I need to generate such a field:
Photo
But I don't know how to do it. What happened to me:
My result
My code:
[ContextMenu("Generate grid")]
public void GenerateGrid()
{
for(int x = 0; x < _gridSize.x; x++)
{
for (int z = 0; z < _gridSize.z; z++)
{
var meshSize = _cell.GetComponent<MeshRenderer>().bounds.size;
var position = new Vector3(x * (meshSize.x + _offset), 0, z * (meshSize.z + _offset));
var cell = Instantiate(_cell, position, Quaternion.Euler(_rotationOffset), _parent.transform);
cell.GridActions = GridActions;
cell.Position = new Vector2(x, z);
cell.name = $"Cell: x:{x}, z:{z}";
GridActions.AllCell.Add(cell);
}
}
}
Simply for every odd z value, move the cell up/down by half a cell size, and move them inward toward the previous cell half a cell size. I didnt test it, but here is the code that might do that, not sure tho, again I didnt test this.
[ContextMenu("Generate grid")]
public void GenerateGrid()
{
for(int x = 0; x < _gridSize.x; x++)
{
for (int z = 0; z < _gridSize.z; z++)
{
int xResize = 0;
int zResize = 0;
if (z % 2 == 1) {
xResize = meshSize.x / 2;
zResize = meshSize.z / 2;
}
var meshSize = _cell.GetComponent<MeshRenderer>().bounds.size;
var position = new Vector3(x * (meshSize.x + _offset - xResize), 0, z * (meshSize.z + _offset - zResize));
var cell = Instantiate(_cell, position, Quaternion.Euler(_rotationOffset), _parent.transform);
cell.GridActions = GridActions;
cell.Position = new Vector2(x, z);
cell.name = $"Cell: x:{x}, z:{z}";
GridActions.AllCell.Add(cell);
}
}
}
Related
I am trying to create a simple Bingo game and want to make sure the numbers are not repeating on the bingo card. I have a random number generator, but for some reason the code I'm using doesn't work as the same numbers will constantly repeat. Could somebody please take a look at my code below and either tell me what I need to fix or fix the code for me?
public Grid(int width, int height, float cellSize)
{
this.width = width;
this.height = height;
this.cellSize = cellSize;
gridArray = new int[width, height];
debugTextArray = new TextMesh[width, height];
for (int x = 0; x < gridArray.GetLength(0); x++)
{
for (int y = 0; y < gridArray.GetLength(1); y++)
{
debugTextArray[x, y] = UtilsClass.CreateWorldText(gridArray[x, y].ToString(), null, GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, 20, Color.white, TextAnchor.MiddleCenter);
Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y + 1), Color.white, 100f);
Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x + 1, y), Color.white, 100f);
}
}
Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f);
Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f);
for (int x = 0; x <= 4; x++)
{
RandomValue(0, x);
RandomValue(1, x);
RandomValue(2, x);
RandomValue(3, x);
RandomValue(4, x);
}
}
private Vector3 GetWorldPosition(int x, int y)
{
return new Vector3(x, y) * cellSize;
}
public void RandomValue(int x, int y)
{
if (x >= 0 && y >= 0 && x < width && y < height)
{
list = new List<int>(new int[Lenght]);
for (int j = 0; j < 25; j++)
{
Rand = UnityEngine.Random.Range(1, 50);
while (list.Contains(Rand))
{
Rand = UnityEngine.Random.Range(1, 50);
}
list[j] = Rand;
gridArray[x, y] = list[j];
}
debugTextArray[x, y].text = gridArray[x, y].ToString();
debugTextArray[2, 2].text = "Free";
}
}
Basically your concept in function RandomValue() is correct, but problem is it only check in same column, so you have to bring the concept of RandomValue() to Grid() level. You need a List contain all approved value, then check Contains() at Grid().
But in fact you can do it in all one go.
Make sure your width*height not larger than maxValue.
Dictionary<Vector2Int, int> CreateBingoGrid(int width, int height, int maxValue)
{
var grid = new Dictionary<Vector2Int, int>();
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
var num = Random.Range(1, maxValue);
while (grid.ContainsValue(num))
{
num = Random.Range(1, maxValue);
}
grid.Add(new Vector2Int(x, y), num);
}
}
return grid;
}
As mentioned in the comment on your question, it's probably the easiest to just shuffle the numbers in the range [1,50] and then take the first 25 or however many you want.
The reason your code isn't working properly and you see a lot of repeats is because you're calling the RandomValue() function multiple separate times and the list variable you're comparing against if a value is already on the chart is inside of that function. Meaning that it will only ever check the values it has generated in that call, in this case meaning only for one row.
Also, if you make a list that you know will always be the same size, you should use an array instead. Lists are for when you want the size to be adjustable.
Solution 1:
A very simple way to generate an array with the numbers 1-50 would be to do this:
//Initialize Array
int[] numbers = new int[50];
for (int i = 1; i <= numbers.Length; i++)
{
numbers[i] = i;
}
//Shuffle Array
for (int i = 0; i < numbers.Length; i++ )
{
int tmp = numbers[i];
int r = Random.Range(i, numbers.Length);
numbers[i] = numbers[r];
numbers[r] = tmp;
}
//Get first 'n' numbers
int[] result = Array.Copy(numbers, 0, result, 0, n);
return result;
I'm not sure if it's the most efficient way, but it would work.
Solution 2:
To change your code to check against the entire list, I would change this section:
for (int x = 0; x <= 4; x++)
{
RandomValue(0, x);
RandomValue(1, x);
RandomValue(2, x);
RandomValue(3, x);
RandomValue(4, x);
}
To something like this:
List<int> values = new List<int>();
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int r = RandomValue(1, 50);
while (values.Contains(r))
{
r = RandomValue(1, 50);
}
values[y * width + x].Add(r);
gridArray[x, y] = r;
}
}
int RandomValue(int min, int max) {
return UnityEngine.Random.Range(min, max);
}
Hope this helps!
I made a Noise class using the Perlin Noise from Unity like this:
public static float[,] GetNoise(Vector2Int initialOffset, float scale, float persistance, float lacunarity, int octaves)
{
float[,] noiseMap = new float[Chunk.width, Chunk.height];
float maxHeight = 0;
float minHeight = 0;
for (int y = 0; y < Chunk.height; y++)
{
for (int x = 0; x < Chunk.width; x++)
{
float amplitude = 1;
float frequency = 1;
float noiseHeight = 0;
for (int oc = 0; oc < octaves; oc++)
{
float coordX = (x + initialOffset.x) / scale * frequency;
float coordY = (y + initialOffset.y) / scale * frequency;
float perlin = Mathf.PerlinNoise(coordX, coordY) * 2 - 1;
noiseHeight += perlin * amplitude;
amplitude *= persistance;
frequency *= lacunarity;
}
if (noiseHeight < minHeight)
{
minHeight = noiseHeight;
}
if (noiseHeight > maxHeight)
{
maxHeight = noiseHeight;
}
noiseMap[x, y] = noiseHeight;
}
}
for (int y = 0; y < Chunk.height; y++)
{
for (int x = 0; x < Chunk.width; x++)
{
noiseMap[x, y] = Mathf.InverseLerp(minHeight, maxHeight, noiseMap[x, y]);
}
}
return noiseMap;
}
However this code is giving me repeating patterns like this:
What am I doing wrong? Or there is no way to get rid of the patterns?
I got it working, not very well, but working. The way I did was I generate the height map for every tile in the chunk, then I did some random placing of tiles, while having in account the height map. Something like this:
if (heightMap[x, y] < 0.3 && Random.value < 0.5)
// Add tile
This way I got this result:
EDIT:
Doing some more research about Perlin Noise I found out that it just doesn't like negative coords for some reason, so I did this way, hope this helps someone!
so .. fixed the negative coords like this:
//account for negatives (ex. -1 % 256 = -1, needs to loop around to 255)
if (noiseOffset.x < 0)
noiseOffset = new Vector2(noiseOffset.x + noiseRange.x, noiseOffset.y);
if (noiseOffset.y < 0)
noiseOffset = new Vector2(noiseOffset.x, noiseOffset.y + noiseRange.y);
i want to create a view like grid with prefabs inside camera view but i'm unable to do so. prefabs are going out of the camera view. can any one help me to resolve this? i want to place prefab as a grid and 9 * 6 grid.
public GameObject tilePrefab;
Vector2 mapSize;
void Start()
{
createGrid();
Debug.Log("Screen Width : " + Screen.width);
Debug.Log("Screen Height : " + Screen.height);
mapSize = new Vector2(Screen.width/9,Screen.height/12);
Debug.Log("mapSize : " + mapSize);
}
void createGrid()
{
for (int x = 0; x < 9; x++)
{
for (int y = 0; y < 6; y++)
{
Vector3 tilePosition = new Vector3(-mapSize.x+0.5f + x,-mapSize.y + 0.5f+y ,0 );
GameObject ballclone = (GameObject)Instantiate(tilePrefab,tilePosition,Quaternion.identity);
ballclone.transform.parent = transform;
}
}
}
You can use ViewportToWorldPoint
for (int x = 0; x < 9; x++)
for (int y = 0; y < 6; y++)
xx.position = camera.ViewportToWorldPoint(new Vector3(1f/9*x, 1f/6*y, distance));
distance is the distance between the camera and the object.
So I put together a procedural generated map, and when I click it, the map randomly changes. What it does is it loops through the plane and randomly generates a mesh depending on the square's placement compared to randomfillpercent. If the map coordinate is marked 1, it's a wall, and if it's 0, its open space. I'm having an issue where if I click the map, the player sphere ends up inside the randomly generated wall. I want to make it so if the player's position is equal to a map coordinate that's a wall, then move it down the map until it reaches open space. Unfortunately, I keep getting null reference errors. I anyone could give me some ideas, I would appreciate it. Here's my variables and my RandomFillMap function. I'm not showing the whole code. If there's something you need to see, let me know. Thank you.
public class MapGeneratorCave : MonoBehaviour {
public int width;
public int height;
public string seed;
public bool useRandomSeed;
public GameObject player;
int[,] playerPosition;
[Range(0, 100)]
public int randomFillPercent;
int[,] map;
void Start()
{
GenerateMap();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
GenerateMap();
}
}
void GenerateMap()
{
map = new int[width, height];
RandomFillMap();
for (int i = 0; i < 5; i++)
{
SmoothMap();
}
ProcessMap();
int borderSize = 1;
int[,] borderedMap = new int[width + borderSize * 2, height + borderSize * 2];
for (int x = 0; x < borderedMap.GetLength(0); x++)
{
for (int y = 0; y < borderedMap.GetLength(1); y++)
{
if (x >= borderSize && x < width + borderSize && y >= borderSize && y < height + borderSize)
{
borderedMap[x, y] = map[x - borderSize, y - borderSize];
}
else
{
borderedMap[x, y] = 1;
}
}
}
MeshGenerator meshGen = GetComponent<MeshGenerator>();
meshGen.GenerateMesh(borderedMap, 1);
}
void RandomFillMap()
{
int playerX = (int)player.transform.position.x;
int playerY = (int)player.transform.position.y;
if (useRandomSeed)
{
seed = Time.time.ToString();
}
System.Random pseudoRandom = new System.Random(seed.GetHashCode());
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
if (x == 0 || x == width - 1 || y == 0 || y == height - 1)
{
map[x, y] = 1;
}
else
{
map[x, y] = (pseudoRandom.Next(0, 100) < randomFillPercent) ? 1 : 0;
}
if (playerPosition[playerX, playerY] == map[x, y] && map[x, y] == 1)
{
playerPosition[playerX, playerY] = map[x, y - 1];
}
}
}
}
You're probably getting null references because playerPosition[playerX, playerY] doesn't exist.
What you should be using instead of a multi dimensional array (int[,]) is a Vector2
Then you would do something like this:
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
if (x == 0 || x == width - 1 || y == 0 || y == height - 1)
{
map[x, y] = 1;
}
else
{
map[x, y] = (pseudoRandom.Next(0, 100) < randomFillPercent) ? 1 : 0;
}
}
}
while(map[playerPosition.x, playerPosition.y] == 1){
playerPosition.y --;
// make sure you aren't out of bounds and such
}
I have an image of connected components(circles filled).If i want to segment them i can use watershed algorithm.I prefer writing my own function for watershed instead of using the inbuilt function in OPENCV.I have successfu How do i find the regionalmax of objects using opencv?
I wrote a function myself. My results were quite similar to MATLAB, although not exact. This function is implemented for CV_32F but it can easily be modified for other types.
I mark all the points that are not part of a minimum region by checking all the neighbors. The remaining regions are either minima, maxima or areas of inflection.
I use connected components to label each region.
I check each region for any point belonging to a maxima, if yes then I push that label into a vector.
Finally I sort the bad labels, erase all duplicates and then mark all the points in the output as not minima.
All that remains are the regions of minima.
Here is the code:
// output is a binary image
// 1: not a min region
// 0: part of a min region
// 2: not sure if min or not
// 3: uninitialized
void imregionalmin(cv::Mat& img, cv::Mat& out_img)
{
// pad the border of img with 1 and copy to img_pad
cv::Mat img_pad;
cv::copyMakeBorder(img, img_pad, 1, 1, 1, 1, IPL_BORDER_CONSTANT, 1);
// initialize binary output to 2, unknown if min
out_img = cv::Mat::ones(img.rows, img.cols, CV_8U)+2;
// initialize pointers to matrices
float* in = (float *)(img_pad.data);
uchar* out = (uchar *)(out_img.data);
// size of matrix
int in_size = img_pad.cols*img_pad.rows;
int out_size = img.cols*img.rows;
int x, y;
for (int i = 0; i < out_size; i++) {
// find x, y indexes
y = i % img.cols;
x = i / img.cols;
neighborCheck(in, out, i, x, y, img_pad.cols); // all regions are either min or max
}
cv::Mat label;
cv::connectedComponents(out_img, label);
int* lab = (int *)(label.data);
in = (float *)(img.data);
in_size = img.cols*img.rows;
std::vector<int> bad_labels;
for (int i = 0; i < out_size; i++) {
// find x, y indexes
y = i % img.cols;
x = i / img.cols;
if (lab[i] != 0) {
if (neighborCleanup(in, out, i, x, y, img.rows, img.cols) == 1) {
bad_labels.push_back(lab[i]);
}
}
}
std::sort(bad_labels.begin(), bad_labels.end());
bad_labels.erase(std::unique(bad_labels.begin(), bad_labels.end()), bad_labels.end());
for (int i = 0; i < out_size; ++i) {
if (lab[i] != 0) {
if (std::find(bad_labels.begin(), bad_labels.end(), lab[i]) != bad_labels.end()) {
out[i] = 0;
}
}
}
}
int inline neighborCleanup(float* in, uchar* out, int i, int x, int y, int x_lim, int y_lim)
{
int index;
for (int xx = x - 1; xx < x + 2; ++xx) {
for (int yy = y - 1; yy < y + 2; ++yy) {
if (((xx == x) && (yy==y)) || xx < 0 || yy < 0 || xx >= x_lim || yy >= y_lim)
continue;
index = xx*y_lim + yy;
if ((in[i] == in[index]) && (out[index] == 0))
return 1;
}
}
return 0;
}
void inline neighborCheck(float* in, uchar* out, int i, int x, int y, int x_lim)
{
int indexes[8], cur_index;
indexes[0] = x*x_lim + y;
indexes[1] = x*x_lim + y+1;
indexes[2] = x*x_lim + y+2;
indexes[3] = (x+1)*x_lim + y+2;
indexes[4] = (x + 2)*x_lim + y+2;
indexes[5] = (x + 2)*x_lim + y + 1;
indexes[6] = (x + 2)*x_lim + y;
indexes[7] = (x + 1)*x_lim + y;
cur_index = (x + 1)*x_lim + y+1;
for (int t = 0; t < 8; t++) {
if (in[indexes[t]] < in[cur_index]) {
out[i] = 0;
break;
}
}
if (out[i] == 3)
out[i] = 1;
}
The following listing is a function similar to Matlab's "imregionalmax". It looks for at most nLocMax local maxima above threshold, where the found local maxima are at least minDistBtwLocMax pixels apart. It returns the actual number of local maxima found. Notice that it uses OpenCV's minMaxLoc to find global maxima. It is "opencv-self-contained" except for the (easy to implement) function vdist, which computes the (euclidian) distance between points (r,c) and (row,col).
input is one-channel CV_32F matrix, and locations is nLocMax (rows) by 2 (columns) CV_32S matrix.
int imregionalmax(Mat input, int nLocMax, float threshold, float minDistBtwLocMax, Mat locations)
{
Mat scratch = input.clone();
int nFoundLocMax = 0;
for (int i = 0; i < nLocMax; i++) {
Point location;
double maxVal;
minMaxLoc(scratch, NULL, &maxVal, NULL, &location);
if (maxVal > threshold) {
nFoundLocMax += 1;
int row = location.y;
int col = location.x;
locations.at<int>(i,0) = row;
locations.at<int>(i,1) = col;
int r0 = (row-minDistBtwLocMax > -1 ? row-minDistBtwLocMax : 0);
int r1 = (row+minDistBtwLocMax < scratch.rows ? row+minDistBtwLocMax : scratch.rows-1);
int c0 = (col-minDistBtwLocMax > -1 ? col-minDistBtwLocMax : 0);
int c1 = (col+minDistBtwLocMax < scratch.cols ? col+minDistBtwLocMax : scratch.cols-1);
for (int r = r0; r <= r1; r++) {
for (int c = c0; c <= c1; c++) {
if (vdist(Point2DMake(r, c),Point2DMake(row, col)) <= minDistBtwLocMax) {
scratch.at<float>(r,c) = 0.0;
}
}
}
} else {
break;
}
}
return nFoundLocMax;
}
I do not know if it is what you want, but in my answer to this post, I gave some code to find local maxima (peaks) in a grayscale image (resulting from distance transform).
The approach relies on subtracting the original image from the dilated image and finding the zero pixels).
I hope it helps,
Good luck
I had the same problem some time ago, and the solution was to reimplement the imregionalmax algorithm in OpenCV/Cpp. It is not that complicated, because you can find the C++ source code of the function in the Matlab distribution. (somewhere in toolbox). All you have to do is to read carefully and understand the algorithm described there. Then rewrite it or remove the matlab-specific checks and you'll have it.