Esempio n. 1
0
        public static void Portal(ref BuildRMesh dynamicMesh, Portal portal, Vector2 size, Vector3 offset, bool interior = true, SubmeshLibrary submeshLibrary = null)
        {
            if (submeshLibrary == null)
            {
                submeshLibrary = new SubmeshLibrary();
                submeshLibrary.Add(portal);
            }

            Division root = portal.root;

            List <Panel> processNodes           = new List <Panel>();
            Dictionary <Panel, Panel[]> dataDic = new Dictionary <Panel, Panel[]>();
            List <Panel> data      = new List <Panel>();
            Panel        rootPanel = new Panel(root, new Rect(0, 0, size.x, size.y), 0);

            processNodes.Add(rootPanel);
            float totalDepth = 0;

            while (processNodes.Count > 0)
            {
                Panel           current    = processNodes[0];
                Division        division   = current.division;
                List <Division> children   = division.GetChildren;
                int             childCount = children.Count;

                data.Add(current);//dump processed node into data.
                dataDic.Add(current, new Panel[childCount]);
                if (current.recess > totalDepth)
                {
                    totalDepth = current.recess;
                }

                float childRatio = 0;
                for (int c = 0; c < childCount; c++)
                {
                    childRatio += children[c].size;
                }

                for (int c = 0; c < childCount; c++)
                {
                    Division child        = children[c];
                    Rect     newPanelrect = current.rect;
                    float    ratio        = children[c].size / childRatio;

                    if (division.divisionType == BuildR2.Portal.DivisionTypes.Horizontal)
                    {
                        newPanelrect.width  = Mathf.Max(newPanelrect.width - division.frame * 2 - division.frame * (childCount - 1), 0) * ratio;
                        newPanelrect.height = Mathf.Max(newPanelrect.height - division.frame * 2, 0);
                        if (c > 0)
                        {
                            Panel lastPanel = processNodes[processNodes.Count - 1];
                            newPanelrect.x = lastPanel.rect.xMax + division.frame;
                        }
                        else
                        {
                            newPanelrect.x = current.rect.xMin + division.frame;
                        }
                        newPanelrect.y = current.rect.yMin + division.frame;
                    }
                    else
                    {
                        newPanelrect.width  = Mathf.Max(newPanelrect.width - division.frame * 2, 0);
                        newPanelrect.height = Mathf.Max(newPanelrect.height - division.frame * 2 - division.frame * (childCount - 1), 0) * ratio;
                        if (c > 0)
                        {
                            Panel lastPanel = processNodes[processNodes.Count - 1];
                            newPanelrect.y = lastPanel.rect.y + lastPanel.rect.height + division.frame;
                        }
                        else
                        {
                            newPanelrect.y = current.rect.yMin + division.frame;
                        }
                        newPanelrect.x = current.rect.xMin + division.frame;
                    }

                    Panel childPanel = new Panel(child, newPanelrect, current.recess + division.recess);
                    dataDic[current][c] = childPanel;

                    processNodes.Add(childPanel);
                }

                processNodes.RemoveAt(0);
            }

            int     dataCount      = data.Count;
            Vector3 norm           = Vector3.back;
            Vector4 tangent        = BuildRMesh.CalculateTangent(Vector3.right);
            Vector4 tangentForward = BuildRMesh.CalculateTangent(Vector3.forward);
            Vector4 tangentBack    = BuildRMesh.CalculateTangent(Vector3.back);
            Vector4 tangentInvert  = BuildRMesh.CalculateTangent(Vector3.left);
            Vector3 useOffset      = size * 0.5f;

            useOffset  += offset;
            useOffset.y = -useOffset.y;//inverse - UX resaons
            for (int i = 0; i < dataCount; i++)
            {
                Panel    panel    = data[i];
                Division division = panel.division;

                Rect panelRect = panel.rect;

                if (panelRect.width == 0 || panelRect.height == 0)
                {
                    continue;
                }

                Vector3 v0 = new Vector3(panelRect.xMin, -panelRect.yMin, panel.recess) - useOffset;
                Vector3 v1 = new Vector3(panelRect.xMax, -panelRect.yMin, panel.recess) - useOffset;
                Vector3 v2 = new Vector3(panelRect.xMin, -panelRect.yMax, panel.recess) - useOffset;
                Vector3 v3 = new Vector3(panelRect.xMax, -panelRect.yMax, panel.recess) - useOffset;

                Surface usedSurface = GetSurface(portal, division);
                int     useSubmesh  = submeshLibrary.SubmeshAdd(usedSurface);
//                int useSubmesh = usedSurface != null ? Array.IndexOf(usedSurfaces, usedSurface) : 0;

                Vector2 uv0 = CalculateUV(usedSurface, v0);
                Vector2 uv1 = CalculateUV(usedSurface, v1);
                Vector2 uv2 = CalculateUV(usedSurface, v2);
                Vector2 uv3 = CalculateUV(usedSurface, v3);

                if (!division.hasChildren)//simple panel
                {
                    Vector3[] verts    = { v0, v1, v2, v3 };
                    Vector2[] uvs      = { uv0, uv1, uv2, uv3 };
                    int[]     tris     = { 0, 1, 2, 1, 3, 2 };
                    Vector3[] norms    = { norm, norm, norm, norm };
                    Vector4[] tangents = { tangent, tangent, tangent, tangent };
                    dynamicMesh.AddData(verts, uvs, tris, norms, tangents, useSubmesh);

                    if (interior)
                    {
                        Vector3 interiorOffset = new Vector3(0, 0, (totalDepth - panel.recess) * 2);
                        verts    = new[] { v0 + interiorOffset, v1 + interiorOffset, v2 + interiorOffset, v3 + interiorOffset };
                        uvs      = new[] { uv1, uv0, uv3, uv2 };
                        tris     = new[] { 0, 2, 1, 1, 2, 3 };
                        norms    = new[] { -norm, -norm, -norm, -norm };
                        tangents = new[] { tangentInvert, tangentInvert, tangentInvert, tangentInvert };

                        dynamicMesh.AddData(verts, uvs, tris, norms, tangents, useSubmesh);
                    }
                }
                else//build a frame
                {
                    Vector3 v0f = v0 + new Vector3(division.frame, -division.frame, 0);
                    Vector3 v1f = v1 + new Vector3(-division.frame, -division.frame, 0);
                    Vector3 v2f = v2 + new Vector3(division.frame, division.frame, 0);
                    Vector3 v3f = v3 + new Vector3(-division.frame, division.frame, 0);

                    Vector3 recessV = Vector3.forward * (division.recess);
                    Vector3 v0r     = v0f + recessV;
                    Vector3 v1r     = v1f + recessV;
                    Vector3 v2r     = v2f + recessV;
                    Vector3 v3r     = v3f + recessV;

                    Vector2 uv0f = CalculateUV(usedSurface, v0f);
                    Vector2 uv1f = CalculateUV(usedSurface, v1f);
                    Vector2 uv2f = CalculateUV(usedSurface, v2f);
                    Vector2 uv3f = CalculateUV(usedSurface, v3f);

//                    Vector2 uv0r = CalculateUV(usedSurface, v0r);
//                    Vector2 uv1r = CalculateUV(usedSurface, v1r);
//                    Vector2 uv2r = CalculateUV(usedSurface, v2r);
//                    Vector2 uv3r = CalculateUV(usedSurface, v3r);

                    Vector3[] verts =
                    {
                        v0,  v1,  v2,  v3,
                        v0f, v1f, v2f, v3f
                    };
                    Vector2[] uvs =
                    {
                        uv0,  uv1,  uv2,  uv3,
                        uv0f, uv1f, uv2f, uv3f
                    };
                    Vector3[] norms =
                    {
                        norm, norm, norm, norm,
                        norm, norm, norm, norm
                    };
                    Vector4[] tangents =
                    {
                        tangent, tangent, tangent, tangent,
                        tangent, tangent, tangent, tangent
                    };

                    int[] tris =
                    {
                        0, 4, 2, 4, 6, 2,            //left
                        0, 1, 4, 1, 5, 4,            //top
                        5, 1, 3, 5, 3, 7,            //right
                        2, 6, 3, 3, 6, 7,            //bottom
                    };

                    dynamicMesh.AddData(verts, uvs, tris, norms, tangents, useSubmesh);
                    Vector2 uvUp    = CalculateUV(usedSurface, new Vector2(0, division.recess));
                    Vector2 uvRight = CalculateUV(usedSurface, new Vector2(division.recess, 0));
                    dynamicMesh.AddPlaneComplex(v1f, v0f, v1r, v0r, uv1f, uv0f, uv1f + uvUp, uv0f + uvUp, Vector3.down, tangent, useSubmesh, usedSurface);               //top
                    dynamicMesh.AddPlaneComplex(v2f, v3f, v2r, v3r, uv2f, uv3f, uv2f + uvUp, uv3f + uvUp, Vector3.up, tangent, useSubmesh, usedSurface);                 //bottom
                    dynamicMesh.AddPlaneComplex(v0f, v2f, v0r, v2r, uv0f, uv2f, uv0f + uvRight, uv2f + uvRight, Vector3.right, tangentForward, useSubmesh, usedSurface); //left
                    dynamicMesh.AddPlaneComplex(v3f, v1f, v3r, v1r, uv3f, uv1f, uv3f + uvRight, uv1f + uvRight, Vector3.left, tangentBack, useSubmesh, usedSurface);     //right

                    if (interior)
                    {
                        Vector3 interiorOffset  = new Vector3(0, 0, (totalDepth - panel.recess) * 2);
                        Vector3 interiorOffsetr = new Vector3(0, 0, (totalDepth - panel.recess - division.recess) * 2);
                        verts = new[] { v0 + interiorOffset, v1 + interiorOffset, v2 + interiorOffset, v3 + interiorOffset, v0f + interiorOffset, v1f + interiorOffset, v2f + interiorOffset, v3f + interiorOffset };
                        uvs   = new [] { uv1, uv0, uv3, uv2, uv1f, uv0f, uv3f, uv2f };
                        Array.Reverse(tris);
                        norms    = new[] { -norm, -norm, -norm, -norm, -norm, -norm, -norm, -norm };
                        tangents = new[] { tangentInvert, tangentInvert, tangentInvert, tangentInvert, tangentInvert, tangentInvert, tangentInvert, tangentInvert };

                        dynamicMesh.AddData(verts, uvs, tris, norms, tangents, useSubmesh);
                        dynamicMesh.AddPlaneComplex(v0f + interiorOffset, v1f + interiorOffset, v0r + interiorOffsetr, v1r + interiorOffsetr, uv0f, uv1f, uv0f + uvUp, uv1f + uvUp, Vector3.down, tangentInvert, useSubmesh, usedSurface);        //top
                        dynamicMesh.AddPlaneComplex(v3f + interiorOffset, v2f + interiorOffset, v3r + interiorOffsetr, v2r + interiorOffsetr, uv3f, uv2f, uv3f + uvUp, uv2f + uvUp, Vector3.up, tangentInvert, useSubmesh, usedSurface);          //bottom
                        dynamicMesh.AddPlaneComplex(v2f + interiorOffset, v0f + interiorOffset, v2r + interiorOffsetr, v0r + interiorOffsetr, uv2f, uv0f, uv2f + uvRight, uv0f + uvRight, Vector3.right, tangentBack, useSubmesh, usedSurface);   //left
                        dynamicMesh.AddPlaneComplex(v3f + interiorOffset, v3f + interiorOffset, v3r + interiorOffsetr, v3r + interiorOffsetr, uv1f, uv3f, uv1f + uvRight, uv3f + uvRight, Vector3.left, tangentForward, useSubmesh, usedSurface); //right
                    }

                    List <Division> children   = division.GetChildren;
                    int             childCount = children.Count;
                    if (childCount > 1 && division.frame > 0)
                    {
                        for (int c = 0; c < childCount - 1; c++)
                        {
                            Panel childPanel = dataDic[panel][c];
                            if (division.divisionType == BuildR2.Portal.DivisionTypes.Horizontal)
                            {
                                Vector3 v0d = v0 + new Vector3(childPanel.rect.xMax - panelRect.xMin, -division.frame, 0);
                                Vector3 v1d = v0d + new Vector3(division.frame, 0, 0);
                                Vector3 v2d = v0d + new Vector3(0, -panelRect.height + division.frame * 2, 0);
                                Vector3 v3d = v1d + new Vector3(0, -panelRect.height + division.frame * 2, 0);

                                Vector2 uv0d = CalculateUV(usedSurface, v0d);
                                Vector2 uv1d = CalculateUV(usedSurface, v1d);
                                Vector2 uv2d = CalculateUV(usedSurface, v2d);
                                Vector2 uv3d = CalculateUV(usedSurface, v3d);

                                dynamicMesh.AddPlaneComplex(v1d, v0d, v3d, v2d, uv0d, uv1d, uv2d, uv3d, norm, tangent, useSubmesh, usedSurface);                                                      //divider face

                                dynamicMesh.AddPlaneComplex(v2d, v0d, v2d + recessV, v0d + recessV, uv2d, uv0d, uv2d + uvRight, uv0d + uvRight, Vector3.left, tangentBack, useSubmesh, usedSurface);  //divider left
                                dynamicMesh.AddPlaneComplex(v1d, v3d, v1d + recessV, v3d + recessV, uv1d, uv3d, uv1d - uvRight, uv3d - uvRight, Vector3.right, tangentBack, useSubmesh, usedSurface); //divider right

                                if (interior)
                                {
                                    Vector3 interiorOffset  = new Vector3(0, 0, (totalDepth - panel.recess) * 2);
                                    Vector3 interiorOffsetr = new Vector3(0, 0, (totalDepth - panel.recess - division.recess) * 2);
                                    dynamicMesh.AddPlaneComplex(v0d + interiorOffset, v1d + interiorOffset, v2d + interiorOffset, v3d + interiorOffset, uv1d, uv0d, uv3d, uv2d, -norm, tangentInvert, useSubmesh, usedSurface);                                                    //divider face
                                    dynamicMesh.AddPlaneComplex(v0d + interiorOffset, v2d + interiorOffset, v0d + recessV + interiorOffsetr, v2d + recessV + interiorOffsetr, uv0d, uv2d, uv0d + uvRight, uv2d + uvRight, Vector3.left, tangentForward, useSubmesh, usedSurface);  //divider left
                                    dynamicMesh.AddPlaneComplex(v3d + interiorOffset, v1d + interiorOffset, v3d + recessV + interiorOffsetr, v1d + recessV + interiorOffsetr, uv3d, uv1d, uv3d - uvRight, uv1d - uvRight, Vector3.right, tangentForward, useSubmesh, usedSurface); //divider right
                                }
                            }
                            else
                            {
                                Vector3 v0d = v0 + new Vector3(division.frame, -childPanel.rect.yMax + panelRect.yMin, 0);
                                Vector3 v1d = v0d + new Vector3(0, -division.frame, 0);
                                Vector3 v2d = v0d + new Vector3(panelRect.width - division.frame * 2, 0, 0);
                                Vector3 v3d = v1d + new Vector3(panelRect.width - division.frame * 2, 0, 0);

                                Vector2 uv0d = CalculateUV(usedSurface, v0d);
                                Vector2 uv1d = CalculateUV(usedSurface, v1d);
                                Vector2 uv2d = CalculateUV(usedSurface, v2d);
                                Vector2 uv3d = CalculateUV(usedSurface, v3d);

                                dynamicMesh.AddPlaneComplex(v0d, v1d, v2d, v3d, uv0d, uv1d, uv2d, uv3d, norm, tangent, useSubmesh, usedSurface);                                           //divider face

                                dynamicMesh.AddPlaneComplex(v0d, v2d, v0d + recessV, v2d + recessV, uv0d, uv2d, uv0d + uvUp, uv2d + uvUp, Vector3.up, tangent, useSubmesh, usedSurface);   //divider top
                                dynamicMesh.AddPlaneComplex(v3d, v1d, v3d + recessV, v1d + recessV, uv3d, uv1d, uv3d - uvUp, uv1d - uvUp, Vector3.down, tangent, useSubmesh, usedSurface); //divider bottom

                                if (interior)
                                {
                                    Vector3 interiorOffset  = new Vector3(0, 0, (totalDepth - panel.recess) * 2);
                                    Vector3 interiorOffsetr = new Vector3(0, 0, (totalDepth - panel.recess - division.recess) * 2);
                                    dynamicMesh.AddPlaneComplex(v1d + interiorOffset, v0d + interiorOffset, v3d + interiorOffset, v2d + interiorOffset, uv1d, uv0d, uv3d, uv2d, -norm, tangentInvert, useSubmesh, usedSurface);                                            //divider face
                                    dynamicMesh.AddPlaneComplex(v2d + interiorOffset, v0d + interiorOffset, v2d + recessV + interiorOffsetr, v0d + recessV + interiorOffsetr, uv2d, uv0d, uv2d + uvUp, uv0d + uvUp, Vector3.up, tangentInvert, useSubmesh, usedSurface);   //divider top
                                    dynamicMesh.AddPlaneComplex(v1d + interiorOffset, v3d + interiorOffset, v1d + recessV + interiorOffsetr, v3d + recessV + interiorOffsetr, uv1d, uv3d, uv1d - uvUp, uv3d - uvUp, Vector3.down, tangentInvert, useSubmesh, usedSurface); //divider bottom
                                }
                            }
                        }
                    }
                }
            }
        }
Esempio n. 2
0
        public static void Generate(ref BuildRMesh mesh, Gable design, Vector3 p0, Vector3 p1, float height, float thickness, Vector2 baseUV)
        {
            int     gableSectionCount = design.count;
            Vector2 designSize        = new Vector2();

            for (int g = 0; g < gableSectionCount; g++)
            {
                designSize += design[g].GetSize();
            }
            Vector2 actualSize  = new Vector2(Vector3.Distance(p0, p1), height);
            Vector2 designScale = new Vector2((actualSize.x / 2) / designSize.x, actualSize.y / designSize.y);

            Vector2 basePosition    = Vector2.zero;
            Vector3 facadeVector    = p1 - p0;
            Vector3 facadeDirection = facadeVector.normalized;
            float   facadeWidth     = facadeVector.magnitude;
            Vector3 facadeNormal    = Vector3.Cross(Vector3.up, facadeDirection);

            Vector4 facadeTangentForward = BuildRMesh.CalculateTangent(facadeDirection);
            Vector4 facadeTangentLeft    = BuildRMesh.CalculateTangent(facadeNormal);
            Vector4 facadeTangentRight   = BuildRMesh.CalculateTangent(-facadeNormal);
            Vector4 facadeTangentBack    = BuildRMesh.CalculateTangent(-facadeDirection);

            Surface surface = design.surface;
            int     submesh = mesh.submeshLibrary.SubmeshAdd(surface);//surfaceMapping.IndexOf(surface);

            if (submesh == -1)
            {
                submesh = 0;
            }
            Vector3 back = -facadeNormal * thickness;

            for (int g = 0; g < gableSectionCount; g++)
            {
                float   sectionWidth = design[g].size.x * designScale.x;
                float   sectionHeight = design[g].size.y * designScale.y;
                Vector3 g0, g1, g2, g3;

                switch (design[g].type)
                {
                case GablePart.Types.Vertical:

                    g0 = p0 + facadeDirection * basePosition.x + Vector3.up * basePosition.y;
                    g1 = p1 - facadeDirection * basePosition.x + Vector3.up * basePosition.y;
                    g2 = g0 + Vector3.up * sectionHeight;
                    g3 = g1 + Vector3.up * sectionHeight;

                    Vector2 uvMax = baseUV + basePosition + new Vector2(facadeWidth - basePosition.x * 2, sectionHeight);
                    mesh.AddPlane(g0, g1, g2, g3, baseUV + basePosition, uvMax, facadeNormal, facadeTangentForward, submesh, surface);
                    Vector2 uvB0 = baseUV + basePosition + new Vector2(0, 0);
                    Vector2 uvB1 = baseUV + basePosition + new Vector2(facadeWidth - basePosition.x * 2, sectionHeight);
                    mesh.AddPlane(g1 + back, g0 + back, g3 + back, g2 + back, uvB0, uvB1, -facadeNormal, facadeTangentBack, submesh, surface);

                    var     gb0     = g0 + back;
                    var     gb1     = g1 + back;
                    var     gb2     = g2 + back;
                    var     gb3     = g3 + back;
                    Vector2 baseVUV = new Vector2(0, basePosition.y);
                    mesh.AddPlane(gb0, g0, gb2, g2, baseVUV, new Vector2(thickness, basePosition.y + sectionHeight), -facadeDirection, facadeTangentLeft, submesh, surface);
                    mesh.AddPlane(g1, gb1, g3, gb3, baseVUV, new Vector2(thickness, basePosition.y + sectionHeight), facadeDirection, facadeTangentRight, submesh, surface);

                    basePosition.y += sectionHeight;
                    break;

                case GablePart.Types.Horizonal:

                    g0 = p0 + facadeDirection * basePosition.x + Vector3.up * basePosition.y;
                    g1 = p1 - facadeDirection * basePosition.x + Vector3.up * basePosition.y;
                    g2 = g0 + facadeDirection * sectionWidth;
                    g3 = g1 - facadeDirection * sectionWidth;

                    Vector4 tangent = BuildRMesh.CalculateTangent(facadeDirection);
                    mesh.AddPlane(g0, g2, g0 + back, g2 + back, Vector3.zero, new Vector2(sectionWidth, thickness), Vector3.up, tangent, submesh, surface);
                    mesh.AddPlane(g3, g1, g3 + back, g1 + back, Vector3.zero, new Vector2(sectionWidth, thickness), Vector3.up, tangent, submesh, surface);

                    basePosition.x += sectionWidth;
                    break;

                case GablePart.Types.Diagonal:

                    Vector3 gd0 = p0 + facadeDirection * basePosition.x + Vector3.up * basePosition.y;
                    Vector3 gd1 = p1 - facadeDirection * basePosition.x + Vector3.up * basePosition.y;
                    Vector3 gd2 = gd0 + facadeDirection * sectionWidth + Vector3.up * sectionHeight;
                    Vector3 gd3 = gd1 - facadeDirection * sectionWidth + Vector3.up * sectionHeight;

                    Vector3 gdb0 = gd0 + back;
                    Vector3 gdb1 = gd1 + back;
                    Vector3 gdb2 = gd2 + back;
                    Vector3 gdb3 = gd3 + back;

                    Vector2 uv0 = baseUV + basePosition;
                    Vector2 uv1 = baseUV + new Vector2(basePosition.x + facadeWidth - basePosition.x * 2, basePosition.y);
                    Vector2 uv2 = baseUV + new Vector2(basePosition.x + sectionWidth, basePosition.y + sectionHeight);
                    Vector2 uv3 = baseUV + new Vector2(basePosition.x + facadeWidth - basePosition.x * 2 - sectionWidth, basePosition.y + sectionHeight);
                    mesh.AddPlaneComplex(gd0, gd1, gd2, gd3, uv0, uv1, uv2, uv3, facadeNormal, facadeTangentForward, submesh, surface);    //face
                    mesh.AddPlaneComplex(gdb1, gdb0, gdb3, gdb2, uv0, uv1, uv2, uv3, -facadeNormal, facadeTangentBack, submesh, surface);  //face

                    Vector3   leftNorm     = Vector3.Cross(-facadeNormal, (gd2 - gd0).normalized);
                    Vector3[] leftNorms    = { leftNorm, leftNorm, leftNorm, leftNorm };
                    Vector4   leftTangent  = facadeTangentLeft;
                    Vector4[] leftTangents = { leftTangent, leftTangent, leftTangent, leftTangent };

                    Vector3[] leftFace  = { gdb0, gd0, gdb2, gd2 };
                    float     faceWidth = Vector3.Distance(gd0, gd2);
                    Vector2   sideUV0   = Vector2.zero;
                    Vector2   sideUV1   = surface != null?surface.CalculateUV(new Vector2(thickness, 0)) : new Vector2(1, 0);

                    Vector2 sideUV2 = surface != null?surface.CalculateUV(new Vector2(0, faceWidth)) : new Vector2(0, 1);

                    Vector2 sideUV3 = surface != null?surface.CalculateUV(new Vector2(thickness, faceWidth)) : new Vector2(1, 1);

                    Vector2[] leftFaceUV = { sideUV0, sideUV1, sideUV2, sideUV3 };
                    mesh.AddData(leftFace, leftFaceUV, new[] { 0, 2, 1, 2, 3, 1 }, leftNorms, leftTangents, submesh);

                    Vector3   rightNorm     = Vector3.Cross(-facadeNormal, (gd1 - gd3).normalized);
                    Vector3[] rightNorms    = { rightNorm, rightNorm, rightNorm, rightNorm };
                    Vector4   rightTangent  = facadeTangentRight;
                    Vector4[] rightTangents = { rightTangent, rightTangent, rightTangent, rightTangent };

                    Vector3[] rightFace   = { gd1, gdb1, gd3, gdb3 };
                    Vector2[] rightFaceUV = { sideUV0, sideUV1, sideUV2, sideUV3 };    //todo
                    mesh.AddData(rightFace, rightFaceUV, new[] { 0, 2, 1, 2, 3, 1 }, rightNorms, rightTangents, submesh);

                    basePosition.x += sectionWidth;
                    basePosition.y += sectionHeight;
                    break;

                case GablePart.Types.Concave:

                    Arc(ref mesh, design, new Vector3(sectionWidth, sectionHeight, thickness), p0, p1, basePosition, submesh, surface, false, baseUV);

                    basePosition.x += sectionWidth;
                    basePosition.y += sectionHeight;
                    break;

                case GablePart.Types.Convex:

                    Arc(ref mesh, design, new Vector3(sectionWidth, sectionHeight, thickness), p0, p1, basePosition, submesh, surface, true, baseUV);

                    basePosition.x += sectionWidth;
                    basePosition.y += sectionHeight;
                    break;
                }
            }
        }
Esempio n. 3
0
        public static void Generate(Chimney chimney, GenerationOutput output, SubmeshLibrary submeshLibrary = null)
        {
            RGEN.seed = chimney.seed;
            DYNAMIC_MESH.Clear();
            if (submeshLibrary != null)
            {
                DYNAMIC_MESH.submeshLibrary.AddRange(submeshLibrary.SURFACES.ToArray()); //DYNAMIC_MESH.submeshLibrary.Inject(ref submeshLibrary);
            }
            else
            {
                DYNAMIC_MESH.submeshLibrary.Add(chimney);
            }

            submeshLibrary = DYNAMIC_MESH.submeshLibrary;

            //CASE
            Vector3 caseNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());
            Vector3 cs0             = new Vector3(-chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f);
            Vector3 cs1             = new Vector3(chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f);
            Vector3 cs2             = new Vector3(-chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f);
            Vector3 cs3             = new Vector3(chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f);

            Vector3 cs4 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs5 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs6 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs7 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector;

            Vector2 csuv0 = new Vector2(0, 0);
            Vector2 csuv1 = new Vector2(chimney.caseSize.x, chimney.caseSize.y);
            Vector2 csuv2 = new Vector2(csuv1.x, 0);
            Vector2 csuv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.caseSize.y);
            Vector2 csuv4 = new Vector2(csuv3.x, 0);
            Vector2 csuv5 = new Vector2(csuv3.x + chimney.caseSize.x, chimney.caseSize.y);
            Vector2 csuv6 = new Vector2(csuv5.x, 0);
            Vector2 csuv7 = new Vector2(csuv5.x + chimney.caseSize.z, chimney.caseSize.y);
            Vector2 csuv8 = new Vector2(0, 0);
            Vector2 csuv9 = new Vector2(chimney.caseSize.x, chimney.caseSize.z);

            Vector4 cst0 = new Vector4(0, 0, 1, 0);
            Vector4 cst1 = new Vector4(1, 0, 1, 0);
            Vector4 cst2 = new Vector4(0, 0, -1, 0);
            Vector4 cst3 = new Vector4(-1, 0, 0, 0);
            Vector4 cst4 = new Vector4(0, 0, 1, 0);

            int caseSubmesh = submeshLibrary.SubmeshAdd(chimney.caseSurface);

            //sides
            DYNAMIC_MESH.AddPlane(cs0, cs1, cs4, cs5, csuv0, csuv1, Vector3.back, cst0, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs1, cs3, cs5, cs7, csuv2, csuv3, Vector3.right, cst1, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs3, cs2, cs7, cs6, csuv4, csuv5, Vector3.forward, cst2, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs2, cs0, cs6, cs4, csuv6, csuv7, Vector3.left, cst3, caseSubmesh, chimney.caseSurface);
            //top
            DYNAMIC_MESH.AddPlane(cs4, cs5, cs6, cs7, csuv8, csuv9, Vector3.up, cst4, caseSubmesh, chimney.caseSurface);//todo calculate the values for this - don't be lazy

            //CROWN
            Vector3 crownBase        = caseNoiseVector + Vector3.up * chimney.caseSize.y;
            Vector3 crownNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());
            Vector3 cr0 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f);
            Vector3 cr1 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f);
            Vector3 cr2 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f);
            Vector3 cr3 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f);

            Vector3 cr4 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr5 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr6 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr7 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector;

            Vector2 cruv0 = new Vector2(0, 0);
            Vector2 cruv1 = new Vector2(chimney.crownSize.x, chimney.crownSize.y);
            Vector2 cruv2 = new Vector2(csuv1.x, 0);
            Vector2 cruv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.crownSize.y);
            Vector2 cruv4 = new Vector2(csuv3.x, 0);
            Vector2 cruv5 = new Vector2(csuv3.x + chimney.crownSize.x, chimney.crownSize.y);
            Vector2 cruv6 = new Vector2(csuv5.x, chimney.crownSize.y);
            Vector2 cruv7 = new Vector2(csuv5.x + chimney.crownSize.z, chimney.crownSize.y);
            Vector2 cruv8 = new Vector2(0, 0);
            Vector2 cruv9 = new Vector2(chimney.crownSize.x, chimney.crownSize.z);

            Vector4 crt0 = new Vector4(0, 0, 1, 0);
            Vector4 crt1 = new Vector4(1, 0, 1, 0);
            Vector4 crt2 = new Vector4(0, 0, -1, 0);
            Vector4 crt3 = new Vector4(-1, 0, 0, 0);
            Vector4 crt4 = new Vector4(0, 0, 1, 0);

            int crownSubmesh = submeshLibrary.SubmeshAdd(chimney.crownSurface);

            DYNAMIC_MESH.AddPlane(cr0, cr1, cr4, cr5, cruv0, cruv1, Vector3.back, crt0, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr1, cr3, cr5, cr7, cruv2, cruv3, Vector3.right, crt1, crownSubmesh, chimney.crownSurface);   //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr3, cr2, cr7, cr6, cruv4, cruv5, Vector3.forward, crt2, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr2, cr0, cr6, cr4, cruv6, cruv7, Vector3.left, crt3, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr1, cr0, cr3, cr2, cruv8, cruv9, Vector3.down, crt4, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr4, cr5, cr6, cr7, cruv8, cruv9, Vector3.up, crt4, crownSubmesh, chimney.crownSurface);      //todo calculate the values for this - don't be lazy

            int xCount = 1;
            int zCount = 1;

            if (chimney.allowMultiple)
            {
                xCount = Mathf.FloorToInt((chimney.crownSize.x - chimney.flueSpacing) / (chimney.flueSize.x + chimney.flueSpacing));
                if (xCount < 1)
                {
                    xCount = 1;
                }
                if (chimney.allowMultipleRows)
                {
                    zCount = Mathf.FloorToInt((chimney.crownSize.z - chimney.flueSpacing) / (chimney.flueSize.z + chimney.flueSpacing));
                    if (zCount < 1)
                    {
                        zCount = 1;
                    }
                }
            }

            float xSpacing = (chimney.crownSize.x - chimney.flueSize.x * xCount) / (xCount + 1);
            float zSpacing = (chimney.crownSize.z - chimney.flueSize.z * zCount) / (zCount + 1);

            //FLUES
            for (int x = 0; x < xCount; x++)
            {
                for (int z = 0; z < zCount; z++)
                {
                    Vector3 flueBase = cr4 + new Vector3(xSpacing + x * (chimney.flueSize.x + xSpacing) + chimney.flueSize.x * 0.5f, 0, zSpacing + z * (chimney.flueSize.z + zSpacing) + chimney.flueSize.z * 0.5f);

                    float   thickness  = (chimney.flueSize.x + chimney.flueSize.z) * 0.05f;//10%
                    float   drop       = chimney.flueSize.y * 0.9f;
                    Vector4 topTangent = new Vector4(1, 0, 0, 0);

                    Surface useFlueSurface = GenerationUtil.GetSurface(chimney.flueSurfaces, RGEN);
                    int     flueSubmesh    = submeshLibrary.SubmeshAdd(useFlueSurface);
                    int     innerSubmesh   = submeshLibrary.SubmeshAdd(chimney.innerSurface);

                    Vector3 flueNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());

                    if (chimney.square)
                    {
                        Vector3 f0 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f);
                        Vector3 f1 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f);
                        Vector3 f2 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f);
                        Vector3 f3 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f);

                        Vector3 f4 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f5 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f6 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f7 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector;

                        Vector3 f4i = f4 + new Vector3(thickness, 0, thickness) + flueNoiseVector;
                        Vector3 f5i = f5 + new Vector3(-thickness, 0, thickness) + flueNoiseVector;
                        Vector3 f6i = f6 + new Vector3(thickness, 0, -thickness) + flueNoiseVector;
                        Vector3 f7i = f7 + new Vector3(-thickness, 0, -thickness) + flueNoiseVector;

                        Vector3 f4id = f4i + new Vector3(0, -drop, 0);
                        Vector3 f5id = f5i + new Vector3(0, -drop, 0);
                        Vector3 f6id = f6i + new Vector3(0, -drop, 0);
                        Vector3 f7id = f7i + new Vector3(0, -drop, 0);

//            Vector2 fuv0 = new Vector2(0, 0);
//            Vector2 fuv1 = new Vector2(chimney.flueSize.x, 0);
//            Vector2 fuv2 = new Vector2(fuv1.x + chimney.flueSize.z, 0);
//            Vector2 fuv3 = new Vector2(fuv2.x + chimney.flueSize.x, 0);
//
//            Vector2 fuv4 = new Vector2(0, chimney.flueSize.y);
//            Vector2 fuv5 = new Vector2(chimney.flueSize.x, chimney.flueSize.y);
//            Vector2 fuv6 = new Vector2(fuv1.x + chimney.flueSize.z, chimney.flueSize.y);
//            Vector2 fuv7 = new Vector2(fuv2.x + chimney.flueSize.x, chimney.flueSize.y);


                        //Flue Sides
                        DYNAMIC_MESH.AddPlane(f0, f1, f4, f5, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f1, f3, f5, f7, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f3, f2, f7, f6, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f2, f0, f6, f4, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                                                                                                                             //Flue Top
                        DYNAMIC_MESH.AddPlaneComplex(f4, f5, f4i, f5i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f5, f7, f5i, f7i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f7, f6, f7i, f6i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f6, f4, f6i, f4i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                                                                                                                             //Flue Drop
                        DYNAMIC_MESH.AddPlane(f5id, f4id, f5i, f4i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f7id, f5id, f7i, f5i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f6id, f7id, f6i, f7i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f4id, f6id, f4i, f6i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f4id, f5id, f6id, f7id, innerSubmesh);                                         //todo calculate the values for this - don't be lazy
                    }
                    else
                    {
                        int         vertCount = (chimney.segments + 1) * 2;//add an additonal so we can wrap the UVs well
                        RawMeshData flueOuter = new RawMeshData(vertCount, chimney.segments * 6);
                        RawMeshData flueTop   = new RawMeshData(vertCount, chimney.segments * 6);
                        //add additional point for the middle, bottom of the inside of the flue
                        RawMeshData flueInner = new RawMeshData(vertCount + 1, chimney.segments * 9);

                        //the additonal point at the bottom of the flue - added to the end of the mesh data
                        flueInner.vertices[vertCount] = flueBase;
                        flueInner.normals[vertCount]  = Vector3.up;
                        flueInner.tangents[vertCount] = new Vector4(1, 0, 0, 0);
                        int   indexIm       = flueInner.vertCount - 1;
                        float circumference = Mathf.PI * (chimney.flueSize.x + chimney.flueSize.z);

                        for (int s = 0; s < chimney.segments + 1; s++)
                        {
                            float percent = s / (float)(chimney.segments);
                            percent = (percent + (chimney.angleOffset / 360)) % 1f;

                            int indexV0 = s * 2;
                            int indexV1 = s * 2 + 1;
                            int indexV2 = s * 2 + 2;
                            int indexV3 = s * 2 + 3;
                            if (s == chimney.segments - 1)
                            {
                                indexV2 = 0;
                                indexV3 = 1;
                            }

                            float xa = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.5f;
                            float za = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.5f;
//              float innerHalf = thickness / (chimney.flueSize.x + chimney.flueSize.z) / 2;
                            float xai = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.4f;
                            float zai = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.4f;

                            Vector3 v0 = flueBase + new Vector3(xa, 0, za);
                            Vector3 v1 = flueBase + new Vector3(xa, chimney.flueSize.y, za) + flueNoiseVector;
                            Vector3 v2 = flueBase + new Vector3(xai, chimney.flueSize.y, zai) + flueNoiseVector;
                            Vector3 v3 = flueBase + new Vector3(xai, chimney.flueSize.y * 0.1f, zai);

                            Vector2 uv0 = new Vector2(-circumference * percent, 0);
                            Vector2 uv1 = new Vector2(-circumference * percent, chimney.flueSize.y);
                            Vector2 uv2 = new Vector2(-circumference * percent, chimney.flueSize.y + 0.1f);
                            Vector2 uv3 = new Vector2(-circumference * percent, 0);

                            int     rdnFlueSurfaceIndex = RGEN.Index(chimney.flueSurfaces.Count);
                            Surface flueSurface         = rdnFlueSurfaceIndex != -1 ? chimney.flueSurfaces[rdnFlueSurfaceIndex] : null;


                            if (flueSurface != null)
                            {
                                uv0 = flueSurface.CalculateUV(uv0);
                                uv1 = flueSurface.CalculateUV(uv1);
                                uv2 = flueSurface.CalculateUV(uv2);
                                uv3 = flueSurface.CalculateUV(uv3);
                            }

                            flueOuter.vertices[indexV0] = v0;
                            flueOuter.vertices[indexV1] = v1;
                            flueOuter.uvs[indexV0]      = uv0;
                            flueOuter.uvs[indexV1]      = uv1;

                            flueTop.vertices[indexV0] = v1;
                            flueTop.vertices[indexV1] = v2;
                            flueTop.uvs[indexV0]      = uv1;
                            flueTop.uvs[indexV1]      = uv2;

                            flueInner.vertices[indexV0] = v2;
                            flueInner.vertices[indexV1] = v3;
                            flueInner.uvs[indexV0]      = uv2;
                            flueInner.uvs[indexV1]      = uv3;

                            Vector3 outerNormal = new Vector3(Mathf.Sin(percent * Mathf.PI * 2), 0, Mathf.Cos(percent * Mathf.PI * 2));
                            flueOuter.normals[indexV0] = outerNormal;
                            flueOuter.normals[indexV1] = outerNormal;
                            flueTop.normals[indexV0]   = Vector3.up;
                            flueTop.normals[indexV1]   = Vector3.up;
                            flueInner.normals[indexV0] = -outerNormal;
                            flueInner.normals[indexV1] = -outerNormal;

                            if (s < chimney.segments)
                            {
                                int tidx0 = s * 6;
                                flueOuter.triangles[tidx0 + 0] = indexV0;
                                flueOuter.triangles[tidx0 + 2] = indexV1;
                                flueOuter.triangles[tidx0 + 1] = indexV2;
                                flueOuter.triangles[tidx0 + 3] = indexV1;
                                flueOuter.triangles[tidx0 + 4] = indexV2;
                                flueOuter.triangles[tidx0 + 5] = indexV3;

                                flueTop.triangles[tidx0 + 0] = indexV0;
                                flueTop.triangles[tidx0 + 2] = indexV1;
                                flueTop.triangles[tidx0 + 1] = indexV2;
                                flueTop.triangles[tidx0 + 3] = indexV1;
                                flueTop.triangles[tidx0 + 4] = indexV2;
                                flueTop.triangles[tidx0 + 5] = indexV3;

                                int tidx0i = s * 9;
                                flueInner.triangles[tidx0i + 0] = indexV0;
                                flueInner.triangles[tidx0i + 2] = indexV1;
                                flueInner.triangles[tidx0i + 1] = indexV2;
                                flueInner.triangles[tidx0i + 3] = indexV1;
                                flueInner.triangles[tidx0i + 4] = indexV2;
                                flueInner.triangles[tidx0i + 5] = indexV3;

                                flueInner.triangles[tidx0i + 6] = indexV1;
                                flueInner.triangles[tidx0i + 7] = indexV3;
                                flueInner.triangles[tidx0i + 8] = indexIm;
                            }
                        }

                        DYNAMIC_MESH.AddData(flueOuter, flueSubmesh);
                        DYNAMIC_MESH.AddData(flueTop, flueSubmesh);
                        DYNAMIC_MESH.AddData(flueInner, innerSubmesh);
                    }
                }
            }


            if (output.raw != null)
            {
                output.raw.Copy(DYNAMIC_MESH);
            }

            if (output.mesh != null)
            {
                output.mesh.Clear(false);
                DYNAMIC_MESH.Build(output.mesh);
            }
        }