Topological isometric sorting

This commit is contained in:
2015-01-03 19:53:42 +06:00
commit 510bcc5834
47 changed files with 20000 additions and 0 deletions

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using UnityEngine;
using System.Collections;
public class IsoController : MonoBehaviour {
void Start () {
}
void Update () {
var iso_object = gameObject.GetComponent<IsoObject>();
if ( iso_object ) {
if ( Input.GetKeyUp(KeyCode.LeftArrow) ) {
iso_object.Position += new Vector3(-1, 0, 0);
}
if ( Input.GetKeyUp(KeyCode.RightArrow) ) {
iso_object.Position += new Vector3(1, 0, 0);
}
if ( Input.GetKeyUp(KeyCode.DownArrow) ) {
iso_object.Position += new Vector3(0, -1, 0);
}
if ( Input.GetKeyUp(KeyCode.UpArrow) ) {
iso_object.Position += new Vector3(0, 1, 0);
}
if ( Input.GetKeyUp(KeyCode.A) ) {
iso_object.Position += new Vector3(0, 0, 1);
}
if ( Input.GetKeyUp(KeyCode.Z) ) {
iso_object.Position += new Vector3(0, 0, -1);
}
}
}
}

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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class IsoObject : MonoBehaviour {
public Vector3 Size = Vector3.one;
public Vector3 Position = Vector3.zero;
void Start () {
}
void Update () {
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
public class IsoWorld : MonoBehaviour {
private class ObjectInfo {
public IsoObject IsoObject;
public bool Visited;
public int BeginDepend;
public int EndDepend;
public ObjectInfo(IsoObject obj) {
IsoObject = obj;
}
public void Reset(int first_depend) {
Visited = false;
BeginDepend = first_depend;
EndDepend = first_depend;
}
}
public float TileSize = 32.0f;
public float StartDepth = 0.0f;
public float StepDepth = 0.1f;
List<int> _depends = new List<int>();
List<ObjectInfo> _objects = new List<ObjectInfo>();
public Vector2 IsoToScreen(Vector3 pos) {
return new Vector2(
(pos.x - pos.y),
(pos.x + pos.y) * 0.5f + pos.z) * TileSize;
}
public Vector3 ScreenToIso(Vector2 pos) {
return new Vector3(
(pos.x * 0.5f + pos.y),
(pos.y - pos.x * 0.5f),
0.0f) / TileSize;
}
void _scanObjects() {
_objects.Clear();
IsoObject[] iso_objects = GameObject.FindObjectsOfType<IsoObject>();
foreach ( var iso_object in iso_objects ) {
var info = new ObjectInfo(iso_object);
_objects.Add(info);
}
}
void _scanDepends() {
_depends.Clear();
foreach ( var obj_a in _objects ) {
obj_a.Reset(_depends.Count);
var obj_ao = obj_a.IsoObject;
var max_ax = obj_ao.Position.x + obj_ao.Size.x;
var max_ay = obj_ao.Position.y + obj_ao.Size.y;
for ( int i = 0; i < _objects.Count; ++i ) {
var obj_bo = _objects[i].IsoObject;
if ( obj_ao != obj_bo ) {
if ( obj_bo.Position.x < max_ax && obj_bo.Position.y < max_ay ) {
var max_bz = obj_bo.Position.z + obj_bo.Size.z;
if ( obj_ao.Position.z < max_bz ) {
_depends.Add(i);
++obj_a.EndDepend;
}
}
}
}
}
}
void _manualSort() {
var depth = StartDepth;
foreach ( ObjectInfo info in _objects ) {
_placeObject(info, ref depth);
}
}
void _placeObject(IsoObject obj, float depth) {
Vector3 pos = IsoToScreen(obj.Position);
pos.z = depth;
obj.gameObject.transform.position = pos;
}
void _placeObject(ObjectInfo info, ref float depth) {
if ( !info.Visited ) {
info.Visited = true;
for ( int i = info.BeginDepend; i < info.EndDepend && i < _depends.Count; ++i ) {
var object_index = _depends[i];
var obj = _objects[object_index];
_placeObject(obj, ref depth);
}
_placeObject(info.IsoObject, depth);
depth += StepDepth;
}
}
void Start () {
if ( Application.isPlaying ) {
Debug.Log("Application!");
}
if ( Application.isEditor ) {
Debug.Log("Editor!");
}
}
void Update () {
_scanObjects();
_scanDepends();
_manualSort();
}
}

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