// Use this for initialization IEnumerator Start() { this.gameObject.name = id; showPoints = true; showEncapsulatedPoints = true; showEdges = true; // Set the size of the volume to the closest measurement contained in the red series float length = LeModular.GetClosest(bc.length * 100) / 100; float width = LeModular.GetClosest(bc.width * 100) / 100; float height = LeModular.GetClosest(bc.height * 100) / 100; bc.Set(length, width, height); // Find all the bounding points skinnedMesh = GetComponentInChildren <SkinnedMeshRenderer>(); skinnedMesh.updateWhenOffscreen = true; bounds = skinnedMesh.bounds; center = bounds.center; boundingPoints = new BoundingPoints(center, new Vector3(width, height, length)); Debug.LogFormat("{0}{1}{2}", width, height, length); // Add box collider and rigidbody to generate collisions boxCollider = bc.gameObject.AddComponent <BoxCollider>(); boxCollider.enabled = true; boxCollider.isTrigger = true; boxCollider.center = center; boxCollider.size = new Vector3(bc.width, bc.height, bc.length); rb = bc.gameObject.AddComponent <Rigidbody>(); rb.isKinematic = true; yield return(new WaitUntil(() => triggerStay)); CubeGenerator.Instance.ready++; // Debug.Log(string.Format("Modulor Agent {0} Agent List Count{1}",id, modulorAgents.Count)); // Iterate through our bounding points to see if any of them are within the bounds of another agent CubeGenerator.Instance.agentDict[this].AddRange(boundingPoints.all); foreach (Vector3 point in boundingPoints.all) { foreach (ModulorAgent agent in modulorAgents) { if (agent.bounds.Contains(point)) { if (encapsulatedPoints.ContainsKey(agent)) { encapsulatedPoints[agent].Add(point); } else { List <Vector3> points = new List <Vector3>(); points.Add(point); encapsulatedPoints.Add(agent, points); } } else { // } } } foreach (var entry in this.encapsulatedPoints) { foreach (var edge in boundingPoints.edges) { if (!entry.Value.Contains(edge.v1.position) & !entry.Value.Contains(edge.v2.position)) { continue; } var dir = edge.v2.position - edge.v1.position; dir.Normalize(); Ray ray = new Ray(edge.v1.position, dir); float distance = 0; if (entry.Key.bounds.IntersectRay(ray, out distance)) { Vector3 point = ray.origin + ray.direction * distance; intersectionPoints.Add(point); intersectionEdges.Add(new Edge(ray.origin, point)); } } } foreach (Vector3 vector in boundingPoints.all) { Vector3 worldPoint = this.transform.TransformPoint(vector); if (!CubeGenerator.Instance.points.Contains(worldPoint)) { CubeGenerator.Instance.points.Add(worldPoint); } } foreach (Vector3 vector in intersectionPoints) { Vector3 worldPoint = this.transform.TransformPoint(vector); if (!CubeGenerator.Instance.points.Contains(worldPoint)) { CubeGenerator.Instance.points.Add(worldPoint); } } // bc.GetComponentInChildren<SkinnedMeshRenderer>().enabled = false; // TODO: refactor what's below var refactor = false; if (refactor) { // Instantiate piloti if the volume is off the ground if (offGround) { var piloti = Resources.Load <GameObject>("piloti"); var pos = center; pos.y -= bc.height / 2; piloti = Instantiate(piloti, pos, Quaternion.identity, this.transform); var pilotiScript = piloti.GetComponent <Pilotis>(); // get the shortest side pilotiScript.length = bc.width; pilotiScript.width = bc.length; var a = pilotiScript.length > pilotiScript.width ? pilotiScript.width : pilotiScript.length; // get the shortet side a *= 0.1f; a = Mathf.Clamp(a, 0.1f, 0.75f); pilotiScript.pilotiWidth = a; pilotiScript.width -= a; pilotiScript.length -= a; var ground = bc.a.position; ground.y = 0; height = Vector3.Distance(bc.a.position, ground); } List <float> floors = LeModular.Divisions(bc.height); var floorBC = BonedCube.Make(); floorBC.transform.SetParent(this.transform); floorBC.a.transform.position = this.bc.a.transform.position; floorBC.Set(bc.length, bc.width, 0.1f); var _floors = BuildFloors(floors); if (_floors != null) { foreach (var floor in _floors) { floorBC = BonedCube.Make(); floorBC.transform.SetParent(this.transform); floorBC.a.transform.position = this.bc.a.transform.position + new Vector3(0, floor, 0); floorBC.Set(bc.length, bc.width, 0.1f); } } } }
public IEnumerator Start() { Instance = this; num = Random.Range(1, num); while (cubes.Count < num) { var bc = BonedCube.Make(); bc.transform.SetParent(this.transform); // The cubes are children of this transform so they can be placed on a ground plane in AR bc.a.transform.position = this.transform.position + new Vector3(LeModular.GetClosest(Random.Range(minXZ, maxXZ)), LeModular.GetClosest(Random.Range((maxHeight * -1), maxHeight)), LeModular.GetClosest(Random.Range(minXZ, maxXZ))); bc.Set(Random.Range(minXZ, maxXZ), Random.Range(minXZ, maxXZ), Random.Range(minXZ, maxXZ)); cubes.Add(bc); } int count = 0; foreach (var bc in cubes) { if (bc == null) { continue; } // Add ModulorAgent script that will handle it's building behaviour var modulorAgent = bc.gameObject.AddComponent <ModulorAgent>(); modulorAgent.bc = bc; modulorAgent.id = alphabet[count]; agentDict.Add(modulorAgent, new List <Vector3>()); // transform the world position of this transform to the local space of bc if (bc.a.position.y < this.transform.position.y) { // if i'm 10 meters tall and located at -1 then the visible section of me is going to be 4 // if 10 meters tall and locate at +1 then the visible section of me is going to be 6 float val = Random.Range(0f, 1f); Color col = val > 0.5f ? Color.white : Color.black; col.a = 0.5f; bc.GetComponentInChildren <Renderer>().material.color = col; bc.a.position = new Vector3(bc.a.transform.position.x, this.transform.position.y, bc.a.transform.position.z); bc.b.position = new Vector3(bc.b.transform.position.x, this.transform.position.y, bc.b.transform.position.z); modulorAgent.offGround = false; } else { float val = Random.Range(0f, 1f); Color col = val > 0.5f ? Color.blue : Color.red; col.a = 0.5f; bc.GetComponentInChildren <Renderer>().material.color = col; modulorAgent.offGround = true; } count++; } yield return(new WaitUntil(() => ready == cubes.Count)); yield return(new WaitForSeconds(0.5f)); Dictionary <float, Level> tmpLevels = new Dictionary <float, Level>(); List <float> heights = new List <float>(); foreach (Vector3 point in CubeGenerator.Instance.points) { if (!tmpLevels.ContainsKey(point.y)) { tmpLevels.Add(point.y, new Level(point)); tmpLevels[point.y].vertexPoints.Add(new Vertex(point)); } else { tmpLevels[point.y].points.Add(point); tmpLevels[point.y].vertexPoints.Add(new Vertex(point)); } } heights.AddRange(tmpLevels.Keys); heights.Sort(); foreach (var f in heights) { Debug.Log(string.Format("Level {0}", f)); } var tmpHeights = new List <float>(); for (int i = 0; i < heights.Count; i++) { if (i < heights.Count - 1 && heights[i] != -1.1f) { var dif = heights[i + 1] - heights[i]; if (dif > 0.6) { if (tmpLevels.ContainsKey(heights[i])) { levels.Add(heights[i], tmpLevels[heights[i]]); } } else { if (tmpLevels.ContainsKey(heights[i])) { tmpLevels[heights[i]].vertexPoints.AddRange(tmpLevels[heights[i + 1]].vertexPoints); levels.Add(heights[i], tmpLevels[heights[i]]); heights[i + 1] = 1.1f; } } } } indexLevels.AddRange(levels.Values); foreach (var entry in levels) { entry.Value.convexVertexes = JarvisMarchAlgorithm.GetConvexHull(entry.Value.vertexPoints); Debug.Log(string.Format("Merged Levels {0}", entry.Key)); } foreach (var item in indexLevels) { if (item.convexVertexes == null) { continue; } var go = new GameObject(); lrGos.Add(go); go.transform.SetParent(this.transform); LineRenderer lr = go.AddComponent <LineRenderer>(); lr.material = new Material(Shader.Find("Sprites/Default")); lr.positionCount = item.GetPointsFromVertexes().Count; lr.SetPositions(item.GetPointsFromVertexes().ToArray()); lr.loop = true; lr.startWidth = 0.1f; lr.endWidth = 0.1f; } // this.transform.localScale = Vector3.one * scale; // Debug.Log(string.Format("Ready {0}", cubes.Count)); }
public Volume() { bonedCube = BonedCube.Make(); }