public PolygonExtruderMapper(PolygonExtruder polygonExtruder)
 {
     _polygonExtruder = polygonExtruder;
 }
Beispiel #2
0
    public void Generate(Polygon _polygon)
    {
        //_polygon = new Polygon(_polygon.GenerateWithCurveInverse());
        // On genere les meshs des composants de la piscine

        if (_polygon.GetPoints ().Count < 3)
            return;

        if (!_polygon.IsClosed ())
        {
            _polygon.Close ();
        }

        _polygon = _polygon.GetMirrorX();

        _polygon.UpdateBounds ();
        Vector2 translation = _polygon.GetPolygonCenter () * -1;
        Vector2 mirror = new Vector2(1,-1);
        // exprime le polygone en coordonnées monde, avec son repere centré sur son centre
        PolygonRawData polyRaw = new PolygonRawData ();
        foreach (Vector2 pt in _polygon.GenerateWithCurve ())
        //foreach (Vector2 pt in _polygon.GenerateWithCurveInverse ())
        //PolygonRawData polydata = _polygon.GenerateWithCurveInverse ();
        //polydata.Reverse();
        //foreach (Vector2 pt in polydata)
        {
            Vector2 transformedPt = (pt + translation) * _polygonScaleFactor;
            /*Vector2 newpt = new Vector2();
            newpt.x=pt.x;
            newpt.y=pt.y;

            newpt.y = 2*_polygon.bounds.center.z - newpt.y;
            Vector2 transformedPt = (newpt + translation) * _polygonScaleFactor;*/
            polyRaw.Add (transformedPt);
        }

        _transformedPolygon = new Polygon (polyRaw);

        // generate liner
        Mesh linerMesh = _liner.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder linerExtrusion = new PolygonExtruder (_transformedPolygon, linerMesh, -1.5f, false, true, true);
        linerExtrusion.Generate ();

        LinerScatteringMapper lsm = new LinerScatteringMapper (linerMesh);
        lsm.Generate ();

        PolygonExtruderMapper pem = new PolygonExtruderMapper (linerExtrusion);
        pem.Generate ();

        // generate sidewalk
        Mesh sidewalkMesh = _sidewalk.GetComponent<MeshFilter> ().mesh;
        SideWalkExtruder se = new SideWalkExtruder (_transformedPolygon, sidewalkMesh, -0.02f, 2);
        se.Generate ();

        PlannarMapper pm = new PlannarMapper (sidewalkMesh, Vector3.up);
        pm.Generate ();

        // generate rim
        _rimGenerator.Generate (_polygon);

        // generate occlusion
        PolygonRawData occluShape = new PolygonRawData ();
        occluShape.Add (new Vector2 (0.28f, 0));
        occluShape.Add (new Vector2 (0.33f, 0));

        Polygon occluProfile = new Polygon (occluShape);
        occluProfile.SetClosed (false);

        Mesh occluMesh = _occlusion.GetComponent<MeshFilter> ().mesh;
        PolygonLofter occluLofter = new PolygonLofter (_transformedPolygon, occluProfile, occluMesh);
        _occlusion.GetComponent<Renderer>().enabled = false;
        occluLofter.Generate ();

        // generate water
        Mesh waterMesh = _water.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder waterPlan = new PolygonExtruder (_transformedPolygon, waterMesh, 0, true, false, false);
        waterPlan.Generate ();

        PlannarMapper waterMapper = new PlannarMapper (waterMesh, Vector3.down, UVChannel.uv0, 5);
        waterMapper.Generate ();

        // generate frieze
        Mesh friezeMesh = _frieze.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder friezeExtrusion = new PolygonExtruder (_transformedPolygon, friezeMesh, -0.10f, false, false, true);
        friezeExtrusion.Generate ();

        PolygonExtruderMapper friezeMapper = new PolygonExtruderMapper (friezeExtrusion);
        friezeMapper.Generate ();

        LinerScatteringMapper lsmFrieze = new LinerScatteringMapper (friezeMesh);
        lsmFrieze.Generate ();

        // generate mask
        Mesh maskMesh = _mask.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder maskExtrusion = new PolygonExtruder (_transformedPolygon, maskMesh, -0.10f, false, false, true);
        maskExtrusion.Generate ();

        PolygonExtruderMapper maskMapper = new PolygonExtruderMapper (maskExtrusion);
        maskMapper.Generate ();

        // generate collision mesh
        Mesh collisionMesh = new Mesh ();
        collisionMesh.name = "collision";

        Polygon collisionPoly = PolygonOperation.GetOutlinedPolygon (_transformedPolygon, 0.33f);
        PolygonExtruder collisionExtruder = new PolygonExtruder(collisionPoly, collisionMesh, 0.07f, true, false, false);
        collisionExtruder.Generate ();

        _meshCollider.sharedMesh = collisionMesh;
        _meshCollider.convex = true;
        collisionMesh.RecalculateBounds ();

        // on ajoute le mesh de collision au renderer parent de la margelle
        // pour le calcul de la boundingBox lié a la fonction de redimensionnement
        // de la plage.
        _rim.gameObject.GetComponent<MeshFilter> ().mesh = collisionMesh;
    }