コード例 #1
0
ファイル: RimGenerator.cs プロジェクト: gviaud/OS-unity-5
    public void Generate(Polygon _polygon)
    {
        _rimParts.Clear ();
        _rimLofters.Clear ();
        _corners.Clear ();

        foreach (Transform child in _rim.transform)
        {
            GameObject.Destroy (child.gameObject);
        }

        _rars.Subdivide (_polygon);
        Polygon subdividedPolygon = new Polygon (_rars.GetSubdividedPolygon ());
        subdividedPolygon.SetClosed (_polygon.IsClosed ());

        //******************* OBTENTION DU PROFILE A EXTERNALISER ********************//
        PolygonRawData shapeRaw = new PolygonRawData ();

        /*shapeRaw.Add (new Vector2 (0, 0));
        shapeRaw.Add (new Vector2 (0, 0.01f));
        shapeRaw.Add (new Vector2 (-0.015f, 0.026f));
        shapeRaw.Add (new Vector2 (-0.015f, 0.042f));
        shapeRaw.Add (new Vector2 (-0.006f, 0.06f));
        shapeRaw.Add (new Vector2 (0.01f, 0.069f));
        shapeRaw.Add (new Vector2 (0.03f, 0.071f));
        shapeRaw.Add (new Vector2 (0.049f, 0.066f));
        shapeRaw.Add (new Vector2 (0.071f, 0.06f));

        shapeRaw.Add (new Vector2 (0.1f, 0.052f));
        shapeRaw.Add (new Vector2 (0.169f, 0.044f));
        shapeRaw.Add (new Vector2 (0.249f, 0.041f));
        shapeRaw.Add (new Vector2 (0.29f, 0.04f));
        shapeRaw.Add (new Vector2 (0.298f, 0.038f));
        shapeRaw.Add (new Vector2 (0.305f, 0.033f));
        shapeRaw.Add (new Vector2 (0.309f, 0.024f));
        shapeRaw.Add (new Vector2 (0.31f, 0.014f));
        shapeRaw.Add (new Vector2 (0.31f, 0));*/

        shapeRaw.Add (new Vector2 (-0.02f, 0.0f));
        shapeRaw.Add (new Vector2 (0.28f, 0.0f));
        shapeRaw.Add (new Vector2 (0.28f, 0.001f));
        shapeRaw.Add (new Vector2 (-0.02f, 0.001f));

        Polygon profile = new Polygon (shapeRaw);
        profile.SetClosed (false);
        //************************************************************************//

        Polygon currentPortion = null;
        bool inPortion = false;
        bool inCurve = false;

        int pointCounter = 0;
        int indexOffset = 0;

        // pour chaque point du polygon subdivisé
        // si c'est un angle prédéfini on charge le mesh margelle associé
        // sinon on crée un section avec l'outil loft jusqu'au prochain angle prédéfini
        foreach (Point2 currentPoint in subdividedPolygon.GetPoints ())
        {
            float angle = currentPoint.GetAngle ();
            AngleType angleType = currentPoint.GetAngleType ();

            if (inPortion || inCurve)
            {
                Point2 pointToAdd = new Point2 (currentPoint);
                currentPortion.AddPoint (pointToAdd);
            }

            Edge2 nextEdge = currentPoint.GetNextEdge ();
            Edge2 prevEdge = currentPoint.GetPrevEdge ();
            Point2 nextPoint = null;
            Point2 prevPoint = null;

            if (nextEdge != null)
            {
                nextPoint = nextEdge.GetNextPoint2 ();
                prevPoint = prevEdge.GetPrevPoint2 ();

                float nextAngle = nextPoint.GetAngle ();
                AngleType nextAngleType = nextPoint.GetAngleType ();
                // stop case for onr portion
                if (Utils.Approximately (nextAngle, 90) && inPortion && nextAngleType == AngleType.Outside)
                {
                    inPortion = false;
                    currentPortion.SetClosed (false);

                    GameObject portionGO = new GameObject ("portion");
                    portionGO.transform.parent = _rim.transform;
                    portionGO.transform.localPosition = Vector3.zero;
                    portionGO.transform.localRotation = Quaternion.identity;
                    portionGO.transform.localScale = Vector3.one;

                    portionGO.AddComponent<MeshRenderer> ();
                    MeshFilter meshFilter = portionGO.AddComponent<MeshFilter> ();

                    PolygonLofter polyLofter = new PolygonLofter (currentPortion, profile, meshFilter.mesh);
                    polyLofter.SetCurveIndices (_rars.GetCurveIndices ());
                    polyLofter.SetIndexedAngleType (_rars.GetIndexedAngleType ());

                    polyLofter.SetIndexOffset (indexOffset + 1, subdividedPolygon.GetPoints ().Count);
                    polyLofter.Generate ();

                    portionGO.GetComponent<Renderer>().material = _portionMaterial;

                    _rimParts.Add (currentPortion);
                    _rimLofters.Add (polyLofter);
                }

                // angle prédéfini (90°) --> piece a charger
                if (Utils.Approximately (angle, 90) && angleType == AngleType.Outside)
                {
                    _corners.Add (currentPoint);

                    Vector3 angleRimPosition = new Vector3 (currentPoint.GetX (),
                                                            0,
                                                            currentPoint.GetY ());

                    Vector2 nextEdgeDirection = currentPoint.GetNextEdge ().ToVector2 ();
                    Vector3 toDirection = new Vector3 (nextEdgeDirection.x, 0, nextEdgeDirection.y);
                    Quaternion angleRimOrientation = Quaternion.LookRotation (toDirection);

                    GameObject rimCorner = Object.Instantiate (Resources.Load ("PoolDesigner/rimCorner")) as GameObject;

                    rimCorner.transform.parent = _rim.transform;
                    rimCorner.transform.localPosition = angleRimPosition;
                    rimCorner.transform.localRotation = angleRimOrientation;
                    rimCorner.transform.localScale = Vector3.one;

                    //rimCorner.transform.GetChild (0).GetChild (1).renderer.material = _portionMaterial;
                    rimCorner.transform.GetChild (0).GetChild (0).GetComponent<Renderer>().material = _portionMaterial;

                    if (!inPortion)
                    {
                        inPortion = true;
                        indexOffset = pointCounter;
                        currentPortion = new Polygon ();
                    }
                }

            /*	if (Utils.Approximately (nextAngle, 90) && (currentPoint.GetX()==nextPoint.GetX()) && (currentPoint.GetY()==nextPoint.GetY())
                    && (currentPoint.GetX()==prevPoint.GetX()) && (currentPoint.GetY()==prevPoint.GetY()))
                {
                    _corners.Add (currentPoint);

                    Vector3 angleRimPosition = new Vector3 (currentPoint.GetX (),
                                                            0,
                                                            currentPoint.GetY ());

                    Vector2 nextEdgeDirection = nextPoint.GetNextEdge ().ToVector2();
                    Vector3 toDirection = new Vector3 (nextEdgeDirection.x, 0, nextEdgeDirection.y);
                    Quaternion angleRimOrientation = Quaternion.LookRotation (toDirection);

                    GameObject rimCorner = Object.Instantiate (Resources.Load ("PoolDesigner/rimCorner")) as GameObject;

                    rimCorner.transform.parent = _rim.transform;
                    rimCorner.transform.localPosition = angleRimPosition;
                    rimCorner.transform.localRotation = angleRimOrientation;
                    rimCorner.transform.localScale = Vector3.one;

                    //rimCorner.transform.GetChild (0).GetChild (1).renderer.material = _portionMaterial;
                    rimCorner.transform.GetChild (0).GetChild (0).renderer.material = _portionMaterial;

                    if (!inPortion)
                    {
                        inPortion = true;
                        indexOffset = pointCounter;
                        currentPortion = new Polygon ();
                    }

                }*/

            }

            ++pointCounter;
        }

        if (inPortion) // si on etait entrain d'ajouter des points a une portion
        {
            if (_polygon.IsClosed ()) // on ajoute les points restants
            {
                inPortion = false;

                Point2 currentPoint = subdividedPolygon.GetPoints ()[0];
                float angle = currentPoint.GetAngle ();
                AngleType angleType = currentPoint.GetAngleType ();

                while (!Utils.Approximately (angle, 90) || angleType == AngleType.Inside)
                {
                    Point2 pointToAdd = new Point2 (currentPoint);
                    currentPortion.AddPoint (pointToAdd);

                    currentPoint = currentPoint.GetNextEdge ().GetNextPoint2 ();
                    angle = currentPoint.GetAngle ();
                    angleType = currentPoint.GetAngleType ();
                }
            }

            GameObject portionGO = new GameObject ("portion");
            portionGO.transform.parent = _rim.transform;
            portionGO.transform.localPosition = Vector3.zero;
            portionGO.transform.localRotation = Quaternion.identity;
            portionGO.transform.localScale = Vector3.one;

            portionGO.AddComponent<MeshRenderer> ();
            MeshFilter meshFilter = portionGO.AddComponent<MeshFilter> ();

            PolygonLofter polyLofter = new PolygonLofter (currentPortion, profile, meshFilter.mesh);

            polyLofter.SetIndexOffset (indexOffset + 1, subdividedPolygon.GetPoints ().Count);
            polyLofter.SetCurveIndices (_rars.GetCurveIndices ());
            polyLofter.SetIndexedAngleType (_rars.GetIndexedAngleType ());
            polyLofter.Generate ();

            portionGO.GetComponent<Renderer>().material = _portionMaterial;

            _rimParts.Add (currentPortion);
            _rimLofters.Add (polyLofter);
        }

        // Cas ou il n'y a pas de d'angle predefini
        // une seule portion qui correspond au polygone subdivise
        if (_corners.Count == 0)
        {
            GameObject portionGO = new GameObject ("portion");
            portionGO.transform.parent = _rim.transform;
            portionGO.transform.localPosition = Vector3.zero;
            portionGO.transform.localRotation = Quaternion.identity;
            portionGO.transform.localScale = Vector3.one;

            portionGO.AddComponent<MeshRenderer> ();
            MeshFilter meshFilter = portionGO.AddComponent<MeshFilter> ();

            PolygonLofter polyLofter = new PolygonLofter (subdividedPolygon, profile, meshFilter.mesh);
            polyLofter.SetIndexOffset (0, subdividedPolygon.GetPoints ().Count);
            polyLofter.SetCurveIndices (_rars.GetCurveIndices ());
            polyLofter.SetIndexedAngleType (_rars.GetIndexedAngleType ());
            polyLofter.Generate ();

            portionGO.GetComponent<Renderer>().material = _portionMaterial;

            _rimParts.Add (_polygon);
            _rimLofters.Add (polyLofter);
        }

        _rimCount = 0;
        foreach (PolygonLofter lofter in _rimLofters)
        {
            _rimCount += lofter.GetRimCount ();
        }

        _rimCount += _corners.Count;
    }
コード例 #2
0
ファイル: PoolGenerator.cs プロジェクト: gviaud/OS-unity-5
    public void Generate(Polygon _polygon)
    {
        //_polygon = new Polygon(_polygon.GenerateWithCurveInverse());
        // On genere les meshs des composants de la piscine

        if (_polygon.GetPoints ().Count < 3)
            return;

        if (!_polygon.IsClosed ())
        {
            _polygon.Close ();
        }

        _polygon = _polygon.GetMirrorX();

        _polygon.UpdateBounds ();
        Vector2 translation = _polygon.GetPolygonCenter () * -1;
        Vector2 mirror = new Vector2(1,-1);
        // exprime le polygone en coordonnées monde, avec son repere centré sur son centre
        PolygonRawData polyRaw = new PolygonRawData ();
        foreach (Vector2 pt in _polygon.GenerateWithCurve ())
        //foreach (Vector2 pt in _polygon.GenerateWithCurveInverse ())
        //PolygonRawData polydata = _polygon.GenerateWithCurveInverse ();
        //polydata.Reverse();
        //foreach (Vector2 pt in polydata)
        {
            Vector2 transformedPt = (pt + translation) * _polygonScaleFactor;
            /*Vector2 newpt = new Vector2();
            newpt.x=pt.x;
            newpt.y=pt.y;

            newpt.y = 2*_polygon.bounds.center.z - newpt.y;
            Vector2 transformedPt = (newpt + translation) * _polygonScaleFactor;*/
            polyRaw.Add (transformedPt);
        }

        _transformedPolygon = new Polygon (polyRaw);

        // generate liner
        Mesh linerMesh = _liner.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder linerExtrusion = new PolygonExtruder (_transformedPolygon, linerMesh, -1.5f, false, true, true);
        linerExtrusion.Generate ();

        LinerScatteringMapper lsm = new LinerScatteringMapper (linerMesh);
        lsm.Generate ();

        PolygonExtruderMapper pem = new PolygonExtruderMapper (linerExtrusion);
        pem.Generate ();

        // generate sidewalk
        Mesh sidewalkMesh = _sidewalk.GetComponent<MeshFilter> ().mesh;
        SideWalkExtruder se = new SideWalkExtruder (_transformedPolygon, sidewalkMesh, -0.02f, 2);
        se.Generate ();

        PlannarMapper pm = new PlannarMapper (sidewalkMesh, Vector3.up);
        pm.Generate ();

        // generate rim
        _rimGenerator.Generate (_polygon);

        // generate occlusion
        PolygonRawData occluShape = new PolygonRawData ();
        occluShape.Add (new Vector2 (0.28f, 0));
        occluShape.Add (new Vector2 (0.33f, 0));

        Polygon occluProfile = new Polygon (occluShape);
        occluProfile.SetClosed (false);

        Mesh occluMesh = _occlusion.GetComponent<MeshFilter> ().mesh;
        PolygonLofter occluLofter = new PolygonLofter (_transformedPolygon, occluProfile, occluMesh);
        _occlusion.GetComponent<Renderer>().enabled = false;
        occluLofter.Generate ();

        // generate water
        Mesh waterMesh = _water.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder waterPlan = new PolygonExtruder (_transformedPolygon, waterMesh, 0, true, false, false);
        waterPlan.Generate ();

        PlannarMapper waterMapper = new PlannarMapper (waterMesh, Vector3.down, UVChannel.uv0, 5);
        waterMapper.Generate ();

        // generate frieze
        Mesh friezeMesh = _frieze.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder friezeExtrusion = new PolygonExtruder (_transformedPolygon, friezeMesh, -0.10f, false, false, true);
        friezeExtrusion.Generate ();

        PolygonExtruderMapper friezeMapper = new PolygonExtruderMapper (friezeExtrusion);
        friezeMapper.Generate ();

        LinerScatteringMapper lsmFrieze = new LinerScatteringMapper (friezeMesh);
        lsmFrieze.Generate ();

        // generate mask
        Mesh maskMesh = _mask.GetComponent<MeshFilter> ().mesh;
        PolygonExtruder maskExtrusion = new PolygonExtruder (_transformedPolygon, maskMesh, -0.10f, false, false, true);
        maskExtrusion.Generate ();

        PolygonExtruderMapper maskMapper = new PolygonExtruderMapper (maskExtrusion);
        maskMapper.Generate ();

        // generate collision mesh
        Mesh collisionMesh = new Mesh ();
        collisionMesh.name = "collision";

        Polygon collisionPoly = PolygonOperation.GetOutlinedPolygon (_transformedPolygon, 0.33f);
        PolygonExtruder collisionExtruder = new PolygonExtruder(collisionPoly, collisionMesh, 0.07f, true, false, false);
        collisionExtruder.Generate ();

        _meshCollider.sharedMesh = collisionMesh;
        _meshCollider.convex = true;
        collisionMesh.RecalculateBounds ();

        // on ajoute le mesh de collision au renderer parent de la margelle
        // pour le calcul de la boundingBox lié a la fonction de redimensionnement
        // de la plage.
        _rim.gameObject.GetComponent<MeshFilter> ().mesh = collisionMesh;
    }