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swift - Poisson Disk Generator 排除了四个 View 象限中的三个

转载 作者:可可西里 更新时间:2023-11-01 02:03:53 25 4
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我正在尝试在 SpriteKit 中创建一个游戏,我需要一种布局对象的方法,将它们放置在随机生成的点中对我来说不是这样,太多的分组。

经过一些研究,泊松圆盘生成器看起来正是我需要的。

我已经尝试实现我自己的。但是,所有位置都关闭了,它们丢失了显示的 3/4。

我哪里错了?

最小半径为 100。

r = 100

最小半径为 10。

r = 10

class GameScene: SKScene {

var radius = 100
var lookUpCount = 30
var grid = [CGPoint?](), ordered = [CGPoint](), active = [CGPoint]()
var w = CGFloat()
var cols = Int()
var rows = Int()
var sizeScren = CGSize()


override func didMove(to view: SKView) {
generate()

for item in ordered {
let gamePiece = SKSpriteNode(imageNamed: "Spaceship")
gamePiece.setScale(0.0625)
gamePiece.position = item
addChild(gamePiece)
}
}

func distance(p1: CGPoint, p2: CGPoint) -> CGFloat {
let dx = p1.x - p2.x
let dy = p1.y - p2.y
return sqrt(dx * dx + dy * dy)
}

func generateRandomPointAround(point: CGPoint, minDist: CGFloat) -> CGPoint
{

let rd1 = CGFloat(Float(arc4random()) / Float(UINT32_MAX))
let rd2 = CGFloat(Float(arc4random()) / Float(UINT32_MAX))

//random radius
let radius = minDist * (rd1 + 1)
//random angle
let angle = 2 * CGFloat.pi * rd2

//new point is generated around the point (x, y)

let newX = point.x + radius * cos(angle)
let newY = point.y + radius * sin(angle)
return CGPoint(x: newX, y: newY)

}


func generate() {


sizeScren = UIScreen.main.bounds.size

//create cell
w = (CGFloat(Double(radius) / sqrt(2)))
cols = Int(floor(sizeScren.height / w))
rows = Int(floor(sizeScren.width / w))

grid = [CGPoint?](repeating: nil, count: (cols * rows))

let x = sizeScren.height / 2
let y = sizeScren.width / 2
let i = floor(x / w)
let j = floor(y / w)

//first posistion

let pos = CGPoint (x: frame.midX, y: frame.midY)
let index = Int(i + j * CGFloat(cols))
grid[index] = pos
active.append(pos)

while (active.count > 0) {
let randomIndex = Int(arc4random_uniform(UInt32(active.count)))
let currentPos = active[randomIndex]
var found = false
Mainloop: for _ in 0..<Int(lookUpCount) {

let samplePoint = generateRandomPointAround(point: currentPos, minDist: CGFloat(radius))

let col = floor(samplePoint.x / w)
let row = floor(samplePoint.y / w)

//check neighbouring cells are empty and valid, if have a point in already

if (col > -1 && row > -1 && CGFloat(col) < CGFloat(cols) && CGFloat(row) < CGFloat(rows) && (grid[Int(col + CGFloat(row) * CGFloat(cols))] == nil)) {
var ok = true
for index1 in -1...1 {
for index2 in -1...1 {

//break down complexity for swift compiler

let part1 = Int(col + CGFloat(index1))
let part2 = Int(row + CGFloat(index2))
let part3 = part1 + part2 * cols
let sampleIndex = part3

let isIndexValid = grid.indices.contains(sampleIndex)

if isIndexValid {
let neighbor = grid[sampleIndex]

if neighbor != nil {
let distanceAmount = distance(p1: samplePoint, p2: neighbor!)
if distanceAmount < CGFloat(radius) {
ok = false
}

}

}
}
}

if (ok == true) {
found = true
grid[Int(col + row * CGFloat(cols))] = samplePoint
active.append(samplePoint)
ordered.append(samplePoint)
// break MainLoop
}
}
}

if (!found) {
active.remove(at: randomIndex)
}
}


}
}

最佳答案

(0,0)为屏幕中心,samplePoint除以w转换为行列索引。然后用这个测试过滤掉所有负数的行和列索引:if (col > -1 && row > -1 ...samplePoint 在此之后没有调整,所以这将有效地删除 4 个象限中的 3 个。要解决此问题,您可以像这样偏移索引:

let col = floor((samplePoint.x + x) / w)
let row = floor((samplePoint.y + y) / w)

(xy 已经分别定义为屏幕宽度和高度的一半)

关于swift - Poisson Disk Generator 排除了四个 View 象限中的三个,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44626367/

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