コード例 #1
0
    public void RemoveLastNode()
    {
        GSDSplineC spline = GetComponent <GSDSplineC>();

        spline.mNodes.RemoveAt(spline.mNodes.Count - 1);
        spline.tRoad.UpdateRoad();
    }
コード例 #2
0
    public static void UpdateAllRoads()
    {
        GSDRoad[] allRoadObjects = (GSDRoad[])GameObject.FindObjectsOfType(typeof(GSDRoad));

        int roadCount = allRoadObjects.Length;

        GSDRoad singleRoad = null;

        GSDSplineC[] tPiggys = null;
        if (roadCount > 1)
        {
            tPiggys = new GSDSplineC[roadCount - 1];
        }

        for (int count = 0; count < roadCount; count++)
        {
            singleRoad = allRoadObjects[count];
            if (count > 0)
            {
                tPiggys[count - 1] = singleRoad.GSDSpline;
            }
        }

        singleRoad = allRoadObjects[0];
        if (tPiggys != null && tPiggys.Length > 0)
        {
            singleRoad.PiggyBacks = tPiggys;
        }
        singleRoad.UpdateRoad();
    }
コード例 #3
0
    public static void UpdateAllRoads()
    {
        GSDRoad[] tRoadObjs = (GSDRoad[])GameObject.FindObjectsOfType(typeof(GSDRoad));

        int RoadCount = tRoadObjs.Length;

        GSDRoad tRoad = null;
        GSDSplineC[] tPiggys = null;
        if(RoadCount > 1){
            tPiggys = new GSDSplineC[RoadCount-1];
        }

        for(int h=0;h<RoadCount;h++){
            tRoad=tRoadObjs[h];
            if(h > 0){
                tPiggys[h-1] = tRoad.GSDSpline;
            }
        }

        tRoad=tRoadObjs[0];
        if(tPiggys != null && tPiggys.Length > 0){
            tRoad.PiggyBacks = tPiggys;
        }
        tRoad.UpdateRoad();
    }
コード例 #4
0
        private static Vector3 StopSign_GetRot_LR(GSDRoadIntersection GSDRI, GSDSplineC tSpline)
        {
            float tDist = ((Vector3.Distance(GSDRI.CornerRR, GSDRI.CornerLR) / 2f) + (0.025f * Vector3.Distance(GSDRI.CornerLR, GSDRI.CornerRL))) / tSpline.distance;;
            float p     = -1f;

            if (GSDRI.bFlipped)
            {
                p = Mathf.Clamp(GSDRI.Node2.tTime + tDist, 0f, 1f);
            }
            else
            {
                p = Mathf.Clamp(GSDRI.Node2.tTime - tDist, 0f, 1f);
            }
            Vector3 POS = tSpline.GetSplineValue(p, true);

            //POS = Vector3.Cross(POS,Vector3.up);
            if (GSDRI.bFlipped)
            {
                return(POS);
            }
            else
            {
                return(POS * -1);
            }
        }
コード例 #5
0
    public void UpdateAllRoads()
    {
        GSDRoad[] tRoadObjs = GetComponentsInChildren <GSDRoad>();
        //		int i=0;

        int RoadCount = tRoadObjs.Length;

        GSDRoad tRoad = null;

        GSDSplineC[] tPiggys = null;
        if (RoadCount > 1)
        {
            tPiggys = new GSDSplineC[RoadCount];
            for (int h = 0; h < RoadCount; h++)
            {
                tRoad      = tRoadObjs[h];
                tPiggys[h] = tRoad.GSDSpline;
            }
        }

        tRoad = tRoadObjs[0];
        if (tPiggys != null && tPiggys.Length > 0)
        {
            tRoad.PiggyBacks = tPiggys;
        }
        tRoad.UpdateRoad();
    }
コード例 #6
0
    public static void UpdateAllRoads()
    {
        GSDRoad[] tRoadObjs = (GSDRoad[])GameObject.FindObjectsOfType(typeof(GSDRoad));

        int RoadCount = tRoadObjs.Length;

        GSDRoad tRoad = null;

        GSDSplineC[] tPiggys = null;
        if (RoadCount > 1)
        {
            tPiggys = new GSDSplineC[RoadCount - 1];
        }

        for (int h = 0; h < RoadCount; h++)
        {
            tRoad = tRoadObjs[h];
            if (h > 0)
            {
                tPiggys[h - 1] = tRoad.GSDSpline;
            }
        }

        tRoad = tRoadObjs[0];
        if (tPiggys != null && tPiggys.Length > 0)
        {
            tRoad.PiggyBacks = tPiggys;
        }
        tRoad.UpdateRoad();
    }
コード例 #7
0
ファイル: TestFollow.cs プロジェクト: woutervmertens/GradWork
 void Start()
 {
     spline = road.GSDSpline;
     foreach (var node in spline.mNodes)
     {
         Debug.Log(node.tName + " time: " + node.tTime);
     }
 }
コード例 #8
0
        private static Vector3 StopSign_GetRot_LL(GSDRoadIntersection GSDRI, GSDSplineC tSpline)
        {
            float   tDist = ((Vector3.Distance(GSDRI.CornerLR, GSDRI.CornerLL) / 2f) + (0.025f * Vector3.Distance(GSDRI.CornerLL, GSDRI.CornerRR))) / tSpline.distance;;
            float   p     = Mathf.Clamp(GSDRI.Node1.tTime + tDist, 0f, 1f);
            Vector3 POS   = tSpline.GetSplineValue(p, true);

            return(POS);
        }
コード例 #9
0
 public void UpdateRoads()
 {
             #if UNITY_EDITOR
     if (!bSameSpline)
     {
         GSDSplineC[] tPiggys = new GSDSplineC[1];
         tPiggys[0] = Node2.GSDSpline;
         Node1.GSDSpline.tRoad.PiggyBacks = tPiggys;
         Node1.GSDSpline.Setup_Trigger();
     }
     else
     {
         Node1.GSDSpline.Setup_Trigger();
     }
             #endif
 }
コード例 #10
0
        private static Vector3 TrafficLightBase_GetRot_LR(GSDRoadIntersection GSDRI, GSDSplineC tSpline, float DistFromCorner, bool bOverrideRegular = false)
        {
            Vector3 POS = default;

            if (!GSDRI.bRegularPoleAlignment && !bOverrideRegular)
            {
                //				float tDist = ((Vector3.Distance(GSDRI.CornerLR,GSDRI.CornerLL) / 2f) + DistFromCorner) / tSpline.distance;;
                float p = Mathf.Clamp(GSDRI.Node1.tTime, 0f, 1f);
                POS = tSpline.GetSplineValue(p, true);
                POS = Vector3.Cross(POS, Vector3.up);
                return(POS * -1);
            }
            else
            {
                POS = GSDRI.CornerRR - GSDRI.CornerLR;
                return(POS);
            }
        }
コード例 #11
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		private static float GetLongestSplineDistance(GSDSplineC s1, GSDSplineC s2){
			if(s1.distance > s2.distance){
				return s1.distance;	
			}else{
				return s2.distance;
			}
		}
コード例 #12
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		private static void ProcessRoad_Terrain_Hook2_Do(ref GSDSplineC tSpline,ref List<TempTerrainData> TTDList){
			if(!tSpline.tRoad.opt_TreeModEnabled && !tSpline.tRoad.opt_HeightModEnabled && !tSpline.tRoad.opt_DetailModEnabled){
				//Exit if no mod taking place.
				return;
			}
			Object[] TIDs = GameObject.FindObjectsOfType(typeof(GSDTerrain));
			Terrain tTerrain;
			int[,] tDetails = null;
			int IntBufferX = 0;
			int IntBufferY = 0;
			int tVal = 0;
//			ushort Invalid = 16384;
			foreach(TempTerrainData TTD in TTDList){
				foreach(GSDTerrain TID in TIDs){
					if(TID.GSDID == TTD.GSDID){
						tTerrain = TID.transform.gameObject.GetComponent<Terrain>();
						if(tTerrain != null){
							//Details:
							if(tSpline.tRoad.opt_DetailModEnabled){
								for(int i=0;i<TTD.DetailLayersCount;i++){
//									if(TTD.DetailLayersSkip.Contains(i) || TTD.DetailValues[i] == null){ continue; }
//									if(TTD.DetailsI[i] > 0){
//										tTerrain.terrainData.SetDetailLayer(0,0,i,TTD.DetailValues[i]);	
//									}
									
									if(TTD.DetailLayersSkip.Contains(i) || TTD.MainDetailsX == null || TTD.MainDetailsX.Count < 1){ continue; }
									tDetails = tTerrain.terrainData.GetDetailLayer(0,0,TTD.DetailMaxIndex,TTD.DetailMaxIndex,i);
									
									int MaxCount = TTD.MainDetailsX.Count;
									for(int j=0;j<MaxCount;j++){
										IntBufferX = TTD.MainDetailsX[j];
										IntBufferY = TTD.MainDetailsY[j];
										tVal = tDetails[IntBufferX,IntBufferY];
										if(tVal > 0){
											TTD.DetailsX[i].Add((ushort)IntBufferX);
											TTD.DetailsY[i].Add((ushort)IntBufferY);
											TTD.OldDetailsValue[i].Add((ushort)tVal);
											tDetails[IntBufferX,IntBufferY] = 0;
										}
									}
									TTD.DetailsI[i] = TTD.DetailsX[i].Count;
									
									tTerrain.terrainData.SetDetailLayer(0,0,i,tDetails);
									tDetails = null;
									TTD.DetailHasProcessed = null;
								}
								TTD.MainDetailsX = null;
								TTD.MainDetailsY = null;
								System.GC.Collect();
							}
							//Trees:
							if(tSpline.tRoad.opt_TreeModEnabled && TTD.TreesCurrent != null && TTD.TreesI > 0){
								tTerrain.terrainData.treeInstances = TTD.TreesCurrent.ToArray();
							}
							//Heights:
							if(tSpline.tRoad.opt_HeightModEnabled && TTD.heights != null && TTD.cI > 0){
								//Do heights last to trigger collisions and stuff properly:
								tTerrain.terrainData.SetHeights(0,0,TTD.heights);
							}
						}
					}
				}
			}
		}
コード例 #13
0
        private static void ProcessPole(GameObject MasterGameObj, GameObject tObj, Vector3 tan, int tCorner, float InterDist)
        {
            GSDRoadIntersection GSDRI   = MasterGameObj.GetComponent <GSDRoadIntersection>();
            GSDSplineC          tSpline = GSDRI.Node1.GSDSpline;
            //			bool bIsRB = true;

            //			float RoadWidth = tSpline.tRoad.RoadWidth();
            float LaneWidth     = tSpline.tRoad.opt_LaneWidth;
            float ShoulderWidth = tSpline.tRoad.opt_ShoulderWidth;

            int   Lanes         = tSpline.tRoad.opt_Lanes;
            int   LanesHalf     = Lanes / 2;
            float LanesForInter = -1;

            if (GSDRI.rType == GSDRoadIntersection.RoadTypeEnum.BothTurnLanes)
            {
                LanesForInter = LanesHalf + 1f;
            }
            else if (GSDRI.rType == GSDRoadIntersection.RoadTypeEnum.TurnLane)
            {
                LanesForInter = LanesHalf + 1f;
            }
            else
            {
                LanesForInter = LanesHalf;
            }
            float DistFromCorner = (ShoulderWidth * 0.35f);
            float TLDistance     = (LanesForInter * LaneWidth) + DistFromCorner;

            MeshFilter MF    = tObj.GetComponent <MeshFilter>();
            Mesh       tMesh = MF.sharedMesh;

            Vector3[] tVerts   = tMesh.vertices;
            Vector3   StartVec = tVerts[520];
            Vector3   EndVec   = tVerts[521];

            StartVec = (((EndVec - StartVec) * (DistFromCorner / TLDistance)) + StartVec);
            Vector3 tempR_Start = tVerts[399];
            Vector3 tempR_End   = tVerts[396];
            Vector3 tLanePosR   = ((tempR_End - tempR_Start) * 0.95f) + tempR_Start;

            tLanePosR.z -= 1f;

            float SmallerDist = Vector3.Distance(StartVec, EndVec);

            //StartVec = Corner
            //2.5m = lane
            //7.5m = lane
            //12.5m = lane
            Vector3[] tLanePos = new Vector3[LanesHalf];
            for (int i = 0; i < LanesHalf; i++)
            {
                tLanePos[i] = (((EndVec - StartVec) * (((LaneWidth * 0.5f) + (i * LaneWidth)) / SmallerDist)) + StartVec);
            }
            Vector3 tLanePosL      = default;
            Vector3 tLanePosL_Sign = default;

            if (GSDRI.bLeftTurnYieldOnGreen)
            {
                tLanePosL      = ((EndVec - StartVec) * ((SmallerDist - 1.8f) / SmallerDist)) + StartVec;
                tLanePosL_Sign = ((EndVec - StartVec) * ((SmallerDist - 3.2f) / SmallerDist)) + StartVec;
            }
            else
            {
                tLanePosL = ((EndVec - StartVec) * ((SmallerDist - 2.5f) / SmallerDist)) + StartVec;
            }

            Vector3 tPos1 = default;

            if (tCorner == 0)
            { //RR
                tPos1 = GSDRI.CornerLR;
            }
            else if (tCorner == 1)
            { //RL
                tPos1 = GSDRI.CornerRR;
            }
            else if (tCorner == 2)
            { //LL
                tPos1 = GSDRI.CornerRL;
            }
            else if (tCorner == 3)
            { //LR
                tPos1 = GSDRI.CornerLL;
            }

            int   mCount    = tLanePos.Length;
            float mDistance = -50000f;
            float tDistance = 0f;

            for (int i = 0; i < mCount; i++)
            {
                tDistance = Vector3.Distance(tObj.transform.TransformPoint(tLanePos[i]), tPos1);
                if (tDistance > mDistance)
                {
                    mDistance = tDistance;
                }
            }
            tDistance = Vector3.Distance(tObj.transform.TransformPoint(tLanePosL), tPos1);
            if (tDistance > mDistance)
            {
                mDistance = tDistance;
            }
            tDistance = Vector3.Distance(tObj.transform.TransformPoint(tLanePosR), tPos1);
            if (tDistance > mDistance)
            {
                mDistance = tDistance;
            }

            float tScaleSense = ((200f - GSDRI.ScalingSense) / 200f) * 200f;

            tScaleSense = Mathf.Clamp(tScaleSense * 0.1f, 0f, 20f);
            float ScaleMod = ((mDistance / 17f) + tScaleSense) * (1f / (tScaleSense + 1f));

            if (IsApproximately(tScaleSense, 20f, 0.05f))
            {
                ScaleMod = 1f;
            }
            ScaleMod = Mathf.Clamp(ScaleMod, 1f, 1.5f);
            Vector3 tScale = new Vector3(ScaleMod, ScaleMod, ScaleMod);
            bool    bScale = true; if (IsApproximately(ScaleMod, 1f, 0.001f))
            {
                bScale = false;
            }

            //Debug.Log (mDistance + " " + ScaleMod + " " + tScaleSense);

            GameObject tRight     = null;
            GameObject tLeft      = null;
            GameObject tLeft_Sign = null;
            Object     prefab     = null;

            MeshRenderer MR_Left  = null;
            MeshRenderer MR_Right = null;

            MeshRenderer[] MR_Mains = new MeshRenderer[LanesHalf];
            int            cCount   = -1;

            if (GSDRI.rType != GSDRoadIntersection.RoadTypeEnum.NoTurnLane)
            {
                if (GSDRI.bLeftTurnYieldOnGreen)
                {
                    prefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/RoadArchitect/Mesh/RoadObj/Signs/GSDTrafficLightLeftYield.prefab", typeof(GameObject));
                }
                else
                {
                    prefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/RoadArchitect/Mesh/RoadObj/Signs/GSDTrafficLightLeft.prefab", typeof(GameObject));
                }
                tLeft = (GameObject)GameObject.Instantiate(prefab, Vector3.zero, Quaternion.identity);
                tLeft.transform.position = tObj.transform.TransformPoint(tLanePosL);
                tLeft.transform.rotation = Quaternion.LookRotation(tan) * Quaternion.Euler(0f, 90f, 0f);
                tLeft.transform.parent   = tObj.transform;
                tLeft.transform.name     = "LightLeft";

                cCount = tLeft.transform.childCount;
                for (int i = 0; i < cCount; i++)
                {
                    if (tLeft.transform.GetChild(i).name.ToLower() == "lights")
                    {
                        MR_Left = tLeft.transform.GetChild(i).GetComponent <MeshRenderer>();
                    }
                }

                if (bScale)
                {
                    tLeft.transform.localScale = tScale;
                }

                if (GSDRI.bLeftTurnYieldOnGreen)
                {
                    prefab     = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/RoadArchitect/Mesh/RoadObj/Signs/GSDSignYieldOnGreen.prefab", typeof(GameObject));
                    tLeft_Sign = (GameObject)GameObject.Instantiate(prefab, Vector3.zero, Quaternion.identity);
                    tLeft_Sign.transform.position = tObj.transform.TransformPoint(tLanePosL_Sign);
                    tLeft_Sign.transform.rotation = Quaternion.LookRotation(tan) * Quaternion.Euler(-90f, 90f, 0f);
                    tLeft_Sign.transform.parent   = tObj.transform;
                    tLeft_Sign.transform.name     = "SignYieldOnGreen";
                    if (bScale)
                    {
                        tLeft_Sign.transform.localScale = tScale;
                    }
                }
            }
            if (GSDRI.rType == GSDRoadIntersection.RoadTypeEnum.BothTurnLanes)
            {
                prefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/RoadArchitect/Mesh/RoadObj/Signs/GSDTrafficLightRight.prefab", typeof(GameObject));
                tRight = (GameObject)GameObject.Instantiate(prefab, Vector3.zero, Quaternion.identity);
                tRight.transform.position = tObj.transform.TransformPoint(tLanePosR);
                tRight.transform.rotation = Quaternion.LookRotation(tan) * Quaternion.Euler(0f, 90f, 0f);
                tRight.transform.parent   = tObj.transform;
                tRight.transform.name     = "LightRight";
                if (bScale)
                {
                    tRight.transform.localScale = tScale;
                }

                cCount = tRight.transform.childCount;
                for (int i = 0; i < cCount; i++)
                {
                    if (tRight.transform.GetChild(i).name.ToLower() == "lights")
                    {
                        MR_Right = tRight.transform.GetChild(i).GetComponent <MeshRenderer>();
                    }
                }
            }
            GameObject[] tLanes = new GameObject[LanesHalf];
            for (int i = 0; i < LanesHalf; i++)
            {
                prefab    = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/RoadArchitect/Mesh/RoadObj/Signs/GSDTrafficLightMain.prefab", typeof(GameObject));
                tLanes[i] = (GameObject)GameObject.Instantiate(prefab, Vector3.zero, Quaternion.identity);
                tLanes[i].transform.position = tObj.transform.TransformPoint(tLanePos[i]);
                tLanes[i].transform.rotation = Quaternion.LookRotation(tan) * Quaternion.Euler(0f, 90f, 0f);
                tLanes[i].transform.parent   = tObj.transform;
                tLanes[i].transform.name     = "Light" + i.ToString();
                if (bScale)
                {
                    tLanes[i].transform.localScale = tScale;
                }

                cCount = tLanes[i].transform.childCount;
                for (int j = 0; j < cCount; j++)
                {
                    if (tLanes[i].transform.GetChild(j).name.ToLower() == "lights")
                    {
                        MR_Mains[i] = tLanes[i].transform.GetChild(j).GetComponent <MeshRenderer>();
                    }
                }
            }

            GSDTrafficLightController LM = new GSDTrafficLightController(ref tLeft, ref tRight, ref tLanes, ref MR_Left, ref MR_Right, ref MR_Mains);

            if (tCorner == 0)
            {
                GSDRI.LightsRR = null;
                GSDRI.LightsRR = LM;
            }
            else if (tCorner == 1)
            {
                GSDRI.LightsRL = null;
                GSDRI.LightsRL = LM;
            }
            else if (tCorner == 2)
            {
                GSDRI.LightsLL = null;
                GSDRI.LightsLL = LM;
            }
            else if (tCorner == 3)
            {
                GSDRI.LightsLR = null;
                GSDRI.LightsLR = LM;
            }
        }
コード例 #14
0
		public void Init(GSDSplineC _tSpline, GSDSplineN _tNode, Transform tTrans){
			tSpline = _tSpline;
			tNode = _tNode;
			MasterObjTrans = tTrans;
			SetupUniqueIdentifier();
		}
コード例 #15
0
 public void Setup(ref List<GSD.Roads.GSDTerraforming.TempTerrainData> _TTDList, GSDSplineC _tSpline, GSDRoad _tRoad)
 {
     TTDList = _TTDList;
     tSpline = _tSpline;
     tRoad = _tRoad;
 }
コード例 #16
0
        private static float ProcessCoordinateGrabber(ref float param, ref GSDSplineC tSpline, ref GSD.Roads.GSDTerraforming.TempTerrainData TTD, ref List<TerrainBoundsMaker> tList,ref int[] tXY, bool bIsBridge, bool bIsTunnel)
        {
            int MinX = tXY[0];
            int MinY = tXY[1];
            int MaxX = tXY[2];
            int MaxY = tXY[3];

            if(MinX >= TTD.TerrainMaxIndex){ MinX = TTD.TerrainMaxIndex-1; }
            if(MinY >= TTD.TerrainMaxIndex){ MinY = TTD.TerrainMaxIndex-1; }
            if(MaxX >= TTD.TerrainMaxIndex){ MaxX = TTD.TerrainMaxIndex-1; }
            if(MaxY >= TTD.TerrainMaxIndex){ MaxY = TTD.TerrainMaxIndex-1; }

            if(MinX < 0){ MinX = 0; }
            if(MinY < 0){ MinY = 0; }
            if(MaxX < 0){ MaxX = 0; }
            if(MaxY < 0){ MaxY = 0; }

            Vector3 xVect = default(Vector3);
            bool bAdjusted = false;
            float tHeight = -1f;
            float tReturnFloat = 0f;
            //			int dX = 0;
            //			int dY = 0;
            //			int tdX = 0;
            //			int tdY = 0;
            //			bool bOneHit = false;

            for(int i=MinX;i<=MaxX;i++){
                for(int k=MinY;k<=MaxY;k++){
                    if(TTD.tHeights[i,k] != true){
                        if(TTD.cX.Length <= TTD.cI){ break; }

                        xVect = ConvertTerrainCoordToWorldVect(i,k,TTD.heights[i,k],ref TTD);
                        AdjustedTerrainVect_Tri(ref param, out bAdjusted,out tHeight,ref xVect,ref tList, bIsBridge, bIsTunnel);

                        if(bAdjusted){
                            tHeight-= tSpline.tRoad.opt_TerrainSubtract_Match;
                            if(tHeight < 0f){ tHeight = 0f; }
                            xVect.y = tHeight;
                            tHeight = ((tHeight) / TTD.TerrainSize.y);

                            //Set height values:
                            TTD.tHeights[i,k] = true;
                            TTD.cX[TTD.cI] = (ushort)i;
                            TTD.cY[TTD.cI] = (ushort)k;
                            TTD.oldH[TTD.cI] = TTD.heights[i,k];
                            TTD.heights[i,k] = tHeight;
                            TTD.cI+=1;

                            tReturnFloat = xVect.y;
            //							bOneHit = true;
                        }
                    }else{
                        xVect = ConvertTerrainCoordToWorldVect(i,k,TTD.heights[i,k],ref TTD);
                        AdjustedTerrainVect_Tri(ref param, out bAdjusted,out tHeight,ref xVect,ref tList, bIsBridge, bIsTunnel);

                        if(bAdjusted){
                            tHeight-= tSpline.tRoad.opt_TerrainSubtract_Match;
                            if(tHeight < 0f){ tHeight = 0f; }
                            tReturnFloat = tHeight;
            //							bOneHit = true;
                        }
                    }
                }
            }

            if(bIsBridge && IsApproximately(tReturnFloat,0f,0.0001f)){
                tReturnFloat = tSpline.GetSplineValue(param,false).y;
            }

            return tReturnFloat;
        }
コード例 #17
0
 //Privatized for obfuscate:
 public static void DoRects(GSDSplineC tSpline, GSD.Roads.GSDTerraforming.TempTerrainData TTD)
 {
     DoRectsDo(ref tSpline, ref TTD);
 }
コード例 #18
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		public static void ProcessRoad_Terrain_Hook1(GSDSplineC tSpline, GSDRoad tRoad, bool bMultithreaded = true){		
			ProcessRoad_Terrain_Hook1_Do(ref tSpline, ref tRoad, bMultithreaded);
		}
コード例 #19
0
	public void UpdateRoads(){
		#if UNITY_EDITOR
		if(!bSameSpline){
			GSDSplineC[] tPiggys = new GSDSplineC[1];
			tPiggys[0] = Node2.GSDSpline;
			Node1.GSDSpline.tRoad.PiggyBacks = tPiggys;
			Node1.GSDSpline.Setup_Trigger();	
		}else{
			Node1.GSDSpline.Setup_Trigger();
		}
		#endif
	}
コード例 #20
0
ファイル: GSDRoad.cs プロジェクト: EliCDavis/ped-sim
	private void Construction_Cleanup(){
        FixZ();

		if(TerrainCalcsJob != null){ TerrainCalcsJob.Abort(); TerrainCalcsJob = null; }
		if(RoadCalcsJob1 != null){ RoadCalcsJob1.Abort(); RoadCalcsJob1 = null; }
		if(RoadCalcsJob2 != null){ RoadCalcsJob2.Abort(); RoadCalcsJob2 = null; }
		Editor_bIsConstructing = false;
		int mCount = GSDSpline.GetNodeCount();
		GSDSplineN tNode;
		for(int i=0;i<mCount;i++){
			tNode = GSDSpline.mNodes[i];
			if(tNode.bIsIntersection){
				if(tNode.iConstruction != null){
					tNode.iConstruction.Nullify();
					tNode.iConstruction = null;
				}
			}
			tNode.SetupSplinationLimits();
			tNode.SetupEdgeObjects(false);
			tNode.SetupSplinatedMeshes(false);
		}
		if(GSDSpline.HeightHistory != null){ GSDSpline.HeightHistory.Clear(); GSDSpline.HeightHistory = null; }
		if(RCS != null){ 
			RCS.Nullify(); 
			RCS = null; 
		}
		
		if(GSDRS.opt_bSaveMeshes){
			UnityEditor.AssetDatabase.SaveAssets();
		}
		bEditorProgressBar = false;
		EditorUtility.ClearProgressBar();
		//Make sure terrain history out of memory if necessary (redudant but keep):
		if(opt_SaveTerrainHistoryOnDisk && TerrainHistory != null){
			TerrainHistory.Clear();
			TerrainHistory = null;
		}
		
		//Collect:
		bTriggerGC = true;

        if (tRoadMaterialDropdownOLD != opt_tRoadMaterialDropdown) {
            tRoadMaterialDropdownOLD = opt_tRoadMaterialDropdown;
            SetAllCutsToCurrentMaterials();
        }

		if(PiggyBacks != null && PiggyBacks.Length > 0){
			for(int i=0;i<PiggyBacks.Length;i++){
				if(PiggyBacks[i] == null){	
					PiggyBacks = null;
					break;
				}
			}
				
			if(PiggyBacks != null){
				GSDSplineC tPiggy = PiggyBacks[0];
				GSDSplineC[] NewPiggys = null;
				
				PiggyBacks[0] = null;
				if(PiggyBacks.Length > 1){
					NewPiggys = new GSDSplineC[PiggyBacks.Length-1];	
					for(int i=1;i<PiggyBacks.Length;i++){
						NewPiggys[i-1] = PiggyBacks[i];
					}
				}
				
				if(NewPiggys != null){
					tPiggy.tRoad.PiggyBacks = NewPiggys;
				}
				NewPiggys = null;
				tPiggy.Setup_Trigger();
			}
		}
	}
コード例 #21
0
        private static void CreateTrafficLightBases_Do(ref GameObject MasterGameObj, bool bIsTrafficLight1)
        {
            GSDRoadIntersection GSDRI   = MasterGameObj.GetComponent <GSDRoadIntersection>();
            GSDSplineC          tSpline = GSDRI.Node1.GSDSpline;
            bool bIsRB = true;

            //			float RoadWidth = tSpline.tRoad.RoadWidth();
            float LaneWidth     = tSpline.tRoad.opt_LaneWidth;
            float ShoulderWidth = tSpline.tRoad.opt_ShoulderWidth;

            int   Lanes         = tSpline.tRoad.opt_Lanes;
            int   LanesHalf     = Lanes / 2;
            float LanesForInter = -1;

            if (GSDRI.rType == GSDRoadIntersection.RoadTypeEnum.BothTurnLanes)
            {
                LanesForInter = LanesHalf + 1f;
            }
            else if (GSDRI.rType == GSDRoadIntersection.RoadTypeEnum.TurnLane)
            {
                LanesForInter = LanesHalf + 1f;
            }
            else
            {
                LanesForInter = LanesHalf - 1 + 1f;
            }
            float DistFromCorner = (ShoulderWidth * 0.45f);
            float TLDistance     = (LanesForInter * LaneWidth) + DistFromCorner;

            GameObject tObjRR = null;
            GameObject tObjRL = null;
            GameObject tObjLL = null;
            GameObject tObjLR = null;
            //			Vector3 xDir = default();
            Vector3 tDir     = default;
            float   Mass     = 12500f;
            Vector3 COM      = new Vector3(0f, 0f, 4f);
            Vector3 zeroVect = new Vector3(0f, 0f, 0f);
            Vector3 StartVec = default;
            Vector3 EndVec   = default;
            //			bool bContains = false;
            //			MeshFilter MF = null;
            //			Vector3[] tVerts = null;
            Rigidbody RB = null;

            //Get four points:
            Vector3 tPosRR = default;
            Vector3 tPosRL = default;
            Vector3 tPosLR = default;
            Vector3 tPosLL = default;

            GetFourPoints(GSDRI, out tPosRR, out tPosRL, out tPosLL, out tPosLR, DistFromCorner);

            //Cleanup:
            CleanupIntersections(MasterGameObj);

            float[] tempDistances = new float[4];
            tempDistances[0] = Vector3.Distance(GSDRI.CornerRL, GSDRI.CornerLL);
            tempDistances[1] = Vector3.Distance(GSDRI.CornerRL, GSDRI.CornerRR);
            tempDistances[2] = Vector3.Distance(GSDRI.CornerLR, GSDRI.CornerLL);
            tempDistances[3] = Vector3.Distance(GSDRI.CornerLR, GSDRI.CornerRR);
            float MaxDistanceStart  = Mathf.Max(tempDistances);
            bool  OrigPoleAlignment = GSDRI.bRegularPoleAlignment;

            //Node1:
            //RL:
            tObjRL = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
            //			xDir = (GSDRI.CornerRL - GSDRI.transform.position).normalized;
            tDir = TrafficLightBase_GetRot_RL(GSDRI, tSpline, DistFromCorner);
            if (tDir == zeroVect)
            {
                tDir = new Vector3(0f, 0.0001f, 0f);
            }
            tObjRL.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
            tObjRL.transform.parent   = MasterGameObj.transform;
            StartVec = tPosRL;
            EndVec   = (tDir.normalized * TLDistance) + StartVec;
            if (!GSDRI.bRegularPoleAlignment && GSDRI.ContainsLine(StartVec, EndVec))
            { //Convert to regular alignment if necessary
                tObjRL.transform.parent = null;
                tDir = TrafficLightBase_GetRot_RL(GSDRI, tSpline, DistFromCorner, true);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjRL.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
                tObjRL.transform.parent   = MasterGameObj.transform;
            }
            else
            {
                GSDRI.bRegularPoleAlignment = true;
                if (tObjRL != null)
                {
                    Object.DestroyImmediate(tObjRL);
                }
                tObjRL = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
                //				xDir = (GSDRI.CornerRL - GSDRI.transform.position).normalized;
                tDir = TrafficLightBase_GetRot_RL(GSDRI, tSpline, DistFromCorner);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjRL.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
                tObjRL.transform.parent   = MasterGameObj.transform;
                StartVec = tPosRL;
                EndVec   = (tDir.normalized * TLDistance) + StartVec;
                GSDRI.bRegularPoleAlignment = OrigPoleAlignment;
            }
            if (bIsRB)
            {
                RB              = tObjRL.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = COM;
                tObjRL.AddComponent <GSDRigidBody>();
            }
            tObjRL.transform.position = tPosRL;
            tObjRL.transform.name     = "TrafficLightRL";
            //LR:
            tObjLR = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
            //			xDir = (GSDRI.CornerLR - GSDRI.transform.position).normalized;
            tDir = TrafficLightBase_GetRot_LR(GSDRI, tSpline, DistFromCorner);
            if (tDir == zeroVect)
            {
                tDir = new Vector3(0f, 0.0001f, 0f);
            }
            tObjLR.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
            tObjLR.transform.parent   = MasterGameObj.transform;
            StartVec = tPosLR;
            EndVec   = (tDir.normalized * TLDistance) + StartVec;
            if (!GSDRI.bRegularPoleAlignment && GSDRI.ContainsLine(StartVec, EndVec))
            { //Convert to regular alignment if necessary
                tObjLR.transform.parent = null;
                tDir = TrafficLightBase_GetRot_LR(GSDRI, tSpline, DistFromCorner, true);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjLR.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
                tObjLR.transform.parent   = MasterGameObj.transform;
            }
            else
            {
                GSDRI.bRegularPoleAlignment = true;
                if (tObjLR != null)
                {
                    Object.DestroyImmediate(tObjLR);
                }
                tObjLR = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
                //				xDir = (GSDRI.CornerLR - GSDRI.transform.position).normalized;
                tDir = TrafficLightBase_GetRot_LR(GSDRI, tSpline, DistFromCorner);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjLR.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
                tObjLR.transform.parent   = MasterGameObj.transform;
                StartVec = tPosLR;
                EndVec   = (tDir.normalized * TLDistance) + StartVec;
                GSDRI.bRegularPoleAlignment = OrigPoleAlignment;
            }
            if (bIsRB)
            {
                RB              = tObjLR.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = COM;
                tObjLR.AddComponent <GSDRigidBody>();
            }
            tObjLR.transform.position = tPosLR;
            tObjLR.transform.name     = "TrafficLightLR";
            //Node2:
            //RR:
            tObjRR = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
            //			xDir = (GSDRI.CornerRR - GSDRI.transform.position).normalized;
            tDir = TrafficLightBase_GetRot_RR(GSDRI, tSpline, DistFromCorner);
            if (tDir == zeroVect)
            {
                tDir = new Vector3(0f, 0.0001f, 0f);
            }
            tObjRR.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
            tObjRR.transform.parent   = MasterGameObj.transform;
            StartVec = tPosRR;
            EndVec   = (tDir.normalized * TLDistance) + StartVec;
            if (!GSDRI.bRegularPoleAlignment && GSDRI.ContainsLine(StartVec, EndVec))
            { //Convert to regular alignment if necessary
                tObjRR.transform.parent = null;
                tDir = TrafficLightBase_GetRot_RR(GSDRI, tSpline, DistFromCorner, true);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjRR.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, 0f, 0f);
                tObjRR.transform.parent   = MasterGameObj.transform;
            }
            else
            {
                GSDRI.bRegularPoleAlignment = true;
                if (tObjRR != null)
                {
                    Object.DestroyImmediate(tObjRR);
                }
                tObjRR = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
                //				xDir = (GSDRI.CornerRR - GSDRI.transform.position).normalized;
                tDir = TrafficLightBase_GetRot_RR(GSDRI, tSpline, DistFromCorner);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjRR.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
                tObjRR.transform.parent   = MasterGameObj.transform;
                StartVec = tPosRR;
                EndVec   = (tDir.normalized * TLDistance) + StartVec;
                GSDRI.bRegularPoleAlignment = OrigPoleAlignment;
            }
            if (bIsRB)
            {
                RB              = tObjRR.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = COM;
                tObjRR.AddComponent <GSDRigidBody>();
            }
            tObjRR.transform.position = tPosRR;
            tObjRR.transform.name     = "TrafficLightRR";

            //LL:
            tObjLL = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
            //			xDir = (GSDRI.CornerLL - GSDRI.transform.position).normalized;
            tDir = TrafficLightBase_GetRot_LL(GSDRI, tSpline, DistFromCorner);
            if (tDir == zeroVect)
            {
                tDir = new Vector3(0f, 0.0001f, 0f);
            }
            tObjLL.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
            tObjLL.transform.parent   = MasterGameObj.transform;
            StartVec = tPosLL;
            EndVec   = (tDir.normalized * TLDistance) + StartVec;
            if (!GSDRI.bRegularPoleAlignment && GSDRI.ContainsLine(StartVec, EndVec))
            { //Convert to regular alignment if necessary
                tObjLL.transform.parent = null;
                tDir = TrafficLightBase_GetRot_LL(GSDRI, tSpline, DistFromCorner, true);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjLL.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, 0f, 0f);
                tObjLL.transform.parent   = MasterGameObj.transform;
            }
            else
            {
                GSDRI.bRegularPoleAlignment = true;
                if (tObjLL != null)
                {
                    Object.DestroyImmediate(tObjLL);
                }
                tObjLL = CreateTrafficLight(TLDistance, true, true, MaxDistanceStart, GSDRI.bTrafficPoleStreetLight, tSpline.tRoad.GSDRS.opt_bSaveMeshes);
                //				xDir = (GSDRI.CornerLL - GSDRI.transform.position).normalized;
                tDir = TrafficLightBase_GetRot_LL(GSDRI, tSpline, DistFromCorner);
                if (tDir == zeroVect)
                {
                    tDir = new Vector3(0f, 0.0001f, 0f);
                }
                tObjLL.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(-90f, -180f, 0f);
                tObjLL.transform.parent   = MasterGameObj.transform;
                StartVec = tPosLL;
                EndVec   = (tDir.normalized * TLDistance) + StartVec;
                GSDRI.bRegularPoleAlignment = OrigPoleAlignment;
            }
            if (bIsRB)
            {
                RB              = tObjLL.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = COM;
                tObjLL.AddComponent <GSDRigidBody>();
            }
            tObjLL.transform.position = tPosLL;
            tObjLL.transform.name     = "TrafficLightLL";

            //Create the actual lights:
            CreateTrafficLightMains(MasterGameObj, tObjRR, tObjRL, tObjLL, tObjLR);
        }
コード例 #22
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		static Vector3 GetFourCornerPoint(ref GSDSplineC tSpline, ref GSDSplineN tNode, GSDRoadIntersection GSDRI){
			GSDSplineN iNode;
			if(tNode.node_connected.Contains(GSDRI.Node1)){
				iNode = GSDRI.Node1;	
			}else{
				iNode = GSDRI.Node2;
			}
			
			float Pos1 = tNode.tTime;
			float iPos = iNode.tTime;
			
			float tFloat = 0;
			float NewSplinePos = 0;
			if(iPos >= Pos1){
				tFloat = iPos - Pos1;
				tFloat = tFloat / 8;
				NewSplinePos = iPos - tFloat;
			}else{
				tFloat = Pos1 - iPos;
				tFloat = tFloat / 8;
				NewSplinePos = iPos + tFloat;
			}
			
			Vector3 tVect = new Vector3(0,0,0); 
			
			bool bDone = false;
			int spamguard = 0;
			float tDist = 0f;
			while(!bDone && spamguard < 20000){
				spamguard+=1;
				tVect = tSpline.GetSplineValue(NewSplinePos);
				tDist = Vector3.Distance(tVect,iNode.transform.position);
	
				if(tDist > 22f){
					//Get closer to intersection:
					if(iPos >= NewSplinePos){
						NewSplinePos += 0.001f;	
					}else{
						NewSplinePos -= 0.001f;
					}
				}else if(tDist < 20f){
					//Move away from intersection:
					if(iPos >= NewSplinePos){
						NewSplinePos -= 0.001f;	
					}else{
						NewSplinePos += 0.001f;
					}
				}else{
					bDone = true;	
				}
			}
			return tVect;
		}
コード例 #23
0
        private static void CreateStopSignsAllWay_Do(ref GameObject MasterGameObj, bool bIsRB)
        {
            Object prefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/RoadArchitect/Mesh/RoadObj/Signs/GSDSignStopAllway.prefab", typeof(GameObject));

            GSDRoadIntersection GSDRI   = MasterGameObj.GetComponent <GSDRoadIntersection>();
            GSDSplineC          tSpline = GSDRI.Node1.GSDSpline;

            GameObject tObj = null;
            //			Vector3 xDir = default(Vector3);
            Vector3 tDir = default(Vector3);
            //			float RoadWidth = tSpline.tRoad.RoadWidth();
            //			float LaneWidth = tSpline.tRoad.opt_LaneWidth;
            float ShoulderWidth = tSpline.tRoad.opt_ShoulderWidth;

            //Cleanup:
            CleanupIntersections(MasterGameObj);

            float Mass = 100f;

            //Get four points:
            float   DistFromCorner = (ShoulderWidth * 0.45f);
            Vector3 tPosRR         = default(Vector3);
            Vector3 tPosRL         = default(Vector3);
            Vector3 tPosLR         = default(Vector3);
            Vector3 tPosLL         = default(Vector3);

            GetFourPoints(GSDRI, out tPosRR, out tPosRL, out tPosLL, out tPosLR, DistFromCorner);

            //RR:
            tSpline = GSDRI.Node1.GSDSpline;
            tObj    = Object.Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;
            //			xDir = (GSDRI.CornerRR - GSDRI.transform.position).normalized;
            tDir = StopSign_GetRot_RR(GSDRI, tSpline);
            tObj.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(0f, 180f, 0f);
            if (bIsRB)
            {
                Rigidbody RB = tObj.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = new Vector3(0f, -10f, 0f);
            }
            tObj.transform.parent   = MasterGameObj.transform;
            tObj.transform.position = tPosRR;
            tObj.name = "StopSignRR";
            if (GSDRI.IgnoreCorner == 0)
            {
                Object.DestroyImmediate(tObj);
            }

            //LL:
            tSpline = GSDRI.Node1.GSDSpline;
            tObj    = Object.Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;
            //			xDir = (GSDRI.CornerLL - GSDRI.transform.position).normalized;
            tDir = StopSign_GetRot_LL(GSDRI, tSpline);
            tObj.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(0f, 180f, 0f);
            if (bIsRB)
            {
                Rigidbody RB = tObj.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = new Vector3(0f, -10f, 0f);
            }
            tObj.transform.parent   = MasterGameObj.transform;
            tObj.transform.position = tPosLL;
            tObj.name = "StopSignLL";
            if (GSDRI.IgnoreCorner == 2)
            {
                Object.DestroyImmediate(tObj);
            }

            //RL:
            tSpline = GSDRI.Node2.GSDSpline;
            tObj    = Object.Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;
            //			xDir = (GSDRI.CornerRL - GSDRI.transform.position).normalized;
            tDir = StopSign_GetRot_RL(GSDRI, tSpline);
            tObj.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(0f, 180f, 0f);
            if (bIsRB)
            {
                Rigidbody RB = tObj.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = new Vector3(0f, -10f, 0f);
            }
            tObj.transform.parent   = MasterGameObj.transform;
            tObj.transform.position = tPosRL;
            tObj.name = "StopSignRL";
            if (GSDRI.IgnoreCorner == 1)
            {
                Object.DestroyImmediate(tObj);
            }

            //LR:
            tSpline = GSDRI.Node2.GSDSpline;
            tObj    = Object.Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;
            //			xDir = (GSDRI.CornerLR - GSDRI.transform.position).normalized;
            tDir = StopSign_GetRot_LR(GSDRI, tSpline);
            tObj.transform.rotation = Quaternion.LookRotation(tDir) * Quaternion.Euler(0f, 180f, 0f);
            if (bIsRB)
            {
                Rigidbody RB = tObj.AddComponent <Rigidbody>();
                RB.mass         = Mass;
                RB.centerOfMass = new Vector3(0f, -10f, 0f);
            }
            tObj.transform.parent   = MasterGameObj.transform;
            tObj.transform.position = tPosLR;
            tObj.name = "StopSignLR";
            if (GSDRI.IgnoreCorner == 3)
            {
                Object.DestroyImmediate(tObj);
            }
        }
コード例 #24
0
        private static void SetVectorHeight2(ref Vector3 tWorldVect, ref float p, ref List<KeyValuePair<float,float>> tList, ref GSDSplineC tSpline)
        {
            int mCount = tList.Count;
            int i=0;

            if(mCount < 1){ tWorldVect.y = 0f; return; }

            float cValue = 0f;
            for(i=0;i<(mCount-1);i++){
                if(p >= tList[i].Key && p < tList[i+1].Key){
                    cValue = tList[i].Value;
                    if(i > 3){
                        if(tList[i-1].Value < cValue){
                            cValue = tList[i-1].Value;
                        }
                        if(tList[i-2].Value < cValue){
                            cValue = tList[i-2].Value;
                        }
                        if(tList[i-3].Value < cValue){
                            cValue = tList[i-3].Value;
                        }
                    }
                    if(i < (mCount-3)){
                        if(tList[i+1].Value < cValue){
                            cValue = tList[i+1].Value;
                        }
                        if(tList[i+2].Value < cValue){
                            cValue = tList[i+2].Value;
                        }
                        if(tList[i+3].Value < cValue){
                            cValue = tList[i+3].Value;
                        }
                    }
                    break;
                }
            }

            //if(p > 0.95f && GSDRootUtil.IsApproximately(cValue,0f,0.001f)){
            //    float DeadValue = 0f;
            //    Vector3 tPos = tSpline.GetSplineValue(p,false);
            //    if(!tSpline.IsNearIntersection(ref tPos,ref DeadValue)){
            //        cValue = tList[tList.Count-1].Value;
            //    }
            //}

            //Zero protection:
            if (GSDRootUtil.IsApproximately(cValue, 0f, 0.001f) && tWorldVect.y > 0f) {
                cValue = tWorldVect.y-0.35f;
            }

            tWorldVect.y = cValue;
        }
コード例 #25
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		private static Vector3 StopSign_GetRot_LL(GSDRoadIntersection GSDRI, GSDSplineC tSpline){
			float tDist = ((Vector3.Distance(GSDRI.CornerLR,GSDRI.CornerLL) / 2f) + (0.025f*Vector3.Distance(GSDRI.CornerLL,GSDRI.CornerRR))) / tSpline.distance;;
			float p = Mathf.Clamp(GSDRI.Node1.tTime+tDist,0f,1f);
			Vector3 POS = tSpline.GetSplineValue(p,true);
			return POS;
		}
コード例 #26
0
        private static void DoRectsDo(ref GSDSplineC tSpline,ref GSD.Roads.GSDTerraforming.TempTerrainData TTD)
        {
            float Sep = tSpline.tRoad.RoadWidth()*0.5f;
            float HeightSep = Sep + (tSpline.tRoad.opt_MatchHeightsDistance * 0.5f);
            List<TerrainBoundsMaker> TBMList = new List<TerrainBoundsMaker>();
            //			List<GSD.Roads.GSDRoadUtil.Construction3DTri> triList = new List<GSD.Roads.GSDRoadUtil.Construction3DTri>();
            List<GSD.Roads.GSDRoadUtil.Construction2DRect> TreerectList = new List<GSD.Roads.GSDRoadUtil.Construction2DRect>();
            float tStep = tSpline.tRoad.opt_RoadDefinition / tSpline.distance;
            //			tStep *= 0.5f;

            //Start initializing the loop. Convuluted to handle special control nodes, so roads don't get rendered where they aren't supposed to, while still preserving the proper curvature.
            float FinalMax = 1f;
            float StartMin = 0f;
            if(tSpline.bSpecialEndControlNode){	//If control node, start after the control node:
                FinalMax = tSpline.mNodes[tSpline.GetNodeCount()-2].tTime;
            }
            if(tSpline.bSpecialStartControlNode){	//If ends in control node, end construction before the control node:
                StartMin = tSpline.mNodes[1].tTime;
            }
            //			bool bFinalEnd = false;
            //			float RoadConnection_StartMin1 = StartMin;	//Storage of incremental start values for the road connection mesh construction at the end of this function.
            //			float RoadConnection_FinalMax1 = FinalMax; 	//Storage of incremental end values for the road connection mesh construction at the end of this function.
            if(tSpline.bSpecialEndNode_IsStart_Delay){
                StartMin += (tSpline.SpecialEndNodeDelay_Start / tSpline.distance);	//If there's a start delay (in meters), delay the start of road construction: Due to special control nodes for road connections or 3 way intersections.
            }else if(tSpline.bSpecialEndNode_IsEnd_Delay){
                FinalMax -= (tSpline.SpecialEndNodeDelay_End / tSpline.distance);	//If there's a end delay (in meters), cut early the end of road construction: Due to special control nodes for road connections or 3 way intersections.
            }
            //			float RoadConnection_StartMin2 = StartMin;	//Storage of incremental start values for the road connection mesh construction at the end of this function.
            //			float RoadConnection_FinalMax2 = FinalMax; 	//Storage of incremental end values for the road connection mesh construction at the end of this function.

            FinalMax = FinalMax + tStep;

            Vector3 tVect1 = default(Vector3);
            Vector3 tVect2 = default(Vector3);
            Vector3 POS1 = default(Vector3);
            Vector3 POS2 = default(Vector3);
            if(FinalMax > 1f){ FinalMax = 1f; }

            float tNext = 0f;
            float fValue1,fValue2;
            float fValueMod = tSpline.tRoad.opt_RoadDefinition / tSpline.distance;
            bool bIsPastInter = false;
            float tIntStrength = 0f;
            float tIntStrength2 = 0f;
            //			bool bMaxIntersection = false;
            //			bool bFirstInterNode = false;
            GSDSplineN xNode = null;
            float tIntHeight = 0f;
            float tIntHeight2 = 0f;
            GSDRoadIntersection GSDRI = null;
            float T1SUB = 0f;
            float T2SUB = 0f;
            bool bIntStr1_Full = false;
            bool bIntStr1_FullPrev = false;
            bool bIntStr1_FullNext = false;
            bool bIntStr2_Full = false;
            bool bIntStr2_FullPrev = false;
            bool bIntStr2_FullNext = false;
            Vector3 tVect3 = default(Vector3);
            //			bool bStarted = false;
            //			bool T3Added = false;
            List<int[]> tXYs = new List<int[]>();
            float TreeClearDist = tSpline.tRoad.opt_ClearTreesDistance;
            if(TreeClearDist < tSpline.tRoad.RoadWidth()){ TreeClearDist = tSpline.tRoad.RoadWidth(); }
            GSD.Roads.GSDRoadUtil.Construction2DRect tRect = null;
            float tGrade = 0f;
            for(float i=StartMin;i<FinalMax;i+=tStep){
                if(tSpline.tRoad.opt_HeightModEnabled){
                    if(i > 1f){ break; }
                    tNext = i+tStep;
                    if(tNext > 1f){ break; }

                    tSpline.GetSplineValue_Both(i,out tVect1,out POS1);

                    if(tNext <= 1f){
                        tSpline.GetSplineValue_Both(tNext,out tVect2,out POS2);
                    }else{
                        tSpline.GetSplineValue_Both(1f,out tVect2,out POS2);
                    }

                    //Determine if intersection:
                    bIsPastInter = false;	//If past intersection
                    tIntStrength = tSpline.IntersectionStrength(ref tVect1,ref tIntHeight, ref GSDRI, ref bIsPastInter, ref i, ref xNode);
            //					if(IsApproximately(tIntStrength,1f,0.001f) || tIntStrength > 1f){
            //						bMaxIntersection = true;
            //					}else{
            //						bMaxIntersection = false;
            //					}
            //					bFirstInterNode = false;

                    tIntStrength2 = tSpline.IntersectionStrength(ref tVect2,ref tIntHeight2, ref GSDRI, ref bIsPastInter, ref i, ref xNode);
                    if(tIntStrength2 > 1f){ tIntStrength2 = 1f; }

                    T1SUB = tVect1.y;
                    T2SUB = tVect2.y;

                    if(tIntStrength > 1f){ tIntStrength = 1f; }
                    if(tIntStrength >= 0f){// || IsApproximately(tIntStrength,0f,0.01f)){
                        if(IsApproximately(tIntStrength,1f,0.01f)){
                            T1SUB = tIntHeight;
                            bIntStr1_Full = true;
                            bIntStr1_FullNext = false;
                        }else{
                         	bIntStr1_Full = false;
                            bIntStr1_FullNext = (tIntStrength2 >= 1f);
                            if(!IsApproximately(tIntStrength,0f,0.01f)){ T1SUB = (tIntStrength*tIntHeight) + ((1-tIntStrength)*tVect1.y); }
            //						if(tIntStrength <= 0f){ T1SUB = (tIntStrength*tIntHeight) + ((1-tIntStrength)*tVect1.y); }
                        }

                        if((bIntStr1_Full && !bIntStr1_FullPrev) || (!bIntStr1_Full && bIntStr1_FullNext)){
                            tGrade = tSpline.GetCurrentNode(i).GradeToPrevValue;
                            if(tGrade < 0f){
                                T1SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,(tGrade/20f)*-1f);
                            }else{
                                T1SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,tGrade/20f);
                            }

            //							if(tGrade < 0f){
            //								T1SUB *= -1f;
            //							}
                        }else if(bIntStr1_Full && !bIntStr1_FullNext){
                            tGrade = tSpline.GetCurrentNode(i).GradeToNextValue;
                            if(tGrade < 0f){
                                T1SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,(tGrade/20f)*-1f);
                            }else{
                                T1SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,tGrade/20f);
                            }
            //							if(tGrade < 0f){
            //								T1SUB *= -1f;
            //							}
                        }else{
                            T1SUB -= 0.02f;
                        }
                        bIntStr1_FullPrev = bIntStr1_Full;
                    }

                    if(tIntStrength2 >= 0f || IsApproximately(tIntStrength2,0f,0.01f)){
            //					if(!IsApproximately(tIntStrength,1f,0.01f)){
                        if(IsApproximately(tIntStrength,1f,0.01f)){
                            bIntStr2_Full = true;
                            T2SUB = tIntHeight2;
                        }else{
                         	bIntStr2_Full = false;
                            if(!IsApproximately(tIntStrength2,0f,0.01f)){ T2SUB = (tIntStrength2*tIntHeight) + ((1-tIntStrength2)*tVect2.y); }
            //						if(tIntStrength2 <= 0f){ T2SUB = (tIntStrength2*tIntHeight) + ((1-tIntStrength2)*tVect2.y); }
                        }

                        if((bIntStr2_Full && !bIntStr2_FullPrev)){
                            tGrade = tSpline.GetCurrentNode(i).GradeToPrevValue;
                            if(tGrade < 0f){
                                T2SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,(tGrade/20f)*-1f);
                            }else{
                                T2SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,tGrade/20f);
                            }
            //							T2SUB -= tIntHeight2 - tVect2.y;
                        }else if(bIntStr2_Full && !bIntStr2_FullNext){
                            tGrade = tSpline.GetCurrentNode(i).GradeToNextValue;
                            if(tGrade < 0f){
                                T2SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,(tGrade/20f)*-1f);
                            }else{
                                T2SUB -= Mathf.Lerp(0.02f,GSDRI.GradeMod,tGrade/20f);
                            }
            //							if(tGrade < 0f){
            //								T2SUB *= -1f;
            //							}
            //							T2SUB -= tIntHeight2 - tVect2.y;
                        }else if(!bIntStr2_Full){
                            if(tNext+tStep < 1f){
                                tVect3 = tSpline.GetSplineValue(tNext+tStep,false);
                                tIntStrength2 = tSpline.IntersectionStrength(ref tVect3,ref tIntHeight2, ref GSDRI, ref bIsPastInter, ref i, ref xNode);
                            }else{
                                tIntStrength2 = 0f;
                            }

                            if(tIntStrength2 >= 1f){
                                T2SUB -= 0.06f;
                            }else{
                                T2SUB -= 0.02f;
                            }
                        }else{
                            T2SUB -= 0.02f;
                        }
                        bIntStr2_FullPrev = bIntStr2_Full;
                    }

                    fValue1=i - fValueMod;
                    fValue2=i + fValueMod;
                    if(fValue1 < 0){ fValue1 = 0; }
                    if(fValue2 > 1){ fValue2 = 1; }

                    tXYs.Add(CreateTris(fValue1,fValue2,ref tVect1,ref POS1,ref tVect2,ref POS2,Sep,ref TBMList,ref T1SUB, ref T2SUB, ref TTD, HeightSep));

                    //Details and trees:
                    tRect = SetDetailCoords(i,ref tVect1,ref POS1,ref tVect2, ref POS2,tSpline.tRoad.opt_ClearDetailsDistance,TreeClearDist, ref TTD, ref tSpline);
                    if(tSpline.tRoad.opt_TreeModEnabled && tRect != null){
                        TreerectList.Add(tRect);
                    }
                }else{
                    if(i > 1f){ break; }
                    tNext = i+tStep;
                    if(tNext > 1f){ break; }

                    tSpline.GetSplineValue_Both(i,out tVect1,out POS1);

                    if(tNext <= 1f){
                        tSpline.GetSplineValue_Both(tNext,out tVect2,out POS2);
                    }else{
                        tSpline.GetSplineValue_Both(1f,out tVect2,out POS2);
                    }

                    //Details and trees:
                    tRect = SetDetailCoords(i,ref tVect1,ref POS1,ref tVect2, ref POS2,tSpline.tRoad.opt_ClearDetailsDistance,TreeClearDist, ref TTD, ref tSpline);
                    if(tSpline.tRoad.opt_TreeModEnabled && tRect != null){
                        TreerectList.Add(tRect);
                    }
                }
            }

            if(tSpline.tRoad.bProfiling){
                Profiler.BeginSample("DoRectsTree");
            }
            if(tSpline.tRoad.opt_TreeModEnabled && TreerectList != null && TreerectList.Count > 0){
                int tCount = TTD.TreeSize;
                int jCount = TreerectList.Count;
                Vector3 tVect3D = default(Vector3);
                Vector2 tVect2D = default(Vector2);
                TreeInstance tTree;
                for(int i=0;i<tCount;i++){
                    tTree = TTD.TreesCurrent[i];

                    tVect3D = tTree.position;
                    tVect3D.x *= TTD.TerrainSize.z;
                    tVect3D.y *= TTD.TerrainSize.y;
                    tVect3D.z *= TTD.TerrainSize.x;
                    tVect3D += TTD.TerrainPos;
                    tVect2D.x = tVect3D.x;
                    tVect2D.y = tVect3D.z;

                    for(int j=0;j<jCount;j++){
                        if(TreerectList[j].Contains(ref tVect2D)){
                            TTD.TreesOld.Add(TTD.TreesCurrent[i]);
                            tTree = TTD.TreesCurrent[i];
                            tTree.prototypeIndex = -2;
                            TTD.TreesCurrent[i] = tTree;
                            TTD.TreesI+=1;
                            break;
                        }
                    }
                }
                TTD.TreesCurrent.RemoveAll(item => item.prototypeIndex < -1);
            }
            if(tSpline.tRoad.bProfiling){
                Profiler.EndSample();
            }

            if(!tSpline.tRoad.opt_HeightModEnabled){
                return;
            }

            //			//Temp testing:
            //			tSpline.mNodes[22].tTriList = new List<GSD.Roads.GSDRoadUtil.Construction3DTri>();
            //			int tCount = triList.Count;
            //			for(int i=0;i<tCount;i++){
            //				tSpline.mNodes[22].tTriList.Add(triList[i]);
            //			}
            //			tSpline.mNodes[22].tHMList = new List<Vector3>();

            float tFloat = -1f;
            Sep = tSpline.tRoad.RoadWidth()*1.5f;
            int k = 0;
            int[] tXY = null;
            int tXYsCount = tXYs.Count;
            bool bIsBridge = false;
            bool bIsTunnel = false;
            for(float i=StartMin;i<FinalMax;i+=tStep){
                if(TBMList.Count > 0){
                    if(TBMList[0].MaxI < i){
                        CleanupTris(i,ref TBMList);
                    }
                }else{
                    break;
                }

                //If in bridg mode:
                if(tSpline.IsInBridgeTerrain(i)){
                    bIsBridge = true;
                }else{
                    bIsBridge = false;
                }
                //If in tunnel mode:
                if(tSpline.IsInTunnelTerrain(i)){
                    bIsTunnel = true;
                }else{
                    bIsTunnel = false;
                }

                if(k < tXYsCount){
                    tXY = tXYs[k];
                    tFloat = ProcessCoordinateGrabber(ref i,ref tSpline,ref TTD, ref TBMList,ref tXY, bIsBridge, bIsTunnel);
                    if(!IsApproximately(tFloat,0f,0.0001f)){
                        tSpline.HeightHistory.Add(new KeyValuePair<float,float>(i,tFloat));
                    }
                }else{
                    break;
                }
                k+=1;
            }
        }
コード例 #27
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		private static Vector3 StopSign_GetRot_LR(GSDRoadIntersection GSDRI, GSDSplineC tSpline){
			float tDist = ((Vector3.Distance(GSDRI.CornerRR,GSDRI.CornerLR) / 2f) + (0.025f*Vector3.Distance(GSDRI.CornerLR,GSDRI.CornerRL))) / tSpline.distance;;
			float p = -1f;
			if(GSDRI.bFlipped){
				p = Mathf.Clamp(GSDRI.Node2.tTime+tDist,0f,1f);
			}else{
				p = Mathf.Clamp(GSDRI.Node2.tTime-tDist,0f,1f);
			}
			Vector3 POS = tSpline.GetSplineValue(p,true);
			//POS = Vector3.Cross(POS,Vector3.up);
			if(GSDRI.bFlipped){
				return POS;
			}else{
				return (POS*-1);
			}
		}
コード例 #28
0
        private static GSD.Roads.GSDRoadUtil.Construction2DRect SetDetailCoords(float param,ref Vector3 tVect1,ref Vector3 POS1,ref Vector3 tVect2,ref Vector3 POS2, float Sep, float TreeSep, ref GSD.Roads.GSDTerraforming.TempTerrainData TTD, ref GSDSplineC tSpline)
        {
            Vector3 lVect1far = default(Vector3);
            Vector3 rVect1far = default(Vector3);
            Vector3 lVect2far = default(Vector3);
            Vector3 rVect2far = default(Vector3);

            bool bIsInBridge = tSpline.IsInBridgeTerrain(param);
            bool bIsInTunnel = tSpline.IsInTunnelTerrain(param);
            int x2,y2,x3,y3;
            GetTempHeights_Coordinates(ref tVect1,ref TTD,out x2,out y2);
            if(x2 >= TTD.HM){ x2=-1; }
            if(y2 >= TTD.HM){ y2=-1; }
            if(x2 < 0){ x2=-1; }
            if(y2 < 0){ y2=-1; }
            if(x2 == -1){ return null; }
            if(y2 == -1){ return null; }

            float tDiff1 = ((TTD.heights[x2,y2]*(float)TTD.TerrainSize.y) - tVect1.y);
            GetTempHeights_Coordinates(ref tVect2,ref TTD,out x3,out y3);
            if(x3 >= TTD.HM){ x3=-1; }
            if(y3 >= TTD.HM){ y3=-1; }
            if(x3 < 0){ x3=-1; }
            if(y3 < 0){ y3=-1; }
            if(x3 == -1){ return null; }
            if(y3 == -1){ return null; }
            float tDiff2 = ((TTD.heights[x3,y3]*(float)TTD.TerrainSize.y) - tVect2.y);

            GSD.Roads.GSDRoadUtil.Construction2DRect tRect = null;
            if(tSpline.tRoad.opt_TreeModEnabled){
                bool bQuit = false;
                if(x2 == -1){ bQuit = true; }
                if(y2 == -1){ bQuit = true; }

                if(bIsInBridge && !bQuit){
                    if(tDiff1 < 0f){ tDiff1 *= -1f; }
                    if(tDiff2 < 0f){ tDiff2 *= -1f; }
                    if(tDiff1 > tSpline.tRoad.opt_ClearTreesDistanceHeight){
                        bQuit = true;
                    }
                    if(tDiff2 > tSpline.tRoad.opt_ClearTreesDistanceHeight){
                        bQuit = true;
                    }
                }
                if(bIsInTunnel && !bQuit){
                    if(tDiff1 < 0f){
                        if((tDiff1*-1f) > tSpline.tRoad.opt_ClearTreesDistanceHeight){
                            bQuit = true;
                        }
                    }else{
                        if(tDiff1 > (tSpline.tRoad.opt_ClearTreesDistanceHeight*0.1f)){
                            bQuit = true;
                        }
                    }
                    if(tDiff2 < 0f){
                        if((tDiff2*-1f) > tSpline.tRoad.opt_ClearTreesDistanceHeight){
                            bQuit = true;
                        }
                    }else{
                        if(tDiff2 > (tSpline.tRoad.opt_ClearTreesDistanceHeight*0.1f)){
                            bQuit = true;
                        }
                    }
                }

                if(!bQuit){
                    TreeSep = TreeSep * 0.5f;
                    lVect1far = (tVect1 + new Vector3(TreeSep*-POS1.normalized.z,0,TreeSep*POS1.normalized.x));
                    rVect1far = (tVect1 + new Vector3(TreeSep*POS1.normalized.z,0,TreeSep*-POS1.normalized.x));
                    lVect2far = (tVect2 + new Vector3(TreeSep*-POS2.normalized.z,0,TreeSep*POS2.normalized.x));
                    rVect2far = (tVect2 + new Vector3(TreeSep*POS2.normalized.z,0,TreeSep*-POS2.normalized.x));
                    tRect = new GSD.Roads.GSDRoadUtil.Construction2DRect(new Vector2(lVect1far.x,lVect1far.z),new Vector2(rVect1far.x,rVect1far.z),new Vector2(rVect2far.x,rVect2far.z),new Vector2(lVect2far.x,lVect2far.z),0f);
                }
            }

            if(tSpline.tRoad.opt_DetailModEnabled){
                if(bIsInBridge || bIsInTunnel){
                    if(tDiff1 < 0f){ tDiff1 *= -1f; }
                    if(tDiff2 < 0f){ tDiff2 *= -1f; }

                    bool bQuit = false;
                    if(x2 == -1){ bQuit = true; }
                    if(y2 == -1){ bQuit = true; }

                    if(tDiff1 > tSpline.tRoad.opt_ClearDetailsDistanceHeight){
                        bQuit = true;
                    }
                    if(tDiff2 > tSpline.tRoad.opt_ClearDetailsDistanceHeight){
                        bQuit = true;
                    }

                    if(bQuit){
                        return tRect;
                    }
                }

                Sep = Sep * 0.5f;

                lVect1far = (tVect1 + new Vector3(Sep*-POS1.normalized.z,0,Sep*POS1.normalized.x));
                rVect1far = (tVect1 + new Vector3(Sep*POS1.normalized.z,0,Sep*-POS1.normalized.x));
                lVect2far = (tVect2 + new Vector3(Sep*-POS2.normalized.z,0,Sep*POS2.normalized.x));
                rVect2far = (tVect2 + new Vector3(Sep*POS2.normalized.z,0,Sep*-POS2.normalized.x));

                int[] Xs = new int[4];
                int[] Ys = new int[4];

                int x1,y1;
                GetTempDetails_Coordinates(ref lVect1far,ref TTD,out x1, out y1);
                Xs[0] = x1;
                Ys[0] = y1;
                GetTempDetails_Coordinates(ref lVect2far,ref TTD,out x1, out y1);
                Xs[1] = x1;
                Ys[1] = y1;
                GetTempDetails_Coordinates(ref rVect1far,ref TTD,out x1, out y1);
                Xs[2] = x1;
                Ys[2] = y1;
                GetTempDetails_Coordinates(ref rVect2far,ref TTD,out x1, out y1);
                Xs[3] = x1;
                Ys[3] = y1;
            //
            //				if(TTD.DetailLayersCount == 1 && x1 > 0 && y1 > 0){
            //					Debug.Log(Xs[0]+","+Ys[0] + " " + Xs[1]+","+Ys[1]);
            //				}

                int MinX = Mathf.Min(Xs);
                int MinY = Mathf.Min(Ys);
                int MaxX = Mathf.Max(Xs);
                int MaxY = Mathf.Max(Ys);

                if(MinX >= TTD.DetailMaxIndex){ MinX = TTD.DetailMaxIndex-1; }
                if(MinY >= TTD.DetailMaxIndex){ MinY = TTD.DetailMaxIndex-1; }
                if(MaxX >= TTD.DetailMaxIndex){ MaxX = TTD.DetailMaxIndex-1; }
                if(MaxY >= TTD.DetailMaxIndex){ MaxY = TTD.DetailMaxIndex-1; }

                if(MinX < 0){ MinX = 0; }
                if(MinY < 0){ MinY = 0; }
                if(MaxX < 0){ MaxX = 0; }
                if(MaxY < 0){ MaxY = 0; }

            //				int DetailI = 0;
                if(tSpline.tRoad.bProfiling){ Profiler.BeginSample("Dorectsdetails"); }
                int tInt = 0;
                for(int i=MinX;i<=MaxX;i++){
                    for(int k=MinY;k<=MaxY;k++){
                        //Bitfield for identification:
                        tInt = k;
                        tInt = tInt << 16;
               			 		tInt = tInt | (ushort)i;
                        if(!TTD.DetailHasProcessed.Contains(tInt)){
            //							for(int h=0;h<TTD.DetailLayersCount;h++){
            //								if(TTD.DetailLayersSkip.Contains(h)){ continue; }
            //							if(!TTD.DetailHasProcessed[h][i,k]){// && TTD.DetailValues[h][i,k] > 0){

                            TTD.MainDetailsX.Add((ushort)i);
                            TTD.MainDetailsY.Add((ushort)k);

            //								DetailI = TTD.DetailsI[h];

            //								TTD.DetailsX[h].Add((ushort)i);
            //								TTD.DetailsY[h].Add((ushort)k);

            //								TTD.DetailsX[h][DetailI] = (ushort)i;
            //								TTD.DetailsY[h][DetailI] = (ushort)k;
            //								TTD.OldDetailsValue[h][DetailI] = (ushort)TTD.DetailValues[h][i,k];
            //								TTD.DetailValues[h][i,k] = 0;

            //								TTD.DetailsI[h]+=1;

            //							}
                            TTD.DetailHasProcessed.Add(tInt);
                        }
                    }
                }
                if(tSpline.tRoad.bProfiling){ Profiler.EndSample(); }
            }

            return tRect;
        }
コード例 #29
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		private static Vector3 TrafficLightBase_GetRot_LL(GSDRoadIntersection GSDRI, GSDSplineC tSpline, float DistFromCorner, bool bOverrideRegular = false){
			Vector3 POS = default(Vector3);
			if(!GSDRI.bRegularPoleAlignment && !bOverrideRegular){
//				float tDist = ((Vector3.Distance(GSDRI.CornerLL,GSDRI.CornerRL) / 2f) + DistFromCorner) / tSpline.distance;;
				float p = Mathf.Clamp(GSDRI.Node2.tTime,0f,1f);
				POS = tSpline.GetSplineValue(p,true);
				POS = Vector3.Cross(POS,Vector3.up); if(GSDRI.bFlipped){ POS = POS*-1; }
			}else{
				POS = GSDRI.CornerRL - GSDRI.CornerRR;
			}
			return POS * -1;
		}
コード例 #30
0
        public static void RunMe(ref List<GSD.Roads.GSDTerraforming.TempTerrainData> TTDList, GSDSplineC tSpline, GSDRoad tRoad)
        {
            float Step = (tRoad.opt_RoadDefinition*0.4f) / tSpline.distance;
            if(Step > 2f){ Step = 2f; }
            if(Step < 1f){ Step = 1f; }
            //			float tDistance = tRoad.RoadWidth()*2f;

            //			Vector3 tVect,POS;

            foreach(GSD.Roads.GSDTerraforming.TempTerrainData TTD in TTDList){
            //				float PrevHeight = 0f;
            //				float FinalMax = 1f;
            //				float StartMin = 0f;
            //				if(tSpline.bSpecialEndControlNode){
            //					FinalMax = tSpline.mNodes[tSpline.GetNodeCount()-2].tTime;
            //				}
            //				if(tSpline.bSpecialStartControlNode){
            //					StartMin = tSpline.mNodes[1].tTime;
            //				}

            //				if(tRoad.opt_MatchTerrain){
                if(tRoad.bProfiling){
                    Profiler.BeginSample("DoRects");
                }
                    GSDTerraformingT.DoRects(tSpline,TTD);

                if(tRoad.bProfiling){
                    Profiler.EndSample();
                }
            //				}else{
            //					for(float i=StartMin;i<=FinalMax;i+=Step){
            //						if(tSpline.IsInBridgeTerrain(i)){
            //							float tFloat = tSpline.GetBridgeEnd(i);
            //							if(IsApproximately(tFloat,1f,0.00001f) || tFloat > 1f){ continue; }
            //							if(tFloat < 0f){ continue; }
            //							i = tFloat;
            //						}
            //						tSpline.GetSplineValue_Both(i,out tVect,out POS);
            //						PrevHeight = GSDTerraformingT.ProcessLineHeights(tSpline,ref tVect,ref POS,tDistance,TTD,PrevHeight);
            //						tSpline.HeightHistory.Add(new KeyValuePair<float,float>(i,PrevHeight*TTD.TerrainSize.y));
            //					}
            //
            //					for(int i=0;i<TTD.cI;i++){
            //						TTD.heights[TTD.cX[i],TTD.cY[i]] = TTD.cH[i];
            //					}
            //				}
            }
            tSpline.HeightHistory.Sort(Compare1);
        }
コード例 #31
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		public static void ProcessRoad_Terrain_Hook2(GSDSplineC tSpline,ref List<TempTerrainData> TTDList){
			if(tSpline.tRoad.bProfiling){ Profiler.BeginSample("ProcessRoad_Terrain_Hook2"); }
			ProcessRoad_Terrain_Hook2_Do(ref tSpline, ref TTDList);
			if(tSpline.tRoad.bProfiling){ Profiler.EndSample(); }
		}
コード例 #32
0
ファイル: GSDRoadUtility.cs プロジェクト: EliCDavis/ped-sim
		private static void ProcessRoad_Terrain_Hook1_Do(ref GSDSplineC tSpline,ref GSDRoad tRoad, bool bMultithreaded){			
			if(tRoad.bProfiling){ Profiler.BeginSample("ProcessRoad_Terrain_Hook1_Do"); }
			//First lets make sure all terrains have GSD shit on them:
			CheckAllTerrains();
			
			//Reset the terrain:
			if(tRoad.bProfiling){ Profiler.BeginSample("TerrainsReset"); }
			GSDTerraforming.TerrainsReset(tRoad);
			if(tRoad.bProfiling){ Profiler.EndSample(); }

			float heightDistance = tRoad.opt_MatchHeightsDistance;
//			float treeDistance = tRoad.opt_ClearTreesDistance;
			float detailDistance = tRoad.opt_ClearDetailsDistance;
				
			Dictionary<Terrain,TempTerrainData> TempTerrainDict = new Dictionary<Terrain, TempTerrainData>();
			//Populate dictionary:
			Object[] tTerrains = GameObject.FindObjectsOfType(typeof(Terrain));
			GSDTerrain TID;
			int aSize = 0;
			int dSize = 0;
			TempTerrainData TTD;
			bool bContains = false;
			GSDRoadUtil.Construction2DRect tRect = null;
//			GSDRoadUtil.Construction2DRect rRect = null;
			foreach(Terrain tTerrain in tTerrains){
				tRect = GetTerrainBounds(tTerrain);
				bContains = false;
                //Debug.Log(tTerrain.transform.name + " bounds: " + tRect.ToStringGSD());
                //Debug.Log("  Road bounds: " + tSpline.RoadV0 + "," + tSpline.RoadV1 + "," + tSpline.RoadV2 + "," + tSpline.RoadV3);

                if (bContains != true && tRect.Contains(ref tSpline.RoadV0)) {
                    bContains = true;
                } else if (bContains != true && tRect.Contains(ref tSpline.RoadV1)) {
                    bContains = true;
                } else if (bContains != true && tRect.Contains(ref tSpline.RoadV2)) {
                    bContains = true;
                } else if (bContains != true && tRect.Contains(ref tSpline.RoadV3)) {
                    bContains = true;
                } else {
                    int mCount3 = tRoad.GSDSpline.GetNodeCount();
                    Vector2 tVect2D_321 = default(Vector2);
                    for (int i = 0; i < mCount3; i++) {
                        tVect2D_321 = new Vector2(tRoad.GSDSpline.mNodes[i].pos.x, tRoad.GSDSpline.mNodes[i].pos.z);
                        if (tRect.Contains(ref tVect2D_321)) {
                            bContains = true;
                            break;
                        }
                    }

                    if (!bContains) {
                        float tDef = 5f / tSpline.distance;
                        Vector2 x2D = default(Vector2);
                        Vector3 x3D = default(Vector3);
                        for (float i = 0f; i <= 1f; i += tDef) {
                            x3D = tSpline.GetSplineValue(i);
                            x2D = new Vector2(x3D.x, x3D.z);
                            if (tRect.Contains(ref x2D)) {
                                bContains = true;
                                break;
                            }
                        }
                    }
                }
				
//				rRect = new GSD.Roads.GSDRoadUtil.Construction2DRect(tSpline.RoadV0,tSpline.RoadV1,tSpline.RoadV2,tSpline.RoadV3);
				
				
				if(bContains && !TempTerrainDict.ContainsKey(tTerrain)){
					TTD = new TempTerrainData();
					TTD.HM = tTerrain.terrainData.heightmapResolution;			
					TTD.HMHeight = tTerrain.terrainData.heightmapHeight;
					TTD.heights = tTerrain.terrainData.GetHeights(0,0,tTerrain.terrainData.heightmapWidth,tTerrain.terrainData.heightmapHeight);
					TTD.HMRatio = TTD.HM / tTerrain.terrainData.size.x;
					TTD.MetersPerHM = tTerrain.terrainData.size.x / tTerrain.terrainData.heightmapResolution;
					float DetailRatio = tTerrain.terrainData.detailResolution / tTerrain.terrainData.size.x;
					
					//Heights:
					if(tRoad.bProfiling){ Profiler.BeginSample("Heights"); }
					if(tRoad.opt_HeightModEnabled){
						aSize = (int)tSpline.distance * ((int)(heightDistance*1.65f*TTD.HMRatio)+2);
						if(aSize > (tTerrain.terrainData.heightmapResolution * tTerrain.terrainData.heightmapResolution)){
							aSize = tTerrain.terrainData.heightmapResolution * tTerrain.terrainData.heightmapResolution;	
						}
						TTD.cX = new ushort[aSize];
						TTD.cY = new ushort[aSize];
						TTD.oldH = new float[aSize];
						TTD.cH = new float[aSize];		
						TTD.cI = 0;
						TTD.TerrainMaxIndex = tTerrain.terrainData.heightmapResolution;
						TTD.TerrainSize = tTerrain.terrainData.size;
						TTD.TerrainPos = tTerrain.transform.position;
						TTD.tHeights = new bool[tTerrain.terrainData.heightmapWidth,tTerrain.terrainData.heightmapHeight];
						TID = tTerrain.transform.gameObject.GetComponent<GSDTerrain>();
						if(TID != null){
							TTD.GSDID = TID.GSDID;
							TempTerrainDict.Add(tTerrain,TTD);	
						}
					}
					if(tRoad.bProfiling){ Profiler.EndSample(); }
			
					//Details:
					if(tRoad.bProfiling){ Profiler.BeginSample("Details"); }
					if(tRoad.opt_DetailModEnabled){
//						TTD.DetailValues = new Dictionary<int, int[,]>();
						TTD.DetailLayersCount = tTerrain.terrainData.detailPrototypes.Length;	
//						TTD.DetailHasProcessed = new Dictionary<int, bool[,]>();
						TTD.DetailHasProcessed = new HashSet<int>();
						TTD.MainDetailsX = new List<ushort>();
						TTD.MainDetailsY = new List<ushort>();
						TTD.DetailsI = new int[TTD.DetailLayersCount];
						TTD.DetailToHeightRatio = (float)((float)tTerrain.terrainData.detailResolution) / ((float)tTerrain.terrainData.heightmapResolution);
						TTD.DetailMaxIndex = tTerrain.terrainData.detailResolution;
						TTD.DetailLayersSkip = new HashSet<int>();
						
						// Get all of layer zero.
//						int[] mMinMaxDetailEntryCount = new int[TTD.DetailLayersCount];
//						if(tRoad.bProfiling){ Profiler.BeginSample("DetailValues"); }
//						Vector3 bVect = default(Vector3);
//						Vector2 bVect2D = default(Vector2);
//						int DetailRes = tTerrain.terrainData.detailResolution;
//						for(int i=0;i<TTD.DetailLayersCount;i++){
//							int[,] tInts = tTerrain.terrainData.GetDetailLayer(0,0,tTerrain.terrainData.detailWidth,tTerrain.terrainData.detailHeight,i);
//							int Length1 = tInts.GetLength(0);
//							int Length2 = tInts.GetLength(1);
//							for (int y=0;y < Length1;y++){
//								for (int x=0;x < Length2;x++){
//									if(tInts[x,y] > 0){
//										bVect = new Vector3(((float)y/(float)DetailRes) * TTD.TerrainSize.x,0f,((float)x/(float)DetailRes) * TTD.TerrainSize.z);
//										bVect = tTerrain.transform.TransformPoint(bVect);
//										bVect2D = new Vector2(bVect.z,bVect.x);
//										if(rRect.Contains(ref bVect2D)){
//											mMinMaxDetailEntryCount[i] += 1;
//										}
//									}
//								}
//							}
							
//							if(mMinMaxDetailEntryCount[i] < 1){
//								TTD.DetailLayersSkip.Add(i);
//								tInts = null;
//							}else{
//								TTD.DetailValues.Add(i,tInts);
//								TTD.DetailHasProcessed.Add(i,new bool[tTerrain.terrainData.detailWidth,tTerrain.terrainData.detailHeight]);
//							}
//						}
//						if(tRoad.bProfiling){ Profiler.EndSample(); }
						

						dSize = (int)tSpline.distance * ((int)(detailDistance*3f*DetailRatio)+2);
						if(dSize > (tTerrain.terrainData.detailResolution * tTerrain.terrainData.detailResolution)){
							dSize = tTerrain.terrainData.detailResolution * tTerrain.terrainData.detailResolution;	
						}
						
//						TTD.DetailsX = new List<ushort[]>();
//						TTD.DetailsY = new List<ushort[]>();
//						TTD.OldDetailsValue = new List<ushort[]>();
						TTD.DetailsX = new List<List<ushort>>();
						TTD.DetailsY = new List<List<ushort>>();
						TTD.OldDetailsValue = new List<List<ushort>>();
//						TTD.DetailHasProcessed = new List<List<bool>>();
						
						for(int i=0;i<TTD.DetailLayersCount;i++){
//							if(TTD.DetailLayersSkip.Contains(i)){ 
//								TTD.DetailsX.Add(new ushort[0]);
//								TTD.DetailsY.Add(new ushort[0]);
//								TTD.OldDetailsValue.Add(new ushort[0]);
//								continue; 
//							}
//							int detailentrycount = (int)((float)mMinMaxDetailEntryCount[i] * 1.5f);
//							int d_temp_Size = dSize;
//							if(d_temp_Size > detailentrycount){ d_temp_Size = detailentrycount; }
//							if(d_temp_Size < 1){ d_temp_Size = 1; }
//							if(d_temp_Size > (tTerrain.terrainData.detailResolution * tTerrain.terrainData.detailResolution)){
//								d_temp_Size = tTerrain.terrainData.detailResolution * tTerrain.terrainData.detailResolution;	
//							}
//
//							TTD.DetailsX.Add(new ushort[d_temp_Size]);
//							TTD.DetailsY.Add(new ushort[d_temp_Size]);
//							TTD.OldDetailsValue.Add(new ushort[d_temp_Size]);
							
							TTD.DetailsX.Add(new List<ushort>());
							TTD.DetailsY.Add(new List<ushort>());
							TTD.OldDetailsValue.Add(new List<ushort>());
						}
						
						
//						TTD.DetailsX = new ushort[TTD.DetailLayersCount,dSize];
//						TTD.DetailsY = new ushort[TTD.DetailLayersCount,dSize];
//						TTD.OldDetailsValue = new ushort[TTD.DetailLayersCount,dSize];
				

					}
					if(tRoad.bProfiling){ Profiler.EndSample(); }
					
					//Trees:
					if(tRoad.bProfiling){ Profiler.BeginSample("Trees"); }
					if(tRoad.opt_TreeModEnabled){
//						TTD.TreesCurrent = tTerrain.terrainData.treeInstances;
						TTD.TreesCurrent = new List<TreeInstance>(tTerrain.terrainData.treeInstances);
						TTD.TreeSize = TTD.TreesCurrent.Count;
						TTD.TreesI = 0;
						TTD.TreesOld = new List<TreeInstance>();
					}
					if(tRoad.bProfiling){ Profiler.EndSample(); }
				}
			}
				
			//Figure out relevant TTD to spline:
			List<TempTerrainData> EditorTTDList = new List<TempTerrainData>();
			if(TempTerrainDict != null){
				foreach(Terrain tTerrain in tTerrains){
					if(TempTerrainDict.ContainsKey(tTerrain)){
						EditorTTDList.Add(TempTerrainDict[tTerrain]);
					}
				}
			}
			
			if(tRoad.bProfiling){ Profiler.EndSample(); }
				
			//Start job now, for each relevant TTD:
			tRoad.EditorTerrainCalcs(ref EditorTTDList);
			if(bMultithreaded){
				GSD.Threaded.TerrainCalcs tJob = new GSD.Threaded.TerrainCalcs();
				tJob.Setup(ref EditorTTDList,tSpline,tRoad);
				tRoad.TerrainCalcsJob = tJob;
				tJob.Start();
			}else{
				GSD.Threaded.TerrainCalcs_Static.RunMe(ref EditorTTDList,tSpline,tRoad);
			}
		}
コード例 #33
0
        private static void CreateTrafficLightMains(GameObject MasterGameObj, GameObject tRR, GameObject tRL, GameObject tLL, GameObject tLR)
        {
            GSDRoadIntersection GSDRI   = MasterGameObj.GetComponent <GSDRoadIntersection>();
            GSDSplineC          tSpline = GSDRI.Node1.GSDSpline;

            float   tDist = (Vector3.Distance(GSDRI.CornerRL, GSDRI.CornerRR) / 2f) / tSpline.distance;
            Vector3 tan   = tSpline.GetSplineValue(GSDRI.Node1.tTime + tDist, true);

            ProcessPole(MasterGameObj, tRL, tan * -1, 1, Vector3.Distance(GSDRI.CornerRL, GSDRI.CornerRR));
            tDist = (Vector3.Distance(GSDRI.CornerLR, GSDRI.CornerLL) / 2f) / tSpline.distance;
            tan   = tSpline.GetSplineValue(GSDRI.Node1.tTime - tDist, true);
            ProcessPole(MasterGameObj, tLR, tan, 3, Vector3.Distance(GSDRI.CornerLR, GSDRI.CornerLL));


            float InterDist = Vector3.Distance(GSDRI.CornerRL, GSDRI.CornerLL);

            tDist = (InterDist / 2f) / tSpline.distance;
            tan   = tSpline.GetSplineValue(GSDRI.Node1.tTime + tDist, true);

            float fTime1    = GSDRI.Node2.tTime + tDist;
            float fTime2neg = GSDRI.Node2.tTime - tDist;

            tSpline = GSDRI.Node2.GSDSpline;
            if (GSDRI.bFlipped)
            {
                tan = tSpline.GetSplineValue(fTime1, true);
                ProcessPole(MasterGameObj, tRR, tan, 0, InterDist);
                tan = tSpline.GetSplineValue(fTime2neg, true);
                ProcessPole(MasterGameObj, tLL, tan * -1, 2, InterDist);
            }
            else
            {
                tan = tSpline.GetSplineValue(fTime2neg, true);
                ProcessPole(MasterGameObj, tRR, tan * -1, 0, InterDist);
                tan = tSpline.GetSplineValue(fTime1, true);
                ProcessPole(MasterGameObj, tLL, tan, 2, InterDist);
            }

            if (GSDRI.IgnoreCorner == 0)
            {
                if (tRR != null)
                {
                    Object.DestroyImmediate(tRR);
                }
            }
            else if (GSDRI.IgnoreCorner == 1)
            {
                if (tRL != null)
                {
                    Object.DestroyImmediate(tRL);
                }
            }
            else if (GSDRI.IgnoreCorner == 2)
            {
                if (tLL != null)
                {
                    Object.DestroyImmediate(tLL);
                }
            }
            else if (GSDRI.IgnoreCorner == 3)
            {
                if (tLR != null)
                {
                    Object.DestroyImmediate(tLR);
                }
            }
        }