedge's vertex in V*, the transformed Voronoi diagram
118 | *
119 | */
120 | public Vector2 Min ()
121 | {
122 | AdjustMinBucket ();
123 | Halfedge answer = _hash [_minBucket].nextInPriorityQueue;
124 | return new Vector2 (answer.vertex.x, answer.ystar);
125 | }
126 |
127 | /**
128 | * remove and return the min Halfedge
129 | * @return
130 | *
131 | */
132 | public Halfedge ExtractMin ()
133 | {
134 | Halfedge answer;
135 |
136 | // get the first real Halfedge in _minBucket
137 | answer = _hash [_minBucket].nextInPriorityQueue;
138 |
139 | _hash [_minBucket].nextInPriorityQueue = answer.nextInPriorityQueue;
140 | _count--;
141 | answer.nextInPriorityQueue = null;
142 |
143 | return answer;
144 | }
145 |
146 | }
147 | }
--------------------------------------------------------------------------------
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/ICoord.cs:
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1 | using UnityEngine;
2 |
3 | namespace Delaunay
4 | {
5 |
6 | public interface ICoord
7 | {
8 | Vector2 Coord {
9 | get;
10 | }
11 | }
12 | }
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8 | userData:
9 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/LR.cs:
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1 | namespace Delaunay
2 | {
3 | namespace LR
4 | {
5 | public enum Side
6 | {
7 | LEFT = 0,
8 | RIGHT
9 | }
10 |
11 | public class SideHelper
12 | {
13 | public static Side Other (Side leftRight)
14 | {
15 | return leftRight == Side.LEFT ? Side.RIGHT : Side.LEFT;
16 | }
17 | }
18 |
19 | }
20 | }
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8 | userData:
9 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/Site.cs.meta:
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8 | userData:
9 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/SiteList.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections.Generic;
4 | using Delaunay.Geo;
5 | using Delaunay.Utils;
6 |
7 | namespace Delaunay
8 | {
9 |
10 | public sealed class SiteList: Utils.IDisposable
11 | {
12 | public List _sites;
13 | private int _currentIndex;
14 |
15 | private bool _sorted;
16 |
17 | public SiteList ()
18 | {
19 | _sites = new List ();
20 | _sorted = false;
21 | }
22 |
23 | public void Dispose ()
24 | {
25 | if (_sites != null) {
26 | for (int i = 0; i < _sites.Count; i++) {
27 | Site site = _sites [i];
28 | site.Dispose ();
29 | }
30 | _sites.Clear ();
31 | _sites = null;
32 | }
33 | }
34 |
35 | public int Add (Site site)
36 | {
37 | _sorted = false;
38 | _sites.Add (site);
39 | return _sites.Count;
40 | }
41 |
42 | public int Count {
43 | get { return _sites.Count;}
44 | }
45 |
46 | public Site Next ()
47 | {
48 | if (_sorted == false) {
49 | UnityEngine.Debug.LogError ("SiteList::next(): sites have not been sorted");
50 | }
51 | if (_currentIndex < _sites.Count) {
52 | return _sites [_currentIndex++];
53 | } else {
54 | return null;
55 | }
56 | }
57 |
58 | internal Rect GetSitesBounds ()
59 | {
60 | if (_sorted == false) {
61 | Site.SortSites (_sites);
62 | _currentIndex = 0;
63 | _sorted = true;
64 | }
65 | float xmin, xmax, ymin, ymax;
66 | if (_sites.Count == 0) {
67 | return new Rect (0, 0, 0, 0);
68 | }
69 | xmin = float.MaxValue;
70 | xmax = float.MinValue;
71 | for (int i = 0; i<_sites.Count; i++) {
72 | Site site = _sites [i];
73 | if (site.x < xmin) {
74 | xmin = site.x;
75 | }
76 | if (site.x > xmax) {
77 | xmax = site.x;
78 | }
79 | }
80 | // here's where we assume that the sites have been sorted on y:
81 | ymin = _sites [0].y;
82 | ymax = _sites [_sites.Count - 1].y;
83 |
84 | return new Rect (xmin, ymin, xmax - xmin, ymax - ymin);
85 | }
86 |
87 | public List SiteColors (/*BitmapData referenceImage = null*/)
88 | {
89 | List colors = new List ();
90 | Site site;
91 | for (int i = 0; i< _sites.Count; i++) {
92 | site = _sites [i];
93 | colors.Add (/*referenceImage ? referenceImage.getPixel(site.x, site.y) :*/site.color);
94 | }
95 | return colors;
96 | }
97 |
98 | public List SiteCoords ()
99 | {
100 | List coords = new List ();
101 | Site site;
102 | for (int i = 0; i<_sites.Count; i++) {
103 | site = _sites [i];
104 | coords.Add (site.Coord);
105 | }
106 | return coords;
107 | }
108 |
109 | /**
110 | *
111 | * @return the largest circle centered at each site that fits in its region;
112 | * if the region is infinite, return a circle of radius 0.
113 | *
114 | */
115 | public List Circles ()
116 | {
117 | List circles = new List ();
118 | Site site;
119 | for (int i = 0; i<_sites.Count; i++) {
120 | site = _sites [i];
121 | float radius = 0f;
122 | Edge nearestEdge = site.NearestEdge ();
123 |
124 | if (!nearestEdge.IsPartOfConvexHull ()) {
125 | radius = nearestEdge.SitesDistance () * 0.5f;
126 | }
127 | circles.Add (new Circle (site.x, site.y, radius));
128 | }
129 | return circles;
130 | }
131 |
132 | public List> Regions (Rect plotBounds)
133 | {
134 | List> regions = new List> ();
135 | Site site;
136 | for (int i = 0; i< _sites.Count; i++) {
137 | site = _sites [i];
138 | regions.Add (site.Region (plotBounds));
139 | }
140 | return regions;
141 | }
142 |
143 | /**
144 | *
145 | * @param proximityMap a BitmapData whose regions are filled with the site index values; see PlanePointsCanvas::fillRegions()
146 | * @param x
147 | * @param y
148 | * @return coordinates of nearest Site to (x, y)
149 | *
150 | */
151 | public Nullable NearestSitePoint (/*proximityMap:BitmapData,*/float x, float y)
152 | {
153 | // uint index = proximityMap.getPixel(x, y);
154 | // if (index > _sites.length - 1)
155 | // {
156 | return null;
157 | // }
158 | // return _sites[index].coord;
159 | }
160 |
161 | }
162 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/Triangle.cs:
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1 | using System.Collections.Generic;
2 | using Delaunay.Utils;
3 |
4 | namespace Delaunay
5 | {
6 |
7 | public sealed class Triangle: IDisposable
8 | {
9 | private List _sites;
10 | public List sites {
11 | get { return this._sites; }
12 | }
13 |
14 | public Triangle (Site a, Site b, Site c)
15 | {
16 | _sites = new List () { a, b, c };
17 | }
18 |
19 | public void Dispose ()
20 | {
21 | _sites.Clear ();
22 | _sites = null;
23 | }
24 |
25 | }
26 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/Delaunay/Vertex.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections.Generic;
4 | using Delaunay.LR;
5 |
6 | namespace Delaunay
7 | {
8 |
9 | public sealed class Vertex: ICoord
10 | {
11 | public static readonly Vertex VERTEX_AT_INFINITY = new Vertex (float.NaN, float.NaN);
12 |
13 | private static Stack _pool = new Stack ();
14 | private static Vertex Create (float x, float y)
15 | {
16 | if (float.IsNaN (x) || float.IsNaN (y)) {
17 | return VERTEX_AT_INFINITY;
18 | }
19 | if (_pool.Count > 0) {
20 | return _pool.Pop ().Init (x, y);
21 | } else {
22 | return new Vertex (x, y);
23 | }
24 | }
25 |
26 |
27 | private static int _nvertices = 0;
28 |
29 | private Vector2 _coord;
30 | public Vector2 Coord {
31 | get { return _coord;}
32 | }
33 | private int _vertexIndex;
34 | public int vertexIndex {
35 | get { return _vertexIndex;}
36 | }
37 |
38 | public Vertex (float x, float y)
39 | {
40 | Init (x, y);
41 | }
42 |
43 | private Vertex Init (float x, float y)
44 | {
45 | _coord = new Vector2 (x, y);
46 | return this;
47 | }
48 |
49 | public void Dispose ()
50 | {
51 | _pool.Push (this);
52 | }
53 |
54 | public void SetIndex ()
55 | {
56 | _vertexIndex = _nvertices++;
57 | }
58 |
59 | public override string ToString ()
60 | {
61 | return "Vertex (" + _vertexIndex + ")";
62 | }
63 |
64 | /**
65 | * This is the only way to make a Vertex
66 | *
67 | * @param halfedge0
68 | * @param halfedge1
69 | * @return
70 | *
71 | */
72 | public static Vertex Intersect (Halfedge halfedge0, Halfedge halfedge1)
73 | {
74 | Edge edge0, edge1, edge;
75 | Halfedge halfedge;
76 | float determinant, intersectionX, intersectionY;
77 | bool rightOfSite;
78 |
79 | edge0 = halfedge0.edge;
80 | edge1 = halfedge1.edge;
81 | if (edge0 == null || edge1 == null) {
82 | return null;
83 | }
84 | if (edge0.rightSite == edge1.rightSite) {
85 | return null;
86 | }
87 |
88 | determinant = edge0.a * edge1.b - edge0.b * edge1.a;
89 | if (-1.0e-10 < determinant && determinant < 1.0e-10) {
90 | // the edges are parallel
91 | return null;
92 | }
93 |
94 | intersectionX = (edge0.c * edge1.b - edge1.c * edge0.b) / determinant;
95 | intersectionY = (edge1.c * edge0.a - edge0.c * edge1.a) / determinant;
96 |
97 | if (Voronoi.CompareByYThenX (edge0.rightSite, edge1.rightSite) < 0) {
98 | halfedge = halfedge0;
99 | edge = edge0;
100 | } else {
101 | halfedge = halfedge1;
102 | edge = edge1;
103 | }
104 | rightOfSite = intersectionX >= edge.rightSite.x;
105 | if ((rightOfSite && halfedge.leftRight == Side.LEFT)
106 | || (!rightOfSite && halfedge.leftRight == Side.RIGHT)) {
107 | return null;
108 | }
109 |
110 | return Vertex.Create (intersectionX, intersectionY);
111 | }
112 |
113 | public float x {
114 | get { return _coord.x;}
115 | }
116 | public float y {
117 | get{ return _coord.y;}
118 | }
119 |
120 | }
121 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/geom/Circle.cs:
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1 | using UnityEngine;
2 | using System;
3 |
4 | namespace Delaunay
5 | {
6 | namespace Geo
7 | {
8 | public sealed class Circle
9 | {
10 | public Vector2 center;
11 | public float radius;
12 |
13 | public Circle (float centerX, float centerY, float radius)
14 | {
15 | this.center = new Vector2 (centerX, centerY);
16 | this.radius = radius;
17 | }
18 |
19 | public override string ToString ()
20 | {
21 | return "Circle (center: " + center.ToString () + "; radius: " + radius.ToString () + ")";
22 | }
23 |
24 | }
25 | }
26 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/geom/LineSegment.cs:
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1 | using UnityEngine;
2 | using System;
3 |
4 | namespace Delaunay
5 | {
6 | namespace Geo
7 | {
8 | public sealed class LineSegment
9 | {
10 | public static int CompareLengths_MAX (LineSegment segment0, LineSegment segment1)
11 | {
12 | float length0 = Vector2.Distance ((Vector2)segment0.p0, (Vector2)segment0.p1);
13 | float length1 = Vector2.Distance ((Vector2)segment1.p0, (Vector2)segment1.p1);
14 | if (length0 < length1) {
15 | return 1;
16 | }
17 | if (length0 > length1) {
18 | return -1;
19 | }
20 | return 0;
21 | }
22 |
23 | public static int CompareLengths (LineSegment edge0, LineSegment edge1)
24 | {
25 | return - CompareLengths_MAX (edge0, edge1);
26 | }
27 |
28 | public Nullable p0;
29 | public Nullable p1;
30 |
31 | public LineSegment (Nullable p0, Nullable p1)
32 | {
33 | this.p0 = p0;
34 | this.p1 = p1;
35 | }
36 |
37 | }
38 | }
39 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/geom/Polygon.cs:
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1 | using UnityEngine;
2 | using System.Collections.Generic;
3 |
4 | namespace Delaunay
5 | {
6 | namespace Geo
7 | {
8 | public sealed class Polygon
9 | {
10 | private List _vertices;
11 |
12 | public Polygon (List vertices)
13 | {
14 | _vertices = vertices;
15 | }
16 |
17 | public float Area ()
18 | {
19 | return Mathf.Abs (SignedDoubleArea () * 0.5f); // XXX: I'm a bit nervous about this; not sure what the * 0.5 is for, bithacking?
20 | }
21 |
22 | public Winding Winding ()
23 | {
24 | float signedDoubleArea = SignedDoubleArea ();
25 | if (signedDoubleArea < 0) {
26 | return Geo.Winding.CLOCKWISE;
27 | }
28 | if (signedDoubleArea > 0) {
29 | return Geo.Winding.COUNTERCLOCKWISE;
30 | }
31 | return Geo.Winding.NONE;
32 | }
33 |
34 | private float SignedDoubleArea () // XXX: I'm a bit nervous about this because Actionscript represents everything as doubles, not floats
35 | {
36 | int index, nextIndex;
37 | int n = _vertices.Count;
38 | Vector2 point, next;
39 | float signedDoubleArea = 0; // Losing lots of precision?
40 | for (index = 0; index < n; ++index) {
41 | nextIndex = (index + 1) % n;
42 | point = _vertices [index];
43 | next = _vertices [nextIndex];
44 | signedDoubleArea += point.x * next.y - next.x * point.y;
45 | }
46 | return signedDoubleArea;
47 | }
48 | }
49 | }
50 | }
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/geom/Winding.cs:
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1 | namespace Delaunay
2 | {
3 | namespace Geo {
4 | public enum Winding
5 | {
6 | NONE = 0, CLOCKWISE, COUNTERCLOCKWISE
7 | }
8 | }
9 | }
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6 |
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/unity2.5DDestruction/Assets/2.5D_Destruction/Unity-delaunay/utils/IDisposable.cs:
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1 | namespace Delaunay
2 | {
3 | namespace Utils
4 | {
5 | public interface IDisposable
6 | {
7 | void Dispose ();
8 | }
9 | }
10 | }
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