Ejemplo n.º 1
0
        public static OBBox CreateAlongSide(Vector2[] points, int index)
        {
            if (points.Length == 0)
            {
                Debug.LogError("No points sent!");
            }
            int   pointCount = points.Length;
            OBBox output     = GetBox();

            Vector2 p0    = points[index];
            Vector2 p1    = points[index < pointCount - 1 ? index + 1 : 0];
            Vector2 dir   = (p1 - p0).normalized;
            float   angle = JMath.SignAngle(dir);

            FlatBounds bounds = new FlatBounds();

            for (int o = 0; o < pointCount; o++)//encapsulate rotated points
            {
                bounds.Encapsulate(JMath.Rotate(points[o], angle));
            }

            Vector2 center = JMath.Rotate(bounds.center, -angle);

            output.SetValues(center, dir, bounds.height, JMath.Rotate(dir, 90), bounds.width);

            return(output);
        }
Ejemplo n.º 2
0
        public static bool PointInsidePoly(Vector2Int point, Vector2Int[] poly)
        {
            FlatBounds bounds = new FlatBounds();

            foreach (Vector2Int polyPoint in poly)
            {
                bounds.Encapsulate(polyPoint.vector2);
            }
            if (!bounds.Contains(point.vector2))
            {
                return(false);
            }

            Vector2Int pointRight = point + new Vector2Int(bounds.width, 0);

            int numberOfPolyPoints = poly.Length;
            int numberOfCrossOvers = 0;

            for (int i = 0; i < numberOfPolyPoints; i++)
            {
                Vector2Int p0 = poly[i];
                Vector2Int p1 = poly[(i + 1) % numberOfPolyPoints];
                if (FastLineIntersection(point, pointRight, p0, p1))
                {
                    numberOfCrossOvers++;
                }
            }
            //            if(numberOfCrossOvers % 2 != 0) bounds.DrawDebug(Color.green);

            return(numberOfCrossOvers % 2 != 0);
        }
Ejemplo n.º 3
0
        public OBBox CreateConvex(Vector2[] points)
        {
            if (points.Length == 0)
            {
                Debug.LogError("No points sent!");
            }
            int   pointCount = points.Length;
            OBBox defaultBox = GetBox();
            OBBox output     = defaultBox;
            float minArea    = Mathf.Infinity;

            for (int p = 0; p < pointCount; p++)
            {
                Vector2 p0  = points[p];
                Vector2 p1  = points[(p + 1) % pointCount];
                Vector2 dir = (p1 - p0).normalized;
                if (dir.sqrMagnitude < Mathf.Epsilon)
                {
                    continue;                                  //ignore duplicate points
                }
                float angle = JMath.SignAngle(dir);

                _bounds.Clear();
                for (int o = 0; o < pointCount; o++)//encapsulate rotated points
                {
                    _bounds.Encapsulate(JMath.Rotate(points[o], angle));
                }

                Vector2 center    = JMath.Rotate(_bounds.center, -angle);
                OBBox   candidate = GetBox(center, dir, _bounds.height, JMath.Rotate(dir, 90), _bounds.width);
                if (_bounds.Area() < minArea)
                {
                    if (output != defaultBox)
                    {
                        PutBox(output);
                    }
                    output = candidate;
                }
                else
                {
                    PutBox(candidate);
                }
            }

            return(output);
        }
Ejemplo n.º 4
0
            public void AddSegment(FloorSegment segment)
            {
                _segments.Add(segment);
                int size = segment.points.Length;

                for (int p = 0; p < size; p++)
                {
                    _bounds.Encapsulate(segment.points[p].vx, segment.points[p].vy);
                }
            }
Ejemplo n.º 5
0
        private void CalculatePlanBounds()
        {
            _bounds.Clear();
            int pointCount = _points.Count;

            for (int p = 0; p < pointCount; p++)
            {
                _bounds.Encapsulate(_points[p].position.vector2);
            }
        }
Ejemplo n.º 6
0
        private static Vector2 GetCenter(Vector2[] points)
        {
            FlatBounds bounds     = new FlatBounds();
            int        pointCount = points.Length;

            for (int i = 0; i < pointCount; i++)
            {
                bounds.Encapsulate(points[i]);
            }
            return(bounds.center);
        }
Ejemplo n.º 7
0
        public static float PolyAreaQuick(Vector2[] points)
        {
            BOUNDS.Clear();
            for (int i = 0; i < points.Length; i++)
            {
                BOUNDS.Encapsulate(points[i]);
            }
            float output = BOUNDS.Area();

            return(output);
        }
Ejemplo n.º 8
0
            public FloorSegment(float area, params Vector2Int[] input)
            {
                int inputCount = input.Length;

                points = new Vector2Int[inputCount];
                bounds = new FlatBounds();
                for (int p = 0; p < inputCount; p++)
                {
                    points[p] = input[p];
                    bounds.Encapsulate(input[p].vx, input[p].vy);
                }
                //                CalculateNormals();
                position = new Vector2Int(bounds.center);
                nBounds  = new FlatBounds(bounds);
                nBounds.Expand(0.25f);
                this.area  = area;
                neighbours = new List <FloorSegment>();
            }
Ejemplo n.º 9
0
        public static bool Generate(BuildRMesh mesh, BuildRCollider collider, Vector2[] points, int[] facadeIndices, float roofBaseHeight, IVolume volume, Rect clampUV)
        {
            Roof           design     = volume.roof;
            OffsetSkeleton offsetPoly = new OffsetSkeleton(points);

            offsetPoly.direction = 1;
            offsetPoly.Execute();
            Shape shape       = offsetPoly.shape;
            int   submesh     = mesh.submeshLibrary.SubmeshAdd(design.mainSurface); // surfaceMapping.IndexOf(design.mainSurface);
            int   wallSubmesh = mesh.submeshLibrary.SubmeshAdd(design.wallSurface); //surfaceMapping.IndexOf(design.wallSurface);

            if (shape == null)
            {
                return(false);
            }

            List <Edge> edges     = new List <Edge>(shape.edges);
            List <Edge> baseEdges = new List <Edge>(shape.baseEdges);

            float shapeHeight  = shape.HeighestPoint();
            float designHeight = design.height;
            float heightScale  = designHeight / shapeHeight;

            Vector2 clampUVScale = Vector2.one;

            if (clampUV.width > 0)
            {
                FlatBounds bounds = new FlatBounds();
                for (int fvc = 0; fvc < points.Length; fvc++)
                {
                    bounds.Encapsulate(points[fvc]);
                }
                clampUVScale.x = bounds.width / clampUV.width;
                clampUVScale.y = bounds.height / clampUV.height;
            }

            Dictionary <Node, int>          shapeConnectionCount = new Dictionary <Node, int>();
            Dictionary <Node, List <Node> > shapeConnections     = new Dictionary <Node, List <Node> >();
            int edgeCount = edges.Count;

            for (int e = 0; e < edgeCount; e++)
            {
                Edge edge = edges[e];

                if (edge.length < Mathf.Epsilon)
                {
                    continue;
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeA))
                {
                    shapeConnectionCount.Add(edge.nodeA, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeA, new List <Node> {
                        edge.nodeB
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeA]++;
                    if (!shapeConnections[edge.nodeA].Contains(edge.nodeB))
                    {
                        shapeConnections[edge.nodeA].Add(edge.nodeB);
                    }
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeB))
                {
                    shapeConnectionCount.Add(edge.nodeB, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeB, new List <Node> {
                        edge.nodeA
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeB]++;
                    if (!shapeConnections[edge.nodeB].Contains(edge.nodeA))
                    {
                        shapeConnections[edge.nodeB].Add(edge.nodeA);
                    }
                }
            }

            int baseEdgeCount = baseEdges.Count;

            for (int b = 0; b < baseEdgeCount; b++)
            {
                Edge baseEdge = baseEdges[b];
                Node nodeA    = baseEdge.nodeA;
                Node nodeB    = baseEdge.nodeB;

                Node        currentNode = nodeA;
                Node        lastNode    = nodeB;
                int         itMax       = 50;
                List <Node> edgeShape   = new List <Node>()
                {
                    nodeA
                };

                while (currentNode != nodeB)
                {
                    List <Node> nodeConnections     = shapeConnections[currentNode];
                    int         nodeConnectionCount = nodeConnections.Count;
                    float       minAngle            = Mathf.Infinity;
                    Node        nextNode            = null;
                    Vector2     currentDirection    = (currentNode.position - lastNode.position).normalized;
                    for (int n = 0; n < nodeConnectionCount; n++)
                    {
                        Node connectingNode = nodeConnections[n];
                        if (connectingNode == lastNode)
                        {
                            continue;
                        }
                        Vector2 nextDirection = (connectingNode.position - currentNode.position).normalized;
                        float   nodeAngle     = JMath.SignAngleDirection(currentDirection, nextDirection);
                        if (nodeAngle < minAngle)
                        {
                            minAngle = nodeAngle;
                            nextNode = connectingNode;
                        }
                    }
                    if (nextNode != null)
                    {
                        edgeShape.Add(nextNode);
                        lastNode    = currentNode;
                        currentNode = nextNode;
                    }


                    itMax--;
                    if (itMax < 0)
                    {
                        break;
                    }
                }

                int edgeShapeCount = edgeShape.Count;
                if (edgeShapeCount < 3)
                {
                    continue;
                }
//                Debug.Log("Generate edgeShapeCount "+ edgeShapeCount);

                Vector3[] verts = new Vector3[edgeShapeCount];

                Vector2[] uvs = new Vector2[edgeShapeCount];
                Vector3   baseShapeDirection = ShapeOffset.Utils.ToV3(nodeB.position - nodeA.position).normalized;
                float     uvAngle            = JMath.SignAngle(new Vector2(baseShapeDirection.x, baseShapeDirection.z).normalized) - 90;

                Vector2[] faceShape = new Vector2[edgeShapeCount];
                Vector3[] normals   = new Vector3[edgeShapeCount];
                Vector4[] tangents  = new Vector4[edgeShapeCount];
                //                Vector3 normal = Vector3.up;//BuildRMesh.CalculateNormal(); TODO
                Vector4 tangent = BuildRMesh.CalculateTangent(baseShapeDirection);
                for (int i = 0; i < edgeShapeCount; i++)//what on earth did I write here?
                {
                    Vector3 newVert = new Vector3(edgeShape[i].position.x, edgeShape[i].height * heightScale + roofBaseHeight, edgeShape[i].position.y);
                    verts[i] = newVert;

                    Vector2 baseUV = new Vector2(newVert.x - verts[0].x, newVert.z - verts[0].z);
                    Vector2 newUV  = Vector2.zero;
                    if (i != 0)
                    {
                        newUV = JMath.Rotate(baseUV, uvAngle);
                    }
                    if (clampUV.width > Mathf.Epsilon)
                    {
                        newUV.x = Mathf.Clamp(clampUV.x + newUV.x / clampUVScale.x, clampUV.xMin, clampUV.xMax);
                        newUV.y = Mathf.Clamp(clampUV.y + newUV.y / clampUVScale.y, clampUV.yMin, clampUV.yMax);
                    }
                    else
                    {
                        if (i != 0)
                        {
                            float faceHeight = edgeShape[i].height * heightScale;
                            newUV.y = Mathf.Sqrt((newUV.y * newUV.y) + (faceHeight * faceHeight));//hypotenuse of roof to give length of roof face
                            if (design.mainSurface != null)
                            {
                                newUV = design.mainSurface.CalculateUV(newUV);
                            }
                        }
                    }
                    uvs[i] = newUV;

                    faceShape[i] = edgeShape[i].position;//used for triangulation
                    //                    normals[i] = normal;
                    tangents[i] = tangent;
                }
//                int[] tris = EarClipper.Triangulate(faceShape, 0, -1);
                int[] tris     = Poly2TriWrapper.Triangulate(faceShape, true);
                int   triCount = tris.Length;

                Vector3 normal = (verts.Length > 2 && triCount > 2) ? BuildRMesh.CalculateNormal(verts[tris[0]], verts[tris[1]], verts[tris[2]]) : Vector3.up;
                for (int i = 0; i < edgeShapeCount; i++)
                {
                    normals[i] = normal;
                }

                mesh.AddData(verts, uvs, tris, normals, tangents, submesh);

                //gable
                bool isGabled = volume[facadeIndices[b]].isGabled;
                if (isGabled)
                {
                    for (int t = 0; t < triCount; t += 3)
                    {
                        if (tris[t] == 0 || tris[t + 1] == 0 || tris[t + 2] == 0)
                        {
                            int beB = edgeShapeCount - 1;
                            if (tris[t] == beB || tris[t + 1] == beB || tris[t + 2] == beB)
                            {
                                Vector3 b0       = verts[0];
                                Vector3 b1       = verts[beB];
                                Vector3 g0       = b0;
                                Vector3 g1       = b1;
                                int     topIndex = 0;
                                for (int tx = 0; tx < 3; tx++)
                                {
                                    if (tris[t + tx] != 0 && tris[t + tx] != beB)
                                    {
                                        topIndex = tris[t + tx];
                                    }
                                }
                                Vector3 b2 = verts[topIndex];

                                Vector3 baseV = b1 - b0;
                                Vector3 dir   = baseV.normalized;
                                Vector3 face  = Vector3.Cross(Vector3.up, dir).normalized;
                                Vector3 up    = Vector3.Project(b2 - b0, Vector3.up);

                                //clear triangle
                                tris[t]     = 0;
                                tris[t + 1] = 0;
                                tris[t + 2] = 0;

                                bool  simpleGable      = volume[facadeIndices[b]].simpleGable;
                                Gable gableStyle       = volume[facadeIndices[b]].gableStyle;
                                float thickness        = volume[facadeIndices[b]].gableThickness;
                                float additionalHeight = volume[facadeIndices[b]].gableHeight;
                                float height           = up.magnitude + additionalHeight;

                                if (simpleGable || gableStyle != null)
                                {
                                    Vector3 pitchVectorA = (b2 - b0).normalized;
                                    Vector3 pitchVectorB = (b2 - b1).normalized;
                                    float   angle        = Vector3.Angle(-face, pitchVectorA);
                                    float   scale        = Mathf.Cos(angle / 57.2957795f);
                                    b0 += pitchVectorA * (thickness * (1 / scale));
                                    b1 += pitchVectorB * (thickness * (1 / scale));
                                }

                                Vector3 center = Vector3.Lerp(b0, b1, 0.5f);
                                up = Vector3.Project(b2 - b0, Vector3.up); //recalculate after b change(?)
                                Vector3 b3 = center + up;
                                if (simpleGable)                           //generate a simple gable
                                {
                                    //generate simple gable based on roof
                                    Vector3 gCenter = Vector3.Lerp(g0, g1, 0.5f);
                                    Vector3 gBaseUp = Vector3.up * additionalHeight;
                                    Vector3 gUp     = up.normalized * height;
                                    Vector3 gBack   = -face * thickness;
                                    //todo further calculations
                                    //face
                                    mesh.AddPlane(g0, g1, g0 + gBaseUp, g1 + gBaseUp, wallSubmesh);
                                    mesh.AddTri(g1 + gBaseUp, g0 + gBaseUp, gCenter + gUp, dir, wallSubmesh);
                                    //backface
                                    mesh.AddPlane(g1 + gBack, g0 + gBack, g1 + gBaseUp + gBack, g0 + gBaseUp + gBack, wallSubmesh);
                                    mesh.AddTri(g0 + gBack + gBaseUp, g1 + gBack + gBaseUp, b3 + gBaseUp, -dir, wallSubmesh);
                                    //left
                                    mesh.AddPlane(g0 + gBack, g0, g0 + gBaseUp + gBack, g0 + gBaseUp, wallSubmesh);
                                    mesh.AddPlane(g0 + gBaseUp + gBack, g0 + gBaseUp, b3 + gBaseUp, gCenter + gUp, wallSubmesh);
                                    //right
                                    mesh.AddPlane(g1, g1 + gBack, g1 + gBaseUp, g1 + gBaseUp + gBack, wallSubmesh);
                                    mesh.AddPlane(g1 + gBaseUp, g1 + gBaseUp + gBack, gCenter + gUp, b3 + gBaseUp, wallSubmesh);
                                }
                                else if (volume[facadeIndices[b]].gableStyle != null)
                                {
                                    Vector2 baseUV = new Vector2(0, volume.planHeight);
                                    GableGenerator.Generate(ref mesh, gableStyle, g0, g1, height, thickness, baseUV);
                                }
                                else
                                {
                                    mesh.AddTri(b0, b3, b1, dir, submesh);//face - no separate gable
                                }

                                mesh.AddTri(b0, b2, b3, face, submesh);  //left
                                mesh.AddTri(b1, b3, b2, -face, submesh); //right
                            }
                        }
                    }
                }
            }

            return(true);
        }
Ejemplo n.º 10
0
        public static void BMesh(BuildRMesh mesh, float height, Surface surface, int submesh, Vector2[] shape, Rect clampUV, bool flipTri = false, Vector2[][] holes = null, BuildRCollider collider = null)
        {
            int shapeSize = shape.Length;

            bool[] useHole = new bool[0];
            if (holes != null)
            {
                int holeCount = holes.Length;
//                Debug.Log("BMesh "+holeCount);
                useHole = new bool[holeCount];
                for (int flc = 0; flc < holeCount; flc++)
                {
                    useHole[flc] = true;
                    int holeSize = holes[flc].Length;

//                    for(int h = 0; h < holeSize; h++)
//                    {
//                        Vector2 holePoint = holes[flc][h];
//                        holeIntersections[h] = PointInShape(holePoint, shape);
////                        Debug.Log("intersection length " + intersections.Length);
//                        useHole[flc] = holeIntersections[h].Length == 0;
//                    }

                    //                    for(int flcp = 0; flcp < holeSize; flcp++)
                    //                    {
//                                            if(!PointInPolygon(holes[flc][flcp], shape))
                    //                        {
                    //                            useHole[flc] = false;
                    //                            break;
                    //                        }
                    //                    }
                    if (useHole[flc])
                    {
                        shapeSize += holeSize;
                    }
                }
            }

            Vector2[] allFloorPoints  = new Vector2[shapeSize];
            int       mainShapeLength = shape.Length;

            for (int ms = 0; ms < mainShapeLength; ms++)
            {
                allFloorPoints[ms] = shape[ms];
            }
            int cutPointIterator = mainShapeLength;

            if (holes != null)
            {
                for (int flc = 0; flc < holes.Length; flc++)
                {
                    if (!useHole[flc])
                    {
                        continue;
                    }
                    for (int flcp = 0; flcp < holes[flc].Length; flcp++)
                    {
                        allFloorPoints[cutPointIterator] = holes[flc][flcp];
                        cutPointIterator++;
                    }
                }
            }

            FlatBounds bounds = new FlatBounds();

            if (clampUV.width > 0)
            {
                for (int fvc = 0; fvc < mainShapeLength; fvc++)
                {
                    bounds.Encapsulate(shape[fvc]);
                }
            }

            Vector3[] floorPoints   = new Vector3[shapeSize];
            Vector2[] floorUvs      = new Vector2[shapeSize];
            Vector3[] floorNorms    = new Vector3[shapeSize];
            Vector4[] floorTangents = new Vector4[shapeSize];
            Vector3   normal        = flipTri ? Vector3.up : Vector3.down;
            Vector4   tangent       = BuildRMesh.CalculateTangent(Vector3.right);

            for (int rp = 0; rp < shapeSize; rp++)
            {
                floorPoints[rp] = new Vector3(allFloorPoints[rp].x, height, allFloorPoints[rp].y);
                if (clampUV.width > 0)
                {
                    Vector2 clampedUV = new Vector2();
                    clampedUV.x  = ((floorPoints[rp].x - bounds.xMin) / bounds.width) * clampUV.width + clampUV.x;
                    clampedUV.y  = ((floorPoints[rp].z - bounds.yMin) / bounds.height) * clampUV.height + clampUV.y;
                    floorUvs[rp] = clampedUV;
                }
                else
                {
                    if (surface != null)
                    {
                        floorUvs[rp] = surface.CalculateUV(allFloorPoints[rp]);
                    }
                    else
                    {
                        floorUvs[rp] = allFloorPoints[rp];
                    }
                }
                floorNorms[rp]    = normal;
                floorTangents[rp] = tangent;
            }

            int[] tris = Triangulate(shape, flipTri, holes);

            //                Debug.Log(volumeFloor + " " + actualFloor + " " + floorPoints.Length + " " + tris.Length+" "+r);
            int useFloorSubmesh = submesh != -1 ? submesh : 0;

            mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, useFloorSubmesh);
            if (collider != null)
            {
                collider.mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, 0);
            }
        }
Ejemplo n.º 11
0
        public void Execute(Plot plot, uint seed)
        {
            processPlots.Clear();
            plots.Clear();
            debug.Clear();

            int plotSize = plot.numberOfEdges;

            bool[] plotExternals = new bool[plotSize];
            for (int p = 0; p < plotSize; p++)
            {
                plotExternals[p] = true;
            }
            _parent = plot;
            ProcessPlot initialPlot = new ProcessPlot(_parent, obbFit.CreateSorted(plot.pointsV2));

            processPlots.Add(initialPlot);
            float initialArea = initialPlot.obbs[0].area;

            if (plot.splitSettings.autoArea)
            {
                FlatBounds pBounds = new FlatBounds();
                pBounds.Encapsulate(plot.getAllPointsV2);
                plot.splitSettings.minArea = Mathf.Min(pBounds.size.x, pBounds.size.y) * plot.splitSettings.autoAreaRatio;
                plot.splitSettings.maxArea = Mathf.Max(pBounds.size.x, pBounds.size.y) * plot.splitSettings.autoAreaRatio;
            }

            if (initialArea < plot.splitSettings.maxArea)// if the supplied plot is already small enough - return it
            {
                plots.Add(_parent);
                processPlots.Clear();
//                Debug.Log("Plot size (" + initialArea + ") below max area " + plot.splitSettings.maxArea);
                return;
            }

            rGen = new RandomGen(seed);

            int it = 0;

            while (processPlots.Count > 0)
            {
                ProcessPlot processPlot = processPlots[0];
                IPlot       currentPlot = processPlot.plot;
                processPlots.RemoveAt(0);
                Subplot[] newPlots = SplitPlot(processPlot);

                bool earlyTermination = newPlots[0] == null;
                if (newPlots[1] == null)
                {
                    earlyTermination = true;
                }
                if (rGen.output < plot.splitSettings.randomTerminationChance)
                {
                    earlyTermination = true;
                }
                Subplot      plotA = null, plotB = null;
                List <OBBox> obbsA = null;
                List <OBBox> obbsB = null;
                if (!earlyTermination)
                {
                    plotA = newPlots[0];
                    plotB = newPlots[1];

                    if (plotA.plotAccessPercentage < plot.splitSettings.minimumAccessLengthPercent)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotA.notes = "insufficient access";
                        }
                        earlyTermination = true;
                    }
                    if (plotB.plotAccessPercentage < plot.splitSettings.minimumAccessLengthPercent)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotB.notes = "insufficient access";
                        }
                        earlyTermination = true;
                    }
                    if (plotA.numberOfEdges < 4 && !plot.splitSettings.allowTrianglularPlots)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotA.notes = "triangular split";
                        }
                        earlyTermination = true;
                    }
                    if (plotB.numberOfEdges < 4 && !plot.splitSettings.allowTrianglularPlots)
                    {
                        plotB.notes      = "triangular split";
                        earlyTermination = true;
                    }

                    obbsA = obbFit.CreateSorted(plotA.pointsV2);
                    if (obbsA.Count == 0)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotA.notes = "no obb generated";
                        }
                        earlyTermination = true;
                    }
                    else if (obbsA[0].aspect < plot.splitSettings.minimumAspect)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotA.notes = "aspect issue";
                        }
                        earlyTermination = true;
                    }
                    else if (obbsA[0].area < plot.splitSettings.minArea)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotA.notes = "area smaller than minimum";
                        }
                        earlyTermination = true;
                    }

                    obbsB = obbFit.CreateSorted(plotB.pointsV2);
                    if (obbsB.Count == 0)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotB.notes = "no obb generated";
                        }
                        earlyTermination = true;
                    }
                    else if (obbsB[0].aspect < plot.splitSettings.minimumAspect)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotB.notes = "aspect issue";
                        }
                        earlyTermination = true;
                    }
                    else if (obbsB[0].area < plot.splitSettings.minArea)
                    {
                        if (plot.splitSettings.log)
                        {
                            plotB.notes = "area smaller than minimum";
                        }
                        earlyTermination = true;
                    }
                }

                if (earlyTermination)
                {
                    if (plotA != null && plotB != null)
                    {
                        if (plot.splitSettings.log)
                        {
                            currentPlot.notes = string.Format("plotA:{0}  plotB:{1}  {2}", plotA.notes, plotB.notes, processPlot);
                        }

                        if (plot.splitSettings.debug)//output debug info
                        {
                            DebugSplitInfo info = new DebugSplitInfo();
                            info.plot  = currentPlot;
                            info.plotA = plotA;
                            info.plotB = plotB;
                            debug.Add(info);
                        }
                    }
                    //figure on appropirate fallback
                    if (!processPlot.longSplit && plot.splitSettings.fallbackSecondaryDivision)//divide along the longer split
                    {
                        processPlot.longSplit = true;
                        processPlots.Insert(0, processPlot);
                    }
                    else
                    {
                        if (!processPlot.variationA && plot.splitSettings.fallbackVariations)//use a variation on the split
                        {
                            processPlot.variationA = true;
                            processPlots.Insert(0, processPlot);
                        }
                        else
                        {
                            if (!processPlot.variationB && plot.splitSettings.fallbackVariations)//use a variation on the split
                            {
                                processPlot.variationB = true;
                                processPlots.Insert(0, processPlot);
                            }
                            else
                            {
                                if (processPlot.obbs.Count > 1 && plot.splitSettings.fallbackAlternativeObb)//if there are other cut options - use them!
                                {
                                    processPlot.obbs.RemoveAt(0);
                                    processPlot.longSplit  = false;
                                    processPlot.variationA = false;
                                    processPlot.variationB = false;
                                    processPlots.Insert(0, processPlot);
                                }
                                else
                                {
                                    plots.Add(currentPlot);//termination - all allowable fallbacks used
                                }
                            }
                        }
                    }
                    continue;//next
                }

                OBBox obbA       = obbsA[0];
                OBBox obbB       = obbsB[0];
                bool  terminateA = obbA.area < plot.splitSettings.maxArea && rGen.output < 0.3f;
                if (!terminateA)
                {
                    processPlots.Add(new ProcessPlot(plotA, obbsA));
                }
                else
                {
                    if (plot.splitSettings.log)
                    {
                        plotA.notes = "small enough to end";
                    }
                    plots.Add(plotA);//termination
                }

                bool terminateB = obbB.area < plot.splitSettings.maxArea && rGen.output < 0.3f;
                if (!terminateB)
                {
                    processPlots.Add(new ProcessPlot(plotB, obbsB));
                }
                else
                {
                    if (plot.splitSettings.log)
                    {
                        plotB.notes = "small enough to end";
                    }
                    plots.Add(plotB);//termination
                }

                it++;
                if (it > 5000)
                {
                    UnityEngine.Profiling.Profiler.EndSample();
                    return;
                }
            }
//            Profiler.EndSample();
        }
Ejemplo n.º 12
0
        public void Execute()
        {
            calculatedPartitions.Clear();


            //remvoe duplicate points
            for (int i = 0; i < shape.Count; i++)
            {
                Vector2Int p0   = shape[i];
                Vector2Int p1   = shape[i < shape.Count - 1 ? i + 1 : 0];
                float      sqrM = Vector2Int.SqrMagnitudeFloat(p1, p0);
                if (sqrM < Mathf.Epsilon)
                {
                    shape.RemoveAt(i);
                    i--;
                }
            }

            //break poly down into convex shapes
            TPPLPoly poly = new TPPLPoly();

            for (int i = 0; i < shape.Count; i++)
            {
                poly.Points.Add(new TPPLPoint(shape[i].x, shape[i].y));
            }

            if (BuildrPolyClockwise.Check(shape))
            {
                poly.SetOrientation(TPPLOrder.CW);
            }
            else
            {
                poly.SetOrientation(TPPLOrder.CCW);
            }

            List <TPPLPoly> parts         = new List <TPPLPoly>();
            TPPLPartition   tpplPartition = new TPPLPartition();

            tpplPartition.ConvexPartition_HM(poly, parts);

            //generate an irregular grid upon each convex poly
            int          partCount    = parts.Count;
            PlotSplitter plotSplitter = new PlotSplitter();

            floorSegments.Clear();
            for (int p = 0; p < partCount; p++)
            {
                TPPLPoly          partPoly   = parts[p];
                int               partSize   = partPoly.Count;
                List <Vector2Int> plotPoints = new List <Vector2Int>();
                for (int w = 0; w < partSize; w++)
                {
                    TPPLPoint  tpplPoint = partPoly[w];
                    Vector2Int p0        = new Vector2Int(tpplPoint.X, tpplPoint.Y);
                    plotPoints.Add(p0);
                }

                Plot plot = new Plot(seed, plotPoints, minimumWallUnitSpacing);
                plot.splitSettings = splitSettings;
                plotSplitter.Execute(plot, seed);
                int splitCount = plotSplitter.plots.Count;
                for (int s = 0; s < splitCount; s++)
                {
                    IPlot        segmentPlot = plotSplitter.plots[s];
                    Vector2Int[] points      = Vector2Int.Parse(segmentPlot.pointsV2);
                    FloorSegment segment     = new FloorSegment(segmentPlot.area, segmentPlot.flatbounds, points);
                    floorSegments.Add(segment);
                }
            }

            int segmentCount = floorSegments.Count;
            List <FloorSegment> availableSegments = new List <FloorSegment>(floorSegments);
            int       restrictedAreaCount         = restrictedAreas.Count;
            Partition restrictedPartition         = null;

            for (int r = 0; r < restrictedAreaCount; r++)
            {
                RestrictedArea area       = restrictedAreas[r];
                FlatBounds     areaBounds = new FlatBounds();
                areaBounds.Encapsulate(Vector2Int.Parse(area.shape));
                for (int fs = 0; fs < segmentCount; fs++)
                {
                    FloorSegment segment = availableSegments[fs];
                    if (areaBounds.Overlaps(segment.bounds))
                    {
                        if (JMath.ShapesIntersect(Vector2Int.Parse(area.shape), Vector2Int.Parse(segment.points)))
                        {
                            if (restrictedPartition == null)
                            {
                                restrictedPartition = new Partition();
                            }
                            restrictedPartition.AddSegment(segment);
                            availableSegments.Remove(segment);
                            segmentCount--;
                            fs--;
                        }
                    }
                }
            }

            //Link up floor segments
            segmentCount = availableSegments.Count;
            for (int x = 0; x < segmentCount; x++)
            {
                FloorSegment subject       = floorSegments[x];
                FlatBounds   subjectBounds = subject.nBounds;
                for (int y = 0; y < segmentCount; y++)
                {
                    if (x == y)
                    {
                        continue;
                    }

                    FloorSegment candidate = floorSegments[y];


                    FlatBounds candidateBounds = candidate.nBounds;
                    if (subjectBounds.Overlaps(candidateBounds))
                    {
                        if (candidate.neighbours.Contains(subject))
                        {
                            continue;
                        }
                        subject.neighbours.Add(candidate);
                        candidate.neighbours.Add(subject);
                    }
                }
            }

            //Grow out partitions to fill the available space
            List <PartitionGrowth> partitionGs = new List <PartitionGrowth>();
            Dictionary <FloorSegment, FloorSegmentClaim> segmentClaims = new Dictionary <FloorSegment, FloorSegmentClaim>();

            for (int i = 0; i < partitions.Count; i++)
            {
                partitionGs.Add(new PartitionGrowth(partitions[i]));
            }

            int it = 1000;

            while (true)
            {
                int   growthCount = partitionGs.Count;
                int   completePartitionGrowths = 0;
                int[] partitionGrowthAmount    = new int[growthCount];
                segmentClaims.Clear();

                for (int g = 0; g < growthCount; g++)
                {
                    PartitionGrowth partitionG = partitionGs[g];
                    if (!partitionG.active)
                    {
                        completePartitionGrowths++;
                        continue;
                    }

                    if (availableSegments.Count == 0)
                    {
                        break;
                    }

                    //assign inital segment to begin partition from
                    if (!partitionG.initialised)
                    {
                        float        nearestSqrMag = float.PositiveInfinity;
                        FloorSegment candidate     = availableSegments[0];
                        for (int x = 0; x < availableSegments.Count; x++)
                        {
                            FloorSegment subject = availableSegments[x];
                            float        sqrMag  = Vector2Int.SqrMagnitudeFloat(partitionG.subject.position, subject.position);
                            if (sqrMag < nearestSqrMag)
                            {
                                candidate     = subject;
                                nearestSqrMag = sqrMag;
                            }
                        }

                        partitionG.capturedSegments.Add(candidate);
                        partitionG.processSegments.Add(candidate);
                        availableSegments.Remove(candidate);
                        partitionG.initialised   = true;
                        partitionGrowthAmount[g] = 1;
                        continue;//don't start growth until next iteration
                    }

                    //grow partition
                    if (partitionG.initialised)
                    {
                        List <FloorSegment> neighbourCandiates = new List <FloorSegment>();
                        int processCount = partitionG.processSegments.Count;
//                        float additionalArea = 0;
                        for (int p = 0; p < processCount; p++)
                        {
                            FloorSegment processSegment        = partitionG.processSegments[p];
                            int          processNeighbourCount = processSegment.neighbours.Count;
                            for (int n = 0; n < processNeighbourCount; n++)
                            {
                                FloorSegment neighbour             = processSegment.neighbours[n];
                                bool         isAvailable           = availableSegments.Contains(neighbour);
                                bool         notDuplicateNeighbour = !neighbourCandiates.Contains(neighbour);
                                if (isAvailable && notDuplicateNeighbour)
                                {
                                    neighbourCandiates.Add(neighbour);
                                    float fit = processSegment.BestFit(neighbour);
                                    if (fit > Mathf.Epsilon)
                                    {
                                        FloorSegmentClaim newClaim = new FloorSegmentClaim();
                                        newClaim.partition   = partitionG;
                                        newClaim.growthIndex = g;
                                        newClaim.segment     = neighbour;
                                        newClaim.priority    = partitionG.subject.priority * fit;

                                        if (!segmentClaims.ContainsKey(neighbour))
                                        {
                                            segmentClaims.Add(neighbour, newClaim);
                                        }
                                        else
                                        {
                                            FloorSegmentClaim currentClaim = segmentClaims[neighbour];
                                            if (currentClaim.priority < newClaim.priority)
                                            {
                                                segmentClaims[neighbour] = newClaim;
                                            }
                                        }
                                    }
//                                    additionalArea += neighbour.area;
                                }
                            }
                        }

//                        int neighbourCandiatesCount = neighbourCandiates.Count;
//                        for (int n = 0; n < neighbourCandiatesCount; n++) {
//                            FloorSegment segement = neighbourCandiates[n];
//
//                            if (segmentClaims.ContainsKey(segement)) {
//
//                            }
//                            else {
//
//                            }
//                        }
                        //                        if (neighbourCandiatesCount > 0) {
                        //
                        //                            bool canAddAll = partitionG.AvailableArea(additionalArea);
                        //                            if (canAddAll) {
                        //                                partitionG.processSegments.Clear();
                        //                                for (int n = 0; n < neighbourCandiatesCount; n++)
                        //                                    availableSegments.Remove(neighbourCandiates[n]);
                        ////                                partitionG.AddSegments(neighbourCandiates);
                        //                            }
                        //                            else {
                        //                                //                                TODO partial add (?)
                        ////                                partitionG.AddSegments(neighbourCandiates);
                        //                                partitionG.Complete();
                        //                            }
                        //                        }
                        //                        else {
                        //                            partitionG.Complete();
                        //                        }

//                        if (partitionG.processSegments.Count == 0)
//                            partitionG.Complete();
                    }
                }

                foreach (KeyValuePair <FloorSegment, FloorSegmentClaim> kv in segmentClaims)
                {
                    //TODO - support instance when new areas to add are too large
                    //TODO - fall back on partial adding of single side
                    FloorSegmentClaim claim = kv.Value;
                    claim.partition.AddSegment(claim.segment);
                    availableSegments.Remove(claim.segment);
                    partitionGrowthAmount[claim.growthIndex]++;
                }

                for (int g = 0; g < growthCount; g++)
                {
                    PartitionGrowth partitionG = partitionGs[g];
                    if (!partitionG.active)
                    {
                        continue;
                    }
//                    Debug.Log(g+" "+ partitionG.AcceptableAreaUsed()+" " + partitionGrowthAmount[g]+" "+ partitionG.processSegments.Count);
                    if (partitionG.AcceptableAreaUsed() || partitionGrowthAmount[g] == 0 || partitionG.processSegments.Count == 0)
                    {
                        completePartitionGrowths++;
                        partitionG.Complete();
                    }
                }

                if (completePartitionGrowths == growthCount) //all partitions have been completed
                {
                    break;
                }

                if (availableSegments.Count == 0)
                {
                    foreach (PartitionGrowth part in partitionGs)
                    {
                        if (part.active)
                        {
                            part.Complete();
                        }
                    }

                    foreach (PartitionGrowth part in partitionGs)
                    {
                        int childCount = part.subject.children.Count;
                        if (childCount > 0)
                        {
                            for (int c = 0; c < childCount; c++)
                            {
                                partitionGs.Add(new PartitionGrowth(part.subject.children[c]));
                            }
                            part.subject.children.Clear();
                            availableSegments.AddRange(part.capturedSegments);
                            part.capturedSegments.Clear();
                            break;
                        }
                    }

                    if (availableSegments.Count == 0)
                    {
                        break;
                    }
                }

                it--;
                if (it == 0)
                {
                    Debug.Log(" MAX reached!");
                    Debug.Log(availableSegments.Count);
                    foreach (PartitionGrowth pg in partitionGs)
                    {
                        Debug.Log(pg.processSegments.Count);
                        Debug.Log(pg.capturedSegments.Count);
                        pg.Complete();
                    }
                    break;
                }
            }


            foreach (PartitionGrowth part in partitionGs)
            {
                if (part.active)
                {
                    part.Complete();
                }
                calculatedPartitions.Add(part.subject);
            }

//            if (floorplan != null)
//            {
//                int roomCount = calculatedPartitions.Count;
//
//
//
//
//                Room floorplanRoom = new Room();
//
//
//                floorplan.rooms.Add();
//            }

            //            foreach (Partition part in partitions) {
            //                Debug.Log(part.segments.Count);
            //            }
        }