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societer_utils/Poisson.gd

145 lines
3.5 KiB

extends Control
export var default_width = 500
export var default_height = 500
export var default_spacing = 5
var data = {
width = default_width,
height = default_height,
spacing = default_spacing
}
var polygon_data = {
width = 500,
height = 500,
spacing = 1.5
}
var poisson_disc_sampling: PoissonDiscSampling = PoissonDiscSampling.new()
var points = PoolByteArray()
var poissons = []
var truncs = []
signal new_poisson(points)
signal new_truncs(truncs)
func _ready():
reset_options(default_width, default_height, default_spacing)
func reset_options(width, height, spacing):
$HBoxContainer/Properties/width/width_edit.text = str(width)
$HBoxContainer/Properties/height/height_edit.text = str(height)
$HBoxContainer/Properties/spacing/spacing_edit.text = str(spacing)
func set_data(width, height, spacing):
data.width = width
data.height = height
data.spacing = spacing
func init_points():
points.resize(data.width * data.height)
points.fill(0)
func _on_Button_pressed():
set_data(
int($HBoxContainer/Properties/width/width_edit.text),
int($HBoxContainer/Properties/height/height_edit.text),
int($HBoxContainer/Properties/spacing/spacing_edit.text)
)
init_points()
var rect = Rect2(Vector2(0, 0), Vector2(data.width, data.height))
poissons = poisson_disc_sampling.generate_points(data.spacing, rect, 20)
for poisson in poissons:
points.set(int(poisson.x) + int(poisson.y) * data.width, 1)
emit_signal("new_poisson", points)
func _on_save_pressed():
$SaveFileDialog.popup()
func _on_SaveFileDialog_file_selected(path):
var file = File.new()
file.open(path, 2)
file.store_var(data)
file.store_var(points)
func _on_open_pressed():
$OpenFileDialog.popup()
func _on_OpenFileDialog_file_selected(path):
var file = File.new()
file.open(path, 1)
var new_data = file.get_var()
set_data(new_data.width, new_data.height, new_data.spacing)
reset_options(new_data.width, new_data.height, new_data.spacing)
points = file.get_var()
emit_signal("new_poisson", points)
func _on_trunc_pressed():
truncs = []
# Création d'un polygon
var polygon = PoolVector2Array([
Vector2(0, 0),
Vector2(polygon_data.width, 0),
Vector2(polygon_data.width,
polygon_data.height),
Vector2(0, polygon_data.height)
])
# Exemple d'hexagone
polygon = PoolVector2Array([
Vector2(200, 0),
Vector2(400, 133),
Vector2(400, 266),
Vector2(200, 400),
Vector2(0, 266),
Vector2(0, 133),
])
# Spacing
# Si sup à celui de base, le polygon doit se rétrécir proportionnellement
# Les positions des points augmentent à la fin
# Et inversement
var factor = float(polygon_data.spacing) / float(data.spacing)
for i in polygon.size():
var vector = Vector2(polygon[i].x / factor, polygon[i].y / factor)
polygon.set(i, vector)
var max_point = Vector2(0, 0)
for point in polygon:
if point.x > max_point.x:
max_point.x = point.x
if point.y > max_point.y:
max_point.y = point.y
# Déplacement du polygon de telle sorte qu'il reste dans le carré original.
var rng = RandomNumberGenerator.new()
rng.randomize()
var offset = Vector2(rng.randi_range(0, data.width - max_point.x), rng.randi_range(0, data.height - max_point.y))
polygon = Transform2D(0, offset).xform(polygon)
max_point += offset
# On récupère les points à l'intérieur du polygon
for i in range(offset.x, max_point.x):
for j in range(offset.y, max_point.y):
var trunc = Vector2(i, j)
if Geometry.is_point_in_polygon(trunc, polygon):
if points[i + j * data.width]:
trunc -= offset
trunc *= factor
truncs.append(trunc)
emit_signal("new_truncs", truncs)