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Start with low stifness to let zones pass through each other - typical temperature fall.

This commit is contained in:
Tomasz Zieliński 2023-04-17 16:37:24 +02:00
parent 33eb28b570
commit 435b9f7881
2 changed files with 11 additions and 9 deletions

View File

@ -25,10 +25,13 @@ VCMI_LIB_NAMESPACE_BEGIN
class CRandomGenerator; class CRandomGenerator;
CZonePlacer::CZonePlacer(RmgMap & map) CZonePlacer::CZonePlacer(RmgMap & map)
: width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0), : width(0), height(0), scaleX(0), scaleY(0), mapSize(0),
gravityConstant(5e-4f),
stiffnessConstant(3e-3f),
stifness(0),
stiffnessIncreaseFactor(1.05f),
map(map) map(map)
{ {
} }
int3 CZonePlacer::cords(const float3 & f) const int3 CZonePlacer::cords(const float3 & f) const
@ -311,9 +314,6 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
Connected zones attract, intersecting zones and map boundaries push back Connected zones attract, intersecting zones and map boundaries push back
*/ */
gravityConstant = 5e-4f;
stiffnessConstant = 3e-3f;
TZoneVector zonesVector(zones.begin(), zones.end()); TZoneVector zonesVector(zones.begin(), zones.end());
assert (zonesVector.size()); assert (zonesVector.size());
@ -333,8 +333,8 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
TDistanceVector distances; TDistanceVector distances;
TDistanceVector overlaps; TDistanceVector overlaps;
const int MAX_ITERATIONS = 100; //Start with low stiffness. Bigger graphs need more time and more flexibility
for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly for (stifness = stiffnessConstant / zones.size(); stifness <= stiffnessConstant; stifness *= stiffnessIncreaseFactor)
{ {
//1. attract connected zones //1. attract connected zones
attractConnectedZones(zones, forces, distances); attractConnectedZones(zones, forces, distances);
@ -561,7 +561,7 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize; float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
if (distance < minDistance) if (distance < minDistance)
{ {
float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stiffnessConstant; float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
//negative value //negative value
forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f); forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f);
overlap += (minDistance - distance); //overlapping of small zones hurts us more overlap += (minDistance - distance); //overlapping of small zones hurts us more
@ -577,7 +577,7 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
float3 boundary = float3(x, y, pos.z); float3 boundary = float3(x, y, pos.z);
auto distance = static_cast<float>(pos.dist2d(boundary)); auto distance = static_cast<float>(pos.dist2d(boundary));
overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stifness; //negative value
}; };
if (pos.x < size) if (pos.x < size)
{ {

View File

@ -57,6 +57,8 @@ private:
float gravityConstant; float gravityConstant;
float stiffnessConstant; float stiffnessConstant;
float stifness;
float stiffnessIncreaseFactor;
//float a1, b1, c1, a2, b2, c2; //float a1, b1, c1, a2, b2, c2;
//CMap * map; //CMap * map;
//std::unique_ptr<CZoneGraph> graph; //std::unique_ptr<CZoneGraph> graph;