public float CalculateHeight(IFloorplan floorplan) { FloorplanRuntime interior = floorplan as FloorplanRuntime; if (interior == null) { return(-1); } return(CalculateHeight(_interiorFloorplans.IndexOf(interior))); }
public int Floor(IFloorplan interior) { FloorplanRuntime floorplan = interior as FloorplanRuntime; if (floorplan == null) { return(-1); } return(_interiorFloorplans.IndexOf(floorplan)); }
public VerticalOpening[] GetOpenings(IVolume volume, IFloorplan inPlan) { List <VerticalOpening> output = new List <VerticalOpening>(); int count = _openings.Count; int planFloor = volume.Floor(inPlan); for (int i = 0; i < count; i++) { VerticalOpening opening = _openings[i]; int baseFloor = opening.baseFloor; int topFloor = baseFloor + opening.floors; if (planFloor >= baseFloor && planFloor <= topFloor) { output.Add(opening); } } return(output.ToArray()); }
public bool[] GetOpenings(IVolume volume, IFloorplan inPlan, int offset) { List <bool> output = new List <bool>(); int count = _openings.Count; int planFloor = volume.Floor(inPlan); int offsetFloor = planFloor + offset; for (int i = 0; i < count; i++) { VerticalOpening opening = _openings[i]; int baseFloor = opening.baseFloor; int topFloor = baseFloor + opening.floors; if (planFloor >= baseFloor && planFloor <= topFloor) { bool isOpen = offsetFloor >= baseFloor && offsetFloor <= topFloor; output.Add(isOpen); } } return(output.ToArray()); }
public static void FillFloorWithSingleRoom(IBuilding building, IVolume volume, IFloorplan floorplan) { #if UNITY_EDITOR UnityEditor.Undo.RecordObject((Floorplan)floorplan, "Room Creation"); #endif floorplan.ClearRooms(); // for(int i = 0; i < volume.AllBuildingPoints().Length; i++) // { // Debug.Log(volume.AllBuildingPoints()[i].ToString()); // } Room floorRoom = new Room(volume.AllBuildingPoints(), Vector3.zero); floorplan.AddRoom(floorRoom); floorplan.MarkModified(); building.MarkModified(); }
public static void Generate(IBuilding building) { int numberOfVolumes = building.numberOfVolumes; // Debug.Log("n vol "+numberOfVolumes); for (int v = 0; v < numberOfVolumes; v++) { IVolume volume = building[v]; volume.CheckVolume(); if (!volume.isLegal) { GenerateMesh.ClearVisuals(volume); continue; } int numberOfPoints = volume.numberOfPoints; float totalPlanHeight = volume.planHeight; Vector3 planUp = totalPlanHeight * Vector3.up; VerticalOpening[] volumeOpenings = BuildrUtils.GetOpeningsQuick(building, volume); float foundation = building.IsBaseVolume(volume) ? building.foundationDepth : 0;//set suspended volumes foundation to 0 IVisualPart visual = volume.visualPart; BuildRMesh dMesh = visual.dynamicMesh; BuildRCollider cMesh = visual.colliderMesh; BuildingMeshTypes meshType = building.meshType; BuildingColliderTypes colliderType = building.colliderType; dMesh.Clear(); cMesh.Clear(); cMesh.TogglePrimitives(colliderType == BuildingColliderTypes.Primitive); cMesh.thickness = volume.wallThickness; if (colliderType == BuildingColliderTypes.None) { cMesh = null; } Transform[] prefabs = volume.prefabs.GetComponentsInChildren <Transform>(); int prefabCount = prefabs.Length; for (int p = 0; p < prefabCount; p++) { if (prefabs[p] == volume.prefabs) { continue; } if (prefabs[p] == null) { continue; //gone already man } #if UNITY_EDITOR Object.DestroyImmediate(prefabs[p].gameObject); #else Object.Destroy(prefabs[p].gameObject); #endif } Dictionary <int, List <Vector2Int> > anchorPoints = volume.facadeWallAnchors; Texture2D facadeTexture = null; #region Exteriors // Debug.Log("ext"); if (building.generateExteriors) { for (int p = 0; p < numberOfPoints; p++) { if (!volume[p].render) { continue; } Vector3 p0 = volume.BuildingPoint(p); Vector3 p1 = volume.BuildingPoint((p + 1) % numberOfPoints); Vector3 p0u = p0 + planUp; Vector3 p1u = p1 + planUp; Vector3 cw0 = volume.BuildingControlPointA(p); Vector3 cw1 = volume.BuildingControlPointB(p); Facade facade = volume.GetFacade(p); bool isStraight = volume.IsWallStraight(p); Vector3 facadeVector = p1 - p0; Vector3 facadeDirection = facadeVector.normalized; float facadeLength = facadeVector.magnitude; if (facadeLength < Mathf.Epsilon) { continue; } // Debug.Log("flength "+facadeLength); if (facade == null || colliderType == BuildingColliderTypes.Simple) { // Debug.Log("simple"); if (isStraight) { Vector3 normal = Vector3.Cross(Vector3.up, facadeDirection); Vector4 tangent = BuildRMesh.CalculateTangent(facadeDirection); if (facade == null) { dMesh.AddPlane(p0, p1, p0u, p1u, normal, tangent, 0); } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(p0, p1, p0u, p1u); } if (foundation > Mathf.Epsilon) { Vector3 fp2 = p0; Vector3 fp3 = p1; Vector3 fp0 = fp2 + Vector3.down * foundation; Vector3 fp1 = fp3 + Vector3.down * foundation; if (facade == null) { Surface foundationSurface = building.foundationSurface != null ? building.foundationSurface : null; int foundationSubmesh = dMesh.submeshLibrary.SubmeshAdd(foundationSurface); Vector2 uxmax = new Vector2(Vector3.Distance(p0, p1), foundation); dMesh.AddPlane(fp0, fp1, fp2, fp3, Vector2.zero, uxmax, normal, tangent, foundationSubmesh, foundationSurface); } if (colliderType != BuildingColliderTypes.None) { cMesh.mesh.AddPlane(fp0, fp1, fp2, fp3, 0); } } } else { List <Vector2Int> facadeAnchorPoints = anchorPoints[p]; int anchorCount = facadeAnchorPoints.Count; for (int i = 0; i < anchorCount - 1; i++) { Vector3 c0 = facadeAnchorPoints[i].vector3XZ; c0.y = p0.y; Vector3 c1 = facadeAnchorPoints[i + 1].vector3XZ; c1.y = p0.y; Vector3 c2 = c0 + planUp; Vector3 c3 = c1 + planUp; Vector3 sectionDirection = (c1 - c0).normalized; Vector3 normal = Vector3.Cross(Vector3.up, sectionDirection); Vector4 tangent = BuildRMesh.CalculateTangent(sectionDirection); if (facade == null) { dMesh.AddPlane(c0, c1, c2, c3, normal, tangent, 0); } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(c0, c1, c2, c3); } if (foundation > Mathf.Epsilon) { Vector3 fp2 = c0; Vector3 fp3 = c1; Vector3 fp0 = fp2 + Vector3.down * foundation; Vector3 fp1 = fp3 + Vector3.down * foundation; if (facade == null) { Surface foundationSurface = building.foundationSurface != null ? building.foundationSurface : null; int foundationSubmesh = dMesh.submeshLibrary.SubmeshAdd(foundationSurface); Vector2 uxmax = new Vector2(Vector3.Distance(c0, c1), foundation); dMesh.AddPlane(fp0, fp1, fp2, fp3, Vector2.zero, uxmax, normal, tangent, foundationSubmesh, foundationSurface); } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(fp0, fp1, fp2, fp3); } } } } // Debug.Log("Generate facade " + p + " " + dMesh.vertexCount ); } // Debug.Log("fac "+p); if (facade != null && (meshType == BuildingMeshTypes.Full || colliderType == BuildingColliderTypes.Primitive || colliderType == BuildingColliderTypes.Complex)) { //generate the facade // Debug.Log("full"); FacadeGenerator.FacadeData fData = new FacadeGenerator.FacadeData(); // fData.building = building; // fData.volume = volume; fData.baseA = p0; fData.baseB = p1; fData.controlA = cw0; fData.controlB = cw1; fData.anchors = anchorPoints[p]; fData.isStraight = isStraight; fData.curveStyle = volume[p].curveStyle; fData.floorCount = volume.floors; fData.facadeDesign = facade; // fData.submeshList = usedFloorplanSurfaces; fData.startFloor = BuildRFacadeUtil.MinimumFloor(building, volume, p); fData.actualStartFloor = building.VolumeBaseFloor(volume); fData.foundationDepth = foundation; fData.foundationSurface = building.foundationSurface; fData.wallThickness = volume.wallThickness; fData.minimumWallUnitLength = volume.minimumWallUnitLength; fData.floorHeight = volume.floorHeight; fData.floors = volume.floors; fData.meshType = building.meshType; fData.colliderType = building.colliderType; fData.cullDoors = building.cullDoors; fData.prefabs = volume.prefabs; // Debug.Log("mesh"); FacadeGenerator.GenerateFacade(fData, dMesh, cMesh); // Debug.Log("pref"); FacadeGenerator.GeneratePrefabs(fData); // Debug.Log("Generate facade "+p+" "+dMesh.vertexCount); } } } #endregion #region Interiors // Debug.Log("int"); bool generateInteriors = building.generateInteriors && meshType == BuildingMeshTypes.Full; if (generateInteriors) { int floors = volume.floors; IFloorplan[] floorplans = volume.InteriorFloorplans(); for (int fl = 0; fl < floors; fl++) { IFloorplan floorplan = floorplans[fl]; IVisualPart floorVisual = floorplan.visualPart; BuildRMesh flMesh = floorVisual.dynamicMesh; BuildRCollider flCollider = floorVisual.colliderMesh; flMesh.Clear(); flCollider.Clear(); flCollider.TogglePrimitives(colliderType == BuildingColliderTypes.Primitive); FloorplanGenerator.Generate(building, volume, floorplans[fl], fl, volumeOpenings, flMesh, flCollider); floorVisual.GenerateFromDynamicMesh(); floorplan.transform.localPosition = Vector3.up * (fl * volume.floorHeight); floorVisual.transform.localPosition = Vector3.zero;// floorVisual.transform.localRotation = Quaternion.identity; } } else { IFloorplan[] floorplans = volume.InteriorFloorplans(); int floors = floorplans.Length; for (int fl = 0; fl < floors; fl++) { floorplans[fl].visualPart.Clear(); } } #endregion #region Volume Underside Generation // Debug.Log("und"); BuildRVolumeUtil.VolumeShape[] underShapes = BuildRVolumeUtil.GetBottomShape(building, volume); int underShapeCount = underShapes.Length; float volumeBaseHeight = volume.baseHeight - building.foundationDepth; for (int u = 0; u < underShapeCount; u++) { if (underShapes[u].outer == null) { continue; //no underside shape } int undersideSubmesh = dMesh.submeshLibrary.SubmeshAdd(volume.undersideSurafce); Poly2TriWrapper.BMesh(dMesh, volumeBaseHeight, null, undersideSubmesh, underShapes[u].outer, new Rect(0, 0, 0, 0), false, underShapes[u].holes); } #endregion // Debug.Log("roof"); if (building.generateExteriors) { RoofGenerator.Generate(building, volume, dMesh, cMesh); visual.GenerateFromDynamicMesh(); } else { visual.Clear(); } // Debug.Log("mat"); switch (meshType) { case BuildingMeshTypes.None: visual.materials = null; break; case BuildingMeshTypes.Box: visual.materials = new[] { new Material(Shader.Find("Standard")) }; break; case BuildingMeshTypes.Simple: facadeTexture.filterMode = FilterMode.Bilinear; facadeTexture.Apply(true, false); Material simpleMaterial = new Material(Shader.Find("Standard")); simpleMaterial.mainTexture = facadeTexture; visual.materials = new[] { simpleMaterial }; break; case BuildingMeshTypes.Full: visual.materials = dMesh.materials.ToArray(); break; } } }
public static void Generate(IBuilding building, IVolume volume, IFloorplan floorplan, int volumeFloor, VerticalOpening[] openings, BuildRMesh mesh, BuildRCollider collider) { SubmeshLibrary submeshLibrary = mesh.submeshLibrary; bool generateColliders = building.colliderType != BuildingColliderTypes.None; bool generateMeshColliders = building.colliderType != BuildingColliderTypes.Primitive && generateColliders; BuildRCollider sendCollider = (generateColliders) ? collider : null; collider.thickness = volume.wallThickness; if (!generateMeshColliders) { collider = null; } float wallThickness = volume.wallThickness; float wallUp = volume.floorHeight - wallThickness; Vector3 wallUpV = Vector3.up * wallUp; Vector3 floorBaseV = Vector3.up * volume.baseHeight; int roomCount = floorplan.RoomCount; int actualFloor = building.VolumeBaseFloor(volume) + volumeFloor; int openingCount = openings.Length; bool[] openingBelow = new bool[openingCount]; bool[] openingAbove = new bool[openingCount]; FlatBounds[] openingBounds = new FlatBounds[openingCount]; Vector2[][] openingShapes = new Vector2[openingCount][]; bool[] openingUsedInThisFloor = new bool[openingCount]; for (int o = 0; o < openingCount; o++) { VerticalOpening opening = openings[o]; if (!openings[o].FloorIsIncluded(actualFloor)) { continue; } openingBelow[o] = opening.FloorIsIncluded(actualFloor - 1); openingAbove[o] = opening.FloorIsIncluded(actualFloor + 1); openingShapes[o] = opening.PointsRotated(); openingBounds[o] = new FlatBounds(openingShapes[o]); submeshLibrary.Add(opening.surfaceA); submeshLibrary.Add(opening.surfaceB); submeshLibrary.Add(opening.surfaceC); submeshLibrary.Add(opening.surfaceD); } Dictionary <int, List <Vector2Int> > externalWallAnchors = volume.facadeWallAnchors; Room[] rooms = floorplan.AllRooms(); for (int r = 0; r < roomCount; r++) { Room room = rooms[r]; int pointCount = room.numberOfPoints; Surface floorSurface = null; Surface wallSurface = null; Surface ceilingSurface = null; if (room.style != null) { RoomStyle style = room.style; floorSurface = style.floorSurface; wallSurface = style.wallSurface; ceilingSurface = style.ceilingSurface; } int floorSubmesh = submeshLibrary.SubmeshAdd(floorSurface); int wallSubmesh = submeshLibrary.SubmeshAdd(wallSurface); int ceilingSubmesh = submeshLibrary.SubmeshAdd(ceilingSurface); FloorplanUtil.RoomWall[] walls = FloorplanUtil.CalculatePoints(room, volume); Vector2[] roomArchorPoints = FloorplanUtil.RoomArchorPoints(walls); Vector4 tangent = BuildRMesh.CalculateTangent(Vector3.right); Vector2[] offsetRoomAnchorPoints = QuickPolyOffset.Execute(roomArchorPoints, wallThickness); FlatBounds roomBounds = new FlatBounds(offsetRoomAnchorPoints); List <Vector2[]> floorCuts = new List <Vector2[]>(); List <Vector2[]> ceilingCuts = new List <Vector2[]>(); List <VerticalOpening> roomOpenings = new List <VerticalOpening>(); for (int o = 0; o < openingCount; o++) { if (openings[o].FloorIsIncluded(actualFloor)) { if (roomBounds.Overlaps(openingBounds[o])) { if (CheckShapeWithinRoom(offsetRoomAnchorPoints, openingShapes[o])) { if (openingBelow[o]) { floorCuts.Add(openingShapes[o]); } if (openingAbove[o]) { ceilingCuts.Add(openingShapes[o]); } if (openingAbove[o] || openingBelow[o]) { roomOpenings.Add(openings[o]); openingUsedInThisFloor[o] = true; } } } } } int offsetPointBase = 0; for (int p = 0; p < pointCount; p++)//generate room walls { FloorplanUtil.RoomWall wall = walls[p]; int wallPointCount = wall.offsetPoints.Length; List <RoomPortal> wallPortals = floorplan.GetWallPortals(room, p); int wallPortalCount = wallPortals.Count; if (!wall.isExternal) { int indexA = offsetPointBase; int indexB = (offsetPointBase + 1) % roomArchorPoints.Length; Vector2 origBaseA = roomArchorPoints[indexA]; Vector2 origBaseB = roomArchorPoints[indexB]; Vector2 baseA = offsetRoomAnchorPoints[indexA]; Vector2 baseB = offsetRoomAnchorPoints[indexB]; Vector3 v0 = new Vector3(origBaseA.x, 0, origBaseA.y) + floorBaseV; Vector3 v1 = new Vector3(origBaseB.x, 0, origBaseB.y) + floorBaseV; Vector3 vOffset0 = new Vector3(baseA.x, 0, baseA.y) + floorBaseV; Vector3 vOffset1 = new Vector3(baseB.x, 0, baseB.y) + floorBaseV; if (wallPortalCount == 0) //just draw the wall - no portals to cut { Vector3 v2 = vOffset1 + wallUpV; Vector3 v3 = vOffset0 + wallUpV; Vector2 minUV = Vector2.zero; Vector2 maxUV = new Vector2(Vector2.Distance(baseA, baseB), wallUp); if (wallSurface != null) { maxUV = wallSurface.CalculateUV(maxUV); } Vector3 wallDir = (vOffset0 - vOffset1).normalized; Vector3 wallNormal = Vector3.Cross(Vector3.up, wallDir); Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir); mesh.AddPlane(vOffset1, vOffset0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface); if (generateColliders) { collider.AddPlane(vOffset1, vOffset0, v2, v3); } } else { List <float> useLaterals = new List <float>(); List <bool> hasPortals = new List <bool>(); for (int wp = 0; wp < wallPortalCount; wp++) { RoomPortal portal = wallPortals[wp]; bool hasPortal = room.HasPortal(portal); hasPortals.Add(hasPortal); if (hasPortal) { useLaterals.Add(portal.lateralPosition); } else { useLaterals.Add(1 - portal.lateralPosition);//portal from other wall - wall orientation is flipped } } Vector3 wallVector = vOffset1 - vOffset0; Vector3 wallDirection = wallVector.normalized; Vector3 wallStart = vOffset0; Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDirection); Vector3 wallNormal = Vector3.Cross(Vector3.up, wallDirection); Vector4 wallNormalTangent = BuildRMesh.CalculateTangent(wallNormal); Vector4 wallNormalTangentReverse = BuildRMesh.CalculateTangent(-wallNormal); while (wallPortalCount > 0) { int portalIndex = 0; RoomPortal usePortal = wallPortals[0]; float lowestLat = useLaterals[0]; for (int wp = 1; wp < wallPortalCount; wp++) { if (useLaterals[wp] < lowestLat) { portalIndex = wp; usePortal = wallPortals[wp]; lowestLat = useLaterals[wp]; } } wallPortals.RemoveAt(portalIndex); useLaterals.RemoveAt(portalIndex); wallPortalCount--; Vector3 vl0 = v0 + (-wallNormal + wallDirection) * wallThickness; Vector3 vl1 = v1 + (-wallNormal - wallDirection) * wallThickness; Vector3 portalCenter = Vector3.Lerp(vl0, vl1, lowestLat); Vector3 portalHalfvector = wallDirection * (usePortal.width * 0.5f); Vector3 portalBase = Vector3.up * (volume.floorHeight - usePortal.height) * usePortal.verticalPosition; Vector3 portalUp = portalBase + Vector3.up * usePortal.height; Vector3 portalStart = portalCenter - portalHalfvector; Vector3 portalEnd = portalCenter + portalHalfvector; Vector2 initalWallUVMin = new Vector2(Vector3.Dot(portalStart, wallDirection), 0); Vector2 initalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp); mesh.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV, initalWallUVMin, initalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//initial wall if (generateColliders) { collider.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV); } if (usePortal.verticalPosition > 0) { Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), 0); Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), portalBase.y); mesh.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//bottom if (generateColliders) { collider.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase); } } if (usePortal.verticalPosition < 1) { Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), portalUp.y); Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), wallUp); mesh.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//top if (generateColliders) { collider.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV); } } if (hasPortals[portalIndex])//only do this once - from the room it's attached to { //portal interior frame Vector3 portalDepth = wallNormal * wallThickness * 2; //sides mesh.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp, wallDirection, wallNormalTangentReverse, wallSubmesh); mesh.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp, -wallDirection, wallNormalTangent, wallSubmesh); if (generateMeshColliders) { collider.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp); collider.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp); } //floor Vector2 minFloorUv = new Vector2((portalEnd + portalBase).z, (portalEnd + portalBase).x); Vector2 maxFloorUv = minFloorUv + new Vector2(wallThickness, usePortal.width); mesh.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase, minFloorUv, maxFloorUv, Vector3.up, wallTangent, floorSubmesh, floorSurface); if (generateMeshColliders) { collider.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase); } //ceiling mesh.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp, Vector3.down, wallTangent, wallSubmesh); if (generateMeshColliders) { collider.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp); } } wallStart = portalEnd;//move the start for the next calculation } Vector2 finalWallUVMin = new Vector2(Vector3.Dot(vOffset1, wallDirection), 0); Vector2 finalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp); mesh.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV, finalWallUVMin, finalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//final wall section if (generateColliders) { collider.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV); } } offsetPointBase += 1; } else//external anchored wall { int facadeIndex = wall.facadeIndex; Facade facadeDesign = volume.GetFacade(facadeIndex); int currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count - 1; int currentWallSectionIndex = wall.offsetPointWallSection[0]; int wallOffsetPoints = wall.offsetPoints.Length; for (int w = 0; w < wallOffsetPoints - 1; w++) { int roomPointIndex = offsetPointBase + w; Vector2 baseA = offsetRoomAnchorPoints[roomPointIndex]; int offsetIndexB = (roomPointIndex + 1) % offsetRoomAnchorPoints.Length; Vector2 baseB = offsetRoomAnchorPoints[offsetIndexB]; Vector3 v0 = new Vector3(baseA.x, 0, baseA.y) + floorBaseV; Vector3 v1 = new Vector3(baseB.x, 0, baseB.y) + floorBaseV; int wallSectionIndex = wall.offsetPointWallSection[w]; bool canGenerateWallSection = facadeDesign != null; Vector3 wallVector = v0 - v1; Vector3 wallDir = wallVector.normalized; float wallLength = wallVector.magnitude; if (!canGenerateWallSection) { if (wallSurface != null) { submeshLibrary.Add(wallSurface); } Vector3 v2 = v1 + wallUpV; Vector3 v3 = v0 + wallUpV; Vector2 minUV = Vector2.zero; Vector2 maxUV = new Vector2(Vector2.Distance(baseA, baseB), wallUp); Vector3 wallNormal = Vector3.Cross(Vector3.up, wallDir); Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir); mesh.AddPlane(v1, v0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface); if (generateMeshColliders) { collider.AddPlane(v1, v0, v2, v3); } } else { WallSection section = facadeDesign.GetWallSection(wallSectionIndex, volumeFloor, currentFacadeWallSectionLength, volume.floors); if (section.model != null) { continue;//cannot account for custom meshes assume custom mesh does include interior mesh or if does - will be generated with the exterior } GenerationOutput generatedSection = GenerationOutput.CreateRawOutput(); Vector2 wallSectionSize = new Vector2(wallLength, wallUp + wallThickness); bool cullOpening = building.cullDoors && section.isDoor; SubmeshLibrary sectionLib = new SubmeshLibrary(); if (wallSurface != null) { sectionLib.Add(wallSurface);//add interior wall surface submeshLibrary.Add(wallSurface); } sectionLib.Add(section.openingSurface);//add windows - the only surface we'll use in the interior room submeshLibrary.Add(section.openingSurface); float offset = 0; if (w == 0) { offset = wallThickness; } if (w == wallOffsetPoints - 2) { offset = -wallThickness; } WallSectionGenerator.Generate(section, generatedSection, wallSectionSize, true, wallThickness, cullOpening, null, sectionLib, offset); int[] mapping = submeshLibrary.MapSubmeshes(generatedSection.raw.materials); Vector3 curveNormal = Vector3.Cross(wallDir, Vector3.up); Quaternion meshRot = Quaternion.LookRotation(curveNormal, Vector3.up); Vector3 meshPos = new Vector3(v1.x, volume.baseHeight, v1.z) + wallDir * wallSectionSize.x + Vector3.up * wallSectionSize.y; meshPos += meshRot * -new Vector3(wallSectionSize.x, wallSectionSize.y, 0) * 0.5f; mesh.AddData(generatedSection.raw, mapping, meshPos, meshRot, Vector3.one); } currentWallSectionIndex++; if (currentWallSectionIndex >= currentFacadeWallSectionLength) { //reached the end of the facade - move to the next one and continue currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count; currentWallSectionIndex = 0; } } offsetPointBase += wallPointCount - 1; } } //FLOOR Vector2[] mainShape = offsetRoomAnchorPoints; Vector2[][] floorCutPoints = floorCuts.ToArray(); int floorVertCount = mainShape.Length; for (int flc = 0; flc < floorCutPoints.Length; flc++) { floorVertCount += floorCutPoints[flc].Length; } Vector2[] allFloorPoints = new Vector2[floorVertCount]; int mainShapeLength = mainShape.Length; for (int ms = 0; ms < mainShapeLength; ms++) { allFloorPoints[ms] = mainShape[ms]; } int cutPointIterator = mainShapeLength; for (int flc = 0; flc < floorCutPoints.Length; flc++) { for (int flcp = 0; flcp < floorCutPoints[flc].Length; flcp++) { allFloorPoints[cutPointIterator] = floorCutPoints[flc][flcp]; cutPointIterator++; } } Vector3[] floorPoints = new Vector3[floorVertCount]; Vector2[] floorUvs = new Vector2[floorVertCount]; Vector3[] floorNorms = new Vector3[floorVertCount]; Vector4[] floorTangents = new Vector4[floorVertCount]; for (int rp = 0; rp < floorVertCount; rp++) { floorPoints[rp] = new Vector3(allFloorPoints[rp].x, 0, allFloorPoints[rp].y) + floorBaseV; Vector2 uv = allFloorPoints[rp]; if (floorSurface != null) { uv = floorSurface.CalculateUV(uv); } floorUvs[rp] = uv; floorNorms[rp] = Vector3.up; floorTangents[rp] = tangent; } int[] tris = Poly2TriWrapper.Triangulate(mainShape, true, floorCutPoints); mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, floorSubmesh); if (generateColliders) { collider.mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, 0); } //CEILING! Vector2[][] ceilingCutPoints = ceilingCuts.ToArray(); int ceilingVertCount = mainShape.Length; for (int flc = 0; flc < ceilingCutPoints.Length; flc++) { ceilingVertCount += ceilingCutPoints[flc].Length; } Vector2[] allCeilingPoints = new Vector2[ceilingVertCount]; for (int ms = 0; ms < mainShapeLength; ms++) { allCeilingPoints[ms] = mainShape[ms]; } cutPointIterator = mainShapeLength; for (int flc = 0; flc < ceilingCutPoints.Length; flc++) { for (int flcp = 0; flcp < ceilingCutPoints[flc].Length; flcp++) { allCeilingPoints[cutPointIterator] = ceilingCutPoints[flc][flcp]; cutPointIterator++; } } Vector3[] ceilingPoints = new Vector3[ceilingVertCount]; Vector2[] ceilingUvs = new Vector2[ceilingVertCount]; Vector3[] ceilingNorms = new Vector3[ceilingVertCount]; Vector4[] ceilingTangents = new Vector4[ceilingVertCount]; for (int rp = 0; rp < ceilingVertCount; rp++) { ceilingPoints[rp] = new Vector3(allCeilingPoints[rp].x, wallUp, allCeilingPoints[rp].y) + floorBaseV; Vector2 uv = allCeilingPoints[rp]; if (floorSurface != null) { uv = ceilingSurface.CalculateUV(uv); } ceilingUvs[rp] = uv; ceilingNorms[rp] = Vector3.down; ceilingTangents[rp] = tangent; } tris = Poly2TriWrapper.Triangulate(mainShape, false, ceilingCutPoints); mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, ceilingSubmesh); if (generateColliders) { collider.mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, 0); } for (int ob = 0; ob < openingCount; ob++) { VerticalOpening opening = openings[ob]; int openingIndex = Array.IndexOf(openings, opening); Vector3 basePosition = openingBounds[openingIndex].center; basePosition.z = basePosition.y; basePosition.y = volume.baseHeight; if (roomOpenings.Contains(opening))//opening used in this floorplan { int externalWallSubmesh = wallSubmesh != -1 ? wallSubmesh : -1; switch (opening.usage) { case VerticalOpening.Usages.Space: if (ceilingCutPoints.Length <= ob) { continue; } Vector3 ceilingCutUpV = Vector3.up * wallThickness; Vector2[] ceilingCut = ceilingCutPoints[ob]; int custSize = ceilingCut.Length; for (int cp = 0; cp < custSize; cp++) { int indexA = (cp + 1) % custSize; int indexB = cp; Vector3 cp0 = new Vector3(ceilingCut[indexA].x, wallUp, ceilingCut[indexA].y) + floorBaseV; Vector3 cp1 = new Vector3(ceilingCut[indexB].x, wallUp, ceilingCut[indexB].y) + floorBaseV; Vector3 cp2 = cp0 + ceilingCutUpV; Vector3 cp3 = cp1 + ceilingCutUpV; mesh.AddPlane(cp0, cp1, cp2, cp3, ceilingSubmesh); if (generateColliders) { collider.AddPlane(cp0, cp1, cp2, cp3); } } break; case VerticalOpening.Usages.Stairwell: StaircaseGenerator.Generate(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider); if (volumeFloor == volume.floors - 1 && opening.baseFloor + opening.floors > building.VolumeBaseFloor(volume) + volume.floors - 1 && volume.abovePlanCount == 0) { StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider); } break; case VerticalOpening.Usages.Elevator: ElevatorShaftGenerator.Generate(ref mesh, opening, actualFloor, basePosition, volume.floorHeight, externalWallSubmesh, sendCollider); break; } } } } for (int ob = 0; ob < openingCount; ob++) { Vector2[] openingShape = openingShapes[ob]; if (openingShape == null) { continue; //opening not used by this floorplan } if (openingUsedInThisFloor[ob]) { continue; //opening already generated } //seal this opening from the void VerticalOpening opening = openings[ob]; int openingIndex = Array.IndexOf(openings, opening); Vector3 basePosition = openingBounds[openingIndex].center; basePosition.z = basePosition.y; basePosition.y = 0; int cutSize = openingShape.Length; Vector3 sealingWallUpV = Vector3.up * volume.floorHeight; int sealWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB); Vector2[] offsetOpeningShape = QuickPolyOffset.Execute(openingShape, wallThickness); for (int cp = 0; cp < cutSize; cp++) { int indexA = (cp + 1) % cutSize; int indexB = cp; Vector2 p0 = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexA] : offsetOpeningShape[indexA]; Vector2 p1 = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexB] : offsetOpeningShape[indexB]; Vector3 cp0 = new Vector3(p0.x, 0, p0.y) + floorBaseV; Vector3 cp1 = new Vector3(p1.x, 0, p1.y) + floorBaseV; Vector3 cp2 = cp0 + sealingWallUpV; Vector3 cp3 = cp1 + sealingWallUpV; mesh.AddPlane(cp0, cp1, cp2, cp3, sealWallSubmesh); if (generateColliders) { collider.AddPlane(cp0, cp1, cp2, cp3); } } switch (opening.usage) { case VerticalOpening.Usages.Space: //nothing to implement break; case VerticalOpening.Usages.Stairwell: //need stairs to connect used floors StaircaseGenerator.GenerateStairs(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider); if (volumeFloor == volume.floors - 1) { StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider); } break; case VerticalOpening.Usages.Elevator: //nothing to implement break; } } }
public static void BuildFloorplan() { LAYERS.Clear(); SceneMeshLayer layerOpengings = new SceneMeshLayer(); SceneMeshLayer layer0 = new SceneMeshLayer(); SceneMeshLayer layer1 = new SceneMeshLayer(); SceneMeshLayer layer2 = new SceneMeshLayer(); LAYERS.Add(layerOpengings); LAYERS.Add(layer0); LAYERS.Add(layer1); LAYERS.Add(layer2); Building building = BuildingEditor.building; bPosition = building.transform.position; bRotation = building.transform.rotation; BuildRSettings settings = building.settings; int numberOfVolumes = building.numberOfPlans; Quaternion rotation = building.transform.rotation; Vector3[] centerPoints = new Vector3[numberOfVolumes]; for (int f = 0; f < numberOfVolumes; f++) { centerPoints[f] = BuildrUtils.CalculateFloorplanCenter(building[f]); } for (int v = 0; v < numberOfVolumes; v++) { Volume volume = (Volume)building[v]; bool isSelectedVolume = BuildingEditor.volume == volume; int numberOfPoints = volume.numberOfPoints; Vector3 vUp = Vector3.up * volume.floorHeight; Dictionary <int, List <Vector2Int> > anchorPoints = volume.facadeWallAnchors; IFloorplan[] floorplans = volume.InteriorFloorplans(); int floorplanCount = floorplans.Length; for (int f = 0; f < floorplanCount; f++)//floors { IFloorplan floorplan = floorplans[f]; bool isSelectedFloorplan = BuildingEditor.floorplan == (Floorplan)floorplan; float intPlanBaseHeight = volume.CalculateFloorHeight(f); Vector3 baseUpV = Vector3.up * intPlanBaseHeight; //draw external outline of selected floor if (numberOfPoints > 0 && isSelectedVolume) { SceneMeshLayer useLayer = isSelectedFloorplan ? layer1 : layer0; List <Vector2Int> planVs = new List <Vector2Int>(); Color fillCol = settings.subLineColour; Color lineCol = settings.mainLineColour; for (int p = 0; p < numberOfPoints; p++) { if (volume.IsWallStraight(p)) { if (!planVs.Contains(volume[p].position)) { planVs.Add(volume[p].position); } Vector3 p0 = volume[p].position.vector3XZ + baseUpV; Vector3 p1 = volume[(p + 1) % numberOfPoints].position.vector3XZ + baseUpV; Vector3 p2 = p0 + vUp; Vector3 p3 = p1 + vUp; useLayer.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p3, p2)); useLayer.lines.Add(new SceneMeshLine(p2, p3, lineCol)); useLayer.lines.Add(new SceneMeshLine(p0, p2, lineCol)); useLayer.lines.Add(new SceneMeshLine(p1, p3, lineCol)); if (isSelectedFloorplan) { useLayer.lines.Add(new SceneMeshLine(p0, p1, Color.red)); List <Vector2Int> anchors = anchorPoints[p]; int wallSections = anchors.Count; for (int w = 0; w < wallSections - 1; w++) { Vector3 a = anchors[w].vector3XZ + baseUpV; float anchorSize = 0.05f; if (w == 0) { anchorSize *= 2; } useLayer.dots.Add(new SceneMeshDot(a, anchorSize, settings.anchorColour)); } } } else { List <Vector2Int> anchors = anchorPoints[p]; int wallSections = anchors.Count; for (int w = 0; w < wallSections - 2; w++) { if (!planVs.Contains(anchors[w])) { planVs.Add(anchors[w]); } Vector3 p0 = anchors[w].vector3XZ + baseUpV; Vector3 p1 = anchors[w + 1].vector3XZ + baseUpV; Vector3 p2 = p0 + vUp; Vector3 p3 = p1 + vUp; useLayer.lines.Add(new SceneMeshLine(p2, p3, lineCol)); if (w == 0) { useLayer.lines.Add(new SceneMeshLine(p0, p2, lineCol)); } if (w == wallSections - 2) { useLayer.lines.Add(new SceneMeshLine(p1, p3, lineCol)); } useLayer.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p3, p2)); if (isSelectedFloorplan) { useLayer.lines.Add(new SceneMeshLine(p0, p1, Color.red)); float anchorSize = 0.05f; if (w == 0) { anchorSize *= 2; } if (w < wallSections - 1) { useLayer.dots.Add(new SceneMeshDot(p0, anchorSize, settings.anchorColour)); } } } } } if (isSelectedFloorplan) { int planVCount = planVs.Count; Vector3[] planV3 = new Vector3[planVCount]; for (int pv = 0; pv < planVCount; pv++) { planV3[pv] = planVs[pv].vector3XZ + baseUpV; } ShapeWithLines(useLayer, planV3, Color.red, new Color(1, 1, 1, 0.9f)); } } if (isSelectedFloorplan) { Room[] rooms = floorplan.AllRooms(); int roomCount = rooms.Length; List <Vector2Int> shapePoints = new List <Vector2Int>(); for (int r = 0; r < roomCount; r++) { Room room = rooms[r]; bool isRoomSelected = room == BuildingEditor.room && BuildingEditor.roomPortal == null && BuildingEditor.opening == null; shapePoints.Clear(); FloorplanUtil.RoomWall[] roomWalls = FloorplanUtil.CalculatePoints(room, volume); int roomWallCount = roomWalls.Length; Color wallCol = isRoomSelected ? settings.roomWallSelectedColour : settings.roomWallColour; Color floorCol = isRoomSelected ? settings.roomWallSelectedColour : settings.roomFloorColour; Color mainLineCol = isRoomSelected ? settings.selectedPointColour : settings.mainLineColour; Color subLineCol = isRoomSelected ? settings.selectedPointColour : settings.subLineColour; for (int rwp = 0; rwp < roomWallCount; rwp++) { FloorplanUtil.RoomWall roomWall = roomWalls[rwp]; int offsetCount = roomWall.offsetPoints.Length; Vector2Int pi0 = roomWall.baseA; Vector2Int pi1 = roomWall.baseB; if (pi0 == pi1) { continue; //not a wall } for (int op = 0; op < offsetCount - 1; op++) { Vector2Int wsint0 = new Vector2Int(roomWall.offsetPoints[op]); if (!shapePoints.Contains(wsint0)) { shapePoints.Add(wsint0); } Vector3 ws0 = new Vector3(roomWall.offsetPoints[op].x, 0, roomWall.offsetPoints[op].y) + baseUpV; if (isSelectedFloorplan)//draw anchor points { float anchorSize = 0.05f; if (op == 0) { anchorSize *= 2; } layer1.dots.Add(new SceneMeshDot(ws0, anchorSize * 0.05f, settings.linkedAnchorColour)); } int nextIndex = (op + 1) % offsetCount; Vector3 ws1 = new Vector3(roomWall.offsetPoints[nextIndex].x, 0, roomWall.offsetPoints[nextIndex].y) + baseUpV; Vector3 ws2 = ws0 + vUp; Vector3 ws3 = ws1 + vUp; layer1.lines.Add(new SceneMeshLine(ws0, ws1, mainLineCol)); layer1.lines.Add(new SceneMeshLine(ws0, ws2, subLineCol)); layer1.lines.Add(new SceneMeshLine(ws1, ws3, subLineCol)); layer1.shapes.Add(new SceneMeshShape(wallCol, ws0, ws1, ws3, ws2)); } } int shapePointsCount = shapePoints.Count; Vector3[] planV3 = new Vector3[shapePointsCount]; for (int pv = 0; pv < shapePointsCount; pv++) { planV3[pv] = shapePoints[pv].vector3XZ + baseUpV; } ShapeWithLines(layer1, planV3, mainLineCol, floorCol, settings.highlightPerpendicularity, settings.highlightPerpendicularityColour, settings.highlightAngleColour); RoomPortal[] portals = room.GetAllPortals(); int portalCount = portals.Length; for (int pt = 0; pt < portalCount; pt++) { RoomPortal portal = portals[pt]; bool isSelected = BuildingEditor.roomPortal == portal; Color portalLineColour = isSelectedFloorplan ? settings.mainLineColour : settings.subLineColour; Color portalFillColour = isSelected ? settings.selectedPointColour : settings.mainLineColour; if (!isSelectedFloorplan) { portalFillColour = Color.clear; } DrawPortal(layer2, rotation, intPlanBaseHeight, volume.floorHeight, room, portal, portalLineColour, portalFillColour); } } for (int r = 0; r < roomCount; r++) { Room room = rooms[r]; Vector3 roomCenter = room.center.vector3XZ + baseUpV + Vector3.up * volume.floorHeight; layer1.labels.Add(new SceneMeshLabel(roomCenter, string.Format("Room {0}", (r + 1)))); } } //Draw vertical openings if (BuildingEditor.floorplan != null) { VerticalOpening[] openings = building.GetAllOpenings(); int openingCount = openings.Length; for (int o = 0; o < openingCount; o++) { VerticalOpening opening = openings[o]; bool isSelectedOpening = BuildingEditor.opening == opening; Vector3 openingPosition = opening.position.vector3XZ; openingPosition.y = volume.floorHeight * opening.baseFloor; Vector3 openingSize = opening.size.vector3XZ; float openingWidth = openingSize.x; float openingHeight = openingSize.z; Quaternion openingRotation = Quaternion.Euler(0, opening.rotation, 0); Vector3 p0 = openingPosition + openingRotation * new Vector3(-openingWidth, 0, -openingHeight) * 0.5f; Vector3 p1 = openingPosition + openingRotation * new Vector3(openingWidth, 0, -openingHeight) * 0.5f; Vector3 p2 = openingPosition + openingRotation * new Vector3(openingWidth, 0, openingHeight) * 0.5f; Vector3 p3 = openingPosition + openingRotation * new Vector3(-openingWidth, 0, openingHeight) * 0.5f; Vector3 openingUp = Vector3.up * volume.floorHeight * (opening.floors + 1); //"Phil" Mitchels Color fillCol = settings.subLineColour; fillCol.a = 0.05f; layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p2, p3)); layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p1 + openingUp, p0 + openingUp)); layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p1, p2, p2 + openingUp, p1 + openingUp)); layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p2, p3, p3 + openingUp, p2 + openingUp)); layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p3, p0, p0 + openingUp, p3 + openingUp)); //lines Color lineCol = settings.invertLineColour; layer0.lines.Add(new SceneMeshLine(p0, p1, lineCol)); layer0.lines.Add(new SceneMeshLine(p1, p2, lineCol)); layer0.lines.Add(new SceneMeshLine(p2, p3, lineCol)); layer0.lines.Add(new SceneMeshLine(p3, p0, lineCol)); layer0.lines.Add(new SceneMeshLine(p0 + openingUp, p1 + openingUp, lineCol)); layer0.lines.Add(new SceneMeshLine(p1 + openingUp, p2 + openingUp, lineCol)); layer0.lines.Add(new SceneMeshLine(p2 + openingUp, p3 + openingUp, lineCol)); layer0.lines.Add(new SceneMeshLine(p3 + openingUp, p0 + openingUp, lineCol)); layer0.lines.Add(new SceneMeshLine(p0, p0 + openingUp, lineCol)); layer0.lines.Add(new SceneMeshLine(p1, p1 + openingUp, lineCol)); layer0.lines.Add(new SceneMeshLine(p2, p2 + openingUp, lineCol)); layer0.lines.Add(new SceneMeshLine(p3, p3 + openingUp, lineCol)); layer0.labels.Add(new SceneMeshLabel(openingPosition + openingUp, string.Format("Opening {0}", o + 1))); if (volume == BuildingEditor.volume && BuildingEditor.floorplan != null) { Vector3 floorUpA = Vector3.up * volume.CalculateFloorHeight(volume.Floor(BuildingEditor.floorplan)); Vector3 floorUpB = floorUpA + Vector3.up * volume.floorHeight; Color col = isSelectedOpening ? Color.green : Color.red; SceneMeshLayer useLayer = isSelectedOpening ? layer2 : layer2; useLayer.lines.Add(new SceneMeshLine(p0 + floorUpA, p1 + floorUpA, col)); useLayer.lines.Add(new SceneMeshLine(p1 + floorUpA, p2 + floorUpA, col)); useLayer.lines.Add(new SceneMeshLine(p2 + floorUpA, p3 + floorUpA, col)); useLayer.lines.Add(new SceneMeshLine(p3 + floorUpA, p0 + floorUpA, col)); useLayer.lines.Add(new SceneMeshLine(p0 + floorUpB, p1 + floorUpB, col)); useLayer.lines.Add(new SceneMeshLine(p1 + floorUpB, p2 + floorUpB, col)); useLayer.lines.Add(new SceneMeshLine(p2 + floorUpB, p3 + floorUpB, col)); useLayer.lines.Add(new SceneMeshLine(p3 + floorUpB, p0 + floorUpB, col)); useLayer.lines.Add(new SceneMeshLine(p0 + floorUpA, p0 + floorUpB, col)); useLayer.lines.Add(new SceneMeshLine(p1 + floorUpA, p1 + floorUpB, col)); useLayer.lines.Add(new SceneMeshLine(p2 + floorUpA, p2 + floorUpB, col)); useLayer.lines.Add(new SceneMeshLine(p3 + floorUpA, p3 + floorUpB, col)); } } } } } }
public float CalculateHeight(IFloorplan floorplan) { Floorplan fPlan = floorplan as Floorplan; return(CalculateHeight(_interiorFloorplans.IndexOf(fPlan))); }
public int Floor(IFloorplan interior) { Floorplan fInterior = interior as Floorplan; return(_interiorFloorplans.IndexOf(fInterior)); }
private static void Export(Building building) { try { EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, "", 0.0f); int volumeCount = building.numberOfVolumes; string foldername = ROOT_FOLDER + building.exportFilename + "/"; foldername = foldername.Replace(" ", ""); //check overwrites... if (!CreateFolder(foldername)) {//likely user cancelled export EditorUtility.ClearProgressBar(); return; } int steps = 0; for (int v = 0; v < volumeCount; v++) { steps++; int floors = building[v].floors; for (int fl = 0; fl < floors; fl++) { steps++; } } //export meshes to project int stepsComplete = 1; Dictionary <Transform, string> transformData = new Dictionary <Transform, string>(); for (int v = 0; v < volumeCount; v++) { IVolume vol = building[v]; string progressReport = string.Format("Exporting Volume: {0}", vol.name); float progressPercent = stepsComplete / (float)steps; if (EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, progressReport, progressPercent)) { return; } string filenameSuffix = vol.name;//todo check uniqueness string filename = string.Format("{0}_{1}_{2}", building.exportFilename, "exterior", filenameSuffix); filename = filename.Replace(" ", ""); transformData.Add(vol.visualPart.transform, Path.Combine(foldername, string.Format("{0}{1}", filename, ".fbx"))); ExportModelPart(vol.visualPart, filename, foldername); if (building.exportColliders && building.colliderType != BuildingColliderTypes.None) { string colliderFilename = string.Format("{0}_{1}_{2}", building.exportFilename, "exterior_collider", filenameSuffix); colliderFilename = colliderFilename.Replace(" ", ""); transformData.Add(vol.visualPart.colliderPart.transform, Path.Combine(foldername, string.Format("{0}{1}", colliderFilename, ".fbx"))); ExportModelCollider(vol.visualPart.colliderPart.mesh, colliderFilename, foldername); } if (building.generateInteriors) { IFloorplan[] floorplans = vol.InteriorFloorplans(); int floors = floorplans.Length; for (int fl = 0; fl < floors; fl++) { IFloorplan floorplan = floorplans[fl]; progressReport = string.Format("Exporting Floorplan: {0}", floorplan.name); progressPercent = stepsComplete / (float)steps; if (EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, progressReport, progressPercent)) { return; } string floorplanFilenameSuffix = floorplan.name;//todo check uniqueness string floorplanFilename = string.Format("{0}_{1}_{2}_{3}_{4}", building.exportFilename, vol.name, "interior", (fl + 1), floorplanFilenameSuffix); floorplanFilename = floorplanFilename.Replace(" ", ""); transformData.Add(floorplan.visualPart.transform, Path.Combine(foldername, string.Format("{0}{1}", floorplanFilename, ".fbx"))); ExportModelPart(floorplan.visualPart, floorplanFilename, foldername); if (building.exportColliders && building.colliderType != BuildingColliderTypes.None) { string colliderFilename = string.Format("{0}_{1}_{2}_{3}_{4}", building.exportFilename, vol.name, "interior_collider", (fl + 1), floorplanFilenameSuffix); colliderFilename = colliderFilename.Replace(" ", ""); transformData.Add(floorplan.visualPart.colliderPart.transform, Path.Combine(foldername, string.Format("{0}{1}", colliderFilename, ".fbx"))); ExportModelCollider(floorplan.visualPart.colliderPart.mesh, colliderFilename, foldername); } stepsComplete++; } } stepsComplete++; } //import meshes into new prefab AssetDatabase.Refresh();//ensure the database is up to date... GameObject baseObject = new GameObject(building.exportFilename); for (int v = 0; v < volumeCount; v++) { IVolume vol = building[v]; string externalMeshPath = transformData[vol.visualPart.transform]; if (!string.IsNullOrEmpty(externalMeshPath)) { GameObject externalModel = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadMainAssetAtPath(externalMeshPath)); externalModel.name = vol.name; externalModel.transform.parent = baseObject.transform; externalModel.transform.localPosition = vol.transform.localPosition; externalModel.transform.localRotation = vol.transform.localRotation; if (building.exportColliders && building.colliderType != BuildingColliderTypes.None) { string externalColliderPath = transformData[vol.visualPart.colliderPart.transform]; if (!string.IsNullOrEmpty(externalColliderPath)) { GameObject colliderObject = new GameObject("collider"); colliderObject.AddComponent <MeshCollider>().sharedMesh = (Mesh)AssetDatabase.LoadAssetAtPath(externalColliderPath, typeof(Mesh)); colliderObject.transform.parent = externalModel.transform; colliderObject.transform.localPosition = Vector3.zero; colliderObject.transform.localRotation = Quaternion.identity; } } if (building.generateInteriors) { IFloorplan[] floorplans = vol.InteriorFloorplans(); int floors = floorplans.Length; for (int fl = 0; fl < floors; fl++) { IFloorplan floorplan = floorplans[fl]; string internalMeshPath = transformData[floorplan.visualPart.transform]; if (!string.IsNullOrEmpty(internalMeshPath)) { GameObject internalMesh = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadMainAssetAtPath(internalMeshPath)); internalMesh.name = floorplan.name; internalMesh.transform.parent = externalModel.transform; internalMesh.transform.localPosition = floorplan.transform.localPosition; internalMesh.transform.localRotation = floorplan.transform.localRotation; string internalColliderPath = transformData[floorplan.visualPart.colliderPart.transform]; if (!string.IsNullOrEmpty(internalColliderPath)) { GameObject colliderObject = new GameObject("collider"); colliderObject.AddComponent <MeshCollider>().sharedMesh = (Mesh)AssetDatabase.LoadAssetAtPath(internalColliderPath, typeof(Mesh)); colliderObject.transform.parent = internalMesh.transform; colliderObject.transform.localPosition = Vector3.zero; colliderObject.transform.localRotation = Quaternion.identity; } } } } } } string prefabPath = ROOT_FOLDER + building.exportFilename + "/" + building.exportFilename + ".prefab"; Object prefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)); if (prefab == null) { prefab = PrefabUtility.CreateEmptyPrefab(prefabPath); } PrefabUtility.ReplacePrefab(baseObject, prefab, ReplacePrefabOptions.ConnectToPrefab); if (!building.placeIntoScene) { Object.DestroyImmediate(baseObject); } EditorUtility.ClearProgressBar(); EditorUtility.UnloadUnusedAssetsImmediate(); AssetDatabase.Refresh(); } catch (System.Exception e) { Debug.LogError("Please report this error in full to Jasper ([email protected]) Thanks! : " + e); EditorUtility.ClearProgressBar(); } }