-
-
Notifications
You must be signed in to change notification settings - Fork 231
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add missing Geometry algorithms #12
Comments
can you explain what you the point of this is? How does it affect the generators? |
@MCrafterzz Some of the more advanced generators require robust geometric primitives and algorithms, a recent example of this is the roof generator. As of now it is possible to generate polygonal roofs, but that was not the case before the introduction of the geometry library. Or, say, you want to make a city generator and you need to find an intersection of two roads, Unity doesn't provide any tools to solve that problem, but with the new methods it is quite easy. 3D intersections are less useful, so while they can still be helpful for spawning and in some other cases, I would prefer to test and optimise the existing methods, rather than investing further in 3D. This page is here mostly for completness, it would be nice to be able to find a distance between 3D lines, but it is not a pressing issue. Ideally I would like to have a feature set similar to Physics, maybe the new API in 2018.3 will solve that. |
Intresting thx for the reply. A procedural city would defently be cool, is that something planned or is it just possible to use this library for it? The building generator looks very useful will probably use it in the future. What are the plans with this library, most issues are just these geometry things. |
@MCrafterzz, The current plan is to develop the building generator into something more useful and aplicable in real scenarios, and as a means to that I am playing around with city generation. Don't expect to see the city generator any time soon though. After that I intend to focus more on 2D generation such as dungeons, caves and floor plans, I already have working code for all of this, but it will require vigorous refactoring before the public release. I will try to move some of the tasks from my private tracker to github issues during this weekend so there will be something else besides "geometry things" 😄 |
Please post your city generation progress here on github even though it isn't finished, would be cool to see! |
https://github.com/Syomus/ProceduralToolkit/wiki/Geometry-algorithms
http://www.realtimerendering.com/intersections.html
D - Distance
C - Closest point(s)
I - Intersection
2D Point-Line2D Point-Ray2D Point-Segment2D Point-Circle2D Line-Line2D Line-Ray2D Line-Segment2D Line-Circle2D Ray-Ray2D Ray-Segment2D Ray-Circle2D Segment-Segment2D Segment-Circle2D Circle-Circle3D Point-Line3D Point-Ray3D Point-Segment3D Point-Sphere3D Line-Sphere3D Ray-Sphere3D Segment-Sphere3D Sphere-SphereThe text was updated successfully, but these errors were encountered: