Exemple #1
0
    private ConwayPoly MakeAntenna(ConwayPoly spaceship)
    {
        var allNew   = spaceship.FaceselToFaceFilterFunc(FaceSelections.AllNew);
        var facingUp = spaceship.FaceselToFaceFilterFunc(FaceSelections.FacingUp);
        Func <FilterParams, bool> newAndFacingUp = x => allNew(x) && facingUp(x);
        var topSurfaces = spaceship.FaceKeep(new OpParams {
            filterFunc = newAndFacingUp
        });

        var antennaGroup = new ConwayPoly();
        var antenna      = JohnsonPoly.Pyramid(4);

        foreach (var face in topSurfaces.Faces)
        {
            float radius = Random.Range(0.01f, 0.05f);
            float height = Random.Range(0.25f, 2f);
            float offset = Random.value < .5 ? 0 : Random.value < 0.5 ? .5f : -.5f;
            antennaGroup.Append(antenna.Transform(
                                    face.GetPolarPoint(90, offset),
                                    Vector3.zero,
                                    new Vector3(radius, height, radius)
                                    ));
        }
        return(antennaGroup);
    }
Exemple #2
0
    public void Generate()
    {
        Random.seed = seed;

        spaceship = JohnsonPoly.Prism(numSides);
        wings     = new ConwayPoly();
        antennae  = new ConwayPoly();

        float angleCorrection = 180f / numSides;

        if (numSides % 2 != 0)
        {
            angleCorrection /= 2f;
        }
        spaceship = spaceship.Rotate(Vector3.up, angleCorrection);
        spaceship = spaceship.Rotate(Vector3.left, -90);

        alreadyStake = false;

        for (int i = 0; i < 2; i++)  // Loop twice - once for the back and once for the front.
        {
            for (int j = 0; j <= numSections; j++)
            {
                spaceship = MakeSection(spaceship);
            }

            // Second time through loop:
            // Flip everything around ready to generate the back sections

            spaceship = spaceship.Rotate(Vector3.up, 180);
            wings     = wings.Rotate(Vector3.up, 180);
            antennae  = antennae.Rotate(Vector3.up, 180);

            // Change random range for front sections
            loftLow  = -0.35f;
            loftHigh = 0.15f;
        }



        // Make the engines
        var engines = spaceship.FaceKeep(new OpParams {
            facesel = FaceSelections.FacingStraightBackward
        });

        spaceship = spaceship.FaceRemove(new OpParams {
            facesel = FaceSelections.FacingStraightBackward
        });
        engines = engines.Loft(new OpParams {
            valueA = Random.Range(.3f, .4f), valueB = Random.Range(-.2f, .2f)
        });
        // spaceship = engines;
        if (EngineVariant)
        {
            var engineRim = engines.FaceRemove(new OpParams {
                facesel = FaceSelections.Existing
            });
            engines = engines.FaceKeep(new OpParams {
                facesel = FaceSelections.Existing
            });
            engines = engines.Ortho(new OpParams {
                valueA = 0
            });
            engines = engines.Loft(new OpParams {
                valueA = Random.Range(0, .25f), valueB = -.5f
            });
            engines.Append(engineRim);
        }
        else
        {
            engines = engines.Loft(new OpParams {
                valueA = Random.Range(.25f, .75f), valueB = Random.Range(0, .2f), facesel = FaceSelections.Existing
            });
            engines = engines.Loft(new OpParams {
                valueA = Random.Range(.1f, .3f), valueB = Random.Range(-.3f, -.7f), facesel = FaceSelections.AllNew
            });
        }

        // Make the nose section
        if (NoseLength > 0)
        {
            spaceship = spaceship.Loft(new OpParams {
                valueA = .2f, valueB = 0, facesel = FaceSelections.FacingStraightForward
            });
            spaceship = spaceship.FaceSlide(new OpParams {
                valueA = .12f, facesel = FaceSelections.Existing
            });
            if (NoseVariant)
            {
                spaceship = spaceship.Lace(new OpParams {
                    valueA = NoseSharpness, valueB = NoseLength, facesel = FaceSelections.Existing
                });
            }
            else
            {
                spaceship = spaceship.Loft(new OpParams {
                    valueA = NoseSharpness, valueB = NoseLength, facesel = FaceSelections.Existing
                });
            }
        }


        // Add panel insets to the hull
        spaceship = spaceship.Loft(new OpParams {
            valueA = 0.1f, valueB = 0.025f
        });

        // Add panel insets to the wings
        wings = wings.Loft(new OpParams {
            valueA = 0.1f, valueB = 0.025f
        });

        spaceship.Append(engines);
        spaceship.Append(wings);
        spaceship.Append(antennae);

        // Build the final mesh
        var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(spaceship, false);

        GetComponent <MeshFilter>().mesh       = mesh;
        GetComponent <MeshRenderer>().material = material;
    }