コード例 #1
0
        public void GenerateFromDynamicMesh(BuildRMesh mesh)
        {
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            if (_meshCollider == null)
            {
#if UNITY_EDITOR
                _meshCollider = UnityEditor.Undo.AddComponent <MeshCollider>(gameObject);
#else
                _meshCollider = gameObject.AddComponent <MeshCollider>();
#endif
            }
            //            Debug.Log("GenerateFromDynamicMesh "+ _mesh.vertexCount+" "+_mesh.triangles.Length);
            mesh.Build(_mesh);
            _meshCollider.sharedMesh = _mesh;

            if (mesh.hasOverflowed)
            {
                if (_sibling == null)
                {
                    _sibling = Create(transform.parent, name);
                }
                _sibling.GenerateFromDynamicMesh(mesh.overflow);
            }
            else
            {
                if (_sibling != null)
                {
                    _sibling.DestroyVisual();
                }
                _sibling = null;
            }
        }
コード例 #2
0
        private static void ToMesh(ref BuildRMesh mesh, Vector2[] points, float height, int[] facadeIndices, IVolume volume, int submesh, Surface surface)
        {
            int vertCount = points.Length;

            Vector3[] verts = new Vector3[vertCount];
            for (int i = 0; i < vertCount; i++)
            {
                verts[i] = new Vector3(points[i].x, height, points[i].y);
            }
            Vector2[] uvs      = new Vector2[vertCount];
            Vector3[] normals  = new Vector3[vertCount];
            Vector4[] tangents = new Vector4[vertCount];
            Vector4   tangent  = BuildRMesh.CalculateTangent(Vector3.right);

            for (int v = 0; v < vertCount; v++)
            {
                if (surface != null)
                {
                    uvs[v] = surface.CalculateUV(points[v]);
                }
                normals[v]  = Vector3.up;
                tangents[v] = tangent;
            }

//            int[] topTris = EarClipper.Triangulate(points);
            int[] topTris = Poly2TriWrapper.Triangulate(points, true);
            mesh.AddData(verts, uvs, topTris, normals, tangents, submesh);
        }
コード例 #3
0
        private void OnEnable()
        {
            _roomStyle = (RoomStyle)target;

            bMesh = new BuildRMesh("preview mesh");
            float   width  = 3;
            float   height = 1.5f;
            Vector3 v0     = new Vector3(-width, -height, -width);
            Vector3 v1     = new Vector3(width, -height, -width);
            Vector3 v2     = new Vector3(-width, -height, width);
            Vector3 v3     = new Vector3(width, -height, width);
            Vector3 v4     = new Vector3(-width, height, -width);
            Vector3 v5     = new Vector3(width, height, -width);
            Vector3 v6     = new Vector3(-width, height, width);
            Vector3 v7     = new Vector3(width, height, width);

            bMesh.AddPlane(v0, v1, v2, v3, 0);
            bMesh.AddPlane(v1, v0, v5, v4, 1);
            bMesh.AddPlane(v3, v1, v7, v5, 1);
            bMesh.AddPlane(v0, v2, v4, v6, 1);
            bMesh.AddPlane(v2, v3, v6, v7, 1);
            bMesh.AddPlane(v6, v7, v4, v5, 2);
            mesh = new Mesh();
            bMesh.submeshLibrary.enabled = false;
            bMesh.Build(mesh);
        }
コード例 #4
0
        public static void ConvertSkeletonMeshToBuildRMesh(OffsetPolyCore skeleton, ref BuildRMesh mesh, float baseHeight, float height, int submesh)
        {
//            //hipped shape
//            SkeletonTri[] tris = skeleton.data.mesh.GetTriangles();
//            foreach (SkeletonTri tri in tris)
//            {
//                Vector3 p0 = new Vector3(tri[0].position.x, tri[0].height * height + baseHeight, tri[0].position.y);
//                Vector3 p1 = new Vector3(tri[1].position.x, tri[1].height * height + baseHeight, tri[1].position.y);
//                Vector3 p2 = new Vector3(tri[2].position.x, tri[2].height * height + baseHeight, tri[2].position.y);
//                Vector3[] verts = { p0, p1, p2 };
//                Vector3[] norms = { tri.normal, tri.normal, tri.normal };
//                Vector4[] tangents = { tri.tangent, tri.tangent, tri.tangent };
//                mesh.AddData(verts, tri.uvs, new[] { 0, 2, 1 }, norms, tangents, submesh);
//            }
//
//            //top shape
//            Vector2[] topShape = skeleton.data.mesh.topShape().ToArray();
//            int shapeSize = topShape.Length;
//            int[] topTris = EarClipper.Triangulate(topShape);
//            Vector3[] topVerts = new Vector3[shapeSize];
//            Vector2[] topUVs = new Vector2[shapeSize];
//            Vector3[] topNormals = new Vector3[shapeSize];
//            Vector4[] topTangents = new Vector4[shapeSize];
//            Vector4 tangent = DynamicMesh.CalculateTangent(Vector3.right);
//            for (int t = 0; t < shapeSize; t++)
//            {
//                topVerts[t] = new Vector3(topShape[t].x, height, topShape[t].y);
//                topUVs[t] = topShape[t];
//                topNormals[t] = Vector3.up;
//                topTangents[t] = tangent;
//            }
//            mesh.AddData(topVerts, topUVs, topTris, topNormals, topTangents, submesh);
        }
コード例 #5
0
    public static RawMeshData CopyBuildRMesh(BuildRMesh data)
    {
        RawMeshData output = new RawMeshData(data.vertices.Count, data.triangles.Count);

        output.Copy(data);
        return(output);
    }
コード例 #6
0
        public void GenerateFromDynamicMesh(BuildRMesh mesh)
        {
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            if (_meshCollider == null)
            {
                _meshCollider = gameObject.AddComponent <MeshCollider>();
            }

            mesh.Build(_mesh);
            _meshCollider.sharedMesh = _mesh;

            if (mesh.hasOverflowed)
            {
                if (_sibling == null)
                {
                    _sibling = Create(transform.parent, name);
                }
                _sibling.GenerateFromDynamicMesh(mesh.overflow);
            }
            else
            {
                if (_sibling != null)
                {
                    _sibling.Deactivate();
                }
                _sibling = null;
            }
        }
コード例 #7
0
        /// <summary>
        /// Project the specified Base UVs to find the appropriate 2D shape from 3D space - mainly used for angled roofs
        /// </summary>
        public static Vector2[] Project(Vector3 p0, Vector3 p1, Vector3 p2, Vector2 baseUV)
        {
            Vector2[] uvs    = new Vector2[3];
            Vector3   normal = BuildRMesh.CalculateNormal(p0, p1, p2);

            Quaternion normalToFaceUp = Quaternion.FromToRotation(normal, Vector3.up);

            Vector3 pC = (p0 + p1 + p2) / 3f;

            p0 = normalToFaceUp * (p0 - pC);
            p1 = normalToFaceUp * (p1 - pC);
            p2 = normalToFaceUp * (p2 - pC);

            uvs[0] = new Vector2(p0.x, p0.z);
            uvs[1] = new Vector2(p1.x, p1.z);
            uvs[2] = new Vector2(p2.x, p2.z);

            float minX = Mathf.Min(uvs[0].x, uvs[1].x, uvs[2].x);
            float minY = Mathf.Min(uvs[0].y, uvs[1].y, uvs[2].y);

            if (minX < 0)
            {
                uvs[0].x += -minX;
                uvs[1].x += -minX;
                uvs[2].x += -minX;
            }
            if (minY < 0)
            {
                uvs[0].y += -minY;
                uvs[1].y += -minY;
                uvs[2].y += -minY;
            }

            return(uvs);
        }
コード例 #8
0
        public void Init()
        {
            HUtils.log();

            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            if (_filter == null)
            {
                _filter = gameObject.AddComponent <MeshFilter>();
            }
            if (_renderer == null)
            {
                _renderer = gameObject.AddComponent <MeshRenderer>();
            }
            if (_dynamicMesh == null)
            {
                _dynamicMesh = new BuildRMesh(DYNAMIC_MESH_NAME);
            }
            if (_colliderMesh == null)
            {
                _colliderMesh = new BuildRCollider(DYNAMIC_COLLIDER_NAME);
            }
        }
コード例 #9
0
 public static void Generate(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int floor, int wallSubmesh = -1, BuildRCollider collider = null)
 {
     if (collider != null)
     {
         collider.thickness = VerticalOpening.WALL_THICKNESS;
     }
     GenerateWall(mesh, opening, basePosition, height, wallSubmesh, collider);
     GenerateStairs(mesh, opening, basePosition, height, floor, wallSubmesh, collider);
 }
コード例 #10
0
        private static void Flat(IBuilding building, IVolume volume, BuildRMesh mesh, BuildRCollider collider, Vector2[] points, float roofBaseHeight, Roof design, int submesh, Surface surface, Rect clampUV)
        {
            BuildRVolumeUtil.VolumeShape[] roofPoints = BuildRVolumeUtil.GetTopShape(building, volume, points);
            int roofShapeCount = roofPoints.Length;

            for (int r = 0; r < roofShapeCount; r++)
            {
                Poly2TriWrapper.BMesh(mesh, roofBaseHeight, surface, submesh, roofPoints[r].outer, clampUV, true, roofPoints[r].holes, collider);
            }
        }
コード例 #11
0
        public void GenerateFromDynamicMesh(BuildRMesh overflow = null)
        {
            HUtils.log();

            if (_dynamicMesh.vertexCount == 0)
            {
                return;
            }
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            if (_filter == null)
            {
                _filter = gameObject.AddComponent <MeshFilter>();
            }
            if (_renderer == null)
            {
                _renderer = gameObject.AddComponent <MeshRenderer>();
            }
            if (overflow != null)
            {
                _dynamicMesh = overflow;
            }
            _dynamicMesh.Build(_mesh);
            _filter.sharedMesh        = _mesh;
            _renderer.sharedMaterials = _dynamicMesh.materials.ToArray();


            if (_dynamicMesh.hasOverflowed)
            {
                if (_sibling == null)
                {
                    _sibling = GetPoolItem();
                }
                _sibling.GenerateFromDynamicMesh(_dynamicMesh.overflow);
            }
            else
            {
                if (_sibling != null)
                {
                    _sibling.Deactivate();
                    VisualPartRuntimePool.Instance.Push(_sibling);
                }
                _sibling = null;
            }

            if (_colliderPart == null)
            {
                _colliderPart = ColliderPartRuntime.GetPoolItem();
                _colliderPart.GenerateFromColliderMesh(_colliderMesh);
            }
        }
コード例 #12
0
 public void Copy(BuildRMesh data)
 {
     vertices     = data.vertices.ToArray();
     uvs          = data.uvs.ToArray();
     triangles    = data.triangles.ToArray();
     normals      = data.normals.ToArray();
     tangents     = data.tangents.ToArray();
     subTriangles = new Dictionary <int, List <int> >(data.subTriangles);
     vertCount    = data.vertexCount;
     submeshCount = subTriangles.Count;
     materials    = new List <Material>(data.submeshLibrary.MATERIALS);
 }
コード例 #13
0
 private void OnDisable()
 {
     if (bMesh != null)
     {
         bMesh.Clear();
     }
     bMesh = null;
     if (mesh != null)
     {
         mesh.Clear();
     }
     mesh = null;
 }
コード例 #14
0
        private static void Pitched(BuildRMesh mesh, Vector3[] points, Roof design, int submesh)
        {
            int numberOfVolumePoints = points.Length;

            Vector2[] volumePoints = new Vector2[numberOfVolumePoints];
            for (int i = 0; i < numberOfVolumePoints; i++)
            {
                volumePoints[i] = new Vector2(points[i].x, points[i].z);
            }

            OffsetSkeleton offsetPoly = new OffsetSkeleton(volumePoints);

            offsetPoly.Execute();
        }
コード例 #15
0
        public static void OverhangUnderside(ref BuildRMesh mesh, Vector2[] facadePoints, Vector2[] outerPoints, float roofBaseHeight, Roof design)
        {
            Vector2[][] facadeHole = new Vector2[1][];
            facadeHole[0] = outerPoints;
            int[] topTris = Poly2TriWrapper.Triangulate(outerPoints, false, facadeHole);
            //            Array.Reverse(topTris);

            int facadePointCount = facadePoints.Length;
            int outerPointCount  = outerPoints.Length;
            int usePoints        = facadePointCount + outerPointCount;

            Vector2[] points = new Vector2[usePoints];
            for (int f = 0; f < facadePointCount; f++)
            {
                points[f] = facadePoints[f];
            }
            for (int o = 0; o < outerPointCount; o++)
            {
                points[o + facadePointCount] = outerPoints[o];
            }

            int submesh = mesh.submeshLibrary.SubmeshAdd(design.floorSurface);

            int vertCount = points.Length;

            Vector3[] verts = new Vector3[vertCount];
            for (int i = 0; i < vertCount; i++)
            {
                verts[i] = new Vector3(points[i].x, roofBaseHeight, points[i].y);
            }
            Vector2[] uvs      = new Vector2[vertCount];
            Vector3[] normals  = new Vector3[vertCount];
            Vector4[] tangents = new Vector4[vertCount];
            Vector4   tangent  = BuildRMesh.CalculateTangent(Vector3.right);
            Surface   surface  = design.floorSurface;

            for (int v = 0; v < vertCount; v++)
            {
                if (surface != null)
                {
                    uvs[v] = surface.CalculateUV(points[v]);
                }
                normals[v]  = Vector3.down;
                tangents[v] = tangent;
            }

            mesh.AddData(verts, uvs, topTris, normals, tangents, submesh);
        }
コード例 #16
0
        public static void MansardRoof(ref BuildRMesh mesh, Vector2[] points, bool[] gabled, float roofBaseHeight, Roof design, List <Surface> surfaceMapping)
        {
            float floorWidth = design.floorDepth;
            float roofDepth  = design.depth;
            float roofHeight = design.height;

            //mansard floor
            if (floorWidth > 0)
            {
                OffsetSkeleton offsetFloorPoly = new OffsetSkeleton(points, null, floorWidth);
                offsetFloorPoly.direction = 1;
                offsetFloorPoly.Execute();
                Shape floorShape   = offsetFloorPoly.shape;
                int   floorSubmesh = surfaceMapping.IndexOf(design.floorSurface);
                ToMesh(ref mesh, floorShape, gabled, roofBaseHeight, 0, floorSubmesh, design.floorSurface);

                points = new Vector2[floorShape.terminatedNodeCount];
                for (int i = 0; i < floorShape.terminatedNodeCount; i++)
                {
                    points[i] = floorShape.TerminatedNode(i).position;
                }
            }

            //mansard roof
            OffsetSkeleton offsetRoofPoly = new OffsetSkeleton(points, null, roofDepth);

            offsetRoofPoly.direction = 1;
            offsetRoofPoly.Execute();
            Shape roofShape   = offsetRoofPoly.shape;
            int   roofSubmesh = surfaceMapping.IndexOf(design.mainSurface);

            ToMesh(ref mesh, roofShape, gabled, roofBaseHeight, roofHeight, roofSubmesh, design.mainSurface);

            points = new Vector2[roofShape.terminatedNodeCount];
            for (int i = 0; i < roofShape.terminatedNodeCount; i++)
            {
                points[i] = roofShape.TerminatedNode(i).position;
            }

            //mansard top
            int topSubmesh = surfaceMapping.IndexOf(design.floorSurface);

            ToMesh(ref mesh, points, roofBaseHeight + roofHeight, topSubmesh, design.floorSurface);
        }
コード例 #17
0
        public static void Gambrel(ref BuildRMesh mesh, Vector2[] points, bool[] gabled, float roofBaseHeight, Roof design, List <Surface> surfaceMapping)
        {
            float roofDepth   = design.depth;
            float roofHeightB = design.heightB;
            float roofHeight  = design.height - roofHeightB;
            int   roofSubmesh = surfaceMapping.IndexOf(design.mainSurface);

            for (int p = 0; p < points.Length; p++)
            {
                Vector3 p0 = Utils.ToV3(points[p]);
                Vector3 p1 = Utils.ToV3(points[(p + 1) % points.Length]);
                Debug.DrawLine(p0, p1);
            }

            if (roofDepth > 0)
            {
                //slope one
                OffsetSkeleton offsetRoofPoly = new OffsetSkeleton(points, null, roofDepth);
                offsetRoofPoly.direction = 1;
                offsetRoofPoly.Execute();
                Shape roofShape = offsetRoofPoly.shape;
                ToMesh(ref mesh, roofShape, gabled, roofBaseHeight, roofHeightB, roofSubmesh, design.mainSurface);

                points = new Vector2[roofShape.terminatedNodeCount];
                for (int i = 0; i < roofShape.terminatedNodeCount; i++)
                {
                    points[i] = roofShape.TerminatedNode(i).position;
                }
            }
            else
            {
                roofHeight  = design.height;
                roofHeightB = 0;
            }

            //slope two
            OffsetSkeleton offsetRoofPolyB = new OffsetSkeleton(points);

            offsetRoofPolyB.direction = 1;
            offsetRoofPolyB.Execute();
            Shape roofShapeB = offsetRoofPolyB.shape;

            ToMesh(ref mesh, roofShapeB, gabled, roofBaseHeight + roofHeightB, roofHeight, roofSubmesh, design.mainSurface);
        }
コード例 #18
0
ファイル: Gable.cs プロジェクト: ishui/unity3DScripts
        private void UpdatePreviewMesh()
        {
            string     meshName = string.Format("{0}_Preview_Mesh", name);
            BuildRMesh pBMesh   = new BuildRMesh(meshName);

            if (_previewMesh == null)
            {
                _previewMesh = new Mesh();
            }
            _previewMesh.name = meshName;
            if (_settings == null)
            {
                _settings = BuildRSettings.GetSettings();
            }
            Vector3 left  = new Vector3(-_settings.previewGableWidth * 0.5f, -_settings.previewGableHeight * 0.5f, 0);
            Vector3 right = new Vector3(_settings.previewGableWidth * 0.5f, -_settings.previewGableHeight * 0.5f, 0);

            GableGenerator.Generate(ref pBMesh, this, left, right, _settings.previewGableHeight, _settings.previewGableThickness, new Vector2());
            pBMesh.Build(_previewMesh);
        }
コード例 #19
0
ファイル: FacadeEditor.cs プロジェクト: ishui/unity3DScripts
        private void UpdatePreview()
        {
            FacadeGenerator.FacadeData fData = new FacadeGenerator.FacadeData();
            Vector2 sectionSize = new Vector2(2, 3);

            fData.baseA    = new Vector3(0, 0, 0);
            fData.baseB    = new Vector3(sectionSize.x * SIZE.x, 0, 0);
            fData.controlA = Vector3.zero;
            fData.controlB = Vector3.zero;
            List <Vector2Int> anchors = new List <Vector2Int>();

            fData.anchors               = anchors;
            fData.isStraight            = true;
            fData.curveStyle            = VolumePoint.CurveStyles.Distance;
            fData.floorCount            = SIZE.y;
            fData.facadeDesign          = _facade;
            fData.startFloor            = 0;
            fData.actualStartFloor      = 0;
            fData.foundationDepth       = 0;
            fData.wallThickness         = 0.25f;
            fData.minimumWallUnitLength = sectionSize.x;
            fData.floorHeight           = sectionSize.y;
            fData.meshType              = BuildingMeshTypes.Full;
            fData.colliderType          = BuildingColliderTypes.None;
            fData.cullDoors             = false;
            fData.prefabs               = null;

            BuildRMesh dMesh = new BuildRMesh("facade preview");

            FacadeGenerator.GenerateFacade(fData, dMesh);
            _mesh = new Mesh();
            dMesh.Build(_mesh);
            if (_materialList == null)
            {
                _materialList = new List <Material>();
            }
            _materialList.Clear();
            _materialList.AddRange(dMesh.materials);
        }
コード例 #20
0
        private static void ToMesh(ref BuildRMesh mesh, Vector2[] points, float height, int submesh, Surface surface)
        {
            int vertCount = points.Length;

            Vector3[] verts = new Vector3[vertCount];
            for (int i = 0; i < vertCount; i++)
            {
                verts[i] = new Vector3(points[i].x, height, points[i].y);
            }
            Vector2[] uvs      = new Vector2[vertCount];
            Vector3[] normals  = new Vector3[vertCount];
            Vector4[] tangents = new Vector4[vertCount];
            Vector4   tangent  = BuildRMesh.CalculateTangent(Vector3.right);

            for (int v = 0; v < vertCount; v++)
            {
                if (surface != null)
                {
                    uvs[v] = surface.CalculateUV(points[v]);
                }
                normals[v]  = Vector3.up;
                tangents[v] = tangent;
            }

//            int[] topTris = EarClipper.Triangulate(points);
            int[] topTris = Poly2TriWrapper.Triangulate(points);
            for (int t = 0; t < topTris.Length; t += 3)
            {
                int ia = topTris[t];
                int ib = topTris[t + 1];
                int ic = topTris[t + 2];
                Debug.DrawLine(verts[topTris[ia]], verts[topTris[ib]]);
                Debug.DrawLine(verts[topTris[ib]], verts[topTris[ic]]);
                Debug.DrawLine(verts[topTris[ic]], verts[topTris[ia]]);
            }
            mesh.AddData(verts, uvs, topTris, normals, tangents, submesh);
        }
コード例 #21
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;
                }
            }
        }
コード例 #22
0
        private const float HPI = 1.570796f;//half PI
        private static void Arc(ref BuildRMesh mesh, Gable design, Vector3 sectorSize, Vector3 p0, Vector3 p1, Vector2 basePosition, int submesh, Surface surface, bool convex, Vector2 baseUV)
        {
            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);

            float sectionWidth  = sectorSize.x;
            float sectionHeight = sectorSize.y;
            float thickness     = sectorSize.z;

            var segmentCount = design.segments;
            var vertCount    = segmentCount * 8 + 4;
            var verts        = new Vector3[vertCount];
            var uvs          = new Vector2[vertCount];
            var normals      = new Vector3[vertCount];
            var tangents     = new Vector4[vertCount];
            int triPart      = 24;
            //+ 12 for central section (6 front, 6 back)
            int     triCount  = (segmentCount - 1) * triPart + 12;
            var     triangles = new int[triCount];
            Vector3 back      = -facadeNormal * thickness;

            float arcLength = HPI * Mathf.Sqrt(2 * Mathf.Pow(sectorSize.x, 2) + 2 * Mathf.Pow(sectorSize.y, 2)) / 2f;

            //front

            //left
            verts[0] = p0 + facadeDirection * (basePosition.x + sectionWidth) + Vector3.up * basePosition.y;
            Vector2 leftBaseUV = baseUV + new Vector2(basePosition.x + sectionWidth, basePosition.y);

            uvs[0] = surface != null?surface.CalculateUV(leftBaseUV) : new Vector2(0, 0);

            normals[0]  = facadeNormal;
            tangents[0] = facadeTangentForward;
            //right
            verts[1] = p1 - facadeDirection * (basePosition.x + sectionWidth) + Vector3.up * basePosition.y;
            Vector2 rightBaseUV = baseUV + new Vector2(basePosition.x + facadeWidth - basePosition.x * 2 - sectionWidth, basePosition.y);

            uvs[1] = surface != null?surface.CalculateUV(rightBaseUV) : new Vector2(1, 0);

            normals[1]  = facadeNormal;
            tangents[1] = facadeTangentForward;

            //back
            //left
            int endVertIndexLeft = vertCount - 2;

            verts[endVertIndexLeft]    = verts[0] + back;
            uvs[endVertIndexLeft]      = uvs[1];
            normals[endVertIndexLeft]  = -facadeNormal;
            tangents[endVertIndexLeft] = facadeTangentBack;
            //right
            int endVertIndexRight = vertCount - 1;

            verts[endVertIndexRight]    = verts[1] + back;
            uvs[endVertIndexRight]      = uvs[0];
            normals[endVertIndexRight]  = -facadeNormal;
            tangents[endVertIndexRight] = facadeTangentBack;

            for (int i = 0; i < segmentCount; i++)
            {
                float percent     = i / (segmentCount - 1f);
                float arcDistance = arcLength * percent;
                float arcPercent  = convex ? percent : (1 - percent) + 2;
                float x           = Mathf.Sin(arcPercent * HPI);
                float y           = Mathf.Cos(arcPercent * HPI);

                if (!convex)
                {
                    x = (x + 1);
                    y = (y + 1);
                }

                Vector3 arcLeft  = facadeDirection * (-x * sectionWidth) + Vector3.up * y * sectionHeight;
                Vector3 arcRight = facadeDirection * (x * sectionWidth) + Vector3.up * y * sectionHeight;
                Vector3 vertA    = verts[0] + arcLeft;
                Vector3 vertB    = vertA + back;
                Vector3 vertC    = verts[1] + arcRight;
                Vector3 vertD    = vertC + back;

                //left
                verts[i + 2] = vertA;                    //front
                verts[i + 2 + segmentCount]     = vertA; //front top
                verts[i + 2 + segmentCount * 2] = vertB; //back top
                verts[i + 2 + segmentCount * 3] = vertB; //back

                uvs[i + 2] = surface != null?surface.CalculateUV(leftBaseUV + new Vector2(-x *sectionWidth, y *sectionHeight)) : new Vector2(0, 0);

                uvs[i + 2 + segmentCount] = surface != null?surface.CalculateUV(new Vector2(thickness, arcDistance)) : new Vector2(1, 0);

                uvs[i + 2 + segmentCount * 2] = surface != null?surface.CalculateUV(new Vector2(0, arcDistance)) : new Vector2(0, 1);

                uvs[i + 2 + segmentCount * 3] = surface != null?surface.CalculateUV(rightBaseUV + new Vector2(x *sectionWidth, y *sectionHeight)) : new Vector2(1, 1);


                //right
                verts[i + 2 + segmentCount * 4] = vertC; //front
                verts[i + 2 + segmentCount * 5] = vertC; //front top
                verts[i + 2 + segmentCount * 6] = vertD; //back top
                verts[i + 2 + segmentCount * 7] = vertD; //back

                uvs[i + 2 + segmentCount * 4] = surface != null?surface.CalculateUV(rightBaseUV + new Vector2(x *sectionWidth, y *sectionHeight)) : new Vector2(0, 0);

                uvs[i + 2 + segmentCount * 5] = surface != null?surface.CalculateUV(new Vector2(0, arcDistance)) : new Vector2(1, 0);

                uvs[i + 2 + segmentCount * 6] = surface != null?surface.CalculateUV(new Vector2(thickness, arcDistance)) : new Vector2(0, 1);

                uvs[i + 2 + segmentCount * 7] = surface != null?surface.CalculateUV(leftBaseUV + new Vector2(-x *sectionWidth, y *sectionHeight)) : new Vector2(1, 1);

                if (i < segmentCount - 1)
                {
                    //left

                    //front
                    triangles[i * triPart]     = 0;
                    triangles[i * triPart + 1] = i + 3;
                    triangles[i * triPart + 2] = i + 2;

                    //top
                    triangles[i * triPart + 3] = i + segmentCount + 2;
                    triangles[i * triPart + 4] = i + segmentCount + 3;
                    triangles[i * triPart + 5] = i + segmentCount * 2 + 2;
                    triangles[i * triPart + 6] = i + segmentCount + 3;
                    triangles[i * triPart + 7] = i + segmentCount * 2 + 3;
                    triangles[i * triPart + 8] = i + segmentCount * 2 + 2;

                    //back
                    triangles[i * triPart + 9]  = endVertIndexLeft;
                    triangles[i * triPart + 10] = i + 2 + segmentCount * 3;
                    triangles[i * triPart + 11] = i + 3 + segmentCount * 3;

                    //right

                    //front
                    triangles[i * triPart + 12] = 1;
                    triangles[i * triPart + 13] = i + segmentCount * 4 + 2;
                    triangles[i * triPart + 14] = i + segmentCount * 4 + 3;

                    //top
                    triangles[i * triPart + 15] = i + segmentCount * 5 + 3;
                    triangles[i * triPart + 16] = i + segmentCount * 5 + 2;
                    triangles[i * triPart + 17] = i + segmentCount * 6 + 2;
                    triangles[i * triPart + 18] = i + segmentCount * 5 + 3;
                    triangles[i * triPart + 19] = i + segmentCount * 6 + 2;
                    triangles[i * triPart + 20] = i + segmentCount * 6 + 3;

                    //back
                    triangles[i * triPart + 21] = endVertIndexRight;
                    triangles[i * triPart + 22] = i + 3 + segmentCount * 7;
                    triangles[i * triPart + 23] = i + 2 + segmentCount * 7;
                }

                //left
                normals[i + 2]  = facadeNormal;
                tangents[i + 2] = facadeTangentForward;

                Vector3 upNormalLeft = Vector3.Slerp(-facadeDirection, Vector3.up, percent);

                normals[i + 2 + segmentCount]  = upNormalLeft;
                tangents[i + 2 + segmentCount] = facadeTangentLeft;

                normals[i + 2 + segmentCount * 2]  = upNormalLeft;
                tangents[i + 2 + segmentCount * 2] = facadeTangentLeft;

                normals[i + 2 + segmentCount * 3]  = -facadeNormal;
                tangents[i + 2 + segmentCount * 3] = facadeTangentBack;

                //right
                normals[i + 2 + segmentCount * 4]  = facadeNormal;
                tangents[i + 2 + segmentCount * 4] = facadeTangentForward;

                Vector3 upNormalRight = Vector3.Slerp(facadeDirection, Vector3.up, percent);

                normals[i + 2 + segmentCount * 5]  = upNormalRight;
                tangents[i + 2 + segmentCount * 5] = facadeTangentRight;

                normals[i + 2 + segmentCount * 6]  = upNormalRight;
                tangents[i + 2 + segmentCount * 6] = facadeTangentRight;

                normals[i + 2 + segmentCount * 7]  = -facadeNormal;
                tangents[i + 2 + segmentCount * 7] = facadeTangentBack;
            }

            //inter arc faces
            //front
            triangles[triCount - 12] = 1;
            triangles[triCount - 11] = 0;
            triangles[triCount - 10] = 2;
            triangles[triCount - 9]  = 1;
            triangles[triCount - 8]  = 2;
            triangles[triCount - 7]  = segmentCount * 4 + 2;
            //back
            triangles[triCount - 6] = endVertIndexLeft;
            triangles[triCount - 5] = endVertIndexRight;
            triangles[triCount - 4] = 2 + segmentCount * 3;
            triangles[triCount - 3] = 2 + segmentCount * 3;
            triangles[triCount - 2] = endVertIndexRight;
            triangles[triCount - 1] = segmentCount * 7 + 2;//1;


            mesh.AddData(verts, uvs, triangles, normals, tangents, submesh);
        }
コード例 #23
0
        public static void GenerateFacade(FacadeData data, BuildRMesh dmesh, BuildRCollider collider = null)
        {
//		    Debug.Log("******************* "+data.facadeDesign.ToString());
            Vector3 facadeVector = data.baseB - data.baseA;

            if (facadeVector.magnitude < Mathf.Epsilon)
            {
                return;
            }
            Vector3   facadeDirection = facadeVector.normalized;
            Vector3   facadeNormal    = Vector3.Cross(facadeDirection, Vector3.up);
            Vector4   facadeTangent   = BuildRMesh.CalculateTangent(facadeDirection);
            RandomGen rGen            = new RandomGen();

            rGen.GenerateNewSeed();
            float                 wallThickness = data.wallThickness;
            float                 foundation    = data.foundationDepth;
            BuildingMeshTypes     meshType      = data.meshType;
            BuildingColliderTypes colliderType  = data.colliderType;
            int     wallSections = 0;
            Vector2 wallSectionSize;
            float   facadeLength = 0;

            if (data.isStraight)
            {
                facadeLength = facadeVector.magnitude;
                wallSections = Mathf.FloorToInt(facadeLength / data.minimumWallUnitLength);
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                wallSectionSize = new Vector2(facadeLength / wallSections, data.floorHeight);
            }
            else
            {
                wallSections = data.anchors.Count - 1;
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                float sectionWidth = Vector2.Distance(data.anchors[0].vector2, data.anchors[1].vector2);
                wallSectionSize = new Vector2(sectionWidth, data.floorHeight);
            }

            Dictionary <WallSection, RawMeshData>           generatedSections                  = new Dictionary <WallSection, RawMeshData>();
            Dictionary <WallSection, RawMeshData>           generatedSectionMeshColliders      = new Dictionary <WallSection, RawMeshData>();
            Dictionary <WallSection, BuildRCollider.BBox[]> generatedSectionPrimitiveColliders = new Dictionary <WallSection, BuildRCollider.BBox[]>();

            int startFloor = data.startFloor;

//		    Debug.Log("st fl "+startFloor);
//		    Debug.Log("fl ct "+ data.floorCount);
            for (int fl = startFloor; fl < data.floorCount; fl++)
            {
//			    Debug.Log(fl);
                if (data.facadeDesign.randomisationMode == Facade.RandomisationModes.RandomRows)
                {
                    generatedSections.Clear();                                                                             //recalculate each row
                }
//			    Debug.Log(wallSections);
                for (int s = 0; s < wallSections; s++)
                {
//				    Debug.Log(s);
                    WallSection section = data.facadeDesign.GetWallSection(s, fl + data.actualStartFloor, wallSections, data.floorCount);
//				    Debug.Log(section);
                    dmesh.submeshLibrary.Add(section);                    //add the wallsection to the main submesh library
                    RawMeshData generatedSection         = null;
                    RawMeshData generatedSectionCollider = null;

                    BuildRCollider.BBox[] bboxes = new BuildRCollider.BBox[0];

                    if (section == null)
                    {
                        GenerationOutput output         = GenerationOutput.CreateRawOutput();
                        GenerationOutput outputCollider = null;
                        if (colliderType == BuildingColliderTypes.Complex)
                        {
                            outputCollider = GenerationOutput.CreateRawOutput();
                        }
                        if (colliderType == BuildingColliderTypes.Primitive)
                        {
                            BuildRCollider.BBox[] bbox = WallSectionGenerator.Generate(section, wallSectionSize, wallThickness);
                            generatedSectionPrimitiveColliders.Add(section, bbox);
                        }
                        WallSectionGenerator.Generate(section, output, wallSectionSize, false, wallThickness, true, outputCollider, dmesh.submeshLibrary);

                        generatedSection = output.raw;
                        if (outputCollider != null)
                        {
                            generatedSectionCollider = outputCollider.raw;
                        }
                    }
                    else
                    {
                        if (generatedSections.ContainsKey(section))
                        {
                            generatedSection = generatedSections[section];
                            if (generatedSectionMeshColliders.ContainsKey(section))
                            {
                                generatedSectionCollider = generatedSectionMeshColliders[section];
                            }
                        }
                        else
                        {
                            GenerationOutput output         = GenerationOutput.CreateRawOutput();
                            GenerationOutput outputCollider = null;
                            bool             cullOpening    = data.cullDoors && section.isDoor;
                            if (colliderType == BuildingColliderTypes.Complex)
                            {
                                outputCollider = GenerationOutput.CreateRawOutput();
                            }
                            if (colliderType == BuildingColliderTypes.Primitive)
                            {
                                BuildRCollider.BBox[] bbox = WallSectionGenerator.Generate(section, wallSectionSize, wallThickness, cullOpening);
                                generatedSectionPrimitiveColliders.Add(section, bbox);
                            }
                            WallSectionGenerator.Generate(section, output, wallSectionSize, false, wallThickness, cullOpening, outputCollider, dmesh.submeshLibrary);

                            generatedSections.Add(section, output.raw);
                            if (generatedSectionCollider != null)
                            {
                                generatedSectionMeshColliders.Add(section, outputCollider.raw);
                            }

                            generatedSection = output.raw;
                            if (generatedSectionCollider != null)
                            {
                                generatedSectionCollider = outputCollider.raw;
                            }
                        }

                        if (generatedSectionPrimitiveColliders.ContainsKey(section))
                        {
                            bboxes = generatedSectionPrimitiveColliders[section];
                        }
                    }

//				    Debug.Log("data strt" + data.isStraight);
                    if (data.isStraight)
                    {
                        Quaternion meshRot           = Quaternion.LookRotation(facadeNormal, Vector3.up);
                        Vector3    baseMeshPos       = data.baseA + facadeDirection * wallSectionSize.x + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(wallSectionSize.x * s, wallSectionSize.y * fl, 0);
                        baseMeshPos += meshRot * wallSectionVector;
                        Vector3 meshPos = baseMeshPos + meshRot * -wallSectionSize * 0.5f;

                        Vector2 uvOffset       = new Vector2(wallSectionSize.x * s, wallSectionSize.y * fl);
                        Vector2 uvOffsetScaled = uvOffset;
                        if (section != null && section.wallSurface != null)
                        {
                            uvOffsetScaled = CalculateUv(uvOffsetScaled, section.wallSurface);
                        }

                        //TODO account for the mesh mode of the wall section - custom meshes
                        if (meshType == BuildingMeshTypes.Full)
                        {
                            dmesh.AddData(generatedSection, meshPos, meshRot, Vector3.one, uvOffsetScaled);
                        }
                        if (collider != null && generatedSectionCollider != null)
                        {
                            collider.mesh.AddData(generatedSectionCollider, meshPos, meshRot, Vector3.one);
                        }
                        if (collider != null && bboxes.Length > 0)
                        {
                            collider.AddBBox(bboxes, meshPos, meshRot);
                        }

//					    Debug.Log("foundation");
                        if (fl == 0 && foundation > Mathf.Epsilon)
                        {
                            Vector3 fp3 = baseMeshPos + Vector3.down * wallSectionSize.y;
                            Vector3 fp2 = fp3 - facadeDirection * wallSectionSize.x;
                            Vector3 fp0 = fp2 + Vector3.down * foundation;
                            Vector3 fp1 = fp3 + Vector3.down * foundation;

                            if (meshType == BuildingMeshTypes.Full)
                            {
                                Surface foundationSurface = data.foundationSurface != null ? data.foundationSurface : section.wallSurface;
                                int     foundationSubmesh = dmesh.submeshLibrary.SubmeshAdd(foundationSurface);                            //facadeSurfaces.IndexOf(section.wallSurface));
                                dmesh.AddPlane(fp0, fp1, fp2, fp3, new Vector2(uvOffset.x, -foundation), new Vector2(uvOffset.x + wallSectionSize.x, 0), -facadeNormal, facadeTangent, foundationSubmesh, foundationSurface);
                            }
                            if (collider != null && generatedSectionCollider != null)
                            {
                                collider.mesh.AddPlane(fp0, fp1, fp2, fp3, 0);
                            }
                        }
                    }
                    else
                    {
                        //todo switch - support wall section based curves for now

                        Vector3 cp0 = data.anchors[s].vector3XZ;
                        cp0.y = data.baseA.y;
                        Vector3 cp1 = data.anchors[s + 1].vector3XZ;
                        cp1.y = data.baseA.y;
                        Vector3 curveVector    = cp1 - cp0;
                        Vector3 curveDirection = curveVector.normalized;
                        Vector3 curveNormal    = Vector3.Cross(curveDirection, Vector3.up);
                        float   actualWidth    = curveVector.magnitude;

                        Quaternion meshRot           = Quaternion.LookRotation(curveNormal, Vector3.up);
                        Vector3    meshPos           = cp1 + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(0, wallSectionSize.y * fl, 0);
                        meshPos += meshRot * wallSectionVector;
                        meshPos += meshRot * -new Vector3(actualWidth, wallSectionSize.y, 0) * 0.5f;
                        Vector3 meshScale = new Vector3(actualWidth / wallSectionSize.x, 1, 1);

                        //Thanks Anthony Cuellar - issue #12
                        Vector2 uvOffset       = new Vector2(wallSectionVector.x, wallSectionVector.y + (section.hasOpening ? 0 : wallSectionSize.y / 2f));
                        Vector2 uvOffsetScaled = CalculateUv(uvOffset, section.wallSurface);
                        //TODO account for the mesh mode of the wall section - custom meshes
                        if (meshType == BuildingMeshTypes.Full)
                        {
                            dmesh.AddData(generatedSection, meshPos, meshRot, meshScale, uvOffsetScaled);
                        }
                        if (collider != null && generatedSectionCollider != null)
                        {
                            collider.mesh.AddData(generatedSectionCollider, meshPos, meshRot, meshScale);
                        }
                        if (collider != null && bboxes.Length > 0)
                        {
                            collider.AddBBox(bboxes, meshPos, meshRot);
                        }

//					    Debug.Log("foundation");
                        if (fl == 0 && foundation > Mathf.Epsilon)
                        {
                            Vector3 fp3 = cp1;
                            Vector3 fp2 = fp3 - curveDirection * actualWidth;
                            Vector3 fp0 = fp2 + Vector3.down * foundation;
                            Vector3 fp1 = fp3 + Vector3.down * foundation;

                            if (meshType == BuildingMeshTypes.Full)
                            {
                                Surface foundationSurface = data.foundationSurface != null ? data.foundationSurface : section.wallSurface;
                                int     foundationSubmesh = dmesh.submeshLibrary.SubmeshAdd(foundationSurface);                            //facadeSurfaces.IndexOf(section.wallSurface);
                                dmesh.AddPlane(fp0, fp1, fp2, fp3, new Vector2(uvOffset.x, -foundation), new Vector2(uvOffset.x + actualWidth, 0), -curveNormal, facadeTangent, foundationSubmesh, foundationSurface);
                            }
                            if (collider != null && generatedSectionCollider != null)
                            {
                                collider.mesh.AddPlane(fp0, fp1, fp2, fp3, 0);
                            }
                        }
                    }
                }

                //string course is completely ignored for a collision
//			    Debug.Log("string");
                if (fl > 0 && data.facadeDesign.stringCourse && meshType == BuildingMeshTypes.Full)                //no string course on ground floor
                {
                    float   baseStringCoursePosition = wallSectionSize.y * fl + wallSectionSize.y * data.facadeDesign.stringCoursePosition;
                    Vector3 scBaseUp = baseStringCoursePosition * Vector3.up;
                    Vector3 scTopUp  = (data.facadeDesign.stringCourseHeight + baseStringCoursePosition) * Vector3.up;
                    if (data.isStraight)
                    {
                        Vector3 scNm    = data.facadeDesign.stringCourseDepth * facadeNormal;
                        Vector3 p0      = data.baseA;
                        Vector3 p1      = data.baseB;
                        Vector3 p0o     = data.baseA - scNm;
                        Vector3 p1o     = data.baseB - scNm;
                        int     submesh = dmesh.submeshLibrary.SubmeshAdd(data.facadeDesign.stringCourseSurface);                                                                                        //data.facadeDesign.stringCourseSurface != null ? facadeSurfaces.IndexOf(data.facadeDesign.stringCourseSurface) : 0;
                        Vector2 uvMax   = new Vector2(facadeLength, data.facadeDesign.stringCourseHeight);
                        dmesh.AddPlane(p0o + scBaseUp, p1o + scBaseUp, p0o + scTopUp, p1o + scTopUp, Vector3.zero, uvMax, -facadeNormal, facadeTangent, submesh, data.facadeDesign.stringCourseSurface); //front
                        dmesh.AddPlane(p0 + scBaseUp, p0o + scBaseUp, p0 + scTopUp, p0o + scTopUp, facadeNormal, facadeTangent, submesh);                                                                //left
                        dmesh.AddPlane(p1o + scBaseUp, p1 + scBaseUp, p1o + scTopUp, p1 + scTopUp, facadeNormal, facadeTangent, submesh);                                                                //right
                        float facadeAngle = BuildrUtils.CalculateFacadeAngle(facadeDirection);
                        dmesh.AddPlaneComplexUp(p0 + scBaseUp, p1 + scBaseUp, p0o + scBaseUp, p1o + scBaseUp, facadeAngle, Vector3.down, facadeTangent, submesh, data.facadeDesign.stringCourseSurface); //bottom
                        dmesh.AddPlaneComplexUp(p1 + scTopUp, p0 + scTopUp, p1o + scTopUp, p0o + scTopUp, facadeAngle, Vector3.up, facadeTangent, submesh, data.facadeDesign.stringCourseSurface);       //top
                    }
                    else
                    {
                        int       baseCurvePointCount = data.anchors.Count;                  //baseCurvepoints.Count;
                        Vector3[] interSectionNmls    = new Vector3[baseCurvePointCount];
                        for (int i = 0; i < baseCurvePointCount - 1; i++)
                        {
                            Vector3 p0 = data.anchors[i].vector3XZ;                            //baseCurvepoints[i];
                            Vector3 p1 = data.anchors[i + 1].vector3XZ;                        //baseCurvepoints[i + 1];
                            Vector3 p2 = data.anchors[Mathf.Max(i - 1, 0)].vector3XZ;          //baseCurvepoints[Mathf.Max(i - 1, 0)];
                            interSectionNmls[i] = Vector3.Cross((p1 - p0 + p0 - p2).normalized, Vector3.up);
                        }

                        for (int i = 0; i < baseCurvePointCount - 1; i++)
                        {
                            Vector3 p0            = data.anchors[i].vector3XZ;                 //baseCurvepoints[i];
                            Vector3 p1            = data.anchors[i + 1].vector3XZ;             //baseCurvepoints[i + 1];
                            Vector3 sectionVector = p1 - p0;
                            Vector3 sectionDir    = sectionVector.normalized;
                            Vector3 sectionNml    = Vector3.Cross(sectionDir, Vector3.up);
                            Vector4 sectionTgnt   = BuildRMesh.CalculateTangent(sectionDir);
                            Vector3 scNmA         = data.facadeDesign.stringCourseDepth * interSectionNmls[i + 0];
                            Vector3 scNmB         = data.facadeDesign.stringCourseDepth * interSectionNmls[i + 1];
                            Vector3 p0o           = p0 - scNmA;
                            Vector3 p1o           = p1 - scNmB;
                            int     submesh       = dmesh.submeshLibrary.SubmeshAdd(data.facadeDesign.stringCourseSurface);                  //data.facadeDesign.stringCourseSurface != null ? facadeSurfaces.IndexOf(data.facadeDesign.stringCourseSurface) : 0;
                            dmesh.AddPlane(p0o + scBaseUp, p1o + scBaseUp, p0o + scTopUp, p1o + scTopUp, sectionNml, sectionTgnt, submesh);
                            dmesh.AddPlane(p0 + scBaseUp, p0o + scBaseUp, p0 + scTopUp, p0o + scTopUp, sectionNml, sectionTgnt, submesh);
                            dmesh.AddPlane(p1o + scBaseUp, p1 + scBaseUp, p1o + scTopUp, p1 + scTopUp, sectionNml, sectionTgnt, submesh);
                            float facadeAngle = BuildrUtils.CalculateFacadeAngle(sectionDir);
                            dmesh.AddPlaneComplexUp(p0 + scBaseUp, p1 + scBaseUp, p0o + scBaseUp, p1o + scBaseUp, facadeAngle, Vector3.down, sectionTgnt, submesh, data.facadeDesign.stringCourseSurface);                      //bottom
                            dmesh.AddPlaneComplexUp(p1 + scTopUp, p0 + scTopUp, p1o + scTopUp, p0o + scTopUp, facadeAngle, Vector3.up, sectionTgnt, submesh, data.facadeDesign.stringCourseSurface);                            //top
                        }
                    }
                }
            }
        }
コード例 #24
0
ファイル: FullMesh.cs プロジェクト: ishui/unity3DScripts
        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;
                }
            }
        }
コード例 #25
0
        public static bool Generate(BuildRMesh mesh, BuildRCollider collider, Vector2[] points, int[] facadeIndices, float roofBaseHeight, IVolume volume, Rect clampUV)
        {
            Roof           design     = volume.roof;
            OffsetSkeleton offsetPoly = new OffsetSkeleton(points);

            offsetPoly.direction = 1;
            offsetPoly.Execute();
            Shape shape       = offsetPoly.shape;
            int   submesh     = mesh.submeshLibrary.SubmeshAdd(design.mainSurface); // surfaceMapping.IndexOf(design.mainSurface);
            int   wallSubmesh = mesh.submeshLibrary.SubmeshAdd(design.wallSurface); //surfaceMapping.IndexOf(design.wallSurface);

            if (shape == null)
            {
                return(false);
            }

            List <Edge> edges     = new List <Edge>(shape.edges);
            List <Edge> baseEdges = new List <Edge>(shape.baseEdges);

            float shapeHeight  = shape.HeighestPoint();
            float designHeight = design.height;
            float heightScale  = designHeight / shapeHeight;

            Vector2 clampUVScale = Vector2.one;

            if (clampUV.width > 0)
            {
                FlatBounds bounds = new FlatBounds();
                for (int fvc = 0; fvc < points.Length; fvc++)
                {
                    bounds.Encapsulate(points[fvc]);
                }
                clampUVScale.x = bounds.width / clampUV.width;
                clampUVScale.y = bounds.height / clampUV.height;
            }

            Dictionary <Node, int>          shapeConnectionCount = new Dictionary <Node, int>();
            Dictionary <Node, List <Node> > shapeConnections     = new Dictionary <Node, List <Node> >();
            int edgeCount = edges.Count;

            for (int e = 0; e < edgeCount; e++)
            {
                Edge edge = edges[e];

                if (edge.length < Mathf.Epsilon)
                {
                    continue;
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeA))
                {
                    shapeConnectionCount.Add(edge.nodeA, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeA, new List <Node> {
                        edge.nodeB
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeA]++;
                    if (!shapeConnections[edge.nodeA].Contains(edge.nodeB))
                    {
                        shapeConnections[edge.nodeA].Add(edge.nodeB);
                    }
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeB))
                {
                    shapeConnectionCount.Add(edge.nodeB, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeB, new List <Node> {
                        edge.nodeA
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeB]++;
                    if (!shapeConnections[edge.nodeB].Contains(edge.nodeA))
                    {
                        shapeConnections[edge.nodeB].Add(edge.nodeA);
                    }
                }
            }

            int baseEdgeCount = baseEdges.Count;

            for (int b = 0; b < baseEdgeCount; b++)
            {
                Edge baseEdge = baseEdges[b];
                Node nodeA    = baseEdge.nodeA;
                Node nodeB    = baseEdge.nodeB;

                Node        currentNode = nodeA;
                Node        lastNode    = nodeB;
                int         itMax       = 50;
                List <Node> edgeShape   = new List <Node>()
                {
                    nodeA
                };

                while (currentNode != nodeB)
                {
                    List <Node> nodeConnections     = shapeConnections[currentNode];
                    int         nodeConnectionCount = nodeConnections.Count;
                    float       minAngle            = Mathf.Infinity;
                    Node        nextNode            = null;
                    Vector2     currentDirection    = (currentNode.position - lastNode.position).normalized;
                    for (int n = 0; n < nodeConnectionCount; n++)
                    {
                        Node connectingNode = nodeConnections[n];
                        if (connectingNode == lastNode)
                        {
                            continue;
                        }
                        Vector2 nextDirection = (connectingNode.position - currentNode.position).normalized;
                        float   nodeAngle     = JMath.SignAngleDirection(currentDirection, nextDirection);
                        if (nodeAngle < minAngle)
                        {
                            minAngle = nodeAngle;
                            nextNode = connectingNode;
                        }
                    }
                    if (nextNode != null)
                    {
                        edgeShape.Add(nextNode);
                        lastNode    = currentNode;
                        currentNode = nextNode;
                    }


                    itMax--;
                    if (itMax < 0)
                    {
                        break;
                    }
                }

                int edgeShapeCount = edgeShape.Count;
                if (edgeShapeCount < 3)
                {
                    continue;
                }
//                Debug.Log("Generate edgeShapeCount "+ edgeShapeCount);

                Vector3[] verts = new Vector3[edgeShapeCount];

                Vector2[] uvs = new Vector2[edgeShapeCount];
                Vector3   baseShapeDirection = ShapeOffset.Utils.ToV3(nodeB.position - nodeA.position).normalized;
                float     uvAngle            = JMath.SignAngle(new Vector2(baseShapeDirection.x, baseShapeDirection.z).normalized) - 90;

                Vector2[] faceShape = new Vector2[edgeShapeCount];
                Vector3[] normals   = new Vector3[edgeShapeCount];
                Vector4[] tangents  = new Vector4[edgeShapeCount];
                //                Vector3 normal = Vector3.up;//BuildRMesh.CalculateNormal(); TODO
                Vector4 tangent = BuildRMesh.CalculateTangent(baseShapeDirection);
                for (int i = 0; i < edgeShapeCount; i++)//what on earth did I write here?
                {
                    Vector3 newVert = new Vector3(edgeShape[i].position.x, edgeShape[i].height * heightScale + roofBaseHeight, edgeShape[i].position.y);
                    verts[i] = newVert;

                    Vector2 baseUV = new Vector2(newVert.x - verts[0].x, newVert.z - verts[0].z);
                    Vector2 newUV  = Vector2.zero;
                    if (i != 0)
                    {
                        newUV = JMath.Rotate(baseUV, uvAngle);
                    }
                    if (clampUV.width > Mathf.Epsilon)
                    {
                        newUV.x = Mathf.Clamp(clampUV.x + newUV.x / clampUVScale.x, clampUV.xMin, clampUV.xMax);
                        newUV.y = Mathf.Clamp(clampUV.y + newUV.y / clampUVScale.y, clampUV.yMin, clampUV.yMax);
                    }
                    else
                    {
                        if (i != 0)
                        {
                            float faceHeight = edgeShape[i].height * heightScale;
                            newUV.y = Mathf.Sqrt((newUV.y * newUV.y) + (faceHeight * faceHeight));//hypotenuse of roof to give length of roof face
                            if (design.mainSurface != null)
                            {
                                newUV = design.mainSurface.CalculateUV(newUV);
                            }
                        }
                    }
                    uvs[i] = newUV;

                    faceShape[i] = edgeShape[i].position;//used for triangulation
                    //                    normals[i] = normal;
                    tangents[i] = tangent;
                }
//                int[] tris = EarClipper.Triangulate(faceShape, 0, -1);
                int[] tris     = Poly2TriWrapper.Triangulate(faceShape, true);
                int   triCount = tris.Length;

                Vector3 normal = (verts.Length > 2 && triCount > 2) ? BuildRMesh.CalculateNormal(verts[tris[0]], verts[tris[1]], verts[tris[2]]) : Vector3.up;
                for (int i = 0; i < edgeShapeCount; i++)
                {
                    normals[i] = normal;
                }

                mesh.AddData(verts, uvs, tris, normals, tangents, submesh);

                //gable
                bool isGabled = volume[facadeIndices[b]].isGabled;
                if (isGabled)
                {
                    for (int t = 0; t < triCount; t += 3)
                    {
                        if (tris[t] == 0 || tris[t + 1] == 0 || tris[t + 2] == 0)
                        {
                            int beB = edgeShapeCount - 1;
                            if (tris[t] == beB || tris[t + 1] == beB || tris[t + 2] == beB)
                            {
                                Vector3 b0       = verts[0];
                                Vector3 b1       = verts[beB];
                                Vector3 g0       = b0;
                                Vector3 g1       = b1;
                                int     topIndex = 0;
                                for (int tx = 0; tx < 3; tx++)
                                {
                                    if (tris[t + tx] != 0 && tris[t + tx] != beB)
                                    {
                                        topIndex = tris[t + tx];
                                    }
                                }
                                Vector3 b2 = verts[topIndex];

                                Vector3 baseV = b1 - b0;
                                Vector3 dir   = baseV.normalized;
                                Vector3 face  = Vector3.Cross(Vector3.up, dir).normalized;
                                Vector3 up    = Vector3.Project(b2 - b0, Vector3.up);

                                //clear triangle
                                tris[t]     = 0;
                                tris[t + 1] = 0;
                                tris[t + 2] = 0;

                                bool  simpleGable      = volume[facadeIndices[b]].simpleGable;
                                Gable gableStyle       = volume[facadeIndices[b]].gableStyle;
                                float thickness        = volume[facadeIndices[b]].gableThickness;
                                float additionalHeight = volume[facadeIndices[b]].gableHeight;
                                float height           = up.magnitude + additionalHeight;

                                if (simpleGable || gableStyle != null)
                                {
                                    Vector3 pitchVectorA = (b2 - b0).normalized;
                                    Vector3 pitchVectorB = (b2 - b1).normalized;
                                    float   angle        = Vector3.Angle(-face, pitchVectorA);
                                    float   scale        = Mathf.Cos(angle / 57.2957795f);
                                    b0 += pitchVectorA * (thickness * (1 / scale));
                                    b1 += pitchVectorB * (thickness * (1 / scale));
                                }

                                Vector3 center = Vector3.Lerp(b0, b1, 0.5f);
                                up = Vector3.Project(b2 - b0, Vector3.up); //recalculate after b change(?)
                                Vector3 b3 = center + up;
                                if (simpleGable)                           //generate a simple gable
                                {
                                    //generate simple gable based on roof
                                    Vector3 gCenter = Vector3.Lerp(g0, g1, 0.5f);
                                    Vector3 gBaseUp = Vector3.up * additionalHeight;
                                    Vector3 gUp     = up.normalized * height;
                                    Vector3 gBack   = -face * thickness;
                                    //todo further calculations
                                    //face
                                    mesh.AddPlane(g0, g1, g0 + gBaseUp, g1 + gBaseUp, wallSubmesh);
                                    mesh.AddTri(g1 + gBaseUp, g0 + gBaseUp, gCenter + gUp, dir, wallSubmesh);
                                    //backface
                                    mesh.AddPlane(g1 + gBack, g0 + gBack, g1 + gBaseUp + gBack, g0 + gBaseUp + gBack, wallSubmesh);
                                    mesh.AddTri(g0 + gBack + gBaseUp, g1 + gBack + gBaseUp, b3 + gBaseUp, -dir, wallSubmesh);
                                    //left
                                    mesh.AddPlane(g0 + gBack, g0, g0 + gBaseUp + gBack, g0 + gBaseUp, wallSubmesh);
                                    mesh.AddPlane(g0 + gBaseUp + gBack, g0 + gBaseUp, b3 + gBaseUp, gCenter + gUp, wallSubmesh);
                                    //right
                                    mesh.AddPlane(g1, g1 + gBack, g1 + gBaseUp, g1 + gBaseUp + gBack, wallSubmesh);
                                    mesh.AddPlane(g1 + gBaseUp, g1 + gBaseUp + gBack, gCenter + gUp, b3 + gBaseUp, wallSubmesh);
                                }
                                else if (volume[facadeIndices[b]].gableStyle != null)
                                {
                                    Vector2 baseUV = new Vector2(0, volume.planHeight);
                                    GableGenerator.Generate(ref mesh, gableStyle, g0, g1, height, thickness, baseUV);
                                }
                                else
                                {
                                    mesh.AddTri(b0, b3, b1, dir, submesh);//face - no separate gable
                                }

                                mesh.AddTri(b0, b2, b3, face, submesh);  //left
                                mesh.AddTri(b1, b3, b2, -face, submesh); //right
                            }
                        }
                    }
                }
            }

            return(true);
        }
コード例 #26
0
        public static void GenerateStairs(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int floor, int wallSubmesh = -1, BuildRCollider collider = null)
        {
            bool  stepped          = true;  //todo
            float minimumWidth     = 0.9f;  //UK standard
            float stepHeight       = 0.22f;
            float wallThickness    = VerticalOpening.WALL_THICKNESS;
            bool  generateColldier = collider != null;

            float minimumRunLength   = 0.25f;
            float maximumRiserHeight = 0.2f;

            int internalWallSubmesh  = mesh.submeshLibrary.SubmeshAdd(opening.surfaceB);
            int internalFloorSubmesh = mesh.submeshLibrary.SubmeshAdd(opening.surfaceD);

            bool isBottomFloor = opening.baseFloor == floor;
            bool isTopFloor    = opening.baseFloor + opening.floors == floor;
            //            Debug.Log((opening.baseFloor + opening.floors - 1) +" "+ floor);

            //base positions
            Quaternion rotation    = Quaternion.Euler(0, opening.rotation, 0);
            Vector2Int openingSize = opening.size;
            Vector3    b0          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3    b1          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3    b2          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);
            Vector3    b3          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);

            //inner points
            Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness;
            Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness;
            Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness;
            Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness;

            Vector2 internalSize    = new Vector2(openingSize.vx - wallThickness * 2, openingSize.vy - wallThickness * 2);
            float   stairWidthFromX = internalSize.x * 0.5f;
            float   stairWidthFromY = internalSize.y - Mathf.Ceil(height / maximumRiserHeight) * minimumRunLength;

            float useLandingWidth = (stairWidthFromX + stairWidthFromY) * 0.5f;

            useLandingWidth = Mathf.Clamp(useLandingWidth, minimumWidth, opening.stairWidth);            //Mathf.Max(stairWidth, internalSize.x * 0.5f));
            float useStairWidth = Mathf.Clamp(opening.stairWidth, minimumWidth, stairWidthFromX);


            float stairRun = internalSize.y - (useLandingWidth * 2);


            Vector3 escalationFlatDir    = (b2i - b0i).normalized;
            Vector3 escalationRight      = (b1i - b0i).normalized;
            Vector3 escalationVector     = new Vector3(stairRun * escalationFlatDir.x, height * 0.5f, stairRun * escalationFlatDir.z);
            Vector3 escalationDirection  = escalationVector.normalized;
            float   escalationHypotenuse = escalationVector.magnitude;
            int     numberOfSteps        = Mathf.CeilToInt((height) / stepHeight);

            Vector3 escalationVectorB    = new Vector3(stairRun * -escalationFlatDir.x, height * 0.5f, stairRun * -escalationFlatDir.z);
            Vector3 escalationDirectionB = escalationVectorB.normalized;

            Vector3 landingDrop  = Vector3.down * wallThickness;
            Vector4 rightTangent = BuildRMesh.CalculateTangent(escalationRight);

            //lower landing
            if (!isBottomFloor)
            {
                Vector3 l0 = b0i;
                Vector3 l1 = b1i;
                Vector3 l2 = b0i + escalationFlatDir * useLandingWidth;
                Vector3 l3 = b1i + escalationFlatDir * useLandingWidth;

                Vector2 maxUVTop  = new Vector2(internalSize.x, useLandingWidth);
                Vector2 maxUVSide = new Vector2(internalSize.x, stepHeight);
                //top
                mesh.AddPlane(l0, l1, l2, l3, Vector3.zero, maxUVTop, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD);
                //bottom
                mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, Vector3.zero, maxUVTop, Vector3.down, rightTangent, internalWallSubmesh, opening.surfaceB);
                //front
                mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, escalationFlatDir, maxUVSide, Vector3.up, rightTangent, internalWallSubmesh, opening.surfaceB);

                if (generateColldier)
                {
                    collider.mesh.AddPlane(l0, l1, l2, l3, 0);
                    collider.mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, 0);
                    collider.mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, 0);
                }
            }

            if (!isTopFloor)
            {
                //mid landing

                if (true)                //half landed
                {
                    Vector3 up = Vector3.up * height * 0.5f;
                    Vector3 l0 = b2i - escalationFlatDir * useLandingWidth + up;
                    Vector3 l1 = b3i - escalationFlatDir * useLandingWidth + up;
                    Vector3 l2 = b2i + up;
                    Vector3 l3 = b3i + up;

                    Vector2 maxUVTop  = new Vector2(internalSize.x, useLandingWidth);
                    Vector2 maxUVSide = new Vector2(internalSize.x, useLandingWidth);
                    //top
                    mesh.AddPlane(l0, l1, l2, l3, Vector3.zero, maxUVTop, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD);
                    //bottom
                    mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, Vector3.zero, maxUVTop, Vector3.down, rightTangent, internalWallSubmesh, opening.surfaceB);
                    //front
                    mesh.AddPlane(l1, l0, l1 + landingDrop, l0 + landingDrop, Vector3.zero, maxUVSide, -escalationFlatDir, rightTangent, internalWallSubmesh, opening.surfaceB);

                    if (generateColldier)
                    {
                        collider.mesh.AddPlane(l0, l1, l2, l3, 0);
                        collider.mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, 0);
                        collider.mesh.AddPlane(l1, l0, l1 + landingDrop, l0 + landingDrop, 0);
                    }
                }

                Vector3 flightABaseOutside = b0i + escalationFlatDir * useLandingWidth;
                Vector3 flightABaseInside  = flightABaseOutside + escalationRight * useStairWidth;
                Vector3 flightATopOutside  = flightABaseOutside + escalationDirection * escalationHypotenuse;
                Vector3 flightATopInside   = flightABaseInside + escalationDirection * escalationHypotenuse;
                float   dropThickness      = wallThickness;         //Mathf.Sin(Mathf.Atan2(height, stairRun)) * wallThickness;

                Vector3 flightABaseOutsideDrop = flightABaseOutside + Vector3.down * dropThickness;
                Vector3 flightABaseInsideDrop  = flightABaseInside + Vector3.down * dropThickness;
                Vector3 flightATopOutsideDrop  = flightATopOutside + Vector3.down * dropThickness;
                Vector3 flightATopInsideDrop   = flightATopInside + Vector3.down * dropThickness;

                Vector3 flightBBaseOutside = b3i - escalationFlatDir * useLandingWidth + Vector3.up * height * 0.5f;
                Vector3 flightBBaseInside  = flightBBaseOutside - escalationRight * useStairWidth;
                Vector3 flightBTopOutside  = flightBBaseOutside + escalationDirectionB * escalationHypotenuse;
                Vector3 flightBTopInside   = flightBBaseInside + escalationDirectionB * escalationHypotenuse;

                Vector3 flightBBaseOutsideDrop = flightBBaseOutside + Vector3.down * dropThickness;
                Vector3 flightBBaseInsideDrop  = flightBBaseInside + Vector3.down * dropThickness;
                Vector3 flightBTopOutsideDrop  = flightBTopOutside + Vector3.down * dropThickness;
                Vector3 flightBTopInsideDrop   = flightBTopInside + Vector3.down * dropThickness;

                if (generateColldier)
                {
                    collider.mesh.AddPlane(flightABaseOutside, flightABaseInside, flightATopOutside, flightATopInside, 0);
                    collider.mesh.AddPlane(flightABaseInsideDrop, flightATopInsideDrop, flightABaseInside, flightATopInside, 0);
                    collider.mesh.AddPlane(flightABaseInsideDrop, flightABaseOutsideDrop, flightATopInsideDrop, flightATopOutsideDrop, 0);
                    collider.mesh.AddPlane(flightBBaseOutside, flightBBaseInside, flightBTopOutside, flightBTopInside, 0);
                    collider.mesh.AddPlane(flightBBaseInsideDrop, flightBTopInsideDrop, flightBBaseInside, flightBTopInside, 0);
                    collider.mesh.AddPlane(flightBBaseInsideDrop, flightBBaseOutsideDrop, flightBTopInsideDrop, flightBTopOutsideDrop, 0);
                }

                if (stepped)                //todo, flat generation
                {
                    float stepDepth = stairRun / (numberOfSteps);
                    float skipStep  = (stepDepth / (numberOfSteps - 1));
                    stepDepth += skipStep;
                    float stepRiser = height / numberOfSteps / 2;

                    Vector2 stepUvTopMin  = new Vector2(0, 0);
                    Vector2 stepUvTopMax  = new Vector2(useStairWidth, stepDepth);
                    Vector2 stepUvSideMin = new Vector2(0, 0);
                    Vector2 stepUvSideMax = new Vector2(useStairWidth, stepRiser);

                    //flight one
                    float   lerpIncrement         = 1.0f / (numberOfSteps - 1);
                    Vector3 flightATopOutsideStep = flightATopOutside + Vector3.down * stepHeight * 0.5f;
                    Vector3 flightATopInsideStep  = flightATopInside + Vector3.down * stepHeight * 0.5f;
                    for (int s = 0; s < numberOfSteps - 1; s++)
                    {
                        float   lerpValueAA = lerpIncrement * s;
                        Vector3 s0          = Vector3.Lerp(flightABaseOutside, flightATopOutsideStep, lerpValueAA);
                        Vector3 s1          = Vector3.Lerp(flightABaseInside, flightATopInsideStep, lerpValueAA);
                        Vector3 s2          = s0 + Vector3.up * stepRiser;
                        Vector3 s3          = s1 + Vector3.up * stepRiser;
                        Vector3 s4          = s2 + escalationFlatDir.normalized * stepDepth;
                        Vector3 s5          = s3 + escalationFlatDir.normalized * stepDepth;

                        //front
                        mesh.AddPlane(s0, s1, s2, s3, stepUvSideMin, stepUvSideMax, -escalationFlatDir, rightTangent, internalWallSubmesh, opening.surfaceB);
                        //top
                        mesh.AddPlane(s2, s3, s4, s5, stepUvTopMin, stepUvTopMax, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD);
                        //sides

                        float     lerpValueB = lerpIncrement * s;
                        Vector3   normal = escalationRight;
                        Vector3[] normals = { normal, normal, normal, normal };
                        Vector4   tangent = BuildRMesh.CalculateTangent(escalationFlatDir);
                        Vector4[] tangents = { tangent, tangent, tangent, tangent };
                        Vector3   s8 = Vector3.Lerp(flightABaseInsideDrop, flightATopInsideDrop, lerpValueB);
                        Vector3   s9 = Vector3.Lerp(flightABaseInsideDrop, flightATopInsideDrop, lerpValueB + lerpIncrement);
                        Vector2   uv5, uv3, uv8, uv9;
                        if (opening.surfaceB != null)
                        {
                            uv5 = opening.surfaceB.CalculateUV(new Vector2(s5.z, s5.y));
                            uv3 = opening.surfaceB.CalculateUV(new Vector2(s3.z, s3.y));
                            uv8 = opening.surfaceB.CalculateUV(new Vector2(s8.z, s8.y));
                            uv9 = opening.surfaceB.CalculateUV(new Vector2(s9.z, s9.y));
                        }
                        else
                        {
                            uv5 = new Vector2();
                            uv3 = new Vector2();
                            uv8 = new Vector2();
                            uv9 = new Vector2();
                        }

                        mesh.AddData(new[] { s3, s5, s8, s9 }, new[] { uv3, uv5, uv8, uv9 }, new[] { 0, 1, 2, 2, 1, 3 }, normals, tangents, internalWallSubmesh);

                        if (opening.surfaceB.tiled)
                        {
                            stepUvSideMin.x += 0.11f;
                            stepUvSideMin.y += 0.37f;
                            stepUvSideMax.x += 0.11f;
                            stepUvSideMax.y += 0.37f;
                        }
                        if (opening.surfaceD.tiled)
                        {
                            stepUvTopMin.x += 0.23f;
                            stepUvTopMin.y += 0.13f;
                            stepUvTopMax.x += 0.23f;
                            stepUvTopMax.y += 0.13f;
                        }
                    }
                    mesh.AddPlane(flightABaseInsideDrop, flightABaseOutsideDrop, flightATopInsideDrop, flightATopOutsideDrop, internalWallSubmesh);                    //underside

                    //flight two
                    Vector3 flightBTopOutsideStep = flightBTopOutside + Vector3.down * stepHeight * 0.5f;
                    Vector3 flightBTopInsideStep  = flightBTopInside + Vector3.down * stepHeight * 0.5f;
                    for (int s = 0; s < numberOfSteps - 1; s++)
                    {
                        float   lerpValue = lerpIncrement * s;
                        Vector3 s0        = Vector3.Lerp(flightBBaseOutside, flightBTopOutsideStep, lerpValue);
                        Vector3 s1        = Vector3.Lerp(flightBBaseInside, flightBTopInsideStep, lerpValue);
                        Vector3 s2        = s0 + Vector3.up * stepRiser;
                        Vector3 s3        = s1 + Vector3.up * stepRiser;
                        Vector3 s4        = s2 - escalationFlatDir.normalized * stepDepth;
                        Vector3 s5        = s3 - escalationFlatDir.normalized * stepDepth;
                        //front
                        mesh.AddPlane(s0, s1, s2, s3, stepUvSideMin, stepUvSideMax, escalationFlatDir, rightTangent, internalWallSubmesh, opening.surfaceB);
                        //top
                        mesh.AddPlane(s2, s3, s4, s5, stepUvTopMin, stepUvTopMax, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD);

                        //sides
                        float     lerpValueB = lerpIncrement * s;
                        Vector3   normal = escalationRight;
                        Vector3[] normals = { normal, normal, normal, normal };
                        Vector4   tangent = BuildRMesh.CalculateTangent(escalationFlatDir);
                        Vector4[] tangents = { tangent, tangent, tangent, tangent };
                        Vector3   s8 = Vector3.Lerp(flightBBaseInsideDrop, flightBTopInsideDrop, lerpValueB);
                        Vector3   s9 = Vector3.Lerp(flightBBaseInsideDrop, flightBTopInsideDrop, lerpValueB + lerpIncrement);
                        Vector2   uv5, uv3, uv8, uv9;
                        if (opening.surfaceB != null)
                        {
                            uv5 = opening.surfaceB.CalculateUV(new Vector2(s5.z, s5.y));
                            uv3 = opening.surfaceB.CalculateUV(new Vector2(s3.z, s3.y));
                            uv8 = opening.surfaceB.CalculateUV(new Vector2(s8.z, s8.y));
                            uv9 = opening.surfaceB.CalculateUV(new Vector2(s9.z, s9.y));
                        }
                        else
                        {
                            uv5 = new Vector2();
                            uv3 = new Vector2();
                            uv8 = new Vector2();
                            uv9 = new Vector2();
                        }

                        mesh.AddData(new[] { s3, s5, s8, s9 }, new[] { uv3, uv5, uv8, uv9 }, new[] { 0, 1, 2, 2, 1, 3 }, normals, tangents, internalWallSubmesh);
                    }
                    mesh.AddPlane(flightBBaseInsideDrop, flightBBaseOutsideDrop, flightBTopInsideDrop, flightBTopOutsideDrop, internalWallSubmesh);                    //underside
                }
            }
        }
コード例 #27
0
        public static void GenerateRoofAccess(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int floor, int wallSubmesh = -1, BuildRCollider collider = null)
        {
            //            bool stepped = true;//todo
            float minimumWidth = 0.9f;            //UK standard
//			float maximumWidth = 2.0f;
            //            float stepHeight = 0.22f;
            float wallThickness = VerticalOpening.WALL_THICKNESS;

            float stairWidth = 0.70f;            //todo / calculate
            float doorWidth  = 1.3f;
            float doorHeight = 2.04f;

            bool generateColldier = collider != null;

            float minimumRunLength   = 0.25f;
            float maximumRiserHeight = 0.2f;

            SubmeshLibrary submeshLibrary       = mesh.submeshLibrary;
            int            externalWallSubmesh  = submeshLibrary.SubmeshAdd(opening.surfaceA);
            int            internalWallSubmesh  = submeshLibrary.SubmeshAdd(opening.surfaceB);
            int            doorFrameSubmesh     = submeshLibrary.SubmeshAdd(opening.surfaceC);
            int            internalFloorSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceD);

            //base positions
            Quaternion rotation    = Quaternion.Euler(0, opening.rotation, 0);
            Vector2Int openingSize = opening.size;
            Vector3    b0          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, height, -opening.size.vy * 0.5f);
            Vector3    b1          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, height, -opening.size.vy * 0.5f);
            Vector3    b2          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, height, opening.size.vy * 0.5f);
            Vector3    b3          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, height, opening.size.vy * 0.5f);

            //inner points
            Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness;
            Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness;
            Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness;
            Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness;

            Vector2 internalSize    = new Vector2(openingSize.vx - wallThickness * 2, openingSize.vy - wallThickness * 2);
            float   stairWidthFromX = internalSize.x * 0.5f;
            float   stairWidthFromY = internalSize.y - Mathf.Ceil(height / maximumRiserHeight) * minimumRunLength;

            float useLandingWidth = (stairWidthFromX + stairWidthFromY) * 0.5f;

            useLandingWidth = Mathf.Clamp(useLandingWidth, minimumWidth, opening.stairWidth);

            Vector3 escalationFlatDir = (b2i - b0i).normalized;

            Vector3 landingDrop = Vector3.down * wallThickness;

            //landing
            Vector3 l0 = b0i;
            Vector3 l1 = b1i;
            Vector3 l2 = b0i + escalationFlatDir * useLandingWidth;
            Vector3 l3 = b1i + escalationFlatDir * useLandingWidth;

            //top
            mesh.AddPlane(l0, l1, l2, l3, internalFloorSubmesh);
            //bottom
            mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, internalWallSubmesh);
            //front
            mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, internalWallSubmesh);

            if (generateColldier)
            {
                collider.mesh.AddPlane(l0, l1, l2, l3, 0);
                collider.mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, 0);
                collider.mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, 0);
            }

            //internal walls
            Vector3 wallUp = Vector3.up * height;

            wallUp.y += -wallThickness * 0.5f;
            Vector3 wallUpI = Vector3.up * (height - wallThickness);

            mesh.AddPlane(b0i, b2i, b0i + wallUpI, b2i + wallUpI, internalWallSubmesh);
            mesh.AddPlane(b2i, b3i, b2i + wallUpI, b3i + wallUpI, internalWallSubmesh);
            mesh.AddPlane(b3i, b1i, b3i + wallUpI, b1i + wallUpI, internalWallSubmesh);
            mesh.AddPlane(b1i + wallUpI, b0i + wallUpI, b3i + wallUpI, b2i + wallUpI, internalWallSubmesh);

            //external walls
            mesh.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp, externalWallSubmesh);
            mesh.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp, externalWallSubmesh);
            mesh.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp, externalWallSubmesh);
            mesh.AddPlane(b0 + wallUp, b1 + wallUp, b2 + wallUp, b3 + wallUp, internalWallSubmesh);

            if (generateColldier)
            {
                collider.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp);
                collider.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp);
                collider.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp);
                collider.mesh.AddPlane(b1i + wallUpI, b0i + wallUpI, b3i + wallUpI, b2i + wallUpI, 0);
                collider.mesh.AddPlane(b0 + wallUp, b1 + wallUp, b2 + wallUp, b3 + wallUp, 0);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(b0i, b2i, b0i + wallUpI, b2i + wallUpI, 0);
                    collider.mesh.AddPlane(b2i, b3i, b2i + wallUpI, b3i + wallUpI, 0);
                    collider.mesh.AddPlane(b3i, b1i, b3i + wallUpI, b1i + wallUpI, 0);
                }
            }


            //door wall
            //internal
            float internalWallLength = openingSize.vx - (wallThickness * 2f);
            float lerpA = Mathf.Max(stairWidth - doorWidth, 0.05f) / internalWallLength;
            float lerpB = (Mathf.Max(stairWidth - doorWidth, 0.05f) + doorWidth) / internalWallLength;

            Vector3 bd0i = Vector3.Lerp(b0i, b1i, lerpA);
            Vector3 bd1i = Vector3.Lerp(b0i, b1i, lerpB);

            Vector3 doorUp = Vector3.up * doorHeight;

            //Right side
            mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, internalWallSubmesh);
            //left side
            mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, internalWallSubmesh);
            //top
            mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpI, b0i + wallUpI, internalWallSubmesh);

            //external
            Vector3 doorOut = -escalationFlatDir * wallThickness;

            //left
            mesh.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp, externalWallSubmesh);
            //right
            mesh.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp, externalWallSubmesh);
            //top
            mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp, externalWallSubmesh);

            //frame
            //floor
            mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, externalWallSubmesh);
            //left
            mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, doorFrameSubmesh);
            //right
            mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);
            //top
            mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);

            if (generateColldier)
            {
                collider.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp);
                collider.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp);
                collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, 0);
                    collider.mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, 0);
                    collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpI, b0i + wallUpI, 0);

                    collider.mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, 0);
                    collider.mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, 0);
                    collider.mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, 0);
                    collider.mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, 0);
                }
            }
        }
コード例 #28
0
        public static void GenerateWall(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int wallSubmesh = -1, BuildRCollider collider = null)
        {
            float stairWidth       = 0.70f;      //todo / calculate
            float wallThickness    = VerticalOpening.WALL_THICKNESS;
            float doorWidth        = 1.3f;
            float doorHeight       = 2.04f;
            bool  generateColldier = collider != null;
            //            bool generateMeshCollider = generateColldier && !collider.usingPrimitives;

            SubmeshLibrary submeshLibrary      = mesh.submeshLibrary;
            int            externalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceA);
            int            internalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB);
            int            doorFrameSubmesh    = submeshLibrary.SubmeshAdd(opening.surfaceC);

            //base positions
            Quaternion rotation    = Quaternion.Euler(0, opening.rotation, 0);
            Vector2Int openingSize = opening.size;
            Vector3    b0          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3    b1          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3    b2          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);
            Vector3    b3          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);

            //inner points
            Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness;
            Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness;
            Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness;
            Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness;

            Vector3 escalationFlatDir = (b2i - b0i).normalized;
            Vector3 wallUp            = Vector3.up * height;

            //external walls
            Vector2 uv20_min  = new Vector2(0, 0);
            Vector2 uv20_max  = new Vector2(opening.size.vy, height);
            Vector3 normal02  = rotation * Vector3.left;
            Vector4 tangent02 = BuildRMesh.CalculateTangent((b0 - b2).normalized);

            mesh.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp, uv20_min, uv20_max, normal02, tangent02, externalWallSubmesh, opening.surfaceA);

            Vector2 uv32_min  = new Vector2(0, 0);
            Vector2 uv32_max  = new Vector2(opening.size.vx, height);
            Vector3 normal32  = rotation * Vector3.forward;
            Vector4 tangent32 = BuildRMesh.CalculateTangent((b2 - b3).normalized);

            mesh.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp, uv32_min, uv32_max, normal32, tangent32, externalWallSubmesh, opening.surfaceA);

            Vector2 uv13_min  = new Vector2(0, 0);
            Vector2 uv13_max  = new Vector2(opening.size.vy, height);
            Vector3 normal13  = rotation * Vector3.right;
            Vector4 tangent13 = BuildRMesh.CalculateTangent((b3 - b1).normalized);

            mesh.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp, uv13_min, uv13_max, normal13, tangent13, externalWallSubmesh, opening.surfaceA);

            //internal walls
            Vector2 uv20i_min  = new Vector2(wallThickness, 0);
            Vector2 uv20i_max  = new Vector2(opening.size.vy - wallThickness, height);
            Vector3 normal02i  = rotation * Vector3.right;
            Vector4 tangent02i = BuildRMesh.CalculateTangent((b2 - b0).normalized);

            mesh.AddPlane(b0i, b2i, b0i + wallUp, b2i + wallUp, uv20i_min, uv20i_max, normal02i, tangent02i, internalWallSubmesh, opening.surfaceB);

            Vector2 uv32i_min  = new Vector2(0, 0);
            Vector2 uv32i_max  = new Vector2(opening.size.vx - wallThickness, height);
            Vector3 normal32i  = rotation * Vector3.back;
            Vector4 tangent32i = BuildRMesh.CalculateTangent((b3 - b2).normalized);

            mesh.AddPlane(b2i, b3i, b2i + wallUp, b3i + wallUp, uv32i_min, uv32i_max, normal32i, tangent32i, internalWallSubmesh, opening.surfaceB);

            Vector2 uv13i_min  = new Vector2(0, 0);
            Vector2 uv13i_max  = new Vector2(opening.size.vy - wallThickness, height);
            Vector3 normal13i  = rotation * Vector3.left;
            Vector4 tangent13i = BuildRMesh.CalculateTangent((b1 - b3).normalized);

            mesh.AddPlane(b3i, b1i, b3i + wallUp, b1i + wallUp, uv13i_min, uv13i_max, normal13i, tangent13i, internalWallSubmesh, opening.surfaceB);

            if (generateColldier)
            {
                collider.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp);
                collider.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp);
                collider.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(b0i, b2i, b0i + wallUp, b2i + wallUp, 0);
                    collider.mesh.AddPlane(b2i, b3i, b2i + wallUp, b3i + wallUp, 0);
                    collider.mesh.AddPlane(b3i, b1i, b3i + wallUp, b1i + wallUp, 0);
                }
            }


            //door wall

            float internalWallLength = openingSize.vx - (wallThickness * 2f);
            float lerpA = Mathf.Max(stairWidth - doorWidth, 0.05f) / internalWallLength;
            float lerpB = (Mathf.Max(stairWidth - doorWidth, 0.05f) + doorWidth) / internalWallLength;

            Vector2 uvd_b0 = new Vector2(0, 0);
            Vector2 uvd_b1 = new Vector2(opening.size.vx * lerpA, 0);
            Vector2 uvd_b2 = new Vector2(opening.size.vx * lerpB, 0);
            Vector2 uvd_b3 = new Vector2(opening.size.vx, 0);
            Vector2 uvd_m0 = new Vector2(uvd_b0.x, doorHeight);
            Vector2 uvd_m1 = new Vector2(uvd_b1.x, doorHeight);
            Vector2 uvd_m3 = new Vector2(uvd_b3.x, doorHeight);
            Vector2 uvd_t0 = new Vector2(0, height);
            Vector2 uvd_t3 = new Vector2(opening.size.vx, height);

            //internal

            Vector3 bd0i       = Vector3.Lerp(b0i, b1i, lerpA);
            Vector3 bd1i       = Vector3.Lerp(b0i, b1i, lerpB);
            Vector3 normal01i  = rotation * Vector3.forward;
            Vector4 tangent01i = BuildRMesh.CalculateTangent((b0 - b1).normalized);

            Vector3 doorUp = Vector3.up * doorHeight;

            //Right side
            mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, uvd_b0, uvd_m1, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB);
            //left side
            mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, uvd_b2, uvd_m3, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB);
            //top
            mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUp, b0i + wallUp, uvd_m3, uvd_t0, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB);

            //external
            Vector3 doorOut   = -escalationFlatDir * wallThickness;
            Vector3 normal01  = rotation * Vector3.back;
            Vector4 tangent01 = BuildRMesh.CalculateTangent((b1 - b0).normalized);

            //left
            mesh.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp, uvd_b0, uvd_m1, normal01, tangent01, externalWallSubmesh, opening.surfaceA);
            //right
            mesh.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp, uvd_b2, uvd_m3, normal01, tangent01, externalWallSubmesh, opening.surfaceA);
            //top
            mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp, uvd_m0, uvd_t3, normal01, tangent01, externalWallSubmesh, opening.surfaceA);

            //frame
            //floor
            mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, externalWallSubmesh);
            //left
            mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, doorFrameSubmesh);
            //right
            mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);
            //top
            mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);

            if (generateColldier)
            {
                collider.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp);
                collider.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp);
                collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, 0);
                    collider.mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, 0);
                    collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUp, b0i + wallUp, 0);

                    collider.mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, 0);
                    collider.mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, 0);
                    collider.mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, 0);
                    collider.mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, 0);
                }
            }
        }
コード例 #29
0
 public BuildRCollider(string newName)
 {
     _name    = newName;
     _mesh    = new BuildRMesh(newName);
     _boxList = new List <BBox>();
 }
コード例 #30
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
                                }
                            }
                        }
                    }
                }
            }
        }