根据长宽随机分布大小不均匀的位置点
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class PoissonDiscSamplingTool
{
public static ListGeneratePoints(float radius, Vector2 sampleRegionSize, int numSamplesBeforeRejection = 30)
{
float cellSize = radius / Mathf.Sqrt(2);
int[,] grid = new int[Mathf.CeilToInt(sampleRegionSize.x / cellSize), Mathf.CeilToInt(sampleRegionSize.y / cellSize)];
Listpoints = new List ();
ListspawnPoints = new List ();
spawnPoints.Add(sampleRegionSize / 2);
while (spawnPoints.Count > 0)
{
int spawnIndex = Random.Range(0, spawnPoints.Count);
Vector2 spawnCentre = spawnPoints[spawnIndex];
bool candidateAccepted = false;
for (int i = 0; i {
float angle = Random.value * Mathf.PI * 2;
Vector2 dir = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
Vector2 candidate = spawnCentre + dir * Random.Range(radius, 2 * radius);
if (IsValid(candidate, sampleRegionSize, cellSize, radius, points, grid))
{
points.Add(candidate);
spawnPoints.Add(candidate);
grid[(int)(candidate.x / cellSize), (int)(candidate.y / cellSize)] = points.Count;
candidateAccepted = true;
break;
}
}
if (!candidateAccepted)
{
spawnPoints.RemoveAt(spawnIndex);
}
}
return points;
}
static bool IsValid(Vector2 candidate, Vector2 sampleRegionSize, float cellSize, float radius, Listpoints, int[,] grid)
{
if (candidate.x >= 0 && candidate.x = 0 && candidate.y {
int cellX = (int)(candidate.x / cellSize);
int cellY = (int)(candidate.y / cellSize);
int searchStartX = Mathf.Max(0, cellX - 2);
int searchEndX = Mathf.Min(cellX + 2, grid.GetLength(0) - 1);
int searchStartY = Mathf.Max(0, cellY - 2);
int searchEndY = Mathf.Min(cellY + 2, grid.GetLength(1) - 1);
for (int x = searchStartX; x {
for (int y = searchStartY; y {
int pointIndex = grid[x, y] - 1;
if (pointIndex != -1)
{
float sqrDst = (candidate - points[pointIndex]).sqrMagnitude;
if (sqrDst {
return false;
}
}
}
}
return true;
}
return false;
}
}
public class PoissonDiscSampling : MonoBehaviour
{
public float radius = 1;
public Vector2 regionSize = Vector2.one;
public int rejectionSamples = 30;
public float displayRadius = 1;
Listpoints;
void OnValidate()
{
points = PoissonDiscSamplingTool.GeneratePoints(radius, regionSize, rejectionSamples);
}
void OnDrawGizmos()
{
Gizmos.DrawWireCube(regionSize / 2, regionSize);
if (points != null)
{
foreach (Vector2 point in points)
{
// Vector2 pos = new Vector2(point.x - regionSize.x / 2, point.y - regionSize.y / 2);
Gizmos.DrawSphere(point, displayRadius);
}
}
}
}