private MeshDraft RodBack(Vector3 center, float width, float length, float height) { var draft = new MeshDraft(); int rodCount = Random.Range(1, 5); float maxWidth = (width - length * 2) / rodCount; float rodWidth = RandomE.Range(maxWidth / 4, maxWidth * 3 / 4, 3); float interval = (width - length * 2 - rodWidth * rodCount) / (rodCount + 1); float upperRodHeight = Mathf.Min(height * 3 / 4, length * Random.Range(1, 4)); float rodHeight = height - upperRodHeight; var leftRod = MeshE.HexahedronDraft(length, length, rodHeight); leftRod.Move(Vector3.left * (width - length) / 2 + Vector3.down * upperRodHeight / 2); draft.Add(leftRod); leftRod.Move(Vector3.right * (width - length)); draft.Add(leftRod); var startPosition = Vector3.left * (width / 2 - length - interval - rodWidth / 2) + Vector3.down * upperRodHeight / 2; for (int i = 0; i < rodCount; i++) { var rod = MeshE.HexahedronDraft(rodWidth, length, rodHeight); rod.Move(startPosition + Vector3.right * i * (rodWidth + interval)); draft.Add(rod); } var upperRod = MeshE.HexahedronDraft(width, length, upperRodHeight); upperRod.Move(Vector3.up * rodHeight / 2); draft.Add(upperRod); draft.Move(center + Vector3.up * height / 2); return(draft); }
private static MeshDraft FlatRoof(Vector3 a, Vector3 b, Vector3 c, Vector3 d) { var draft = MeshE.QuadDraft(a, d, c, b); draft.Paint(roofColor); return(draft); }
private MeshDraft Back0(Vector3 center, float width, float length, float height) { var draft = MeshE.HexahedronDraft(width, length, height); draft.Move(center + Vector3.up * height / 2); return(draft); }
private void Awake() { template = MeshE.TetrahedronDraft(0.3f); swarmCount = Mathf.Min(65000 / template.vertices.Count, swarmCount); simulationUpdate = Mathf.RoundToInt(swarmCount * simulationPercent); var vertexCount = swarmCount * template.vertices.Count; draft = new MeshDraft { name = "Boids", vertices = new List <Vector3>(vertexCount), triangles = new List <int>(vertexCount), normals = new List <Vector3>(vertexCount), uv = new List <Vector2>(vertexCount), colors = new List <Color>(vertexCount) }; for (var i = 0; i < swarmCount; i++) { boids.Add(new Boid()); draft.Add(template); } mesh = draft.ToMesh(); mesh.MarkDynamic(); GetComponent <MeshFilter>().mesh = mesh; Generate(); StartCoroutine(Simulate()); }
private MeshDraft Back1(Vector3 center, float width, float length, float height) { var draft = new MeshDraft(); int plankCount = Random.Range(1, 5); float plankStep = height / plankCount; float plankHeight = plankStep * Random.Range(0.3f, 0.8f); float plankWidth = width - length * 2; float offeset = 0; if (plankCount > 1) { offeset = RandomE.Range(0, (plankStep - plankHeight) / 2, 3); } var startPosition = Vector3.up * (-height / 2 + plankStep - plankHeight / 2 - offeset); for (int i = 0; i < plankCount; i++) { var plank = MeshE.HexahedronDraft(plankWidth, length, plankHeight); plank.Move(startPosition + Vector3.up * i * plankStep); draft.Add(plank); } var rod = MeshE.HexahedronDraft(length, length, height); rod.Move(Vector3.left * (width / 2 - length / 2)); draft.Add(rod); rod.Move(Vector3.right * (width - length)); draft.Add(rod); draft.Move(center + Vector3.up * height / 2); return(draft); }
private static MeshDraft Socle(Vector3 origin, Vector3 width, Vector3 height) { var draft = MeshE.QuadDraft(origin, width, height); draft.Paint(socleColor); return(draft); }
public static void Icosahedron() { var go = GameObject.CreatePrimitive(PrimitiveType.Quad); Object.DestroyImmediate(go.GetComponent <Collider>()); go.name = icosahedron; go.GetComponent <MeshFilter>().mesh = MeshE.Icosahedron(1); Undo.RegisterCreatedObjectUndo(go, create + icosahedron); }
private static MeshDraft FlatOverhangRoof(Vector3 a, Vector3 b, Vector3 c, Vector3 d) { var width = b - a; var length = c - b; var roofHeight = Vector3.up * 0.3f; var draft = MeshE.HexahedronDraft(width + width.normalized, length + length.normalized, roofHeight); draft.Move((a + c) / 2 + roofHeight / 2); draft.Paint(roofColor); return(draft); }
/// <summary> /// Returns a cylindrical mesh to fit a ring shape with given radius. Cylinder will have the given number of sides, and height. /// </summary> static Mesh CreateCylinderMesh(int sides, float radius, float height) { // circumradius = r sec(Ï€/n) var circumradius = radius * 1 / Mathf.Cos(Mathf.PI / sides); var cylinderMesh = MeshE.Cylinder(circumradius, sides, height); cylinderMesh.Rotate(Quaternion.Euler(0f, (360f / sides) / 2f, 0f)); return(cylinderMesh); }
private static MeshDraft EntranceRoofed(Vector3 origin, Vector3 width, Vector3 height) { var draft = Entrance(origin, width, height); var roofLength = Vector3.Cross(width, height).normalized *EntranceRoofLength; var roofHeight = Vector3.up * EntranceRoofHeight; var roof = MeshE.HexahedronDraft(width, roofLength, roofHeight); roof.Move(origin + width / 2 - roofLength / 2 + height - roofHeight / 2); roof.Paint(roofColor); draft.Add(roof); return(draft); }
private static MeshDraft GabledRoof(Vector3 a, Vector3 b, Vector3 c, Vector3 d) { var ridgeHeight = Vector3.up * 2; var ridge0 = (a + d) / 2 + ridgeHeight; var ridge1 = (b + c) / 2 + ridgeHeight; var draft = MeshE.QuadDraft(a, ridge0, ridge1, b); draft.Add(MeshE.TriangleDraft(b, ridge1, c)); draft.Add(MeshE.QuadDraft(c, ridge1, ridge0, d)); draft.Add(MeshE.TriangleDraft(d, ridge0, a)); draft.Paint(roofColor); return(draft); }
private static MeshDraft Entrance(Vector3 origin, Vector3 width, Vector3 height) { var doorWidth = width.normalized * EntranceDoorWidth; var doorOrigin = origin + width / 2 - doorWidth / 2; var doorHeight = Vector3.up * EntranceDoorHeight; var draft = Bracket(origin, width, height, doorOrigin, doorWidth, doorHeight); draft.Paint(wallColor); var door = MeshE.QuadDraft(doorOrigin, doorWidth, doorHeight); door.Paint(doorColor); draft.Add(door); return(draft); }
private static MeshDraft Bracket(Vector3 origin, Vector3 width, Vector3 length, Vector3 innerOrigin, Vector3 innerWidth, Vector3 innerLength) { return(MeshE.TriangleStripDraft(new List <Vector3> { innerOrigin, origin, innerOrigin + innerLength, origin + length, innerOrigin + innerLength + innerWidth, origin + length + width, innerOrigin + innerWidth, origin + width })); }
private MeshDraft KhrushchyovkaDraft() { float width = Random.Range(widthLB, widthUB); float length = Random.Range(lengthLB, lengthUB); int floorCount = Random.Range(floorCountLB, floorCountUB); var hasAttic = RandomE.Chance(0.5f); float height = FloorHeight * floorCount + SocleHeight + (hasAttic ? AtticHeight : 0); var draft = new MeshDraft { name = "Khrushchyovka" }; var corners = new Vector3[] { Vector3.left *length / 2 + Vector3.back *width / 2, Vector3.right *length / 2 + Vector3.back *width / 2, Vector3.right *length / 2 + Vector3.forward *width / 2, Vector3.left *length / 2 + Vector3.forward *width / 2 }; commonPanelConstructors[PanelType.Entrance] = panelConstructors[PanelType.Entrance].GetRandom(); commonPanelConstructors[PanelType.EntranceWall] = panelConstructors[PanelType.EntranceWall].GetRandom(); wallColor = RandomE.colorHSV.WithA(0); var facadePlan0 = FacadeGenerator(length, floorCount, hasAttic, true, true); draft.Add(Facade(corners[0], Vector3.right, facadePlan0)); var facadePlan1 = FacadeGenerator(width, floorCount, hasAttic); draft.Add(Facade(corners[1], Vector3.forward, facadePlan1)); var facadePlan2 = FacadeGenerator(length, floorCount, hasAttic, false, true); draft.Add(Facade(corners[2], Vector3.left, facadePlan2)); var facadePlan3 = FacadeGenerator(width, floorCount, hasAttic); draft.Add(Facade(corners[3], Vector3.back, facadePlan3)); draft.Add(Roof(corners[0], corners[1], corners[2], corners[3], Vector3.up * height)); var basement = MeshE.QuadDraft(corners[0], corners[1], corners[2], corners[3]); basement.Paint(roofColor); draft.Add(basement); return(draft); }
public static MeshDraft BeamDraft(Vector3 from, Vector3 to, float width, float rotation = 0) { var up = to - from; var draft = MeshE.HexahedronDraft(width, width, up.magnitude); var direction = up; direction.y = 0; var quaternion = Quaternion.identity; if (direction != Vector3.zero) { quaternion = Quaternion.LookRotation(direction); } draft.Rotate(Quaternion.FromToRotation(Vector3.up, up) * Quaternion.Euler(0, rotation, 0) * quaternion); draft.Move((from + to) / 2); return(draft); }
private static MeshDraft Windowpane(Vector3 origin, Vector3 width, Vector3 heigth) { var right = width.normalized; var normal = Vector3.Cross(width, heigth).normalized; var draft = new MeshDraft(); int rodCount = Mathf.FloorToInt(width.magnitude / WindowSegmentMinWidth); float interval = width.magnitude / (rodCount + 1); var frameWidth = right * WindowFrameWidth / 2; var frameHeight = Vector3.up * WindowFrameWidth / 2; var frameLength = normal * WindowFrameWidth / 2; var startPosition = origin + heigth / 2 + frameLength / 2; for (int i = 0; i < rodCount; i++) { var frame = MeshE.HexahedronDraft(frameWidth * 2, frameLength, heigth - frameHeight * 2, Directions.Left | Directions.Back | Directions.Right); frame.Move(startPosition + right * (i + 1) * interval); draft.Add(frame); } var windowCorner = origin + frameWidth + frameHeight; var windowWidth = width - frameWidth * 2; var windowHeigth = heigth - frameHeight * 2; var window = PerforatedQuad(origin, width, heigth, windowCorner, windowWidth, windowHeigth); draft.Add(window); var hole = MeshE.HexahedronDraft(windowWidth, frameLength, windowHeigth, Directions.All & ~Directions.ZAxis); hole.Move(startPosition + width / 2); hole.FlipFaces(); draft.Add(hole); draft.Paint(frameColor); var glass = MeshE.QuadDraft(windowCorner + frameLength, windowWidth, windowHeigth); glass.Paint(glassColor); draft.Add(glass); return(draft); }
private void Awake() { GetComponent <MeshRenderer>().material = GraphicsE.diffuseVertexColor; var template = MeshE.TetrahedronFlat(0.3f); templateVertices = template.vertices; templateVerticesLength = template.vertices.Length; templateTriangles = template.triangles; templateTrianglesLength = template.triangles.Length; swarmCount = Mathf.Min(65000 / templateVerticesLength, swarmCount); vertices = new Vector3[swarmCount * templateVerticesLength]; triangles = new int[swarmCount * templateTrianglesLength]; colors32 = new Color32[swarmCount * templateVerticesLength]; for (var i = 0; i < swarmCount; i++) { var boid = new Boid { position = Random.insideUnitSphere * spawnSphere, rotation = Random.rotation, velocity = Random.onUnitSphere * maxSpeed }; boids.Add(boid); SetBoidVertices(boid, i); SetBoidTriangles(i); SetBoidColors(boid, i); } mesh = new Mesh { name = "Boids", vertices = vertices, triangles = triangles, colors32 = colors32 }; mesh.RecalculateNormals(); mesh.MarkDynamic(); GetComponent <MeshFilter>().mesh = mesh; StartCoroutine(SimulateCoroutine()); }
private static MeshDraft AtticVented(Vector3 origin, Vector3 width, Vector3 height) { var right = width.normalized; var center = origin + width / 2 + height / 2; var holeOrigin = center - right * AtticHoleWidth / 2 - Vector3.up * AtticHoleHeight / 2; var holeWidth = right * AtticHoleWidth; var holeHeight = Vector3.up * AtticHoleHeight; var holeDepth = Vector3.Cross(width, height).normalized *AtticHoleDepth; var draft = PerforatedQuad(origin, width, height, holeOrigin, holeWidth, holeHeight); draft.Paint(wallColor); var hexahedron = MeshE.HexahedronDraft(holeWidth, holeDepth, holeHeight, Directions.All & ~Directions.Back); hexahedron.Move(center + holeDepth / 2); hexahedron.FlipFaces(); hexahedron.Paint(roofColor); draft.Add(hexahedron); return(draft); }
private static MeshDraft Window(Vector3 origin, Vector3 width, Vector3 height, float widthOffset, float heightOffset, float windowHeight) { var right = width.normalized; var frameOrigin = origin + right * widthOffset + Vector3.up * heightOffset; var frameWidth = right * (width.magnitude - widthOffset * 2); var frameHeight = Vector3.up * windowHeight; var frameDepth = Vector3.Cross(width, height).normalized *WindowDepth; var draft = PerforatedQuad(origin, width, height, frameOrigin, frameWidth, frameHeight); var frame = MeshE.HexahedronDraft(frameWidth, -frameDepth, frameHeight, Directions.All & ~Directions.ZAxis); frame.Move(frameOrigin + frameWidth / 2 + frameHeight / 2 + frameDepth / 2); draft.Add(frame); draft.Paint(wallColor); draft.Add(Windowpane(frameOrigin + frameDepth, frameWidth, frameHeight)); return(draft); }
private static MeshDraft BalconyGlazed(Vector3 origin, Vector3 width, Vector3 height) { var balconyWidth = width; var balconyHeight = height.normalized * BalconyHeight; var balconyDepth = Vector3.Cross(height, width).normalized *BalconyDepth; var draft = new MeshDraft(); var balcony = MeshE.HexahedronDraft(balconyWidth, balconyDepth, balconyHeight, Directions.All & ~Directions.Up & ~Directions.Back); balcony.FlipFaces(); balcony.Move(origin + width / 2 + balconyDepth / 2 + balconyHeight / 2); balcony.Paint(wallColor); draft.Add(balcony); var roof0 = origin + height; var roof1 = roof0 + balconyWidth; var roof2 = roof1 + balconyDepth; var roof3 = roof0 + balconyDepth; var roof = MeshE.QuadDraft(roof0, roof1, roof2, roof3); roof.Paint(roofColor); draft.Add(roof); var glassHeight = height - balconyHeight; var glass0 = origin + balconyHeight; var glass1 = glass0 + balconyDepth; var glass2 = glass1 + balconyWidth; var glass = Windowpane(glass0, balconyDepth, glassHeight); glass.Add(Windowpane(glass1, balconyWidth, glassHeight)); glass.Add(Windowpane(glass2, -balconyDepth, glassHeight)); draft.Add(glass); return(draft); }
private static MeshDraft SocleWindowed(Vector3 origin, Vector3 width, Vector3 height) { var right = width.normalized; var windowOrigin = origin + width / 2 - right * SocleWindowWidth / 2 + Vector3.up * SocleWindowHeightOffset; var windowWidth = right * SocleWindowWidth; var windowHeigth = Vector3.up * SocleWindowHeight; var windowDepth = Vector3.Cross(width, height).normalized *SocleWindowDepth; var draft = PerforatedQuad(origin, width, height, windowOrigin, windowWidth, windowHeigth); var frame = MeshE.HexahedronDraft(windowWidth, -windowDepth, windowHeigth, Directions.All & ~Directions.ZAxis); frame.Move(windowOrigin + windowWidth / 2 + windowHeigth / 2 + windowDepth / 2); draft.Add(frame); draft.Paint(socleColor); var window = MeshE.QuadDraft(windowOrigin + windowDepth / 2, windowWidth, windowHeigth); window.Paint(socleWindowColor); draft.Add(window); return(draft); }
private void Start() { GetComponent <MeshFilter>().mesh = MeshE.FlatSphere(radius, longitudeSegments, latitudeSegments); }
private void Start() { GetComponent <MeshFilter>().mesh = MeshE.Hexahedron(width, length, height); }
private void Start() { GetComponent <MeshFilter>().mesh = MeshE.Prism(radius, segments, height); }
private void Start() { GetComponent <MeshFilter>().mesh = MeshE.Teardrop(radius, height, longitudeSegments, latitudeSegments); }
private void Start() { GetComponent <MeshFilter>().mesh = MeshE.FlatSpheroid(radius, height, horizontalSegments, verticalSegments); }
public static void Cylinder() { PrimitiveTemplate(cylinder, () => MeshE.Cylinder(1, 16, 1)); }
public static void Prism() { PrimitiveTemplate(prism, () => MeshE.Prism(1, 16, 1)); }
public static void Pyramid() { PrimitiveTemplate(pyramid, () => MeshE.Pyramid(1, 6, 1)); }
public static void Plane() { PrimitiveTemplate(plane, () => MeshE.Plane(10, 10, 10, 10)); }