public static GenerationOutput CreateMeshOutput()
    {
        GenerationOutput output = new GenerationOutput();

        output.mesh = new Mesh();
        return(output);
    }
    public static GenerationOutput CreateRawOutput()
    {
        GenerationOutput output = new GenerationOutput();

        output.raw = new RawMeshData();
        return(output);
    }
Beispiel #3
0
 public ReportProcessor()
 {
     _dataAccessor        = new DataAccessor();
     _lsFinalGenOutput    = new List <GeneratorOutput>();
     _lsFinalMaxGenOutput = new List <DayOutput>();
     _existingGenOutput   = new GenerationOutput();
 }
        /// <summary>
        /// Processing the incoming datas
        /// </summary>
        /// <param name="generationReport">The generation report.</param>
        /// <returns></returns>
        private async Task <GenerationOutput> FileProcessing(Input.GenerationReport generationReport)
        {
            if (generationReport == null)
            {
                return(null);
            }
            _iLog.Info("File processing started.");
            var generationOutput = new GenerationOutput();
            var actualHeatRates  = new List <ActualHeatRates>();
            var generators       = new List <Generator>();
            var days             = new List <Day>();

            try
            {
                foreach (var item in generationReport.Wind?.WindGenerators)
                {
                    //Daily wind generation calculation adding it to generator collection
                    generators.Add(await CalculateGenerationTotal(item.Generations, item.Name, item.Location));
                }
                ;
                foreach (var item in generationReport.Coal?.CoalGenerators)
                {
                    //Daily coal generation calculation and adding it to generator collection
                    generators.Add(await CalculateGenerationTotal(item.Generations, item.Name, null));
                    //Coal max emission calculation and adding it to days collection.
                    days.AddRange(await CalculateCoalMaxEmission(item));
                    //Coal actual heat rate calculation.
                    actualHeatRates.Add(await CalculateActualHeatRate(item));
                }
                ;
                foreach (var item in generationReport.Gas.GasGenerators)
                {
                    //Daily gas generation calculation and adding it to generator collection
                    generators.Add(await CalculateGenerationTotal(item.Generations, item.Name, null));
                    //Gas max emission calculation and adding it to days collection.
                    days.AddRange(await CalculateGasMaxEmission(item));
                }
                ;

                //Adding items to the GenerationOut object
                generationOutput.Totals = new Totals
                {
                    Generators = new List <Generator>()
                };
                generationOutput.Totals.Generators.AddRange(generators);
                generationOutput.MaxEmissionGenerators = new MaxEmissionGenerators
                {
                    Days = new List <Day>()
                };
                generationOutput.MaxEmissionGenerators.Days.AddRange(days);
                generationOutput.ActualHeatRates = new List <ActualHeatRates>();
                generationOutput.ActualHeatRates.AddRange(actualHeatRates);
            }
            catch (Exception ex)
            {
                _iLog.Error($"Error in calculation. Error: {ex.Message}");
            }
            return(generationOutput);
        }
        private void SaveOutputInFile(GenerationOutput output, string outputPath)
        {
            var date = DateTime.Now;

            var outputPathName = $"{outputPath}{FileName}{date.ToShortDateString()}{date:HH.mm.ss}{Extension}";

            _serializer.SerializeToFile <GenerationOutput>(output, outputPathName);
        }
    public static GenerationOutput CreateCombinedOutput()
    {
        GenerationOutput output = new GenerationOutput();

        output.mesh = new Mesh();
        output.raw  = new RawMeshData();
        return(output);
    }
        public void GenerateOutputFile(GenerationOutput finalGenerationOutput)
        {
            var outputFilePath = ConfigurationManager.AppSettings["OutputFilePath"];
            var writer         = new XmlSerializer(typeof(GenerationOutput));

            using (var file = System.IO.File.Create(outputFilePath))
            {
                writer.Serialize(file, finalGenerationOutput);
            }
        }
 public GenerationReport(InputGenerationReport input)
 {
     _config = new ConfigurationBuilder().AddJsonFile("specflow.json").Build();
     _xmlDataSourceProcessor = new XmlDataSourceProcessor();
     _input                     = input;
     _generationOutput          = new GenerationOutput();
     _referenceData             = new ReferenceData();
     _calculatedTotalValue      = new Totals();
     _energyCalculator          = new EnergyCalculator();
     _maxEmissionGeneratorsDays = new List <DTOs.OutputGeneration.Day>();
     _heatRates                 = new List <ActualHeatRates>();
     _generationOutput          = _xmlDataSourceProcessor.GetGenerationOutput();
 }
Beispiel #9
0
        public void GenerateOutputFile(GenerationReport incomingGeneratedReport)
        {
            FetchExistingGenerationOutput();
            //Get Generation Report
            var finalOutput = new GenerationOutput()
            {
                totals = TotalGeneratorsOutputPerDay(incomingGeneratedReport),
                maxEmissionGenerators = MaxEmissionGeneratorPerDay(incomingGeneratedReport),
                actualHeatRates       = GetActualHeatRates(incomingGeneratedReport.coal)
            };

            _dataAccessor.GenerateOutputFile(finalOutput);
        }
Beispiel #10
0
        private void UpdatePreview()
        {
            GenerationOutput output = GenerationOutput.CreateMeshOutput();

            ChimneyGenerator.Generate(_chimney, output);
            _mesh = output.mesh;
            if (_materialList == null)
            {
                _materialList = new List <Material>();
            }
            _materialList.Clear();
            _materialList.AddRange(ChimneyGenerator.DYNAMIC_MESH.materials);
        }
        /// <summary>
        /// Serializes the object to XML.
        /// </summary>
        /// <param name="result">The result.</param>
        /// <returns></returns>
        public static bool SerializeObjectToXml(GenerationOutput result)
        {
            bool isFileGotSerialize = false;

            try
            {
                XmlSerializer xmlSerializer = new XmlSerializer(typeof(GenerationOutput));
                StreamWriter  streamWriter  = new StreamWriter(_outputFilePath);
                xmlSerializer.Serialize(streamWriter, result);
                streamWriter.Dispose();
                streamWriter.Close();
                isFileGotSerialize = true;
            }
            catch (Exception)
            {
                throw;
            }
            return(isFileGotSerialize);
        }
Beispiel #12
0
        private void UpdatePreview()
        {
//            if (_submeshLibrary == null) _submeshLibrary = new SubmeshLibrary();
//            _submeshLibrary.Clear();
//            _submeshLibrary.Add(_wallSection);
//            _wallSection.UpdatePreviewMesh(_submeshLibrary);
//            if (_materialList == null) _materialList = new List<Material>();
//            _materialList.Clear();
//            _materialList.AddRange(WallSectionGenerator.DYNAMIC_MESH.materials);

//            BuildRMesh dMesh = new BuildRMesh("wallsection preview");
            GenerationOutput output = GenerationOutput.CreateMeshOutput();

            WallSectionGenerator.Generate(_wallSection, output, previewMeshSize, false, 0.2f);
            _mesh = output.mesh;
            if (_materialList == null)
            {
                _materialList = new List <Material>();
            }
            _materialList.Clear();
            _materialList.AddRange(WallSectionGenerator.DYNAMIC_MESH.materials);
        }
Beispiel #13
0
        public void Read()
        {
            System.Globalization.CultureInfo ci = new System.Globalization.CultureInfo("en-US");
            System.Threading.Thread.CurrentThread.CurrentCulture = ci;

            string file_xml_generation = ConfigurationManager.AppSettings["GenerationReport"];
            string file_xml_reference  = ConfigurationManager.AppSettings["ReferenceData"];
            string file_xml_write      = ConfigurationManager.AppSettings["outputXml"];


            ParseXmlReferenceData xmlRef = new ParseXmlReferenceData(file_xml_reference);

            ParseXmlGenerationReport xmlGeneration = new ParseXmlGenerationReport();
            var xReport = xmlGeneration.Read(file_xml_generation);

            XmlOffshore         offShore     = new XmlOffshore(xReport);
            List <WindOffShore> offshoreList = offShore.Read();

            XmlOnshore         onshore     = new XmlOnshore(xReport);
            List <WindOnshore> onshoreList = onshore.Read();

            XmlGas gas = new XmlGas(xReport);
            Dictionary <int, List <Gas> > gasList = gas.Read();
            //gas.GasTotalGeneration();

            XmlCoal coal = new XmlCoal(xReport);
            Dictionary <int, List <Coal> > coalList = coal.Read();
            //coal.CoalTotalGeneration();

            Emission emission = new Emission(gasList, coalList);
            //emission.HighestEmissionByDate();

            HeatRate ht = new HeatRate(coalList);
            //ht.ActualHeatRates();

            GenerationOutput outputXml = new GenerationOutput(offShore, onshore, gas, coal, emission, ht);

            outputXml.XmlWrite(file_xml_write);
        }
Beispiel #14
0
        public static void Generate(Chimney chimney, GenerationOutput output, SubmeshLibrary submeshLibrary = null)
        {
            RGEN.seed = chimney.seed;
            DYNAMIC_MESH.Clear();
            if (submeshLibrary != null)
            {
                DYNAMIC_MESH.submeshLibrary.AddRange(submeshLibrary.SURFACES.ToArray()); //DYNAMIC_MESH.submeshLibrary.Inject(ref submeshLibrary);
            }
            else
            {
                DYNAMIC_MESH.submeshLibrary.Add(chimney);
            }

            submeshLibrary = DYNAMIC_MESH.submeshLibrary;

            //CASE
            Vector3 caseNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());
            Vector3 cs0             = new Vector3(-chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f);
            Vector3 cs1             = new Vector3(chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f);
            Vector3 cs2             = new Vector3(-chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f);
            Vector3 cs3             = new Vector3(chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f);

            Vector3 cs4 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs5 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs6 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs7 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector;

            Vector2 csuv0 = new Vector2(0, 0);
            Vector2 csuv1 = new Vector2(chimney.caseSize.x, chimney.caseSize.y);
            Vector2 csuv2 = new Vector2(csuv1.x, 0);
            Vector2 csuv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.caseSize.y);
            Vector2 csuv4 = new Vector2(csuv3.x, 0);
            Vector2 csuv5 = new Vector2(csuv3.x + chimney.caseSize.x, chimney.caseSize.y);
            Vector2 csuv6 = new Vector2(csuv5.x, 0);
            Vector2 csuv7 = new Vector2(csuv5.x + chimney.caseSize.z, chimney.caseSize.y);
            Vector2 csuv8 = new Vector2(0, 0);
            Vector2 csuv9 = new Vector2(chimney.caseSize.x, chimney.caseSize.z);

            Vector4 cst0 = new Vector4(0, 0, 1, 0);
            Vector4 cst1 = new Vector4(1, 0, 1, 0);
            Vector4 cst2 = new Vector4(0, 0, -1, 0);
            Vector4 cst3 = new Vector4(-1, 0, 0, 0);
            Vector4 cst4 = new Vector4(0, 0, 1, 0);

            int caseSubmesh = submeshLibrary.SubmeshAdd(chimney.caseSurface);

            //sides
            DYNAMIC_MESH.AddPlane(cs0, cs1, cs4, cs5, csuv0, csuv1, Vector3.back, cst0, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs1, cs3, cs5, cs7, csuv2, csuv3, Vector3.right, cst1, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs3, cs2, cs7, cs6, csuv4, csuv5, Vector3.forward, cst2, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs2, cs0, cs6, cs4, csuv6, csuv7, Vector3.left, cst3, caseSubmesh, chimney.caseSurface);
            //top
            DYNAMIC_MESH.AddPlane(cs4, cs5, cs6, cs7, csuv8, csuv9, Vector3.up, cst4, caseSubmesh, chimney.caseSurface);//todo calculate the values for this - don't be lazy

            //CROWN
            Vector3 crownBase        = caseNoiseVector + Vector3.up * chimney.caseSize.y;
            Vector3 crownNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());
            Vector3 cr0 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f);
            Vector3 cr1 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f);
            Vector3 cr2 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f);
            Vector3 cr3 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f);

            Vector3 cr4 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr5 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr6 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr7 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector;

            Vector2 cruv0 = new Vector2(0, 0);
            Vector2 cruv1 = new Vector2(chimney.crownSize.x, chimney.crownSize.y);
            Vector2 cruv2 = new Vector2(csuv1.x, 0);
            Vector2 cruv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.crownSize.y);
            Vector2 cruv4 = new Vector2(csuv3.x, 0);
            Vector2 cruv5 = new Vector2(csuv3.x + chimney.crownSize.x, chimney.crownSize.y);
            Vector2 cruv6 = new Vector2(csuv5.x, chimney.crownSize.y);
            Vector2 cruv7 = new Vector2(csuv5.x + chimney.crownSize.z, chimney.crownSize.y);
            Vector2 cruv8 = new Vector2(0, 0);
            Vector2 cruv9 = new Vector2(chimney.crownSize.x, chimney.crownSize.z);

            Vector4 crt0 = new Vector4(0, 0, 1, 0);
            Vector4 crt1 = new Vector4(1, 0, 1, 0);
            Vector4 crt2 = new Vector4(0, 0, -1, 0);
            Vector4 crt3 = new Vector4(-1, 0, 0, 0);
            Vector4 crt4 = new Vector4(0, 0, 1, 0);

            int crownSubmesh = submeshLibrary.SubmeshAdd(chimney.crownSurface);

            DYNAMIC_MESH.AddPlane(cr0, cr1, cr4, cr5, cruv0, cruv1, Vector3.back, crt0, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr1, cr3, cr5, cr7, cruv2, cruv3, Vector3.right, crt1, crownSubmesh, chimney.crownSurface);   //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr3, cr2, cr7, cr6, cruv4, cruv5, Vector3.forward, crt2, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr2, cr0, cr6, cr4, cruv6, cruv7, Vector3.left, crt3, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr1, cr0, cr3, cr2, cruv8, cruv9, Vector3.down, crt4, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr4, cr5, cr6, cr7, cruv8, cruv9, Vector3.up, crt4, crownSubmesh, chimney.crownSurface);      //todo calculate the values for this - don't be lazy

            int xCount = 1;
            int zCount = 1;

            if (chimney.allowMultiple)
            {
                xCount = Mathf.FloorToInt((chimney.crownSize.x - chimney.flueSpacing) / (chimney.flueSize.x + chimney.flueSpacing));
                if (xCount < 1)
                {
                    xCount = 1;
                }
                if (chimney.allowMultipleRows)
                {
                    zCount = Mathf.FloorToInt((chimney.crownSize.z - chimney.flueSpacing) / (chimney.flueSize.z + chimney.flueSpacing));
                    if (zCount < 1)
                    {
                        zCount = 1;
                    }
                }
            }

            float xSpacing = (chimney.crownSize.x - chimney.flueSize.x * xCount) / (xCount + 1);
            float zSpacing = (chimney.crownSize.z - chimney.flueSize.z * zCount) / (zCount + 1);

            //FLUES
            for (int x = 0; x < xCount; x++)
            {
                for (int z = 0; z < zCount; z++)
                {
                    Vector3 flueBase = cr4 + new Vector3(xSpacing + x * (chimney.flueSize.x + xSpacing) + chimney.flueSize.x * 0.5f, 0, zSpacing + z * (chimney.flueSize.z + zSpacing) + chimney.flueSize.z * 0.5f);

                    float   thickness  = (chimney.flueSize.x + chimney.flueSize.z) * 0.05f;//10%
                    float   drop       = chimney.flueSize.y * 0.9f;
                    Vector4 topTangent = new Vector4(1, 0, 0, 0);

                    Surface useFlueSurface = GenerationUtil.GetSurface(chimney.flueSurfaces, RGEN);
                    int     flueSubmesh    = submeshLibrary.SubmeshAdd(useFlueSurface);
                    int     innerSubmesh   = submeshLibrary.SubmeshAdd(chimney.innerSurface);

                    Vector3 flueNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());

                    if (chimney.square)
                    {
                        Vector3 f0 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f);
                        Vector3 f1 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f);
                        Vector3 f2 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f);
                        Vector3 f3 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f);

                        Vector3 f4 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f5 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f6 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f7 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector;

                        Vector3 f4i = f4 + new Vector3(thickness, 0, thickness) + flueNoiseVector;
                        Vector3 f5i = f5 + new Vector3(-thickness, 0, thickness) + flueNoiseVector;
                        Vector3 f6i = f6 + new Vector3(thickness, 0, -thickness) + flueNoiseVector;
                        Vector3 f7i = f7 + new Vector3(-thickness, 0, -thickness) + flueNoiseVector;

                        Vector3 f4id = f4i + new Vector3(0, -drop, 0);
                        Vector3 f5id = f5i + new Vector3(0, -drop, 0);
                        Vector3 f6id = f6i + new Vector3(0, -drop, 0);
                        Vector3 f7id = f7i + new Vector3(0, -drop, 0);

//            Vector2 fuv0 = new Vector2(0, 0);
//            Vector2 fuv1 = new Vector2(chimney.flueSize.x, 0);
//            Vector2 fuv2 = new Vector2(fuv1.x + chimney.flueSize.z, 0);
//            Vector2 fuv3 = new Vector2(fuv2.x + chimney.flueSize.x, 0);
//
//            Vector2 fuv4 = new Vector2(0, chimney.flueSize.y);
//            Vector2 fuv5 = new Vector2(chimney.flueSize.x, chimney.flueSize.y);
//            Vector2 fuv6 = new Vector2(fuv1.x + chimney.flueSize.z, chimney.flueSize.y);
//            Vector2 fuv7 = new Vector2(fuv2.x + chimney.flueSize.x, chimney.flueSize.y);


                        //Flue Sides
                        DYNAMIC_MESH.AddPlane(f0, f1, f4, f5, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f1, f3, f5, f7, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f3, f2, f7, f6, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f2, f0, f6, f4, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                                                                                                                             //Flue Top
                        DYNAMIC_MESH.AddPlaneComplex(f4, f5, f4i, f5i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f5, f7, f5i, f7i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f7, f6, f7i, f6i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f6, f4, f6i, f4i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                                                                                                                             //Flue Drop
                        DYNAMIC_MESH.AddPlane(f5id, f4id, f5i, f4i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f7id, f5id, f7i, f5i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f6id, f7id, f6i, f7i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f4id, f6id, f4i, f6i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f4id, f5id, f6id, f7id, innerSubmesh);                                         //todo calculate the values for this - don't be lazy
                    }
                    else
                    {
                        int         vertCount = (chimney.segments + 1) * 2;//add an additonal so we can wrap the UVs well
                        RawMeshData flueOuter = new RawMeshData(vertCount, chimney.segments * 6);
                        RawMeshData flueTop   = new RawMeshData(vertCount, chimney.segments * 6);
                        //add additional point for the middle, bottom of the inside of the flue
                        RawMeshData flueInner = new RawMeshData(vertCount + 1, chimney.segments * 9);

                        //the additonal point at the bottom of the flue - added to the end of the mesh data
                        flueInner.vertices[vertCount] = flueBase;
                        flueInner.normals[vertCount]  = Vector3.up;
                        flueInner.tangents[vertCount] = new Vector4(1, 0, 0, 0);
                        int   indexIm       = flueInner.vertCount - 1;
                        float circumference = Mathf.PI * (chimney.flueSize.x + chimney.flueSize.z);

                        for (int s = 0; s < chimney.segments + 1; s++)
                        {
                            float percent = s / (float)(chimney.segments);
                            percent = (percent + (chimney.angleOffset / 360)) % 1f;

                            int indexV0 = s * 2;
                            int indexV1 = s * 2 + 1;
                            int indexV2 = s * 2 + 2;
                            int indexV3 = s * 2 + 3;
                            if (s == chimney.segments - 1)
                            {
                                indexV2 = 0;
                                indexV3 = 1;
                            }

                            float xa = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.5f;
                            float za = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.5f;
//              float innerHalf = thickness / (chimney.flueSize.x + chimney.flueSize.z) / 2;
                            float xai = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.4f;
                            float zai = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.4f;

                            Vector3 v0 = flueBase + new Vector3(xa, 0, za);
                            Vector3 v1 = flueBase + new Vector3(xa, chimney.flueSize.y, za) + flueNoiseVector;
                            Vector3 v2 = flueBase + new Vector3(xai, chimney.flueSize.y, zai) + flueNoiseVector;
                            Vector3 v3 = flueBase + new Vector3(xai, chimney.flueSize.y * 0.1f, zai);

                            Vector2 uv0 = new Vector2(-circumference * percent, 0);
                            Vector2 uv1 = new Vector2(-circumference * percent, chimney.flueSize.y);
                            Vector2 uv2 = new Vector2(-circumference * percent, chimney.flueSize.y + 0.1f);
                            Vector2 uv3 = new Vector2(-circumference * percent, 0);

                            int     rdnFlueSurfaceIndex = RGEN.Index(chimney.flueSurfaces.Count);
                            Surface flueSurface         = rdnFlueSurfaceIndex != -1 ? chimney.flueSurfaces[rdnFlueSurfaceIndex] : null;


                            if (flueSurface != null)
                            {
                                uv0 = flueSurface.CalculateUV(uv0);
                                uv1 = flueSurface.CalculateUV(uv1);
                                uv2 = flueSurface.CalculateUV(uv2);
                                uv3 = flueSurface.CalculateUV(uv3);
                            }

                            flueOuter.vertices[indexV0] = v0;
                            flueOuter.vertices[indexV1] = v1;
                            flueOuter.uvs[indexV0]      = uv0;
                            flueOuter.uvs[indexV1]      = uv1;

                            flueTop.vertices[indexV0] = v1;
                            flueTop.vertices[indexV1] = v2;
                            flueTop.uvs[indexV0]      = uv1;
                            flueTop.uvs[indexV1]      = uv2;

                            flueInner.vertices[indexV0] = v2;
                            flueInner.vertices[indexV1] = v3;
                            flueInner.uvs[indexV0]      = uv2;
                            flueInner.uvs[indexV1]      = uv3;

                            Vector3 outerNormal = new Vector3(Mathf.Sin(percent * Mathf.PI * 2), 0, Mathf.Cos(percent * Mathf.PI * 2));
                            flueOuter.normals[indexV0] = outerNormal;
                            flueOuter.normals[indexV1] = outerNormal;
                            flueTop.normals[indexV0]   = Vector3.up;
                            flueTop.normals[indexV1]   = Vector3.up;
                            flueInner.normals[indexV0] = -outerNormal;
                            flueInner.normals[indexV1] = -outerNormal;

                            if (s < chimney.segments)
                            {
                                int tidx0 = s * 6;
                                flueOuter.triangles[tidx0 + 0] = indexV0;
                                flueOuter.triangles[tidx0 + 2] = indexV1;
                                flueOuter.triangles[tidx0 + 1] = indexV2;
                                flueOuter.triangles[tidx0 + 3] = indexV1;
                                flueOuter.triangles[tidx0 + 4] = indexV2;
                                flueOuter.triangles[tidx0 + 5] = indexV3;

                                flueTop.triangles[tidx0 + 0] = indexV0;
                                flueTop.triangles[tidx0 + 2] = indexV1;
                                flueTop.triangles[tidx0 + 1] = indexV2;
                                flueTop.triangles[tidx0 + 3] = indexV1;
                                flueTop.triangles[tidx0 + 4] = indexV2;
                                flueTop.triangles[tidx0 + 5] = indexV3;

                                int tidx0i = s * 9;
                                flueInner.triangles[tidx0i + 0] = indexV0;
                                flueInner.triangles[tidx0i + 2] = indexV1;
                                flueInner.triangles[tidx0i + 1] = indexV2;
                                flueInner.triangles[tidx0i + 3] = indexV1;
                                flueInner.triangles[tidx0i + 4] = indexV2;
                                flueInner.triangles[tidx0i + 5] = indexV3;

                                flueInner.triangles[tidx0i + 6] = indexV1;
                                flueInner.triangles[tidx0i + 7] = indexV3;
                                flueInner.triangles[tidx0i + 8] = indexIm;
                            }
                        }

                        DYNAMIC_MESH.AddData(flueOuter, flueSubmesh);
                        DYNAMIC_MESH.AddData(flueTop, flueSubmesh);
                        DYNAMIC_MESH.AddData(flueInner, innerSubmesh);
                    }
                }
            }


            if (output.raw != null)
            {
                output.raw.Copy(DYNAMIC_MESH);
            }

            if (output.mesh != null)
            {
                output.mesh.Clear(false);
                DYNAMIC_MESH.Build(output.mesh);
            }
        }
Beispiel #15
0
        public static void Generate(IBuilding building, IVolume volume, IFloorplan floorplan, int volumeFloor, VerticalOpening[] openings, BuildRMesh mesh, BuildRCollider collider)
        {
            SubmeshLibrary submeshLibrary = mesh.submeshLibrary;

            bool           generateColliders     = building.colliderType != BuildingColliderTypes.None;
            bool           generateMeshColliders = building.colliderType != BuildingColliderTypes.Primitive && generateColliders;
            BuildRCollider sendCollider          = (generateColliders) ? collider : null;

            collider.thickness = volume.wallThickness;
            if (!generateMeshColliders)
            {
                collider = null;
            }

            float   wallThickness = volume.wallThickness;
            float   wallUp        = volume.floorHeight - wallThickness;
            Vector3 wallUpV       = Vector3.up * wallUp;
            Vector3 floorBaseV    = Vector3.up * volume.baseHeight;

            int roomCount = floorplan.RoomCount;

            int actualFloor  = building.VolumeBaseFloor(volume) + volumeFloor;
            int openingCount = openings.Length;

            bool[]       openingBelow           = new bool[openingCount];
            bool[]       openingAbove           = new bool[openingCount];
            FlatBounds[] openingBounds          = new FlatBounds[openingCount];
            Vector2[][]  openingShapes          = new Vector2[openingCount][];
            bool[]       openingUsedInThisFloor = new bool[openingCount];
            for (int o = 0; o < openingCount; o++)
            {
                VerticalOpening opening = openings[o];
                if (!openings[o].FloorIsIncluded(actualFloor))
                {
                    continue;
                }
                openingBelow[o]  = opening.FloorIsIncluded(actualFloor - 1);
                openingAbove[o]  = opening.FloorIsIncluded(actualFloor + 1);
                openingShapes[o] = opening.PointsRotated();
                openingBounds[o] = new FlatBounds(openingShapes[o]);

                submeshLibrary.Add(opening.surfaceA);
                submeshLibrary.Add(opening.surfaceB);
                submeshLibrary.Add(opening.surfaceC);
                submeshLibrary.Add(opening.surfaceD);
            }

            Dictionary <int, List <Vector2Int> > externalWallAnchors = volume.facadeWallAnchors;

            Room[] rooms = floorplan.AllRooms();
            for (int r = 0; r < roomCount; r++)
            {
                Room room       = rooms[r];
                int  pointCount = room.numberOfPoints;

                Surface floorSurface   = null;
                Surface wallSurface    = null;
                Surface ceilingSurface = null;

                if (room.style != null)
                {
                    RoomStyle style = room.style;
                    floorSurface   = style.floorSurface;
                    wallSurface    = style.wallSurface;
                    ceilingSurface = style.ceilingSurface;
                }

                int floorSubmesh   = submeshLibrary.SubmeshAdd(floorSurface);
                int wallSubmesh    = submeshLibrary.SubmeshAdd(wallSurface);
                int ceilingSubmesh = submeshLibrary.SubmeshAdd(ceilingSurface);

                FloorplanUtil.RoomWall[] walls = FloorplanUtil.CalculatePoints(room, volume);
                Vector2[] roomArchorPoints     = FloorplanUtil.RoomArchorPoints(walls);

                Vector4 tangent = BuildRMesh.CalculateTangent(Vector3.right);

                Vector2[] offsetRoomAnchorPoints = QuickPolyOffset.Execute(roomArchorPoints, wallThickness);

                FlatBounds             roomBounds   = new FlatBounds(offsetRoomAnchorPoints);
                List <Vector2[]>       floorCuts    = new List <Vector2[]>();
                List <Vector2[]>       ceilingCuts  = new List <Vector2[]>();
                List <VerticalOpening> roomOpenings = new List <VerticalOpening>();
                for (int o = 0; o < openingCount; o++)
                {
                    if (openings[o].FloorIsIncluded(actualFloor))
                    {
                        if (roomBounds.Overlaps(openingBounds[o]))
                        {
                            if (CheckShapeWithinRoom(offsetRoomAnchorPoints, openingShapes[o]))
                            {
                                if (openingBelow[o])
                                {
                                    floorCuts.Add(openingShapes[o]);
                                }
                                if (openingAbove[o])
                                {
                                    ceilingCuts.Add(openingShapes[o]);
                                }
                                if (openingAbove[o] || openingBelow[o])
                                {
                                    roomOpenings.Add(openings[o]);
                                    openingUsedInThisFloor[o] = true;
                                }
                            }
                        }
                    }
                }

                int offsetPointBase = 0;
                for (int p = 0; p < pointCount; p++)//generate room walls
                {
                    FloorplanUtil.RoomWall wall = walls[p];
                    int wallPointCount          = wall.offsetPoints.Length;

                    List <RoomPortal> wallPortals = floorplan.GetWallPortals(room, p);
                    int wallPortalCount           = wallPortals.Count;

                    if (!wall.isExternal)
                    {
                        int     indexA    = offsetPointBase;
                        int     indexB    = (offsetPointBase + 1) % roomArchorPoints.Length;
                        Vector2 origBaseA = roomArchorPoints[indexA];
                        Vector2 origBaseB = roomArchorPoints[indexB];
                        Vector2 baseA     = offsetRoomAnchorPoints[indexA];
                        Vector2 baseB     = offsetRoomAnchorPoints[indexB];
                        Vector3 v0        = new Vector3(origBaseA.x, 0, origBaseA.y) + floorBaseV;
                        Vector3 v1        = new Vector3(origBaseB.x, 0, origBaseB.y) + floorBaseV;
                        Vector3 vOffset0  = new Vector3(baseA.x, 0, baseA.y) + floorBaseV;
                        Vector3 vOffset1  = new Vector3(baseB.x, 0, baseB.y) + floorBaseV;
                        if (wallPortalCount == 0)  //just draw the wall - no portals to cut

                        {
                            Vector3 v2 = vOffset1 + wallUpV;
                            Vector3 v3 = vOffset0 + wallUpV;

                            Vector2 minUV = Vector2.zero;
                            Vector2 maxUV = new Vector2(Vector2.Distance(baseA, baseB), wallUp);
                            if (wallSurface != null)
                            {
                                maxUV = wallSurface.CalculateUV(maxUV);
                            }
                            Vector3 wallDir     = (vOffset0 - vOffset1).normalized;
                            Vector3 wallNormal  = Vector3.Cross(Vector3.up, wallDir);
                            Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir);
                            mesh.AddPlane(vOffset1, vOffset0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface);

                            if (generateColliders)
                            {
                                collider.AddPlane(vOffset1, vOffset0, v2, v3);
                            }
                        }
                        else
                        {
                            List <float> useLaterals = new List <float>();
                            List <bool>  hasPortals  = new List <bool>();
                            for (int wp = 0; wp < wallPortalCount; wp++)
                            {
                                RoomPortal portal    = wallPortals[wp];
                                bool       hasPortal = room.HasPortal(portal);
                                hasPortals.Add(hasPortal);
                                if (hasPortal)
                                {
                                    useLaterals.Add(portal.lateralPosition);
                                }
                                else
                                {
                                    useLaterals.Add(1 - portal.lateralPosition);//portal from other wall - wall orientation is flipped
                                }
                            }

                            Vector3 wallVector               = vOffset1 - vOffset0;
                            Vector3 wallDirection            = wallVector.normalized;
                            Vector3 wallStart                = vOffset0;
                            Vector4 wallTangent              = BuildRMesh.CalculateTangent(wallDirection);
                            Vector3 wallNormal               = Vector3.Cross(Vector3.up, wallDirection);
                            Vector4 wallNormalTangent        = BuildRMesh.CalculateTangent(wallNormal);
                            Vector4 wallNormalTangentReverse = BuildRMesh.CalculateTangent(-wallNormal);

                            while (wallPortalCount > 0)
                            {
                                int        portalIndex = 0;
                                RoomPortal usePortal   = wallPortals[0];
                                float      lowestLat   = useLaterals[0];
                                for (int wp = 1; wp < wallPortalCount; wp++)
                                {
                                    if (useLaterals[wp] < lowestLat)
                                    {
                                        portalIndex = wp;
                                        usePortal   = wallPortals[wp];
                                        lowestLat   = useLaterals[wp];
                                    }
                                }

                                wallPortals.RemoveAt(portalIndex);
                                useLaterals.RemoveAt(portalIndex);
                                wallPortalCount--;

                                Vector3 vl0 = v0 + (-wallNormal + wallDirection) * wallThickness;
                                Vector3 vl1 = v1 + (-wallNormal - wallDirection) * wallThickness;

                                Vector3 portalCenter     = Vector3.Lerp(vl0, vl1, lowestLat);
                                Vector3 portalHalfvector = wallDirection * (usePortal.width * 0.5f);
                                Vector3 portalBase       = Vector3.up * (volume.floorHeight - usePortal.height) * usePortal.verticalPosition;
                                Vector3 portalUp         = portalBase + Vector3.up * usePortal.height;
                                Vector3 portalStart      = portalCenter - portalHalfvector;
                                Vector3 portalEnd        = portalCenter + portalHalfvector;

                                Vector2 initalWallUVMin = new Vector2(Vector3.Dot(portalStart, wallDirection), 0);
                                Vector2 initalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp);
                                mesh.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV, initalWallUVMin, initalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//initial wall
                                if (generateColliders)
                                {
                                    collider.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV);
                                }
                                if (usePortal.verticalPosition > 0)
                                {
                                    Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), 0);
                                    Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), portalBase.y);
                                    mesh.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//bottom
                                    if (generateColliders)
                                    {
                                        collider.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase);
                                    }
                                }
                                if (usePortal.verticalPosition < 1)
                                {
                                    Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), portalUp.y);
                                    Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), wallUp);
                                    mesh.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//top
                                    if (generateColliders)
                                    {
                                        collider.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV);
                                    }
                                }

                                if (hasPortals[portalIndex])//only do this once - from the room it's attached to
                                {
                                    //portal interior frame
                                    Vector3 portalDepth = wallNormal * wallThickness * 2;

                                    //sides
                                    mesh.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp, wallDirection, wallNormalTangentReverse, wallSubmesh);
                                    mesh.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp, -wallDirection, wallNormalTangent, wallSubmesh);

                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp);
                                        collider.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp);
                                    }

                                    //floor
                                    Vector2 minFloorUv = new Vector2((portalEnd + portalBase).z, (portalEnd + portalBase).x);
                                    Vector2 maxFloorUv = minFloorUv + new Vector2(wallThickness, usePortal.width);
                                    mesh.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase, minFloorUv, maxFloorUv, Vector3.up, wallTangent, floorSubmesh, floorSurface);
                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase);
                                    }

                                    //ceiling
                                    mesh.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp, Vector3.down, wallTangent, wallSubmesh);
                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp);
                                    }
                                }

                                wallStart = portalEnd;//move the start for the next calculation
                            }

                            Vector2 finalWallUVMin = new Vector2(Vector3.Dot(vOffset1, wallDirection), 0);
                            Vector2 finalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp);
                            mesh.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV, finalWallUVMin, finalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//final wall section
                            if (generateColliders)
                            {
                                collider.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV);
                            }
                        }
                        offsetPointBase += 1;
                    }
                    else//external anchored wall
                    {
                        int    facadeIndex  = wall.facadeIndex;
                        Facade facadeDesign = volume.GetFacade(facadeIndex);
                        int    currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count - 1;
                        int    currentWallSectionIndex        = wall.offsetPointWallSection[0];
                        int    wallOffsetPoints = wall.offsetPoints.Length;
                        for (int w = 0; w < wallOffsetPoints - 1; w++)
                        {
                            int     roomPointIndex   = offsetPointBase + w;
                            Vector2 baseA            = offsetRoomAnchorPoints[roomPointIndex];
                            int     offsetIndexB     = (roomPointIndex + 1) % offsetRoomAnchorPoints.Length;
                            Vector2 baseB            = offsetRoomAnchorPoints[offsetIndexB];
                            Vector3 v0               = new Vector3(baseA.x, 0, baseA.y) + floorBaseV;
                            Vector3 v1               = new Vector3(baseB.x, 0, baseB.y) + floorBaseV;
                            int     wallSectionIndex = wall.offsetPointWallSection[w];

                            bool canGenerateWallSection = facadeDesign != null;

                            Vector3 wallVector = v0 - v1;
                            Vector3 wallDir    = wallVector.normalized;
                            float   wallLength = wallVector.magnitude;

                            if (!canGenerateWallSection)
                            {
                                if (wallSurface != null)
                                {
                                    submeshLibrary.Add(wallSurface);
                                }

                                Vector3 v2 = v1 + wallUpV;
                                Vector3 v3 = v0 + wallUpV;

                                Vector2 minUV       = Vector2.zero;
                                Vector2 maxUV       = new Vector2(Vector2.Distance(baseA, baseB), wallUp);
                                Vector3 wallNormal  = Vector3.Cross(Vector3.up, wallDir);
                                Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir);
                                mesh.AddPlane(v1, v0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface);

                                if (generateMeshColliders)
                                {
                                    collider.AddPlane(v1, v0, v2, v3);
                                }
                            }
                            else
                            {
                                WallSection section = facadeDesign.GetWallSection(wallSectionIndex, volumeFloor, currentFacadeWallSectionLength, volume.floors);
                                if (section.model != null)
                                {
                                    continue;//cannot account for custom meshes assume custom mesh does include interior mesh or if does - will be generated with the exterior
                                }
                                GenerationOutput generatedSection = GenerationOutput.CreateRawOutput();
                                Vector2          wallSectionSize  = new Vector2(wallLength, wallUp + wallThickness);
                                bool             cullOpening      = building.cullDoors && section.isDoor;
                                SubmeshLibrary   sectionLib       = new SubmeshLibrary();

                                if (wallSurface != null)
                                {
                                    sectionLib.Add(wallSurface);//add interior wall surface
                                    submeshLibrary.Add(wallSurface);
                                }

                                sectionLib.Add(section.openingSurface);//add windows - the only surface we'll use in the interior room
                                submeshLibrary.Add(section.openingSurface);

                                float offset = 0;
                                if (w == 0)
                                {
                                    offset = wallThickness;
                                }
                                if (w == wallOffsetPoints - 2)
                                {
                                    offset = -wallThickness;
                                }
                                WallSectionGenerator.Generate(section, generatedSection, wallSectionSize, true, wallThickness, cullOpening, null, sectionLib, offset);
                                int[]   mapping     = submeshLibrary.MapSubmeshes(generatedSection.raw.materials);
                                Vector3 curveNormal = Vector3.Cross(wallDir, Vector3.up);

                                Quaternion meshRot = Quaternion.LookRotation(curveNormal, Vector3.up);
                                Vector3    meshPos = new Vector3(v1.x, volume.baseHeight, v1.z) + wallDir * wallSectionSize.x + Vector3.up * wallSectionSize.y;
                                meshPos += meshRot * -new Vector3(wallSectionSize.x, wallSectionSize.y, 0) * 0.5f;
                                mesh.AddData(generatedSection.raw, mapping, meshPos, meshRot, Vector3.one);
                            }


                            currentWallSectionIndex++;
                            if (currentWallSectionIndex >= currentFacadeWallSectionLength)
                            {
                                //reached the end of the facade - move to the next one and continue
                                currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count;
                                currentWallSectionIndex        = 0;
                            }
                        }

                        offsetPointBase += wallPointCount - 1;
                    }
                }

                //FLOOR
                Vector2[]   mainShape      = offsetRoomAnchorPoints;
                Vector2[][] floorCutPoints = floorCuts.ToArray();
                int         floorVertCount = mainShape.Length;
                for (int flc = 0; flc < floorCutPoints.Length; flc++)
                {
                    floorVertCount += floorCutPoints[flc].Length;
                }

                Vector2[] allFloorPoints  = new Vector2[floorVertCount];
                int       mainShapeLength = mainShape.Length;
                for (int ms = 0; ms < mainShapeLength; ms++)
                {
                    allFloorPoints[ms] = mainShape[ms];
                }
                int cutPointIterator = mainShapeLength;
                for (int flc = 0; flc < floorCutPoints.Length; flc++)
                {
                    for (int flcp = 0; flcp < floorCutPoints[flc].Length; flcp++)
                    {
                        allFloorPoints[cutPointIterator] = floorCutPoints[flc][flcp];
                        cutPointIterator++;
                    }
                }

                Vector3[] floorPoints   = new Vector3[floorVertCount];
                Vector2[] floorUvs      = new Vector2[floorVertCount];
                Vector3[] floorNorms    = new Vector3[floorVertCount];
                Vector4[] floorTangents = new Vector4[floorVertCount];
                for (int rp = 0; rp < floorVertCount; rp++)
                {
                    floorPoints[rp] = new Vector3(allFloorPoints[rp].x, 0, allFloorPoints[rp].y) + floorBaseV;
                    Vector2 uv = allFloorPoints[rp];
                    if (floorSurface != null)
                    {
                        uv = floorSurface.CalculateUV(uv);
                    }
                    floorUvs[rp]      = uv;
                    floorNorms[rp]    = Vector3.up;
                    floorTangents[rp] = tangent;
                }

                int[] tris = Poly2TriWrapper.Triangulate(mainShape, true, floorCutPoints);

                mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, floorSubmesh);
                if (generateColliders)
                {
                    collider.mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, 0);
                }

                //CEILING!
                Vector2[][] ceilingCutPoints = ceilingCuts.ToArray();
                int         ceilingVertCount = mainShape.Length;
                for (int flc = 0; flc < ceilingCutPoints.Length; flc++)
                {
                    ceilingVertCount += ceilingCutPoints[flc].Length;
                }

                Vector2[] allCeilingPoints = new Vector2[ceilingVertCount];
                for (int ms = 0; ms < mainShapeLength; ms++)
                {
                    allCeilingPoints[ms] = mainShape[ms];
                }
                cutPointIterator = mainShapeLength;
                for (int flc = 0; flc < ceilingCutPoints.Length; flc++)
                {
                    for (int flcp = 0; flcp < ceilingCutPoints[flc].Length; flcp++)
                    {
                        allCeilingPoints[cutPointIterator] = ceilingCutPoints[flc][flcp];
                        cutPointIterator++;
                    }
                }

                Vector3[] ceilingPoints   = new Vector3[ceilingVertCount];
                Vector2[] ceilingUvs      = new Vector2[ceilingVertCount];
                Vector3[] ceilingNorms    = new Vector3[ceilingVertCount];
                Vector4[] ceilingTangents = new Vector4[ceilingVertCount];
                for (int rp = 0; rp < ceilingVertCount; rp++)
                {
                    ceilingPoints[rp] = new Vector3(allCeilingPoints[rp].x, wallUp, allCeilingPoints[rp].y) + floorBaseV;
                    Vector2 uv = allCeilingPoints[rp];
                    if (floorSurface != null)
                    {
                        uv = ceilingSurface.CalculateUV(uv);
                    }
                    ceilingUvs[rp]      = uv;
                    ceilingNorms[rp]    = Vector3.down;
                    ceilingTangents[rp] = tangent;
                }

                tris = Poly2TriWrapper.Triangulate(mainShape, false, ceilingCutPoints);
                mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, ceilingSubmesh);
                if (generateColliders)
                {
                    collider.mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, 0);
                }

                for (int ob = 0; ob < openingCount; ob++)
                {
                    VerticalOpening opening      = openings[ob];
                    int             openingIndex = Array.IndexOf(openings, opening);
                    Vector3         basePosition = openingBounds[openingIndex].center;
                    basePosition.z = basePosition.y;
                    basePosition.y = volume.baseHeight;

                    if (roomOpenings.Contains(opening))//opening used in this floorplan
                    {
                        int externalWallSubmesh = wallSubmesh != -1 ? wallSubmesh : -1;
                        switch (opening.usage)
                        {
                        case VerticalOpening.Usages.Space:
                            if (ceilingCutPoints.Length <= ob)
                            {
                                continue;
                            }
                            Vector3   ceilingCutUpV = Vector3.up * wallThickness;
                            Vector2[] ceilingCut    = ceilingCutPoints[ob];
                            int       custSize      = ceilingCut.Length;
                            for (int cp = 0; cp < custSize; cp++)
                            {
                                int     indexA = (cp + 1) % custSize;
                                int     indexB = cp;
                                Vector3 cp0    = new Vector3(ceilingCut[indexA].x, wallUp, ceilingCut[indexA].y) + floorBaseV;
                                Vector3 cp1    = new Vector3(ceilingCut[indexB].x, wallUp, ceilingCut[indexB].y) + floorBaseV;
                                Vector3 cp2    = cp0 + ceilingCutUpV;
                                Vector3 cp3    = cp1 + ceilingCutUpV;
                                mesh.AddPlane(cp0, cp1, cp2, cp3, ceilingSubmesh);
                                if (generateColliders)
                                {
                                    collider.AddPlane(cp0, cp1, cp2, cp3);
                                }
                            }
                            break;

                        case VerticalOpening.Usages.Stairwell:
                            StaircaseGenerator.Generate(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider);
                            if (volumeFloor == volume.floors - 1 && opening.baseFloor + opening.floors > building.VolumeBaseFloor(volume) + volume.floors - 1 && volume.abovePlanCount == 0)
                            {
                                StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider);
                            }
                            break;

                        case VerticalOpening.Usages.Elevator:
                            ElevatorShaftGenerator.Generate(ref mesh, opening, actualFloor, basePosition, volume.floorHeight, externalWallSubmesh, sendCollider);
                            break;
                        }
                    }
                }
            }

            for (int ob = 0; ob < openingCount; ob++)
            {
                Vector2[] openingShape = openingShapes[ob];
                if (openingShape == null)
                {
                    continue;                      //opening not used by this floorplan
                }
                if (openingUsedInThisFloor[ob])
                {
                    continue;                            //opening already generated
                }
                //seal this opening from the void
                VerticalOpening opening      = openings[ob];
                int             openingIndex = Array.IndexOf(openings, opening);
                Vector3         basePosition = openingBounds[openingIndex].center;
                basePosition.z = basePosition.y;
                basePosition.y = 0;

                int       cutSize            = openingShape.Length;
                Vector3   sealingWallUpV     = Vector3.up * volume.floorHeight;
                int       sealWallSubmesh    = submeshLibrary.SubmeshAdd(opening.surfaceB);
                Vector2[] offsetOpeningShape = QuickPolyOffset.Execute(openingShape, wallThickness);
                for (int cp = 0; cp < cutSize; cp++)
                {
                    int     indexA = (cp + 1) % cutSize;
                    int     indexB = cp;
                    Vector2 p0     = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexA] : offsetOpeningShape[indexA];
                    Vector2 p1     = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexB] : offsetOpeningShape[indexB];
                    Vector3 cp0    = new Vector3(p0.x, 0, p0.y) + floorBaseV;
                    Vector3 cp1    = new Vector3(p1.x, 0, p1.y) + floorBaseV;
                    Vector3 cp2    = cp0 + sealingWallUpV;
                    Vector3 cp3    = cp1 + sealingWallUpV;
                    mesh.AddPlane(cp0, cp1, cp2, cp3, sealWallSubmesh);
                    if (generateColliders)
                    {
                        collider.AddPlane(cp0, cp1, cp2, cp3);
                    }
                }

                switch (opening.usage)
                {
                case VerticalOpening.Usages.Space:
                    //nothing to implement
                    break;

                case VerticalOpening.Usages.Stairwell:
                    //need stairs to connect used floors
                    StaircaseGenerator.GenerateStairs(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider);
                    if (volumeFloor == volume.floors - 1)
                    {
                        StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider);
                    }
                    break;

                case VerticalOpening.Usages.Elevator:
                    //nothing to implement
                    break;
                }
            }
        }
Beispiel #16
0
        //TODO support custom models coming in from roof design
        public static void Generate(ref BuildRMesh mesh, IVolume volume, List <Vector3[]> roofFaces)
        {
            Roof  design     = volume.roof;
            float roofDepth  = design.depth;
            float roofHeight = design.height;

            float dormerWidth  = design.dormerWidth;
            float dormerHeight = design.dormerHeight;
            int   dormerRows   = design.dormerRows;

            if (dormerHeight * dormerRows > roofHeight)
            {
                dormerHeight = roofHeight / dormerRows;
            }
            float dormerRoofHeight = design.dormerRoofHeight;
            float roofPitchRad     = Mathf.Atan2(roofHeight, roofDepth);
            float roofHyp          = Mathf.Sqrt(roofDepth * roofDepth + roofHeight * roofHeight);//todo make a proper calculation - this is incorrect
            float dormerDepth      = Mathf.Cos(roofPitchRad) * dormerHeight;
            float dormerHyp        = Mathf.Sqrt(dormerHeight * dormerHeight + dormerDepth * dormerDepth);
            float dormerRowSpace   = roofHyp / dormerRows;

            dormerHyp = Mathf.Min(dormerHyp, dormerRowSpace);
            float dormerSpace     = dormerRowSpace - dormerHyp;
            float dormerSpaceLerp = dormerSpace / roofHyp;

            if (INTERNAL_B_MESH == null)
            {
                INTERNAL_B_MESH = new BuildRMesh("internal dormer");
            }
            INTERNAL_B_MESH.Clear();

            INTERNAL_B_MESH.submeshLibrary.AddRange(mesh.submeshLibrary.MATERIALS.ToArray());

            Vector3 bpl = Vector3.left * dormerWidth * 0.5f;
            Vector3 bpr = Vector3.right * dormerWidth * 0.5f;
            Vector3 tpc = Vector3.up * dormerHeight;
            float   dormerFaceHeight = dormerHeight - dormerHeight * dormerRoofHeight;
            Vector3 tpl = bpl + Vector3.up * dormerFaceHeight;
            Vector3 tpr = bpr + Vector3.up * dormerFaceHeight;
            Vector3 rpc = tpc + Vector3.back * dormerDepth;
            Vector3 rpl = tpl + Vector3.back * dormerDepth;
            Vector3 rpr = tpr + Vector3.back * dormerDepth;

            Surface mainSurface = design.mainSurface;
            Surface wallSurface = design.wallSurface;
            int     mainSubmesh = mesh.submeshLibrary.SubmeshAdd(mainSurface);
            int     wallSubmesh = mesh.submeshLibrary.SubmeshAdd(wallSurface);

            Vector2 sectionSize = new Vector2(dormerWidth, dormerFaceHeight);

            if (design.wallSection && design.wallSection.CanRender(sectionSize))
            {
                //                mesh.submeshLibrary.Add(design.wallSection);
                mesh.submeshLibrary.Add(design.wallSection);

                GenerationOutput output = GenerationOutput.CreateRawOutput();
                WallSectionGenerator.Generate(design.wallSection, output, sectionSize, false, 0.02f, false, null, mesh.submeshLibrary);
                Vector3 sectionPos = new Vector3(0, dormerFaceHeight * 0.5f, 0);
                int[]   mapping    = new int[output.raw.materials.Count];
                for (int s = 0; s < output.raw.materials.Count; s++)
                {
                    mapping[s] = 0;
                }
                INTERNAL_B_MESH.AddDataKeepSubmeshStructure(output.raw, sectionPos, Quaternion.Euler(0, 180, 0), Vector3.one);
            }
            else
            {
                INTERNAL_B_MESH.AddPlane(bpr, bpl, tpr, tpl, wallSubmesh);//dormer front square
            }

            //front triangle

            INTERNAL_B_MESH.AddTri(tpl, tpr, tpc, Vector3.right, wallSubmesh);
            //roof
            Vector3 normalRoofRight  = Vector3.Cross((tpr - tpc).normalized, (rpc - tpc).normalized);
            Vector4 tangentRoofRight = BuildRMesh.CalculateTangent(Vector3.back);
            Vector3 normalRoofLeft   = Vector3.Cross((rpc - tpc).normalized, (tpl - tpc).normalized);
            Vector4 tangentRoofLeft  = BuildRMesh.CalculateTangent(Vector3.forward);
            Vector2 roofUvMax        = new Vector2(dormerDepth, Vector3.Distance(tpc, tpl));

            INTERNAL_B_MESH.AddPlane(rpr, tpr, rpc, tpc, Vector2.zero, roofUvMax, normalRoofRight, tangentRoofRight, mainSubmesh, mainSurface);
            INTERNAL_B_MESH.AddPlane(rpc, tpc, rpl, tpl, Vector2.zero, roofUvMax, normalRoofLeft, tangentRoofLeft, mainSubmesh, mainSurface);
            //side triangles
            INTERNAL_B_MESH.AddTri(bpr, rpr, tpr, Vector3.back, wallSubmesh);
            INTERNAL_B_MESH.AddTri(bpl, tpl, rpl, Vector3.back, wallSubmesh);

            RawMeshData data = RawMeshData.CopyBuildRMesh(INTERNAL_B_MESH);

            int roofFaceCount = roofFaces.Count;

            for (int r = 0; r < roofFaceCount; r++)
            {
                Vector3[] roofFace = roofFaces[r];
                Vector3   p0       = roofFace[0];
                Vector3   p1       = roofFace[1];
                Vector3   p2       = roofFace[2];
                Vector3   p3       = roofFace[3];

                //center line
                Vector3 pDB             = Vector3.Lerp(p0, p1, 0.5f);
                Vector3 facadeVector    = p1 - p0;
                Vector3 facadeDirection = facadeVector.normalized;
                Vector3 facadeNormal    = Vector3.Cross(Vector3.up, facadeDirection);

                Vector3 projTL = p0 + Vector3.Project(p2 - p0, facadeDirection);
                Vector3 projTR = p1 + Vector3.Project(p3 - p1, facadeDirection);

                float sqrMagP0 = Vector3.SqrMagnitude(p0 - pDB);
                float sqrMagP1 = Vector3.SqrMagnitude(p1 - pDB);
                float sqrMagP2 = Vector3.SqrMagnitude(projTL - pDB);
                float sqrMagP3 = Vector3.SqrMagnitude(projTR - pDB);

                Vector3 dormerBaseLeft  = sqrMagP0 < sqrMagP2 ? p0 : projTL;
                Vector3 dormerBaseRight = sqrMagP1 < sqrMagP3 ? p1 : projTR;

                Vector3 roofNormal = BuildRMesh.CalculateNormal(p0, p2, p1);
                Vector3 roofUp     = Vector3.Cross(roofNormal, -facadeDirection);
                float   actualHyp  = sqrMagP0 < sqrMagP2?Vector3.Distance(p0, p2 + Vector3.Project(p0 - p2, facadeDirection)) : Vector3.Distance(projTL, p2);

                Vector3 dormerTopLeft  = dormerBaseLeft + roofUp * actualHyp;
                Vector3 dormerTopRight = dormerBaseRight + roofUp * actualHyp;

                float topLength       = Vector3.Distance(dormerBaseLeft, dormerBaseRight);
                int   numberOfDormers = Mathf.FloorToInt((topLength - design.minimumDormerSpacing * 2) / (design.minimumDormerSpacing + dormerWidth));

                if (numberOfDormers == 0)
                {
                    if (topLength > sectionSize.x)
                    {
                        numberOfDormers = 1;
                    }
                }

                for (int dr = 0; dr < dormerRows; dr++)
                {
                    float rowPercent = dr / (dormerRows + 0f) + dormerSpaceLerp * 0.5f;
                    //row vector
                    Vector3 rl = Vector3.Lerp(dormerBaseLeft, dormerTopLeft, rowPercent);
                    Vector3 rr = Vector3.Lerp(dormerBaseRight, dormerTopRight, rowPercent);

                    for (int dc = 0; dc < numberOfDormers; dc++)
                    {
                        float   columnPercent = (dc + 1f) / (numberOfDormers + 1f);
                        Vector3 dormerBegin   = Vector3.Lerp(rl, rr, columnPercent);

                        Quaternion meshRot = Quaternion.LookRotation(facadeNormal, Vector3.up);
                        Vector3    meshPos = dormerBegin;
                        //TODO account for the mesh mode of the wall section - custom meshes
                        mesh.AddDataKeepSubmeshStructure(data, meshPos, meshRot, Vector3.one);
                    }
                }
            }
        }
Beispiel #17
0
        public static void GenerateFacade(FacadeData data, BuildRMesh dmesh, BuildRCollider collider = null)
        {
//		    Debug.Log("******************* "+data.facadeDesign.ToString());
            Vector3 facadeVector = data.baseB - data.baseA;

            if (facadeVector.magnitude < Mathf.Epsilon)
            {
                return;
            }
            Vector3   facadeDirection = facadeVector.normalized;
            Vector3   facadeNormal    = Vector3.Cross(facadeDirection, Vector3.up);
            Vector4   facadeTangent   = BuildRMesh.CalculateTangent(facadeDirection);
            RandomGen rGen            = new RandomGen();

            rGen.GenerateNewSeed();
            float                 wallThickness = data.wallThickness;
            float                 foundation    = data.foundationDepth;
            BuildingMeshTypes     meshType      = data.meshType;
            BuildingColliderTypes colliderType  = data.colliderType;
            int     wallSections = 0;
            Vector2 wallSectionSize;
            float   facadeLength = 0;

            if (data.isStraight)
            {
                facadeLength = facadeVector.magnitude;
                wallSections = Mathf.FloorToInt(facadeLength / data.minimumWallUnitLength);
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                wallSectionSize = new Vector2(facadeLength / wallSections, data.floorHeight);
            }
            else
            {
                wallSections = data.anchors.Count - 1;
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                float sectionWidth = Vector2.Distance(data.anchors[0].vector2, data.anchors[1].vector2);
                wallSectionSize = new Vector2(sectionWidth, data.floorHeight);
            }

            Dictionary <WallSection, RawMeshData>           generatedSections                  = new Dictionary <WallSection, RawMeshData>();
            Dictionary <WallSection, RawMeshData>           generatedSectionMeshColliders      = new Dictionary <WallSection, RawMeshData>();
            Dictionary <WallSection, BuildRCollider.BBox[]> generatedSectionPrimitiveColliders = new Dictionary <WallSection, BuildRCollider.BBox[]>();

            int startFloor = data.startFloor;

//		    Debug.Log("st fl "+startFloor);
//		    Debug.Log("fl ct "+ data.floorCount);
            for (int fl = startFloor; fl < data.floorCount; fl++)
            {
//			    Debug.Log(fl);
                if (data.facadeDesign.randomisationMode == Facade.RandomisationModes.RandomRows)
                {
                    generatedSections.Clear();                                                                             //recalculate each row
                }
//			    Debug.Log(wallSections);
                for (int s = 0; s < wallSections; s++)
                {
//				    Debug.Log(s);
                    WallSection section = data.facadeDesign.GetWallSection(s, fl + data.actualStartFloor, wallSections, data.floorCount);
//				    Debug.Log(section);
                    dmesh.submeshLibrary.Add(section);                    //add the wallsection to the main submesh library
                    RawMeshData generatedSection         = null;
                    RawMeshData generatedSectionCollider = null;

                    BuildRCollider.BBox[] bboxes = new BuildRCollider.BBox[0];

                    if (section == null)
                    {
                        GenerationOutput output         = GenerationOutput.CreateRawOutput();
                        GenerationOutput outputCollider = null;
                        if (colliderType == BuildingColliderTypes.Complex)
                        {
                            outputCollider = GenerationOutput.CreateRawOutput();
                        }
                        if (colliderType == BuildingColliderTypes.Primitive)
                        {
                            BuildRCollider.BBox[] bbox = WallSectionGenerator.Generate(section, wallSectionSize, wallThickness);
                            generatedSectionPrimitiveColliders.Add(section, bbox);
                        }
                        WallSectionGenerator.Generate(section, output, wallSectionSize, false, wallThickness, true, outputCollider, dmesh.submeshLibrary);

                        generatedSection = output.raw;
                        if (outputCollider != null)
                        {
                            generatedSectionCollider = outputCollider.raw;
                        }
                    }
                    else
                    {
                        if (generatedSections.ContainsKey(section))
                        {
                            generatedSection = generatedSections[section];
                            if (generatedSectionMeshColliders.ContainsKey(section))
                            {
                                generatedSectionCollider = generatedSectionMeshColliders[section];
                            }
                        }
                        else
                        {
                            GenerationOutput output         = GenerationOutput.CreateRawOutput();
                            GenerationOutput outputCollider = null;
                            bool             cullOpening    = data.cullDoors && section.isDoor;
                            if (colliderType == BuildingColliderTypes.Complex)
                            {
                                outputCollider = GenerationOutput.CreateRawOutput();
                            }
                            if (colliderType == BuildingColliderTypes.Primitive)
                            {
                                BuildRCollider.BBox[] bbox = WallSectionGenerator.Generate(section, wallSectionSize, wallThickness, cullOpening);
                                generatedSectionPrimitiveColliders.Add(section, bbox);
                            }
                            WallSectionGenerator.Generate(section, output, wallSectionSize, false, wallThickness, cullOpening, outputCollider, dmesh.submeshLibrary);

                            generatedSections.Add(section, output.raw);
                            if (generatedSectionCollider != null)
                            {
                                generatedSectionMeshColliders.Add(section, outputCollider.raw);
                            }

                            generatedSection = output.raw;
                            if (generatedSectionCollider != null)
                            {
                                generatedSectionCollider = outputCollider.raw;
                            }
                        }

                        if (generatedSectionPrimitiveColliders.ContainsKey(section))
                        {
                            bboxes = generatedSectionPrimitiveColliders[section];
                        }
                    }

//				    Debug.Log("data strt" + data.isStraight);
                    if (data.isStraight)
                    {
                        Quaternion meshRot           = Quaternion.LookRotation(facadeNormal, Vector3.up);
                        Vector3    baseMeshPos       = data.baseA + facadeDirection * wallSectionSize.x + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(wallSectionSize.x * s, wallSectionSize.y * fl, 0);
                        baseMeshPos += meshRot * wallSectionVector;
                        Vector3 meshPos = baseMeshPos + meshRot * -wallSectionSize * 0.5f;

                        Vector2 uvOffset       = new Vector2(wallSectionSize.x * s, wallSectionSize.y * fl);
                        Vector2 uvOffsetScaled = uvOffset;
                        if (section != null && section.wallSurface != null)
                        {
                            uvOffsetScaled = CalculateUv(uvOffsetScaled, section.wallSurface);
                        }

                        //TODO account for the mesh mode of the wall section - custom meshes
                        if (meshType == BuildingMeshTypes.Full)
                        {
                            dmesh.AddData(generatedSection, meshPos, meshRot, Vector3.one, uvOffsetScaled);
                        }
                        if (collider != null && generatedSectionCollider != null)
                        {
                            collider.mesh.AddData(generatedSectionCollider, meshPos, meshRot, Vector3.one);
                        }
                        if (collider != null && bboxes.Length > 0)
                        {
                            collider.AddBBox(bboxes, meshPos, meshRot);
                        }

//					    Debug.Log("foundation");
                        if (fl == 0 && foundation > Mathf.Epsilon)
                        {
                            Vector3 fp3 = baseMeshPos + Vector3.down * wallSectionSize.y;
                            Vector3 fp2 = fp3 - facadeDirection * wallSectionSize.x;
                            Vector3 fp0 = fp2 + Vector3.down * foundation;
                            Vector3 fp1 = fp3 + Vector3.down * foundation;

                            if (meshType == BuildingMeshTypes.Full)
                            {
                                Surface foundationSurface = data.foundationSurface != null ? data.foundationSurface : section.wallSurface;
                                int     foundationSubmesh = dmesh.submeshLibrary.SubmeshAdd(foundationSurface);                            //facadeSurfaces.IndexOf(section.wallSurface));
                                dmesh.AddPlane(fp0, fp1, fp2, fp3, new Vector2(uvOffset.x, -foundation), new Vector2(uvOffset.x + wallSectionSize.x, 0), -facadeNormal, facadeTangent, foundationSubmesh, foundationSurface);
                            }
                            if (collider != null && generatedSectionCollider != null)
                            {
                                collider.mesh.AddPlane(fp0, fp1, fp2, fp3, 0);
                            }
                        }
                    }
                    else
                    {
                        //todo switch - support wall section based curves for now

                        Vector3 cp0 = data.anchors[s].vector3XZ;
                        cp0.y = data.baseA.y;
                        Vector3 cp1 = data.anchors[s + 1].vector3XZ;
                        cp1.y = data.baseA.y;
                        Vector3 curveVector    = cp1 - cp0;
                        Vector3 curveDirection = curveVector.normalized;
                        Vector3 curveNormal    = Vector3.Cross(curveDirection, Vector3.up);
                        float   actualWidth    = curveVector.magnitude;

                        Quaternion meshRot           = Quaternion.LookRotation(curveNormal, Vector3.up);
                        Vector3    meshPos           = cp1 + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(0, wallSectionSize.y * fl, 0);
                        meshPos += meshRot * wallSectionVector;
                        meshPos += meshRot * -new Vector3(actualWidth, wallSectionSize.y, 0) * 0.5f;
                        Vector3 meshScale = new Vector3(actualWidth / wallSectionSize.x, 1, 1);

                        //Thanks Anthony Cuellar - issue #12
                        Vector2 uvOffset       = new Vector2(wallSectionVector.x, wallSectionVector.y + (section.hasOpening ? 0 : wallSectionSize.y / 2f));
                        Vector2 uvOffsetScaled = CalculateUv(uvOffset, section.wallSurface);
                        //TODO account for the mesh mode of the wall section - custom meshes
                        if (meshType == BuildingMeshTypes.Full)
                        {
                            dmesh.AddData(generatedSection, meshPos, meshRot, meshScale, uvOffsetScaled);
                        }
                        if (collider != null && generatedSectionCollider != null)
                        {
                            collider.mesh.AddData(generatedSectionCollider, meshPos, meshRot, meshScale);
                        }
                        if (collider != null && bboxes.Length > 0)
                        {
                            collider.AddBBox(bboxes, meshPos, meshRot);
                        }

//					    Debug.Log("foundation");
                        if (fl == 0 && foundation > Mathf.Epsilon)
                        {
                            Vector3 fp3 = cp1;
                            Vector3 fp2 = fp3 - curveDirection * actualWidth;
                            Vector3 fp0 = fp2 + Vector3.down * foundation;
                            Vector3 fp1 = fp3 + Vector3.down * foundation;

                            if (meshType == BuildingMeshTypes.Full)
                            {
                                Surface foundationSurface = data.foundationSurface != null ? data.foundationSurface : section.wallSurface;
                                int     foundationSubmesh = dmesh.submeshLibrary.SubmeshAdd(foundationSurface);                            //facadeSurfaces.IndexOf(section.wallSurface);
                                dmesh.AddPlane(fp0, fp1, fp2, fp3, new Vector2(uvOffset.x, -foundation), new Vector2(uvOffset.x + actualWidth, 0), -curveNormal, facadeTangent, foundationSubmesh, foundationSurface);
                            }
                            if (collider != null && generatedSectionCollider != null)
                            {
                                collider.mesh.AddPlane(fp0, fp1, fp2, fp3, 0);
                            }
                        }
                    }
                }

                //string course is completely ignored for a collision
//			    Debug.Log("string");
                if (fl > 0 && data.facadeDesign.stringCourse && meshType == BuildingMeshTypes.Full)                //no string course on ground floor
                {
                    float   baseStringCoursePosition = wallSectionSize.y * fl + wallSectionSize.y * data.facadeDesign.stringCoursePosition;
                    Vector3 scBaseUp = baseStringCoursePosition * Vector3.up;
                    Vector3 scTopUp  = (data.facadeDesign.stringCourseHeight + baseStringCoursePosition) * Vector3.up;
                    if (data.isStraight)
                    {
                        Vector3 scNm    = data.facadeDesign.stringCourseDepth * facadeNormal;
                        Vector3 p0      = data.baseA;
                        Vector3 p1      = data.baseB;
                        Vector3 p0o     = data.baseA - scNm;
                        Vector3 p1o     = data.baseB - scNm;
                        int     submesh = dmesh.submeshLibrary.SubmeshAdd(data.facadeDesign.stringCourseSurface);                                                                                        //data.facadeDesign.stringCourseSurface != null ? facadeSurfaces.IndexOf(data.facadeDesign.stringCourseSurface) : 0;
                        Vector2 uvMax   = new Vector2(facadeLength, data.facadeDesign.stringCourseHeight);
                        dmesh.AddPlane(p0o + scBaseUp, p1o + scBaseUp, p0o + scTopUp, p1o + scTopUp, Vector3.zero, uvMax, -facadeNormal, facadeTangent, submesh, data.facadeDesign.stringCourseSurface); //front
                        dmesh.AddPlane(p0 + scBaseUp, p0o + scBaseUp, p0 + scTopUp, p0o + scTopUp, facadeNormal, facadeTangent, submesh);                                                                //left
                        dmesh.AddPlane(p1o + scBaseUp, p1 + scBaseUp, p1o + scTopUp, p1 + scTopUp, facadeNormal, facadeTangent, submesh);                                                                //right
                        float facadeAngle = BuildrUtils.CalculateFacadeAngle(facadeDirection);
                        dmesh.AddPlaneComplexUp(p0 + scBaseUp, p1 + scBaseUp, p0o + scBaseUp, p1o + scBaseUp, facadeAngle, Vector3.down, facadeTangent, submesh, data.facadeDesign.stringCourseSurface); //bottom
                        dmesh.AddPlaneComplexUp(p1 + scTopUp, p0 + scTopUp, p1o + scTopUp, p0o + scTopUp, facadeAngle, Vector3.up, facadeTangent, submesh, data.facadeDesign.stringCourseSurface);       //top
                    }
                    else
                    {
                        int       baseCurvePointCount = data.anchors.Count;                  //baseCurvepoints.Count;
                        Vector3[] interSectionNmls    = new Vector3[baseCurvePointCount];
                        for (int i = 0; i < baseCurvePointCount - 1; i++)
                        {
                            Vector3 p0 = data.anchors[i].vector3XZ;                            //baseCurvepoints[i];
                            Vector3 p1 = data.anchors[i + 1].vector3XZ;                        //baseCurvepoints[i + 1];
                            Vector3 p2 = data.anchors[Mathf.Max(i - 1, 0)].vector3XZ;          //baseCurvepoints[Mathf.Max(i - 1, 0)];
                            interSectionNmls[i] = Vector3.Cross((p1 - p0 + p0 - p2).normalized, Vector3.up);
                        }

                        for (int i = 0; i < baseCurvePointCount - 1; i++)
                        {
                            Vector3 p0            = data.anchors[i].vector3XZ;                 //baseCurvepoints[i];
                            Vector3 p1            = data.anchors[i + 1].vector3XZ;             //baseCurvepoints[i + 1];
                            Vector3 sectionVector = p1 - p0;
                            Vector3 sectionDir    = sectionVector.normalized;
                            Vector3 sectionNml    = Vector3.Cross(sectionDir, Vector3.up);
                            Vector4 sectionTgnt   = BuildRMesh.CalculateTangent(sectionDir);
                            Vector3 scNmA         = data.facadeDesign.stringCourseDepth * interSectionNmls[i + 0];
                            Vector3 scNmB         = data.facadeDesign.stringCourseDepth * interSectionNmls[i + 1];
                            Vector3 p0o           = p0 - scNmA;
                            Vector3 p1o           = p1 - scNmB;
                            int     submesh       = dmesh.submeshLibrary.SubmeshAdd(data.facadeDesign.stringCourseSurface);                  //data.facadeDesign.stringCourseSurface != null ? facadeSurfaces.IndexOf(data.facadeDesign.stringCourseSurface) : 0;
                            dmesh.AddPlane(p0o + scBaseUp, p1o + scBaseUp, p0o + scTopUp, p1o + scTopUp, sectionNml, sectionTgnt, submesh);
                            dmesh.AddPlane(p0 + scBaseUp, p0o + scBaseUp, p0 + scTopUp, p0o + scTopUp, sectionNml, sectionTgnt, submesh);
                            dmesh.AddPlane(p1o + scBaseUp, p1 + scBaseUp, p1o + scTopUp, p1 + scTopUp, sectionNml, sectionTgnt, submesh);
                            float facadeAngle = BuildrUtils.CalculateFacadeAngle(sectionDir);
                            dmesh.AddPlaneComplexUp(p0 + scBaseUp, p1 + scBaseUp, p0o + scBaseUp, p1o + scBaseUp, facadeAngle, Vector3.down, sectionTgnt, submesh, data.facadeDesign.stringCourseSurface);                      //bottom
                            dmesh.AddPlaneComplexUp(p1 + scTopUp, p0 + scTopUp, p1o + scTopUp, p0o + scTopUp, facadeAngle, Vector3.up, sectionTgnt, submesh, data.facadeDesign.stringCourseSurface);                            //top
                        }
                    }
                }
            }
        }