コード例 #1
0
ファイル: BuildrUtils.cs プロジェクト: ishui/unity3DScripts
        /// <summary>
        /// This one ignores finding openings within specific shapes as we'll be doing this for rooms in floorplan gen
        /// </summary>
        /// <param name="building"></param>
        /// <param name="volume"></param>
        /// <returns></returns>
        public static VerticalOpening[] GetOpeningsQuick(IBuilding building, IVolume volume)
        {
            List <VerticalOpening> output = new List <VerticalOpening>();
            int count = building.openingCount;

            VerticalOpening[] openings = building.GetAllOpenings();

            int volumeBaseFloor = building.VolumeBaseFloor(volume);
            int volumeTopFloor  = volumeBaseFloor + volume.floors;

            for (int i = 0; i < count; i++)
            {
                VerticalOpening opening          = openings[i];
                int             openingBaseFloor = opening.baseFloor;
                int             openingTopFloor  = openingBaseFloor + opening.floors;

//                Debug.Log("CHECK IT " + openingTopFloor + " " + volume.name);
//                Debug.Log(volumeBaseFloor + " < " + openingTopFloor + " && " + openingBaseFloor + " < " + volumeTopFloor);

                if (volumeBaseFloor <= openingTopFloor && openingBaseFloor < volumeTopFloor)//opening and volume floors intersect
                {
//                    Debug.Log("opening " + openingTopFloor + " "+ volume.name);
                    FlatBounds volumeBounds = new FlatBounds(volume.bounds);
                    volumeBounds.Expand(VerticalOpening.WALL_THICKNESS);
                    Vector2[]  openingPoints = opening.PointsRotated();
                    FlatBounds openingBounds = new FlatBounds(openingPoints);


//                    if(volume.name == "Roof Exit")
//                    {
//                        Debug.Log(volumeBounds.Overlaps(openingBounds, true));
//                        Debug.Log(openingBounds.Overlaps(volumeBounds, true));
//                        volumeBounds.DrawDebug(Color.red);
//                        openingBounds.DrawDebug(Color.green);
//                    }

                    if (openingBounds.Overlaps(volumeBounds, true))// opening is within the AABB bounds of the volume
                    {
                        output.Add(opening);
//                        Debug.Log("opening bounds " + openingTopFloor + " " + volume.name);
                    }
                    else
                    {
//                        Debug.Log("opening NOT " + openingTopFloor + " " + volume.name);
                    }
                }
//                Debug.Log("=================================");
            }
            return(output.ToArray());
        }
コード例 #2
0
        public static bool SweepIntersects2(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, Vector2 l1, Vector2 l2, out Vector2 intersection, out float percent, float accuracy = 1, bool debug = false)
        {
            intersection = Vector2.zero;
            percent      = 0;
            Vector2[]  poly       = { a1, a2, b2, b1 };
            FlatBounds edgeBounds = new FlatBounds(poly);
            FlatBounds lineBounds = new FlatBounds(new [] { l1, l2 });

            if (!edgeBounds.Overlaps(lineBounds, true))
            {
                if (debug)
                {
                    edgeBounds.DrawDebug(Color.cyan);
                }
                if (debug)
                {
                    lineBounds.DrawDebug(Color.green);
                }
                if (debug)
                {
                    Debug.DrawLine(ToV3(l1), ToV3(l2), Color.cyan);
                }
                return(false);
            }

            int  numberOfPolyPoints  = poly.Length;
            bool lineIntersectsShape = false;

            for (int i = 0; i < numberOfPolyPoints; i++)
            {
                Vector2 p0 = poly[i];
                Vector2 p1 = poly[(i + 1) % numberOfPolyPoints];
                if (debug)
                {
                    Debug.DrawLine(ToV3(p0), ToV3(p1), Color.blue);
                }
                if (FastLineIntersection(p0, p1, l1, l2))
                {
                    lineIntersectsShape = true;
                    break;
                }
            }

            if (!lineIntersectsShape)//line never crosses shape
            {
                Vector2 right = new Vector2(Mathf.Max(edgeBounds.width, edgeBounds.height), 0);
                int     shapeIntersections = 0;
                for (int i = 0; i < numberOfPolyPoints; i++)
                {
                    Vector2 p0 = poly[i];
                    Vector2 p1 = poly[(i + 1) % numberOfPolyPoints];
                    if (debug)
                    {
                        Debug.DrawLine(ToV3(p0) + Vector3.up * 5, ToV3(p1) + Vector3.up * 5, Color.blue);
                    }
                    if (FastLineIntersection(l1, l1 + right, p0, p1))
                    {
                        if (debug)
                        {
                            Debug.DrawLine(ToV3(l1), ToV3(l1) + Vector3.up * 5, Color.magenta);
                        }
                        shapeIntersections++;
                    }
                    if (FastLineIntersection(l2, l2 + right, p0, p1))
                    {
                        if (debug)
                        {
                            Debug.DrawLine(ToV3(l1), ToV3(l1) + Vector3.up * 5, Color.magenta);
                        }
                        shapeIntersections++;
                        break;
                    }
                }

                if (shapeIntersections % 2 == 0)
                {
                    return(false);//line not within shape
                }
            }
            if (debug)
            {
                edgeBounds.DrawDebug(Color.green);
            }

            Vector2 delta1      = b1 - a1;
            Vector2 delta2      = b2 - a2;
            float   maxDelta    = Mathf.Max(delta1.magnitude, delta2.magnitude);
            int     iterations  = Mathf.CeilToInt(maxDelta / accuracy);
            bool    initalState = Ccw(a1, a2, l1);

            for (int i = 1; i < iterations; i++)
            {
                percent = i / (iterations - 1f);

                Vector2 e1 = Vector2.Lerp(a1, b1, percent);
                Vector2 e2 = Vector2.Lerp(a2, b2, percent);
                if (debug)
                {
                    Debug.DrawLine(ToV3(e1), ToV3(e2), new Color(1, 0, 1, 0.5f));
                }
                Vector2 p = Vector2.Lerp(l1, l2, percent);

                bool currentState = Ccw(e1, e2, p);

                if (currentState != initalState || i == iterations - 1)
                {
                    float dist1    = Vector2.Distance(e1, p);
                    float dist2    = Vector2.Distance(e2, p);
                    float xpercent = dist1 / (dist1 + dist2);
                    intersection = Vector2.Lerp(e1, e2, xpercent);
                    if (debug)
                    {
                        Debug.DrawLine(ToV3(e1), ToV3(e2), Color.red);
                    }
                    if (debug)
                    {
                        Debug.DrawLine(ToV3(intersection), ToV3(intersection) + Vector3.up * 10, Color.red);
                    }

                    break;
                }
            }
            return(true);
        }
コード例 #3
0
        public static void Generate(IBuilding building, IVolume volume, IFloorplan floorplan, int volumeFloor, VerticalOpening[] openings, BuildRMesh mesh, BuildRCollider collider)
        {
            SubmeshLibrary submeshLibrary = mesh.submeshLibrary;

            bool           generateColliders     = building.colliderType != BuildingColliderTypes.None;
            bool           generateMeshColliders = building.colliderType != BuildingColliderTypes.Primitive && generateColliders;
            BuildRCollider sendCollider          = (generateColliders) ? collider : null;

            collider.thickness = volume.wallThickness;
            if (!generateMeshColliders)
            {
                collider = null;
            }

            float   wallThickness = volume.wallThickness;
            float   wallUp        = volume.floorHeight - wallThickness;
            Vector3 wallUpV       = Vector3.up * wallUp;
            Vector3 floorBaseV    = Vector3.up * volume.baseHeight;

            int roomCount = floorplan.RoomCount;

            int actualFloor  = building.VolumeBaseFloor(volume) + volumeFloor;
            int openingCount = openings.Length;

            bool[]       openingBelow           = new bool[openingCount];
            bool[]       openingAbove           = new bool[openingCount];
            FlatBounds[] openingBounds          = new FlatBounds[openingCount];
            Vector2[][]  openingShapes          = new Vector2[openingCount][];
            bool[]       openingUsedInThisFloor = new bool[openingCount];
            for (int o = 0; o < openingCount; o++)
            {
                VerticalOpening opening = openings[o];
                if (!openings[o].FloorIsIncluded(actualFloor))
                {
                    continue;
                }
                openingBelow[o]  = opening.FloorIsIncluded(actualFloor - 1);
                openingAbove[o]  = opening.FloorIsIncluded(actualFloor + 1);
                openingShapes[o] = opening.PointsRotated();
                openingBounds[o] = new FlatBounds(openingShapes[o]);

                submeshLibrary.Add(opening.surfaceA);
                submeshLibrary.Add(opening.surfaceB);
                submeshLibrary.Add(opening.surfaceC);
                submeshLibrary.Add(opening.surfaceD);
            }

            Dictionary <int, List <Vector2Int> > externalWallAnchors = volume.facadeWallAnchors;

            Room[] rooms = floorplan.AllRooms();
            for (int r = 0; r < roomCount; r++)
            {
                Room room       = rooms[r];
                int  pointCount = room.numberOfPoints;

                Surface floorSurface   = null;
                Surface wallSurface    = null;
                Surface ceilingSurface = null;

                if (room.style != null)
                {
                    RoomStyle style = room.style;
                    floorSurface   = style.floorSurface;
                    wallSurface    = style.wallSurface;
                    ceilingSurface = style.ceilingSurface;
                }

                int floorSubmesh   = submeshLibrary.SubmeshAdd(floorSurface);
                int wallSubmesh    = submeshLibrary.SubmeshAdd(wallSurface);
                int ceilingSubmesh = submeshLibrary.SubmeshAdd(ceilingSurface);

                FloorplanUtil.RoomWall[] walls = FloorplanUtil.CalculatePoints(room, volume);
                Vector2[] roomArchorPoints     = FloorplanUtil.RoomArchorPoints(walls);

                Vector4 tangent = BuildRMesh.CalculateTangent(Vector3.right);

                Vector2[] offsetRoomAnchorPoints = QuickPolyOffset.Execute(roomArchorPoints, wallThickness);

                FlatBounds             roomBounds   = new FlatBounds(offsetRoomAnchorPoints);
                List <Vector2[]>       floorCuts    = new List <Vector2[]>();
                List <Vector2[]>       ceilingCuts  = new List <Vector2[]>();
                List <VerticalOpening> roomOpenings = new List <VerticalOpening>();
                for (int o = 0; o < openingCount; o++)
                {
                    if (openings[o].FloorIsIncluded(actualFloor))
                    {
                        if (roomBounds.Overlaps(openingBounds[o]))
                        {
                            if (CheckShapeWithinRoom(offsetRoomAnchorPoints, openingShapes[o]))
                            {
                                if (openingBelow[o])
                                {
                                    floorCuts.Add(openingShapes[o]);
                                }
                                if (openingAbove[o])
                                {
                                    ceilingCuts.Add(openingShapes[o]);
                                }
                                if (openingAbove[o] || openingBelow[o])
                                {
                                    roomOpenings.Add(openings[o]);
                                    openingUsedInThisFloor[o] = true;
                                }
                            }
                        }
                    }
                }

                int offsetPointBase = 0;
                for (int p = 0; p < pointCount; p++)//generate room walls
                {
                    FloorplanUtil.RoomWall wall = walls[p];
                    int wallPointCount          = wall.offsetPoints.Length;

                    List <RoomPortal> wallPortals = floorplan.GetWallPortals(room, p);
                    int wallPortalCount           = wallPortals.Count;

                    if (!wall.isExternal)
                    {
                        int     indexA    = offsetPointBase;
                        int     indexB    = (offsetPointBase + 1) % roomArchorPoints.Length;
                        Vector2 origBaseA = roomArchorPoints[indexA];
                        Vector2 origBaseB = roomArchorPoints[indexB];
                        Vector2 baseA     = offsetRoomAnchorPoints[indexA];
                        Vector2 baseB     = offsetRoomAnchorPoints[indexB];
                        Vector3 v0        = new Vector3(origBaseA.x, 0, origBaseA.y) + floorBaseV;
                        Vector3 v1        = new Vector3(origBaseB.x, 0, origBaseB.y) + floorBaseV;
                        Vector3 vOffset0  = new Vector3(baseA.x, 0, baseA.y) + floorBaseV;
                        Vector3 vOffset1  = new Vector3(baseB.x, 0, baseB.y) + floorBaseV;
                        if (wallPortalCount == 0)  //just draw the wall - no portals to cut

                        {
                            Vector3 v2 = vOffset1 + wallUpV;
                            Vector3 v3 = vOffset0 + wallUpV;

                            Vector2 minUV = Vector2.zero;
                            Vector2 maxUV = new Vector2(Vector2.Distance(baseA, baseB), wallUp);
                            if (wallSurface != null)
                            {
                                maxUV = wallSurface.CalculateUV(maxUV);
                            }
                            Vector3 wallDir     = (vOffset0 - vOffset1).normalized;
                            Vector3 wallNormal  = Vector3.Cross(Vector3.up, wallDir);
                            Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir);
                            mesh.AddPlane(vOffset1, vOffset0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface);

                            if (generateColliders)
                            {
                                collider.AddPlane(vOffset1, vOffset0, v2, v3);
                            }
                        }
                        else
                        {
                            List <float> useLaterals = new List <float>();
                            List <bool>  hasPortals  = new List <bool>();
                            for (int wp = 0; wp < wallPortalCount; wp++)
                            {
                                RoomPortal portal    = wallPortals[wp];
                                bool       hasPortal = room.HasPortal(portal);
                                hasPortals.Add(hasPortal);
                                if (hasPortal)
                                {
                                    useLaterals.Add(portal.lateralPosition);
                                }
                                else
                                {
                                    useLaterals.Add(1 - portal.lateralPosition);//portal from other wall - wall orientation is flipped
                                }
                            }

                            Vector3 wallVector               = vOffset1 - vOffset0;
                            Vector3 wallDirection            = wallVector.normalized;
                            Vector3 wallStart                = vOffset0;
                            Vector4 wallTangent              = BuildRMesh.CalculateTangent(wallDirection);
                            Vector3 wallNormal               = Vector3.Cross(Vector3.up, wallDirection);
                            Vector4 wallNormalTangent        = BuildRMesh.CalculateTangent(wallNormal);
                            Vector4 wallNormalTangentReverse = BuildRMesh.CalculateTangent(-wallNormal);

                            while (wallPortalCount > 0)
                            {
                                int        portalIndex = 0;
                                RoomPortal usePortal   = wallPortals[0];
                                float      lowestLat   = useLaterals[0];
                                for (int wp = 1; wp < wallPortalCount; wp++)
                                {
                                    if (useLaterals[wp] < lowestLat)
                                    {
                                        portalIndex = wp;
                                        usePortal   = wallPortals[wp];
                                        lowestLat   = useLaterals[wp];
                                    }
                                }

                                wallPortals.RemoveAt(portalIndex);
                                useLaterals.RemoveAt(portalIndex);
                                wallPortalCount--;

                                Vector3 vl0 = v0 + (-wallNormal + wallDirection) * wallThickness;
                                Vector3 vl1 = v1 + (-wallNormal - wallDirection) * wallThickness;

                                Vector3 portalCenter     = Vector3.Lerp(vl0, vl1, lowestLat);
                                Vector3 portalHalfvector = wallDirection * (usePortal.width * 0.5f);
                                Vector3 portalBase       = Vector3.up * (volume.floorHeight - usePortal.height) * usePortal.verticalPosition;
                                Vector3 portalUp         = portalBase + Vector3.up * usePortal.height;
                                Vector3 portalStart      = portalCenter - portalHalfvector;
                                Vector3 portalEnd        = portalCenter + portalHalfvector;

                                Vector2 initalWallUVMin = new Vector2(Vector3.Dot(portalStart, wallDirection), 0);
                                Vector2 initalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp);
                                mesh.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV, initalWallUVMin, initalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//initial wall
                                if (generateColliders)
                                {
                                    collider.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV);
                                }
                                if (usePortal.verticalPosition > 0)
                                {
                                    Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), 0);
                                    Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), portalBase.y);
                                    mesh.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//bottom
                                    if (generateColliders)
                                    {
                                        collider.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase);
                                    }
                                }
                                if (usePortal.verticalPosition < 1)
                                {
                                    Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), portalUp.y);
                                    Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), wallUp);
                                    mesh.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//top
                                    if (generateColliders)
                                    {
                                        collider.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV);
                                    }
                                }

                                if (hasPortals[portalIndex])//only do this once - from the room it's attached to
                                {
                                    //portal interior frame
                                    Vector3 portalDepth = wallNormal * wallThickness * 2;

                                    //sides
                                    mesh.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp, wallDirection, wallNormalTangentReverse, wallSubmesh);
                                    mesh.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp, -wallDirection, wallNormalTangent, wallSubmesh);

                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp);
                                        collider.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp);
                                    }

                                    //floor
                                    Vector2 minFloorUv = new Vector2((portalEnd + portalBase).z, (portalEnd + portalBase).x);
                                    Vector2 maxFloorUv = minFloorUv + new Vector2(wallThickness, usePortal.width);
                                    mesh.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase, minFloorUv, maxFloorUv, Vector3.up, wallTangent, floorSubmesh, floorSurface);
                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase);
                                    }

                                    //ceiling
                                    mesh.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp, Vector3.down, wallTangent, wallSubmesh);
                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp);
                                    }
                                }

                                wallStart = portalEnd;//move the start for the next calculation
                            }

                            Vector2 finalWallUVMin = new Vector2(Vector3.Dot(vOffset1, wallDirection), 0);
                            Vector2 finalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp);
                            mesh.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV, finalWallUVMin, finalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//final wall section
                            if (generateColliders)
                            {
                                collider.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV);
                            }
                        }
                        offsetPointBase += 1;
                    }
                    else//external anchored wall
                    {
                        int    facadeIndex  = wall.facadeIndex;
                        Facade facadeDesign = volume.GetFacade(facadeIndex);
                        int    currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count - 1;
                        int    currentWallSectionIndex        = wall.offsetPointWallSection[0];
                        int    wallOffsetPoints = wall.offsetPoints.Length;
                        for (int w = 0; w < wallOffsetPoints - 1; w++)
                        {
                            int     roomPointIndex   = offsetPointBase + w;
                            Vector2 baseA            = offsetRoomAnchorPoints[roomPointIndex];
                            int     offsetIndexB     = (roomPointIndex + 1) % offsetRoomAnchorPoints.Length;
                            Vector2 baseB            = offsetRoomAnchorPoints[offsetIndexB];
                            Vector3 v0               = new Vector3(baseA.x, 0, baseA.y) + floorBaseV;
                            Vector3 v1               = new Vector3(baseB.x, 0, baseB.y) + floorBaseV;
                            int     wallSectionIndex = wall.offsetPointWallSection[w];

                            bool canGenerateWallSection = facadeDesign != null;

                            Vector3 wallVector = v0 - v1;
                            Vector3 wallDir    = wallVector.normalized;
                            float   wallLength = wallVector.magnitude;

                            if (!canGenerateWallSection)
                            {
                                if (wallSurface != null)
                                {
                                    submeshLibrary.Add(wallSurface);
                                }

                                Vector3 v2 = v1 + wallUpV;
                                Vector3 v3 = v0 + wallUpV;

                                Vector2 minUV       = Vector2.zero;
                                Vector2 maxUV       = new Vector2(Vector2.Distance(baseA, baseB), wallUp);
                                Vector3 wallNormal  = Vector3.Cross(Vector3.up, wallDir);
                                Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir);
                                mesh.AddPlane(v1, v0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface);

                                if (generateMeshColliders)
                                {
                                    collider.AddPlane(v1, v0, v2, v3);
                                }
                            }
                            else
                            {
                                WallSection section = facadeDesign.GetWallSection(wallSectionIndex, volumeFloor, currentFacadeWallSectionLength, volume.floors);
                                if (section.model != null)
                                {
                                    continue;//cannot account for custom meshes assume custom mesh does include interior mesh or if does - will be generated with the exterior
                                }
                                GenerationOutput generatedSection = GenerationOutput.CreateRawOutput();
                                Vector2          wallSectionSize  = new Vector2(wallLength, wallUp + wallThickness);
                                bool             cullOpening      = building.cullDoors && section.isDoor;
                                SubmeshLibrary   sectionLib       = new SubmeshLibrary();

                                if (wallSurface != null)
                                {
                                    sectionLib.Add(wallSurface);//add interior wall surface
                                    submeshLibrary.Add(wallSurface);
                                }

                                sectionLib.Add(section.openingSurface);//add windows - the only surface we'll use in the interior room
                                submeshLibrary.Add(section.openingSurface);

                                float offset = 0;
                                if (w == 0)
                                {
                                    offset = wallThickness;
                                }
                                if (w == wallOffsetPoints - 2)
                                {
                                    offset = -wallThickness;
                                }
                                WallSectionGenerator.Generate(section, generatedSection, wallSectionSize, true, wallThickness, cullOpening, null, sectionLib, offset);
                                int[]   mapping     = submeshLibrary.MapSubmeshes(generatedSection.raw.materials);
                                Vector3 curveNormal = Vector3.Cross(wallDir, Vector3.up);

                                Quaternion meshRot = Quaternion.LookRotation(curveNormal, Vector3.up);
                                Vector3    meshPos = new Vector3(v1.x, volume.baseHeight, v1.z) + wallDir * wallSectionSize.x + Vector3.up * wallSectionSize.y;
                                meshPos += meshRot * -new Vector3(wallSectionSize.x, wallSectionSize.y, 0) * 0.5f;
                                mesh.AddData(generatedSection.raw, mapping, meshPos, meshRot, Vector3.one);
                            }


                            currentWallSectionIndex++;
                            if (currentWallSectionIndex >= currentFacadeWallSectionLength)
                            {
                                //reached the end of the facade - move to the next one and continue
                                currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count;
                                currentWallSectionIndex        = 0;
                            }
                        }

                        offsetPointBase += wallPointCount - 1;
                    }
                }

                //FLOOR
                Vector2[]   mainShape      = offsetRoomAnchorPoints;
                Vector2[][] floorCutPoints = floorCuts.ToArray();
                int         floorVertCount = mainShape.Length;
                for (int flc = 0; flc < floorCutPoints.Length; flc++)
                {
                    floorVertCount += floorCutPoints[flc].Length;
                }

                Vector2[] allFloorPoints  = new Vector2[floorVertCount];
                int       mainShapeLength = mainShape.Length;
                for (int ms = 0; ms < mainShapeLength; ms++)
                {
                    allFloorPoints[ms] = mainShape[ms];
                }
                int cutPointIterator = mainShapeLength;
                for (int flc = 0; flc < floorCutPoints.Length; flc++)
                {
                    for (int flcp = 0; flcp < floorCutPoints[flc].Length; flcp++)
                    {
                        allFloorPoints[cutPointIterator] = floorCutPoints[flc][flcp];
                        cutPointIterator++;
                    }
                }

                Vector3[] floorPoints   = new Vector3[floorVertCount];
                Vector2[] floorUvs      = new Vector2[floorVertCount];
                Vector3[] floorNorms    = new Vector3[floorVertCount];
                Vector4[] floorTangents = new Vector4[floorVertCount];
                for (int rp = 0; rp < floorVertCount; rp++)
                {
                    floorPoints[rp] = new Vector3(allFloorPoints[rp].x, 0, allFloorPoints[rp].y) + floorBaseV;
                    Vector2 uv = allFloorPoints[rp];
                    if (floorSurface != null)
                    {
                        uv = floorSurface.CalculateUV(uv);
                    }
                    floorUvs[rp]      = uv;
                    floorNorms[rp]    = Vector3.up;
                    floorTangents[rp] = tangent;
                }

                int[] tris = Poly2TriWrapper.Triangulate(mainShape, true, floorCutPoints);

                mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, floorSubmesh);
                if (generateColliders)
                {
                    collider.mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, 0);
                }

                //CEILING!
                Vector2[][] ceilingCutPoints = ceilingCuts.ToArray();
                int         ceilingVertCount = mainShape.Length;
                for (int flc = 0; flc < ceilingCutPoints.Length; flc++)
                {
                    ceilingVertCount += ceilingCutPoints[flc].Length;
                }

                Vector2[] allCeilingPoints = new Vector2[ceilingVertCount];
                for (int ms = 0; ms < mainShapeLength; ms++)
                {
                    allCeilingPoints[ms] = mainShape[ms];
                }
                cutPointIterator = mainShapeLength;
                for (int flc = 0; flc < ceilingCutPoints.Length; flc++)
                {
                    for (int flcp = 0; flcp < ceilingCutPoints[flc].Length; flcp++)
                    {
                        allCeilingPoints[cutPointIterator] = ceilingCutPoints[flc][flcp];
                        cutPointIterator++;
                    }
                }

                Vector3[] ceilingPoints   = new Vector3[ceilingVertCount];
                Vector2[] ceilingUvs      = new Vector2[ceilingVertCount];
                Vector3[] ceilingNorms    = new Vector3[ceilingVertCount];
                Vector4[] ceilingTangents = new Vector4[ceilingVertCount];
                for (int rp = 0; rp < ceilingVertCount; rp++)
                {
                    ceilingPoints[rp] = new Vector3(allCeilingPoints[rp].x, wallUp, allCeilingPoints[rp].y) + floorBaseV;
                    Vector2 uv = allCeilingPoints[rp];
                    if (floorSurface != null)
                    {
                        uv = ceilingSurface.CalculateUV(uv);
                    }
                    ceilingUvs[rp]      = uv;
                    ceilingNorms[rp]    = Vector3.down;
                    ceilingTangents[rp] = tangent;
                }

                tris = Poly2TriWrapper.Triangulate(mainShape, false, ceilingCutPoints);
                mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, ceilingSubmesh);
                if (generateColliders)
                {
                    collider.mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, 0);
                }

                for (int ob = 0; ob < openingCount; ob++)
                {
                    VerticalOpening opening      = openings[ob];
                    int             openingIndex = Array.IndexOf(openings, opening);
                    Vector3         basePosition = openingBounds[openingIndex].center;
                    basePosition.z = basePosition.y;
                    basePosition.y = volume.baseHeight;

                    if (roomOpenings.Contains(opening))//opening used in this floorplan
                    {
                        int externalWallSubmesh = wallSubmesh != -1 ? wallSubmesh : -1;
                        switch (opening.usage)
                        {
                        case VerticalOpening.Usages.Space:
                            if (ceilingCutPoints.Length <= ob)
                            {
                                continue;
                            }
                            Vector3   ceilingCutUpV = Vector3.up * wallThickness;
                            Vector2[] ceilingCut    = ceilingCutPoints[ob];
                            int       custSize      = ceilingCut.Length;
                            for (int cp = 0; cp < custSize; cp++)
                            {
                                int     indexA = (cp + 1) % custSize;
                                int     indexB = cp;
                                Vector3 cp0    = new Vector3(ceilingCut[indexA].x, wallUp, ceilingCut[indexA].y) + floorBaseV;
                                Vector3 cp1    = new Vector3(ceilingCut[indexB].x, wallUp, ceilingCut[indexB].y) + floorBaseV;
                                Vector3 cp2    = cp0 + ceilingCutUpV;
                                Vector3 cp3    = cp1 + ceilingCutUpV;
                                mesh.AddPlane(cp0, cp1, cp2, cp3, ceilingSubmesh);
                                if (generateColliders)
                                {
                                    collider.AddPlane(cp0, cp1, cp2, cp3);
                                }
                            }
                            break;

                        case VerticalOpening.Usages.Stairwell:
                            StaircaseGenerator.Generate(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider);
                            if (volumeFloor == volume.floors - 1 && opening.baseFloor + opening.floors > building.VolumeBaseFloor(volume) + volume.floors - 1 && volume.abovePlanCount == 0)
                            {
                                StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider);
                            }
                            break;

                        case VerticalOpening.Usages.Elevator:
                            ElevatorShaftGenerator.Generate(ref mesh, opening, actualFloor, basePosition, volume.floorHeight, externalWallSubmesh, sendCollider);
                            break;
                        }
                    }
                }
            }

            for (int ob = 0; ob < openingCount; ob++)
            {
                Vector2[] openingShape = openingShapes[ob];
                if (openingShape == null)
                {
                    continue;                      //opening not used by this floorplan
                }
                if (openingUsedInThisFloor[ob])
                {
                    continue;                            //opening already generated
                }
                //seal this opening from the void
                VerticalOpening opening      = openings[ob];
                int             openingIndex = Array.IndexOf(openings, opening);
                Vector3         basePosition = openingBounds[openingIndex].center;
                basePosition.z = basePosition.y;
                basePosition.y = 0;

                int       cutSize            = openingShape.Length;
                Vector3   sealingWallUpV     = Vector3.up * volume.floorHeight;
                int       sealWallSubmesh    = submeshLibrary.SubmeshAdd(opening.surfaceB);
                Vector2[] offsetOpeningShape = QuickPolyOffset.Execute(openingShape, wallThickness);
                for (int cp = 0; cp < cutSize; cp++)
                {
                    int     indexA = (cp + 1) % cutSize;
                    int     indexB = cp;
                    Vector2 p0     = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexA] : offsetOpeningShape[indexA];
                    Vector2 p1     = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexB] : offsetOpeningShape[indexB];
                    Vector3 cp0    = new Vector3(p0.x, 0, p0.y) + floorBaseV;
                    Vector3 cp1    = new Vector3(p1.x, 0, p1.y) + floorBaseV;
                    Vector3 cp2    = cp0 + sealingWallUpV;
                    Vector3 cp3    = cp1 + sealingWallUpV;
                    mesh.AddPlane(cp0, cp1, cp2, cp3, sealWallSubmesh);
                    if (generateColliders)
                    {
                        collider.AddPlane(cp0, cp1, cp2, cp3);
                    }
                }

                switch (opening.usage)
                {
                case VerticalOpening.Usages.Space:
                    //nothing to implement
                    break;

                case VerticalOpening.Usages.Stairwell:
                    //need stairs to connect used floors
                    StaircaseGenerator.GenerateStairs(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider);
                    if (volumeFloor == volume.floors - 1)
                    {
                        StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider);
                    }
                    break;

                case VerticalOpening.Usages.Elevator:
                    //nothing to implement
                    break;
                }
            }
        }
コード例 #4
0
        public void Execute()
        {
            calculatedPartitions.Clear();


            //remvoe duplicate points
            for (int i = 0; i < shape.Count; i++)
            {
                Vector2Int p0   = shape[i];
                Vector2Int p1   = shape[i < shape.Count - 1 ? i + 1 : 0];
                float      sqrM = Vector2Int.SqrMagnitudeFloat(p1, p0);
                if (sqrM < Mathf.Epsilon)
                {
                    shape.RemoveAt(i);
                    i--;
                }
            }

            //break poly down into convex shapes
            TPPLPoly poly = new TPPLPoly();

            for (int i = 0; i < shape.Count; i++)
            {
                poly.Points.Add(new TPPLPoint(shape[i].x, shape[i].y));
            }

            if (BuildrPolyClockwise.Check(shape))
            {
                poly.SetOrientation(TPPLOrder.CW);
            }
            else
            {
                poly.SetOrientation(TPPLOrder.CCW);
            }

            List <TPPLPoly> parts         = new List <TPPLPoly>();
            TPPLPartition   tpplPartition = new TPPLPartition();

            tpplPartition.ConvexPartition_HM(poly, parts);

            //generate an irregular grid upon each convex poly
            int          partCount    = parts.Count;
            PlotSplitter plotSplitter = new PlotSplitter();

            floorSegments.Clear();
            for (int p = 0; p < partCount; p++)
            {
                TPPLPoly          partPoly   = parts[p];
                int               partSize   = partPoly.Count;
                List <Vector2Int> plotPoints = new List <Vector2Int>();
                for (int w = 0; w < partSize; w++)
                {
                    TPPLPoint  tpplPoint = partPoly[w];
                    Vector2Int p0        = new Vector2Int(tpplPoint.X, tpplPoint.Y);
                    plotPoints.Add(p0);
                }

                Plot plot = new Plot(seed, plotPoints, minimumWallUnitSpacing);
                plot.splitSettings = splitSettings;
                plotSplitter.Execute(plot, seed);
                int splitCount = plotSplitter.plots.Count;
                for (int s = 0; s < splitCount; s++)
                {
                    IPlot        segmentPlot = plotSplitter.plots[s];
                    Vector2Int[] points      = Vector2Int.Parse(segmentPlot.pointsV2);
                    FloorSegment segment     = new FloorSegment(segmentPlot.area, segmentPlot.flatbounds, points);
                    floorSegments.Add(segment);
                }
            }

            int segmentCount = floorSegments.Count;
            List <FloorSegment> availableSegments = new List <FloorSegment>(floorSegments);
            int       restrictedAreaCount         = restrictedAreas.Count;
            Partition restrictedPartition         = null;

            for (int r = 0; r < restrictedAreaCount; r++)
            {
                RestrictedArea area       = restrictedAreas[r];
                FlatBounds     areaBounds = new FlatBounds();
                areaBounds.Encapsulate(Vector2Int.Parse(area.shape));
                for (int fs = 0; fs < segmentCount; fs++)
                {
                    FloorSegment segment = availableSegments[fs];
                    if (areaBounds.Overlaps(segment.bounds))
                    {
                        if (JMath.ShapesIntersect(Vector2Int.Parse(area.shape), Vector2Int.Parse(segment.points)))
                        {
                            if (restrictedPartition == null)
                            {
                                restrictedPartition = new Partition();
                            }
                            restrictedPartition.AddSegment(segment);
                            availableSegments.Remove(segment);
                            segmentCount--;
                            fs--;
                        }
                    }
                }
            }

            //Link up floor segments
            segmentCount = availableSegments.Count;
            for (int x = 0; x < segmentCount; x++)
            {
                FloorSegment subject       = floorSegments[x];
                FlatBounds   subjectBounds = subject.nBounds;
                for (int y = 0; y < segmentCount; y++)
                {
                    if (x == y)
                    {
                        continue;
                    }

                    FloorSegment candidate = floorSegments[y];


                    FlatBounds candidateBounds = candidate.nBounds;
                    if (subjectBounds.Overlaps(candidateBounds))
                    {
                        if (candidate.neighbours.Contains(subject))
                        {
                            continue;
                        }
                        subject.neighbours.Add(candidate);
                        candidate.neighbours.Add(subject);
                    }
                }
            }

            //Grow out partitions to fill the available space
            List <PartitionGrowth> partitionGs = new List <PartitionGrowth>();
            Dictionary <FloorSegment, FloorSegmentClaim> segmentClaims = new Dictionary <FloorSegment, FloorSegmentClaim>();

            for (int i = 0; i < partitions.Count; i++)
            {
                partitionGs.Add(new PartitionGrowth(partitions[i]));
            }

            int it = 1000;

            while (true)
            {
                int   growthCount = partitionGs.Count;
                int   completePartitionGrowths = 0;
                int[] partitionGrowthAmount    = new int[growthCount];
                segmentClaims.Clear();

                for (int g = 0; g < growthCount; g++)
                {
                    PartitionGrowth partitionG = partitionGs[g];
                    if (!partitionG.active)
                    {
                        completePartitionGrowths++;
                        continue;
                    }

                    if (availableSegments.Count == 0)
                    {
                        break;
                    }

                    //assign inital segment to begin partition from
                    if (!partitionG.initialised)
                    {
                        float        nearestSqrMag = float.PositiveInfinity;
                        FloorSegment candidate     = availableSegments[0];
                        for (int x = 0; x < availableSegments.Count; x++)
                        {
                            FloorSegment subject = availableSegments[x];
                            float        sqrMag  = Vector2Int.SqrMagnitudeFloat(partitionG.subject.position, subject.position);
                            if (sqrMag < nearestSqrMag)
                            {
                                candidate     = subject;
                                nearestSqrMag = sqrMag;
                            }
                        }

                        partitionG.capturedSegments.Add(candidate);
                        partitionG.processSegments.Add(candidate);
                        availableSegments.Remove(candidate);
                        partitionG.initialised   = true;
                        partitionGrowthAmount[g] = 1;
                        continue;//don't start growth until next iteration
                    }

                    //grow partition
                    if (partitionG.initialised)
                    {
                        List <FloorSegment> neighbourCandiates = new List <FloorSegment>();
                        int processCount = partitionG.processSegments.Count;
//                        float additionalArea = 0;
                        for (int p = 0; p < processCount; p++)
                        {
                            FloorSegment processSegment        = partitionG.processSegments[p];
                            int          processNeighbourCount = processSegment.neighbours.Count;
                            for (int n = 0; n < processNeighbourCount; n++)
                            {
                                FloorSegment neighbour             = processSegment.neighbours[n];
                                bool         isAvailable           = availableSegments.Contains(neighbour);
                                bool         notDuplicateNeighbour = !neighbourCandiates.Contains(neighbour);
                                if (isAvailable && notDuplicateNeighbour)
                                {
                                    neighbourCandiates.Add(neighbour);
                                    float fit = processSegment.BestFit(neighbour);
                                    if (fit > Mathf.Epsilon)
                                    {
                                        FloorSegmentClaim newClaim = new FloorSegmentClaim();
                                        newClaim.partition   = partitionG;
                                        newClaim.growthIndex = g;
                                        newClaim.segment     = neighbour;
                                        newClaim.priority    = partitionG.subject.priority * fit;

                                        if (!segmentClaims.ContainsKey(neighbour))
                                        {
                                            segmentClaims.Add(neighbour, newClaim);
                                        }
                                        else
                                        {
                                            FloorSegmentClaim currentClaim = segmentClaims[neighbour];
                                            if (currentClaim.priority < newClaim.priority)
                                            {
                                                segmentClaims[neighbour] = newClaim;
                                            }
                                        }
                                    }
//                                    additionalArea += neighbour.area;
                                }
                            }
                        }

//                        int neighbourCandiatesCount = neighbourCandiates.Count;
//                        for (int n = 0; n < neighbourCandiatesCount; n++) {
//                            FloorSegment segement = neighbourCandiates[n];
//
//                            if (segmentClaims.ContainsKey(segement)) {
//
//                            }
//                            else {
//
//                            }
//                        }
                        //                        if (neighbourCandiatesCount > 0) {
                        //
                        //                            bool canAddAll = partitionG.AvailableArea(additionalArea);
                        //                            if (canAddAll) {
                        //                                partitionG.processSegments.Clear();
                        //                                for (int n = 0; n < neighbourCandiatesCount; n++)
                        //                                    availableSegments.Remove(neighbourCandiates[n]);
                        ////                                partitionG.AddSegments(neighbourCandiates);
                        //                            }
                        //                            else {
                        //                                //                                TODO partial add (?)
                        ////                                partitionG.AddSegments(neighbourCandiates);
                        //                                partitionG.Complete();
                        //                            }
                        //                        }
                        //                        else {
                        //                            partitionG.Complete();
                        //                        }

//                        if (partitionG.processSegments.Count == 0)
//                            partitionG.Complete();
                    }
                }

                foreach (KeyValuePair <FloorSegment, FloorSegmentClaim> kv in segmentClaims)
                {
                    //TODO - support instance when new areas to add are too large
                    //TODO - fall back on partial adding of single side
                    FloorSegmentClaim claim = kv.Value;
                    claim.partition.AddSegment(claim.segment);
                    availableSegments.Remove(claim.segment);
                    partitionGrowthAmount[claim.growthIndex]++;
                }

                for (int g = 0; g < growthCount; g++)
                {
                    PartitionGrowth partitionG = partitionGs[g];
                    if (!partitionG.active)
                    {
                        continue;
                    }
//                    Debug.Log(g+" "+ partitionG.AcceptableAreaUsed()+" " + partitionGrowthAmount[g]+" "+ partitionG.processSegments.Count);
                    if (partitionG.AcceptableAreaUsed() || partitionGrowthAmount[g] == 0 || partitionG.processSegments.Count == 0)
                    {
                        completePartitionGrowths++;
                        partitionG.Complete();
                    }
                }

                if (completePartitionGrowths == growthCount) //all partitions have been completed
                {
                    break;
                }

                if (availableSegments.Count == 0)
                {
                    foreach (PartitionGrowth part in partitionGs)
                    {
                        if (part.active)
                        {
                            part.Complete();
                        }
                    }

                    foreach (PartitionGrowth part in partitionGs)
                    {
                        int childCount = part.subject.children.Count;
                        if (childCount > 0)
                        {
                            for (int c = 0; c < childCount; c++)
                            {
                                partitionGs.Add(new PartitionGrowth(part.subject.children[c]));
                            }
                            part.subject.children.Clear();
                            availableSegments.AddRange(part.capturedSegments);
                            part.capturedSegments.Clear();
                            break;
                        }
                    }

                    if (availableSegments.Count == 0)
                    {
                        break;
                    }
                }

                it--;
                if (it == 0)
                {
                    Debug.Log(" MAX reached!");
                    Debug.Log(availableSegments.Count);
                    foreach (PartitionGrowth pg in partitionGs)
                    {
                        Debug.Log(pg.processSegments.Count);
                        Debug.Log(pg.capturedSegments.Count);
                        pg.Complete();
                    }
                    break;
                }
            }


            foreach (PartitionGrowth part in partitionGs)
            {
                if (part.active)
                {
                    part.Complete();
                }
                calculatedPartitions.Add(part.subject);
            }

//            if (floorplan != null)
//            {
//                int roomCount = calculatedPartitions.Count;
//
//
//
//
//                Room floorplanRoom = new Room();
//
//
//                floorplan.rooms.Add();
//            }

            //            foreach (Partition part in partitions) {
            //                Debug.Log(part.segments.Count);
            //            }
        }
コード例 #5
0
ファイル: BuildrUtils.cs プロジェクト: ishui/unity3DScripts
        public static VerticalOpening[] GetOpenings(Building building, Volume volume)
        {
            List <VerticalOpening> output = new List <VerticalOpening>();
            int count = building.openingCount;

            VerticalOpening[] openings = building.GetAllOpenings();

            int volumeBaseFloor = building.VolumeBaseFloor(volume);
            int volumeTopFloor  = volumeBaseFloor + volume.floors;

            for (int i = 0; i < count; i++)
            {
                VerticalOpening opening          = openings[i];
                int             openingBaseFloor = opening.baseFloor;
                int             openingTopFloor  = openingBaseFloor + opening.floors - 1;

                if (volumeBaseFloor < openingTopFloor && openingBaseFloor < volumeTopFloor)//opening and volume floors intersect
                {
                    FlatBounds volumeBounds  = new FlatBounds(volume.bounds);
                    Vector2[]  openingPoints = opening.PointsRotated();
                    FlatBounds openingBounds = new FlatBounds(openingPoints);

                    if (volumeBounds.Overlaps(openingBounds, true))// opening is within the AABB bounds of the volume
                    {
                        Vector2[] volumePoints      = volume.AllPointsV2();
                        int       volumePointCount  = volumePoints.Length;
                        int       openingPointCount = openingPoints.Length;
                        bool      openingIntersects = false;

                        for (int op = 0; op < openingPointCount; op++)
                        {
                            Vector2 opa = openingPoints[op];
                            Vector2 opb = openingPoints[(op + 1) % openingPointCount];

                            for (int vp = 0; vp < volumePointCount; vp++)
                            {
                                Vector2 vpa = volumePoints[vp];
                                Vector2 vpb = volumePoints[(vp + 1) % volumePointCount];

                                if (FastLineIntersection(opa, opb, vpa, vpb))
                                {
                                    openingIntersects = true;
                                }

                                if (openingIntersects)
                                {
                                    break;
                                }
                            }

                            if (openingIntersects)
                            {
                                break;
                            }
                        }

                        if (!openingIntersects)//check that the opening is within the volume shape
                        {
                            Vector2 opa           = openingPoints[0];
                            Vector2 opb           = openingPoints[1];
                            int     intersections = 0;//we should intersect an odd number of times
                            for (int vp = 0; vp < volumePointCount; vp++)
                            {
                                Vector2 vpa = volumePoints[vp];
                                Vector2 vpb = volumePoints[(vp + 1) % volumePointCount];

                                if (FastLineIntersection(opa, opb, vpa, vpb))
                                {
                                    intersections++;
                                }
                            }

                            if (intersections % 2 != 0)
                            {
                                output.Add(opening);
                            }
                        }
                    }
                }
            }
            return(output.ToArray());
        }