Esempio n. 1
0
 public MeshColumn(int id, Vector2 position, float height, Column.Type type)
 {
     this.id           = id;
     this.vertices     = new Vector3[12];
     this.vertices[0]  = new Vector3(position.x, height, position.y);
     this.vertices[1]  = new Vector3(position.x, height, position.y + 1f);
     this.vertices[2]  = new Vector3(position.x + 1f, height, position.y + 1f);
     this.vertices[3]  = new Vector3(position.x + 1f, height, position.y);
     this.vertices[4]  = this.vertices[0];
     this.vertices[5]  = this.vertices[0];
     this.vertices[6]  = this.vertices[1];
     this.vertices[7]  = this.vertices[1];
     this.vertices[8]  = this.vertices[2];
     this.vertices[9]  = this.vertices[2];
     this.vertices[10] = this.vertices[3];
     this.vertices[11] = this.vertices[3];
     this.type         = type;
 }
Esempio n. 2
0
    private LegoMap ComputeLegoMap()
    {
        //Initialisation
        int     count   = 0;
        LegoMap legoMap = new LegoMap();

        legoMap.mapSize  = legoMapSize;
        legoMap.mapScale = scale;
        legoMap.columns  = new List <Column>();

        Vector3 rayOrigin = transform.position - new Vector3(
            legoMapSize.x * scale / 2f,
            0,
            legoMapSize.y * scale / 2f
            );

        float minHeight = analyserHeight;

        //Map computation
        for (int x = 0; x < legoMapSize.x; x++)
        {
            for (int z = 0; z < legoMapSize.y; z++)
            {
                Vector3 rayPosition = rayOrigin + new Vector3(
                    (x + 0.5f) * scale,
                    0,
                    (z + 0.5f) * scale
                    );

                RaycastHit  hit;
                float       height = 0;
                Column.Type type   = Column.Type.Default;
                if (Physics.Raycast(rayPosition, Vector3.down, out hit, analyserHeight, collisionMask))
                {
                    height = analyserHeight - hit.distance;
                    if (height < minHeight)
                    {
                        minHeight = height;
                    }

                    if (hit.collider.tag == "Ground")
                    {
                        type = Column.Type.Ground;
                    }
                    if (hit.collider.tag == "Building")
                    {
                        type = Column.Type.Building;
                    }
                }
                Column column = new Column(height, type);
                legoMap.columns.Add(column);
            }
        }

        // Conversion to legos
        for (int i = 0; i < legoMap.columns.Count; i++)
        {
            // Lowest height brought to 0
            if (setGroundAt0)
            {
                if (legoMap.columns[i].height < minHeight)
                {
                    legoMap.columns[i].height = 0;
                }
                else
                {
                    legoMap.columns[i].height -= minHeight;
                }
            }

            legoMap.columns[i].height = Mathf.Round(legoMap.columns[i].height * verticalScaleMultiplicator);
            count += (int)legoMap.columns[i].height;
        }

        legoMap.legoCount = count;

        return(legoMap);
    }