Example #1
0
        public static MeshDraft GenerateGabled(List <Vector2> roofPolygon, RoofConfig roofConfig)
        {
            Vector3 a = roofPolygon[0].ToVector3XZ() + Vector3.up * roofConfig.thickness;
            Vector3 b = roofPolygon[3].ToVector3XZ() + Vector3.up * roofConfig.thickness;
            Vector3 c = roofPolygon[2].ToVector3XZ() + Vector3.up * roofConfig.thickness;
            Vector3 d = roofPolygon[1].ToVector3XZ() + Vector3.up * roofConfig.thickness;

            Vector3 ridgeHeight = Vector3.up * GabledRoofHeight;
            Vector3 ridge0      = (a + d) / 2 + ridgeHeight;
            Vector3 ridge1      = (b + c) / 2 + ridgeHeight;

            var roofDraft = new MeshDraft();

            roofDraft.AddQuad(a, ridge0, ridge1, b);
            roofDraft.AddTriangle(b, ridge1, c);
            roofDraft.AddQuad(c, ridge1, ridge0, d);
            roofDraft.AddTriangle(d, ridge0, a);
            return(roofDraft);
        }
Example #2
0
        private static MeshDraft GenerateFlat(List <Vector2> roofPolygon, RoofConfig roofConfig)
        {
            Vector3 a = roofPolygon[0].ToVector3XZ() + Vector3.up * roofConfig.thickness;
            Vector3 b = roofPolygon[3].ToVector3XZ() + Vector3.up * roofConfig.thickness;
            Vector3 c = roofPolygon[2].ToVector3XZ() + Vector3.up * roofConfig.thickness;
            Vector3 d = roofPolygon[1].ToVector3XZ() + Vector3.up * roofConfig.thickness;

            var roofDraft = new MeshDraft();

            roofDraft.AddQuad(a, d, c, b, Vector3.up);
            return(roofDraft);
        }
Example #3
0
    public static MeshDraft CubeOpenTop(Vector3 width, Vector3 length, Vector3 height, bool generateUV = true)
    {
        Vector3 v000 = -width / 2 - length / 2 - height / 2;
        Vector3 v001 = v000 + height;
        Vector3 v010 = v000 + width;
        Vector3 v011 = v000 + width + height;
        Vector3 v100 = v000 + length;
        Vector3 v101 = v000 + length + height;
        Vector3 v110 = v000 + width + length;
        Vector3 v111 = v000 + width + length + height;

        var draft = new MeshDraft {
            name = "Hexahedron"
        };

        if (generateUV)
        {
            Vector2 uv0 = new Vector2(0, 0);
            Vector2 uv1 = new Vector2(0, 1);
            Vector2 uv2 = new Vector2(1, 1);
            Vector2 uv3 = new Vector2(1, 0);
            draft.AddQuad(v100, v101, v001, v000, Vector3.left, uv0, uv1, uv2, uv3)
            .AddQuad(v010, v011, v111, v110, Vector3.right, uv0, uv1, uv2, uv3)
            // .AddQuad(v010, v110, v100, v000, Vector3.down, uv0, uv1, uv2, uv3)
            .AddQuad(v111, v011, v001, v101, Vector3.up, uv0, uv1, uv2, uv3)
            .AddQuad(v000, v001, v011, v010, Vector3.back, uv0, uv1, uv2, uv3)
            .AddQuad(v110, v111, v101, v100, Vector3.forward, uv0, uv1, uv2, uv3);
        }
        else
        {
            draft.AddQuad(v100, v101, v001, v000, Vector3.left)
            .AddQuad(v010, v011, v111, v110, Vector3.right)
            // .AddQuad(v010, v110, v100, v000, Vector3.down)
            .AddQuad(v111, v011, v001, v101, Vector3.up)
            .AddQuad(v000, v001, v011, v010, Vector3.back)
            .AddQuad(v110, v111, v101, v100, Vector3.forward);
        }
        return(draft);
    }
Example #4
0
        private void AddLeftHalf(int x, int y)
        {
            Vector2 bottomLeft = GetBottomLeftPosition(x, y);

            if (contours.useInterpolation)
            {
                draft.AddQuad(
                    bottomLeft,
                    bottomLeft + Vector2.up * squareSize,
                    bottomLeft + Vector2.right * contours.GetTopSide(x, y) * squareSize + Vector2.up * squareSize,
                    bottomLeft + Vector2.right * contours.GetBottomSide(x, y) * squareSize,
                    normal);
            }
            else
            {
                draft.AddQuad(
                    bottomLeft,
                    bottomLeft + Vector2.up * squareSize,
                    bottomLeft + Vector2.right * cornerWeight * squareSize + Vector2.up * squareSize,
                    bottomLeft + Vector2.right * cornerWeight * squareSize,
                    normal);
            }
        }