├── .gitignore ├── 2dDestructionPackage.unitypackage ├── LICENSE ├── README.md └── unity2DDestruction ├── Assets ├── 2D_Destruction.meta └── 2D_Destruction │ ├── Demo.meta │ ├── Demo │ ├── Demo Scripts.meta │ ├── Demo Scripts │ │ ├── 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 │ ├── Scripts.meta │ ├── Scripts │ ├── ClipperHelper.cs │ ├── ClipperHelper.cs.meta │ ├── Editor.meta │ ├── Editor │ │ ├── ExplodableEditor.cs │ │ └── ExplodableEditor.cs.meta │ ├── Explodable.cs │ ├── Explodable.cs.meta │ ├── ExplodableAddon.cs │ ├── ExplodableAddon.cs.meta │ ├── SpriteExploder.cs │ └── SpriteExploder.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 ├── Library ├── AnnotationManager ├── AssetImportState ├── AssetServerCacheV3 ├── AssetVersioning.db ├── AtlasCache │ └── 43 │ │ └── 4322d6cd910535f489eee1e9bb66ae04 ├── BuildPlayer.prefs ├── BuildSettings.asset ├── EditorUserBuildSettings.asset ├── EditorUserSettings.asset ├── InspectorExpandedItems.asset ├── LastSceneManagerSetup.txt ├── LibraryFormatVersion.txt ├── MonoManager.asset ├── ProjectSettings.asset ├── ScriptAssemblies │ └── BuiltinAssemblies.stamp ├── ScriptMapper ├── ShaderCache.db ├── ShaderCache │ ├── 6 │ │ └── 675645847e3ac7115b9c32b8abe7e4f0.bin │ ├── 9 │ │ └── 976ea39a8327a247e355958ae498a1cc.bin │ ├── b │ │ └── bd226a2e8ca352015a7a03c047b0a278.bin │ └── d │ │ └── dda6d3b58f40cdd0ba9cb6604bb53f92.bin ├── UnityAssemblies │ ├── SyntaxTree.VisualStudio.Unity.Bridge.xml │ ├── UnityEditor.Advertisements.xml │ ├── UnityEditor.Android.Extensions.xml │ ├── UnityEditor.EditorTestsRunner.xml │ ├── UnityEditor.Graphs.xml │ ├── UnityEditor.Networking.xml │ ├── UnityEditor.TreeEditor.xml │ ├── UnityEditor.UI.xml │ ├── UnityEditor.WebGL.Extensions.xml │ ├── UnityEditor.WindowsStandalone.Extensions.xml │ ├── UnityEditor.xml │ ├── UnityEngine.Networking.xml │ ├── UnityEngine.UI.xml │ ├── UnityEngine.xml │ ├── nunit.framework.xml │ └── version.txt └── metadata │ ├── 16 │ └── 16e154efbeed043e1865a7d95f623368.info │ ├── 20 │ └── 2079d3a13fe744509b4a46b65941e529.info │ ├── 35 │ └── 35bf60da24da247efab9c9aec0d0c5b0.info │ ├── 42 │ └── 42741f042d2e748aaaf15e94b6ba71dd.info │ ├── 49 │ └── 49202b1d309f140d6bd015a7fbce4b64.info │ ├── 55 │ └── 5585f2ed16db5254683ce71ab7429d17.info │ ├── 61 │ └── 61f32e27e09c040bcb9e9c67d5a67f4f.info │ ├── 64 │ └── 64b12b15baf9644af9f0651e6705f0ef.info │ ├── 65 │ └── 6505f93572a1d41a38b2f1aeee65897b.info │ ├── 71 │ └── 7185a36cf33250345ba6919a287306fe.info │ ├── 73 │ └── 739bbd9f364b4268874f9fd86ab3beef.info │ ├── 75 │ └── 75953d6b31f574644be1238b08e89b8a.info │ ├── 76 │ ├── 76312350a2abb4fa9a9926fc7da2287d.info │ └── 764ff64f612a53c42b02aa55ae6859f6.info │ ├── 82 │ └── 82dfc6171b28647c69dfe7a20a57a5e0.info │ ├── 84 │ └── 8401a12a35e9d44efbd45e0bba1d4969.info │ ├── 85 │ └── 852e56802eb941638acbb491814497b0.info │ ├── 87 │ └── 870353891bb340e2b2a9c8707e7419ba.info │ ├── 88 │ └── 88114238b604a0c4ea377254ec4ae1b6.info │ ├── 93 │ └── 93c18a1a444938c4ea2f65c898c39440.info │ ├── 97 │ └── 97decbdab0634cdd991f8d23ddf0dead.info │ ├── 00 │ ├── 00000000000000001000000000000000.info │ ├── 00000000000000002000000000000000.info │ ├── 00000000000000003000000000000000.info │ ├── 00000000000000004000000000000000.info │ ├── 00000000000000004100000000000000.info │ ├── 00000000000000005000000000000000.info │ ├── 00000000000000005100000000000000.info │ ├── 00000000000000006000000000000000.info │ ├── 00000000000000006100000000000000.info │ ├── 00000000000000007000000000000000.info │ ├── 00000000000000007100000000000000.info │ ├── 00000000000000008000000000000000.info │ ├── 00000000000000008100000000000000.info │ ├── 00000000000000009000000000000000.info │ ├── 0000000000000000a000000000000000.info │ ├── 0000000000000000a100000000000000.info │ ├── 0000000000000000b000000000000000.info │ └── 0000000000000000c000000000000000.info │ ├── 03 │ └── 035d3682f09bf4ddaa70a56d8d58c389.info │ ├── 0f │ └── 0f2bfd7ed370844afb774f34e1d6366a.info │ ├── 1a │ └── 1a38f1425b42547898d3b2ef6c865e05.info │ ├── 1e │ └── 1e62e9aeab3de2c4caf1d751058363a4.info │ ├── 2e │ └── 2ee5f0dcc71544e1dade82ac72f7fc3d.info │ ├── 3c │ └── 3c0ad459c1534645b5d603b7cc258f97.info │ ├── 3e │ └── 3e5cf667cd9df4f68a86433bcfff21d4.info │ ├── 5b │ ├── 5b8d8461f4d094ae1911a6d9df6d9f68.info │ └── 5bc32138cbea5f945b235ac23ec6767b.info │ ├── 5d │ └── 5d6623b71c12f9643a5cb60649000a91.info │ ├── 5e │ └── 5e857dcf02dcfdc42b675da5cff40c23.info │ ├── 5f │ └── 5f32cd94baa94578a686d4b9d6b660f7.info │ ├── 6a │ └── 6a0a816d1340149068ec7fa5bc31c72c.info │ ├── 6b │ ├── 6ba85128b77e245478cd4bc1ac6c8f60.info │ └── 6bdc2d3dd944bad468a074bc901826a6.info │ ├── 7a │ └── 7af6dd9712bb07c43a7a851e83d317f7.info │ ├── 7c │ ├── 7c0398bc3a10b93439e834c43226121e.info │ ├── 7cb01ead474dc485fa87ef0e202dcc6d.info │ └── 7cbab2be89b54486bbd23a6fe637d30e.info │ ├── 7e │ └── 7ea91cd8b2a424a0f97e63013b752cdc.info │ ├── 7f │ └── 7fe02f35e190dc2429432c2c483a1958.info │ ├── 8a │ └── 8a659b037ca774ad4b255ac68dbe65ae.info │ ├── 8e │ └── 8e0cd8ed44d4412cbe0642067abc9e44.info │ ├── a6 │ └── a6e9c0c7f4ae649678b34ec5397e4079.info │ ├── a8 │ └── a8095910601b97244a65e582c52b97eb.info │ ├── ad │ └── adebbd281f1a4ef3a30be7f21937e02f.info │ ├── b5 │ ├── b50cf8371b529455296d61f04f06640a.info │ └── b57070c18171a2448bd93ce4df9e8ff5.info │ ├── bb │ └── bb97dd95347dc52498ef1224a58907c0.info │ ├── bc │ └── bc17612bc816d4f859110958e22d0a82.info │ ├── bd │ └── bdd88e3de6e024ec1bacd58073808d06.info │ ├── c0 │ └── c02699612d6db4e2e89540f85b066b53.info │ ├── c1 │ └── c170c54283ab44181a2cc55a8a77e839.info │ ├── c8 │ └── c86ee3287678f413e99d8256fcbbbd6f.info │ ├── cc │ └── ccc901e803c5a4a3da9aa39063ee5db6.info │ ├── d1 │ └── d11fa694a445f4fbb9c6ef8f51d7d549.info │ ├── d5 │ └── d50cf82524bc8d3489bc7da62911e219.info │ ├── e4 │ └── e4e25a756f8daa9469d27d2dd6cb4b0d.info │ ├── e5 │ ├── e5300884d68b94e1c958b6328944dcca.info │ └── e59bb833c9cf045e992b44a5e23837cb.info │ ├── e8 │ └── e873e30775b564fbd9b4b27ac5b0787a.info │ ├── ee │ └── ee91f06450870f844a05aa2f86b92e17.info │ ├── f4 │ └── f4b1882c785d77c4fa3642e8db1e1f8a.info │ ├── f5 │ └── f5f67c52d1564df4a8936ccd202a3bd8.info │ └── fa │ └── fa5d818389dce40d29f97fb47bf83081.info └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | unity2DDestruction/Library/ 28 | -------------------------------------------------------------------------------- /2dDestructionPackage.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mjholtzem/Unity-2D-Destruction/eab34e26f7721767e57afec02ce706ece111e6ac/2dDestructionPackage.unitypackage -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-2D-Destruction 2 | Unity 2D Destruction is a basic tool for breaking 2D sprites into fragments for awesome destruction effects!!! 3 | 4 | [See it in action!](http://gfycat.com/BadQualifiedEyelashpitviper) 5 | 6 | [Unity Forum] (http://forum.unity3d.com/threads/free-open-source-unity-2d-destruction.382416/) 7 | 8 | [Tutorial Video] (https://youtu.be/pe4_Dimk7v0) 9 | 10 | ## Instructions for Basic Use 11 | * Import the Unity 2D Destruction package 12 | * drag a sprite into your scene 13 | * Add an Explodable component and a PolygonCollider2D or BoxCollider2D 14 | * Set your parameters and click Generate Fragments (repeat until you are satisfied with your fragments) 15 | * During gameplay, call explode() on the Explodable component to destroy the original sprite and activate the fragments 16 | 17 | ## Detailed Explanation of Parameters 18 | **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. 19 | The fragmentaiton operation isn't the fastest so I don't really recommend this. 20 | 21 | **Shatter Type**: Can set this to generate triangular fragments or more "realistic" voronoi fragments. 22 | 23 | **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. 24 | Use this to get more random and interesting pieces. 25 | 26 | **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 27 | will be fragmented, and then those fragments will be fragmented again. I wouldn't set this above 2 and usually 1 is enough. 28 | 29 | **Fragment Layer**: The layer you wish the fragments to be set to 30 | 31 | **Sorting Layer**: The sorting layer you wish the fragments to be set to 32 | 33 | **Order In Layer**: The order in layer you wish the fragments to be set to 34 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e857dcf02dcfdc42b675da5cff40c23 3 | folderAsset: yes 4 | timeCreated: 1439078308 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee91f06450870f844a05aa2f86b92e17 3 | folderAsset: yes 4 | timeCreated: 1439078320 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fe02f35e190dc2429432c2c483a1958 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/ExplodableFragments.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/ExplodableFragments.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 39c037c84bace504697edb2369c9dfc4 3 | timeCreated: 1439067488 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/ExplodeOnClick.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [RequireComponent(typeof(Explodable))] 5 | public class ExplodeOnClick : MonoBehaviour { 6 | 7 | private Explodable _explodable; 8 | 9 | void Start() 10 | { 11 | _explodable = GetComponent(); 12 | } 13 | void OnMouseDown() 14 | { 15 | _explodable.explode(); 16 | ExplosionForce ef = GameObject.FindObjectOfType(); 17 | ef.doExplosion(transform.position); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/ExplodeOnClick.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7af6dd9712bb07c43a7a851e83d317f7 3 | timeCreated: 1453940969 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/ExplosionForce.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | 6 | public class ExplosionForce : MonoBehaviour { 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 | transform.localPosition = position; 17 | StartCoroutine(waitAndExplode()); 18 | } 19 | 20 | /// 21 | /// exerts an explosion force on all rigidbodies within the given radius 22 | /// 23 | /// 24 | private IEnumerator waitAndExplode(){ 25 | yield return new WaitForFixedUpdate(); 26 | 27 | Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position,radius); 28 | 29 | foreach(Collider2D coll in colliders){ 30 | if(coll.GetComponent()&&coll.name!="hero"){ 31 | AddExplosionForce(coll.GetComponent(), force, transform.position, radius, upliftModifer); 32 | } 33 | } 34 | } 35 | 36 | /// 37 | /// adds explosion force to given rigidbody 38 | /// 39 | /// rigidbody to add force to 40 | /// base force of explosion 41 | /// location of the explosion source 42 | /// radius of explosion effect 43 | /// factor of additional upward force 44 | private void AddExplosionForce(Rigidbody2D body, float explosionForce, Vector3 explosionPosition, float explosionRadius, float upliftModifier = 0) 45 | { 46 | var dir = (body.transform.position - explosionPosition); 47 | float wearoff = 1 - (dir.magnitude / explosionRadius); 48 | Vector3 baseForce = dir.normalized * explosionForce * wearoff; 49 | baseForce.z = 0; 50 | body.AddForce(baseForce); 51 | 52 | if (upliftModifer != 0) 53 | { 54 | float upliftWearoff = 1 - upliftModifier / explosionRadius; 55 | Vector3 upliftForce = Vector2.up * explosionForce * upliftWearoff; 56 | upliftForce.z = 0; 57 | body.AddForce(upliftForce); 58 | } 59 | 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/ExplosionForce.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b57070c18171a2448bd93ce4df9e8ff5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/Reset.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Demo/Demo Scripts/Reset.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93c18a1a444938c4ea2f65c898c39440 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | 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mipMapFadeDistanceStart: 1 13 | mipMapFadeDistanceEnd: 3 14 | bumpmap: 15 | convertToNormalMap: 0 16 | externalNormalMap: 0 17 | heightScale: .25 18 | normalMapFilter: 0 19 | isReadable: 0 20 | grayScaleToAlpha: 0 21 | generateCubemap: 0 22 | seamlessCubemap: 0 23 | textureFormat: -1 24 | maxTextureSize: 1024 25 | textureSettings: 26 | filterMode: -1 27 | aniso: -1 28 | mipBias: -1 29 | wrapMode: -1 30 | nPOTScale: 0 31 | lightmap: 0 32 | compressionQuality: 50 33 | spriteMode: 1 34 | spriteExtrude: 1 35 | spriteMeshType: 1 36 | alignment: 0 37 | spritePivot: {x: .5, y: .5} 38 | spritePixelsToUnits: 100 39 | alphaIsTransparency: 1 40 | textureType: 8 41 | buildTargetSettings: 42 | - buildTarget: iPhone 43 | maxTextureSize: 1024 44 | textureFormat: -2 45 | compressionQuality: 50 46 | spriteSheet: 47 | sprites: [] 48 | spritePackingTag: 49 | userData: 50 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d6623b71c12f9643a5cb60649000a91 3 | folderAsset: yes 4 | timeCreated: 1439078393 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/ClipperHelper.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/ClipperHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4b1882c785d77c4fa3642e8db1e1f8a 3 | timeCreated: 1438962459 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8095910601b97244a65e582c52b97eb 3 | folderAsset: yes 4 | timeCreated: 1438609457 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(Explodable))] 7 | public class ExplodableEditor : Editor { 8 | 9 | public override void OnInspectorGUI() 10 | { 11 | Explodable myTarget = (Explodable)target; 12 | myTarget.allowRuntimeFragmentation = EditorGUILayout.Toggle("Allow Runtime Fragmentation", myTarget.allowRuntimeFragmentation); 13 | myTarget.shatterType = (Explodable.ShatterType)EditorGUILayout.EnumPopup("Shatter Type", myTarget.shatterType); 14 | myTarget.extraPoints = EditorGUILayout.IntField("Extra Points", myTarget.extraPoints); 15 | myTarget.subshatterSteps = EditorGUILayout.IntField("Subshatter Steps",myTarget.subshatterSteps); 16 | if (myTarget.subshatterSteps > 1) 17 | { 18 | EditorGUILayout.HelpBox("Use subshatter steps with caution! Too many will break performance!!! Don't recommend more than 1", MessageType.Warning); 19 | } 20 | 21 | myTarget.fragmentLayer = EditorGUILayout.TextField("Fragment Layer", myTarget.fragmentLayer); 22 | myTarget.sortingLayerName = EditorGUILayout.TextField("Sorting Layer", myTarget.sortingLayerName); 23 | myTarget.orderInLayer = EditorGUILayout.IntField("Order In Layer", myTarget.orderInLayer); 24 | 25 | if (myTarget.GetComponent() == null && myTarget.GetComponent() == null) 26 | { 27 | EditorGUILayout.HelpBox("You must add a BoxCollider2D or PolygonCollider2D to explode this sprite", MessageType.Warning); 28 | } 29 | else 30 | { 31 | if (GUILayout.Button("Generate Fragments")) 32 | { 33 | myTarget.fragmentInEditor(); 34 | EditorUtility.SetDirty(myTarget); 35 | } 36 | if (GUILayout.Button("Destroy Fragments")) 37 | { 38 | myTarget.deleteFragments(); 39 | EditorUtility.SetDirty(myTarget); 40 | } 41 | } 42 | 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb97dd95347dc52498ef1224a58907c0 3 | timeCreated: 1438609465 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/Explodable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75953d6b31f574644be1238b08e89b8a 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/ExplodableAddon.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/ExplodableAddon.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5585f2ed16db5254683ce71ab7429d17 3 | timeCreated: 1439067196 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Scripts/SpriteExploder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88114238b604a0c4ea377254ec4ae1b6 3 | timeCreated: 1438956599 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Sprite-Diffuse.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mjholtzem/Unity-2D-Destruction/eab34e26f7721767e57afec02ce706ece111e6ac/unity2DDestruction/Assets/2D_Destruction/Sprite-Diffuse.mat -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Sprite-Diffuse.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f383c989de0bc764d9e5a5af016a0c06 3 | timeCreated: 1462482139 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e62e9aeab3de2c4caf1d751058363a4 3 | folderAsset: yes 4 | timeCreated: 1438956433 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7ea91cd8b2a424a0f97e63013b752cdc 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e5cf667cd9df4f68a86433bcfff21d4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Edge.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 49202b1d309f140d6bd015a7fbce4b64 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0f2bfd7ed370844afb774f34e1d6366a 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a6e9c0c7f4ae649678b34ec5397e4079 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e873e30775b564fbd9b4b27ac5b0787a 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ba85128b77e245478cd4bc1ac6c8f60 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Delaunay 4 | { 5 | 6 | public interface ICoord 7 | { 8 | Vector2 Coord { 9 | get; 10 | } 11 | } 12 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a0a816d1340149068ec7fa5bc31c72c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 42741f042d2e748aaaf15e94b6ba71dd 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Site.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa5d818389dce40d29f97fb47bf83081 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d11fa694a445f4fbb9c6ef8f51d7d549 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c86ee3287678f413e99d8256fcbbbd6f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16e154efbeed043e1865a7d95f623368 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/Delaunay/Voronoi.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a659b037ca774ad4b255ac68dbe65ae 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ee5f0dcc71544e1dade82ac72f7fc3d 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5300884d68b94e1c958b6328944dcca 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76312350a2abb4fa9a9926fc7da2287d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e59bb833c9cf045e992b44a5e23837cb 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs: -------------------------------------------------------------------------------- 1 | namespace Delaunay 2 | { 3 | namespace Geo { 4 | public enum Winding 5 | { 6 | NONE = 0, CLOCKWISE, COUNTERCLOCKWISE 7 | } 8 | } 9 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a38f1425b42547898d3b2ef6c865e05 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/utils.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6505f93572a1d41a38b2f1aeee65897b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs: -------------------------------------------------------------------------------- 1 | namespace Delaunay 2 | { 3 | namespace Utils 4 | { 5 | public interface IDisposable 6 | { 7 | void Dispose (); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /unity2DDestruction/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7cb01ead474dc485fa87ef0e202dcc6d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- 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