コード例 #1
0
ファイル: Backs.cs プロジェクト: Elizafur/FPS-Transfer
        public static MeshDraft Back1(Vector3 center, float width, float length, float height)
        {
            var   draft       = new MeshDraft();
            int   plankCount  = Random.Range(1, 5);
            float plankStep   = height / plankCount;
            float plankHeight = plankStep * Random.Range(0.3f, 0.8f);
            float plankWidth  = width - length * 2;

            float offeset = 0;

            if (plankCount > 1)
            {
                offeset = RandomE.Range(0, (plankStep - plankHeight) / 2, 3);
            }
            Vector3 startPosition = Vector3.up * (-height / 2 + plankStep - plankHeight / 2 - offeset);

            for (int i = 0; i < plankCount; i++)
            {
                var plank = MeshDraft.Hexahedron(plankWidth, length, plankHeight, false);
                plank.Move(startPosition + Vector3.up * i * plankStep);
                draft.Add(plank);
            }
            var rod = MeshDraft.Hexahedron(length, length, height, false);

            rod.Move(Vector3.left * (width / 2 - length / 2));
            draft.Add(rod);
            rod.Move(Vector3.right * (width - length));
            draft.Add(rod);
            draft.Move(center + Vector3.up * height / 2);
            return(draft);
        }
コード例 #2
0
ファイル: Backs.cs プロジェクト: emomper23/PsychVR
        public static MeshDraft RodBack(Vector3 center, float width, float length, float height)
        {
            var draft = new MeshDraft();
            int rodCount = Random.Range(1, 5);
            float maxWidth = (width - length*2)/rodCount;
            float rodWidth = RandomE.Range(maxWidth/4, maxWidth*3/4, 3);
            float interval = (width - length*2 - rodWidth*rodCount)/(rodCount + 1);
            float upperRodHeight = Mathf.Min(height*3/4, length*Random.Range(1, 4));
            float rodHeight = height - upperRodHeight;

            var leftRod = MeshDraft.Hexahedron(length, length, rodHeight);
            leftRod.Move(Vector3.left*(width - length)/2 + Vector3.down*upperRodHeight/2);
            draft.Add(leftRod);
            leftRod.Move(Vector3.right*(width - length));
            draft.Add(leftRod);

            Vector3 startPosition = Vector3.left*(width/2 - length - interval - rodWidth/2) +
                                    Vector3.down*upperRodHeight/2;
            for (int i = 0; i < rodCount; i++)
            {
                var rod = MeshDraft.Hexahedron(rodWidth, length, rodHeight);
                rod.Move(startPosition + Vector3.right*i*(rodWidth + interval));
                draft.Add(rod);
            }
            var upperRod = MeshDraft.Hexahedron(width, length, upperRodHeight);
            upperRod.Move(Vector3.up*rodHeight/2);
            draft.Add(upperRod);
            draft.Move(center + Vector3.up*height/2);
            return draft;
        }
コード例 #3
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        public void InteralCacheOrganTemplates()
        {
            CachedOrganTemplates = (new[] {
                new MeshVariant {
                    mesh = MeshRef
                }
            }.Concat(MeshVariants)).Select(variant =>
            {
                var newDraft = new MeshDraft(variant.mesh);
                var bounds   = variant.mesh.bounds;
                Vector3 translatePostMesh;
                if (UseMeshOrigin)
                {
                    translatePostMesh = new Vector3((bounds.center.x + bounds.size.x / 2f) * IndividualScale.x, 0, 0);
                }
                else
                {
                    newDraft.Move(Vector3.right * (-bounds.center.x + bounds.size.x / 2));
                    translatePostMesh = new Vector3(bounds.size.x * IndividualScale.x, 0, 0);
                }
                newDraft.Scale(IndividualScale);

                return(new TurtleOrganTemplate(
                           newDraft,
                           variant.materialOverride ?? material,
                           translatePostMesh,
                           AlsoMove
                           ));
            }).ToArray();
        }
コード例 #4
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ファイル: Backs.cs プロジェクト: emomper23/PsychVR
        public static MeshDraft Back1(Vector3 center, float width, float length, float height)
        {
            var draft = new MeshDraft();
            int plankCount = Random.Range(1, 5);
            float plankStep = height/plankCount;
            float plankHeight = plankStep*Random.Range(0.3f, 0.8f);
            float plankWidth = width - length*2;

            float offeset = 0;
            if (plankCount > 1)
            {
                offeset = RandomE.Range(0, (plankStep - plankHeight)/2, 3);
            }
            Vector3 startPosition = Vector3.up*(-height/2 + plankStep - plankHeight/2 - offeset);
            for (int i = 0; i < plankCount; i++)
            {
                var plank = MeshDraft.Hexahedron(plankWidth, length, plankHeight);
                plank.Move(startPosition + Vector3.up*i*plankStep);
                draft.Add(plank);
            }
            var rod = MeshDraft.Hexahedron(length, length, height);
            rod.Move(Vector3.left*(width/2 - length/2));
            draft.Add(rod);
            rod.Move(Vector3.right*(width - length));
            draft.Add(rod);
            draft.Move(center + Vector3.up*height/2);
            return draft;
        }
コード例 #5
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        public override MeshDraft Construct(Vector2 parentLayoutOrigin)
        {
            List <Vector2> roofPolygon2;
            List <Vector3> roofPolygon3;
            var            roofDraft = ConstructRoofBase(out roofPolygon2, out roofPolygon3);

            var skeletonGenerator = new StraightSkeletonGenerator();
            var skeleton          = skeletonGenerator.Generate(roofPolygon2);

            var roofTop = new MeshDraft();

            foreach (var skeletonPolygon2 in skeleton.polygons)
            {
                if (skeletonPolygon2.Count == 3)
                {
                    roofTop.Add(ConstructGableDraft(skeletonPolygon2, RoofPitch));
                }
                else
                {
                    roofTop.Add(ConstructContourDraft(skeletonPolygon2, RoofPitch));
                }
            }
            roofTop.Move(Vector3.up * roofConfig.thickness);

            roofDraft.Add(roofTop)
            .Paint(roofColor);
            return(roofDraft);
        }
コード例 #6
0
ファイル: Backs.cs プロジェクト: Elizafur/FPS-Transfer
        public static MeshDraft RodBack(Vector3 center, float width, float length, float height)
        {
            var   draft          = new MeshDraft();
            int   rodCount       = Random.Range(1, 5);
            float maxWidth       = (width - length * 2) / rodCount;
            float rodWidth       = RandomE.Range(maxWidth / 4, maxWidth * 3 / 4, 3);
            float interval       = (width - length * 2 - rodWidth * rodCount) / (rodCount + 1);
            float upperRodHeight = Mathf.Min(height * 3 / 4, length * Random.Range(1, 4));
            float rodHeight      = height - upperRodHeight;

            var leftRod = MeshDraft.Hexahedron(length, length, rodHeight, false);

            leftRod.Move(Vector3.left * (width - length) / 2 + Vector3.down * upperRodHeight / 2);
            draft.Add(leftRod);
            leftRod.Move(Vector3.right * (width - length));
            draft.Add(leftRod);

            Vector3 startPosition = Vector3.left * (width / 2 - length - interval - rodWidth / 2) +
                                    Vector3.down * upperRodHeight / 2;

            for (int i = 0; i < rodCount; i++)
            {
                var rod = MeshDraft.Hexahedron(rodWidth, length, rodHeight, false);
                rod.Move(startPosition + Vector3.right * i * (rodWidth + interval));
                draft.Add(rod);
            }
            var upperRod = MeshDraft.Hexahedron(width, length, upperRodHeight, false);

            upperRod.Move(Vector3.up * rodHeight / 2);
            draft.Add(upperRod);
            draft.Move(center + Vector3.up * height / 2);
            return(draft);
        }
コード例 #7
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ファイル: Stretchers.cs プロジェクト: rickoskam/ShepherdGame
 public static MeshDraft XStretchers(Vector3[] legCenters, float legWidth, float legHeight)
 {
     var draft = new MeshDraft();
     legWidth = RandomE.Range(legWidth/2, legWidth*3/4, 2);
     draft.Add(ChairGenerator.BeamDraft(legCenters[0], legCenters[2], legWidth));
     draft.Add(ChairGenerator.BeamDraft(legCenters[1], legCenters[3], legWidth));
     draft.Move(Vector3.up*RandomE.Range(legHeight/4, legHeight/2, 2));
     return draft;
 }
コード例 #8
0
ファイル: Stretchers.cs プロジェクト: jhclaura/RigTest
        public static MeshDraft XStretchers(Vector3[] legCenters, float legWidth, float legHeight)
        {
            var draft = new MeshDraft();

            legWidth = RandomE.Range(legWidth / 2, legWidth * 3 / 4, 2);
            draft.Add(ChairGenerator.BeamDraft(legCenters[0], legCenters[2], legWidth));
            draft.Add(ChairGenerator.BeamDraft(legCenters[1], legCenters[3], legWidth));
            draft.Move(Vector3.up * RandomE.Range(legHeight / 4, legHeight / 2, 2));
            return(draft);
        }
コード例 #9
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ファイル: Stretchers.cs プロジェクト: rickoskam/ShepherdGame
 public static MeshDraft HStretchers(Vector3[] legCenters, float legWidth, float legHeight)
 {
     var draft = new MeshDraft();
     legWidth = RandomE.Range(legWidth/2, legWidth, 3);
     draft.Add(ChairGenerator.BeamDraft(legCenters[0], legCenters[3], legWidth));
     draft.Add(ChairGenerator.BeamDraft(legCenters[1], legCenters[2], legWidth));
     Vector3 leftCenter = (legCenters[3] + legCenters[0])/2;
     Vector3 rightCenter = (legCenters[2] + legCenters[1])/2;
     draft.Add(ChairGenerator.BeamDraft(leftCenter, rightCenter, legWidth));
     draft.Move(Vector3.up*RandomE.Range(legHeight/4, legHeight*3/4, 3));
     return draft;
 }
コード例 #10
0
ファイル: Stretchers.cs プロジェクト: jhclaura/RigTest
        public static MeshDraft HStretchers(Vector3[] legCenters, float legWidth, float legHeight)
        {
            var draft = new MeshDraft();

            legWidth = RandomE.Range(legWidth / 2, legWidth, 3);
            draft.Add(ChairGenerator.BeamDraft(legCenters[0], legCenters[3], legWidth));
            draft.Add(ChairGenerator.BeamDraft(legCenters[1], legCenters[2], legWidth));
            Vector3 leftCenter  = (legCenters[3] + legCenters[0]) / 2;
            Vector3 rightCenter = (legCenters[2] + legCenters[1]) / 2;

            draft.Add(ChairGenerator.BeamDraft(leftCenter, rightCenter, legWidth));
            draft.Move(Vector3.up * RandomE.Range(legHeight / 4, legHeight * 3 / 4, 3));
            return(draft);
        }
コード例 #11
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        private MeshDraft HStretchers(Vector3[] legCenters, float legWidth, float legHeight)
        {
            var draft = new MeshDraft();

            legWidth = RandomE.Range(legWidth / 2, legWidth, 3);
            draft.Add(BeamDraft(legCenters[0], legCenters[3], legWidth));
            draft.Add(BeamDraft(legCenters[1], legCenters[2], legWidth));
            var leftCenter  = (legCenters[3] + legCenters[0]) / 2;
            var rightCenter = (legCenters[2] + legCenters[1]) / 2;

            draft.Add(BeamDraft(leftCenter, rightCenter, legWidth));
            draft.Move(Vector3.up * RandomE.Range(legHeight / 4, legHeight * 3 / 4, 3));
            return(draft);
        }
コード例 #12
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    public void Generate()
    {
        meshFilter = GetComponent <MeshFilter>();

        MeshDraft draft = TerrainDraft(TerrainSize, CellSize, NoiseOffset, NoiseScale, Gradient);

        draft.Move(Vector3.left * TerrainSize.x / 2 + Vector3.back * TerrainSize.z / 2);
        meshFilter.mesh = draft.ToMesh();

        MeshCollider meshCollider = GetComponent <MeshCollider>();

        if (meshCollider)
        {
            meshCollider.sharedMesh = meshFilter.mesh;
        }
    }
コード例 #13
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ファイル: Stretchers.cs プロジェクト: jhclaura/RigTest
        public static MeshDraft BoxStretchers(Vector3[] legCenters, float legWidth, float legHeight)
        {
            var draft = new MeshDraft();

            legWidth = RandomE.Range(legWidth / 2, legWidth, 3);
            MeshDraft stretcher0 = ChairGenerator.BeamDraft(legCenters[0], legCenters[1], legWidth);

            stretcher0.Add(ChairGenerator.BeamDraft(legCenters[2], legCenters[3], legWidth));
            stretcher0.Move(Vector3.up * RandomE.Range(legHeight / 4, legHeight * 3 / 4, 3));
            MeshDraft stretcher1 = ChairGenerator.BeamDraft(legCenters[0], legCenters[3], legWidth);

            stretcher1.Add(ChairGenerator.BeamDraft(legCenters[1], legCenters[2], legWidth));
            stretcher1.Move(Vector3.up * RandomE.Range(legHeight / 4, legHeight * 3 / 4, 3));
            draft.Add(stretcher0);
            draft.Add(stretcher1);
            return(draft);
        }
コード例 #14
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    /// <summary>
    /// Convert the draft to a mesh and assign it to the tile's MeshFilter component.
    /// </summary>
    private void DraftToMesh()
    {
        // Move the center of the vertices to the center of the tile
        draft.Move(Vector3.left * TerrainController.TerrainSize.x / 2 + Vector3.back * TerrainController.TerrainSize.z / 2);

        meshFilter.mesh = draft.ToMesh();

        meshCollider.sharedMesh = meshFilter.mesh;

        meshRenderer.enabled = true;

        // Start generating points for asset placement
        // now that we know where each biome is (BiomeEdges, YEdgesPerXStep and XEdgesPerYStep)
        if (assetPlacement)
        {
            assetPlacement.GenerateSpawnPoints();
        }
    }
コード例 #15
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        public void Generate()
        {
            Vector3 terrainSize = new Vector3(terrainSizeX, terrainSizeY, terrainSizeZ);

            var draft = LowPolyTerrainGenerator.TerrainDraft(terrainSize, cellSize, noiseScale, grad);

            vert_x = (int)(terrainSizeX / cellSize);
            vert_z = (int)(terrainSizeZ / cellSize);

            for (int i = 0; i < 9; i++)
            {
                MeshDraft temp = LowPolyTerrainGenerator.TerrainDraft(terrainSize, cellSize, noiseScale, grad);
                temp.Move(Vector3.left * terrainSizeX / 2 + Vector3.back * terrainSizeZ / 2);
                drafts.Add(temp);
            }
            draft.Move(Vector3.left * terrainSizeX / 2 + Vector3.back * terrainSizeZ / 2);


            meshFilter.mesh         = draft.ToMesh();
            meshCollider.sharedMesh = draft.ToMesh();
            //meshCollider2.sharedMesh = draft.ToMesh();

            MorphFitRight(drafts[1], drafts[0]);
            MorphFitRight(drafts[2], drafts[1]);
            MorphFitRight(drafts[5], drafts[4]);
            MorphFitRight(drafts[7], drafts[6]);
            MorphFitRight(drafts[4], drafts[3]);
            MorphFitRight(drafts[8], drafts[7]);


            MorphFitDown(drafts[3], drafts[0]);
            MorphFitDown(drafts[4], drafts[1]);
            MorphFitDown(drafts[5], drafts[2]);
            MorphFitDown(drafts[6], drafts[3]);
            MorphFitDown(drafts[7], drafts[4]);
            MorphFitDown(drafts[8], drafts[5]);

            for (int i = 0; i < 9; i++)
            {
                meshes.Add(drafts[i].ToMesh());
            }
        }
コード例 #16
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 private MeshDraft HStretchers(Vector3[] legCenters, float legWidth, float legHeight)
 {
     var draft = new MeshDraft();
     legWidth = RandomE.Range(legWidth/2, legWidth, 3);
     draft.Add(BeamDraft(legCenters[0], legCenters[3], legWidth));
     draft.Add(BeamDraft(legCenters[1], legCenters[2], legWidth));
     var leftCenter = (legCenters[3] + legCenters[0])/2;
     var rightCenter = (legCenters[2] + legCenters[1])/2;
     draft.Add(BeamDraft(leftCenter, rightCenter, legWidth));
     draft.Move(Vector3.up*RandomE.Range(legHeight/4, legHeight*3/4, 3));
     return draft;
 }
コード例 #17
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    public void Rebuild(int sleepMs = 0)
    {
        if (!needRebuild)
        {
            return;
        }
        var parentMap = gameObject.GetComponentInParent <TestMap>();

        if (start.x < 0 || start.y < 0 || end.x < 0 || end.y < 0)
        {
            return;             // will cause fatal error
        }
        mapData = DDA.GetTilesBetween(start, end);

        if (mapData == null)
        {
            return;
        }
        float tileSize = parentMap.tileSize;

        if (thread != null && thread.IsAlive)
        {
            return;
        }

        thread = new Thread(() =>
        {
            Thread.Sleep(sleepMs);
            MeshDraft chunkMesh = new MeshDraft();
            int gameObjectCount = 0;
            foreach (var tile in mapData.tiles)
            {
                //if (!tile.seen) continue;
                MeshDraft tileMesh = parentMap.GetCachedTerMesh(tile.ter); // probably will not work in non main thread
                if (tileMesh != null)
                {
                    if (chunkMesh.vertexCount + tileMesh.vertexCount < 65000)
                    {
                        MeshDraft tileMeshCopy = tileMesh.Clone();
                        tileMeshCopy.Move(new Vector3((tile.loc.x - start.x) * tileSize, tile.loc.y * tileSize, (tile.loc.z - start.y) * tileSize));
                        chunkMesh.Add(tileMeshCopy);
                    }
                    else
                    {
                        AssignMesh(chunkMesh, "subchunk" + gameObjectCount.ToString("D2"));
                        gameObjectCount++;
                        chunkMesh = new MeshDraft();
                    }
                }
            }

            if (chunkMesh.vertexCount > 0 && gameObjectCount == 0)
            {
                AssignMesh(chunkMesh);
            }
            else if (chunkMesh.vertexCount > 0)
            {
                AssignMesh(chunkMesh, "subchunk" + gameObjectCount.ToString("D2"));
            }
        });
        thread.Start();
    }
コード例 #18
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 private void Start()
 {
     draft = MeshE.PlaneDraft(xSize, zSize, xSegments, zSegments);
     draft.Move(Vector3.left * xSize / 2 + Vector3.back * zSize / 2);
     Generate();
 }
コード例 #19
0
ファイル: TerrainMesh.cs プロジェクト: Bokaj707/NeuRRoNav
 private void Start()
 {
     draft = MeshE.PlaneDraft(xSize, zSize, xSegments, zSegments);
     draft.Move(Vector3.left*xSize/2 + Vector3.back*zSize/2);
     Generate();
 }