我正在尝试实现一个地下城生成算法( presented here和 demo-ed here),该算法涉及生成彼此重叠的随机数量的单元格.然后将细胞推开/分离然后连接.现在,原始海报/作者描述他正在使用分离指导
function pdg:_computeSeparation(_agent)
local neighbours = 0
local rtWidth = #self._rooms
local v =
{
x = self._rooms[_agent].startX,
y = self._rooms[_agent].startY,
--velocity = 1,
}
for i = 1, rtWidth do
if _agent ~= i then
local distance = math.dist(self._rooms[_agent].startX,
self._rooms[_agent].startY,
self._rooms[i].startX,
self._rooms[i].startY)
if distance < 12 then
--print("Separating agent: ".._agent.." from agent: "..i.."")
v.x = (v.x + self._rooms[_agent].startX - self._rooms[i].startX) * distance
v.y = (v.y + self._rooms[_agent].startY - self._rooms[i].startY) * distance
neighbours = neighbours + 1
end
end
end
if neighbours == 0 then
return v
else
v.x = v.x / neighbours
v.y = v.y / neighbours
v.x = v.x * -1
v.y = v.y * -1
pdg:_normalize(v, 1)
return v
end
end
self._rooms是一个表,其中包含网格中房间的原始X和Y位置,以及它的宽度和高度(endX,endY).
问题在于,它不是将细胞整齐地排列在网格上,而是将重叠的细胞移动到一个从1,1到距离2的区域,距离2(as seen in my video [youtube])
我试图理解为什么会这样.
如果需要,我在这里解析网格表,分离并填充分离后的单元格:
function pdg:separate( )
if #self._rooms > 0 then
--print("NR ROOMS: "..#self._rooms.."")
-- reset the map to empty
for x = 1, self._pdgMapWidth do
for y = 1, self._pdgMapHeight do
self._pdgMap[x][y] = 4
end
end
-- now, we separate the rooms
local numRooms = #self._rooms
for i = 1, numRooms do
local v = pdg:_computeSeparation(i)
--we adjust the x and y positions of the items in the room table
self._rooms[i].startX = v.x
self._rooms[i].startY = v.y
--self._rooms[i].endX = v.x + self._rooms[i].endX
--self._rooms[i].endY = v.y + self._rooms[i].endY
end
-- we render them again
for i = 1, numRooms do
local px = math.abs( math.floor(self._rooms[i].startX) )
local py = math.abs( math.floor(self._rooms[i].startY) )
for k = self.rectMinWidth, self._rooms[i].endX do
for v = self.rectMinHeight, self._rooms[i].endY do
print("PX IS AT: "..px.." and k is: "..k.." and their sum is: "..px+k.."")
print("PY IS AT: "..py.." and v is: "..v.." and their sum is: "..py+v.."")
if k == self.rectMinWidth or
v == self.rectMinHeight or
k == self._rooms[i].endX or
v == self._rooms[i].endY then
self._pdgMap[px+k][py+v] = 1
else
self._pdgMap[px+k][py+v] = 2
end
end
end
end
end
我也实现了这一代算法,我遇到了或多或少相同的问题.我的所有矩形都在最后的角落里.
我的问题是我正在将长度为零的速度矢量归一化.如果对这些进行标准化,则除以零,得到NaN.
您可以通过在进一步计算中使用它之前简单地检查速度的长度是否为零来解决此问题.
我希望这有帮助!
