public override void afterExtrusion(TrackSegment4 trackSegment, GameObject putMeshOnGO) { base.afterExtrusion(trackSegment, putMeshOnGO); int crossBeamIndex = 0; float pos = 0.0f; //adds random wood planks as supports while (pos < trackSegment.getLength(0)) { float tForDistance = trackSegment.getTForDistance(pos, 0); Vector3 normal = trackSegment.getNormal(tForDistance); Vector3 tangetPoint = trackSegment.getTangentPoint(tForDistance); Vector3 binormal = Vector3.Cross(normal, tangetPoint).normalized; Vector3 pivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); float crossBeamOffset = BeamSizeVariation [crossBeamIndex % BeamSizeVariation.Length]; BoxExtruder selectedCrossBeamExtruder = TrackBeamExtruder [(crossBeamIndex + 10) % TrackBeamExtruder.Length]; Vector3 left = tangetPoint.normalized * (selectedCrossBeamExtruder.width / 2.0f) + Vector3.down * railSize + pivot + binormal * (base.trackWidth + crossBeamOffset) / 2f; Vector3 right = tangetPoint.normalized * (selectedCrossBeamExtruder.width / 2.0f) + Vector3.down * railSize + pivot - binormal * (base.trackWidth + crossBeamOffset) / 2f; pos += TrackBeamExtruder[(crossBeamIndex + 10) % TrackBeamExtruder.Length].width + .03f; if (pos > trackSegment.getLength(0)) { break; } selectedCrossBeamExtruder.extrude(left, binormal * -1f, normal); selectedCrossBeamExtruder.extrude(right, binormal * -1f, normal); selectedCrossBeamExtruder.end(); crossBeamIndex++; } if (!(trackSegment is Station)) { pos = 0.0f; float segments = trackSegment.getLength(0) / (float)Mathf.RoundToInt(trackSegment.getLength(0) / this.crossBeamSpacing); //inbetween supports for edge of track while (pos < trackSegment.getLength(0)) { float tForDistance = trackSegment.getTForDistance(pos, 0); Vector3 normal = trackSegment.getNormal(tForDistance); Vector3 tangetPoint = trackSegment.getTangentPoint(tForDistance); Vector3 binormal = Vector3.Cross(normal, tangetPoint).normalized; Vector3 pivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); float crossBeamOffset = BeamSizeVariation [crossBeamIndex % BeamSizeVariation.Length] * .3f; Vector3 left = pivot + binormal * (SupportBoxArea / 2.0f) + Vector3.down * (railSize + railSize + SupoortBeamSize / 2.0f); Vector3 right = pivot - binormal * (SupportBoxArea / 2.0f) + Vector3.down * (railSize + railSize + SupoortBeamSize / 2.0f); SupportBeamExtruder.extrude(left + binormal * crossBeamOffset, binormal * -1f, normal); SupportBeamExtruder.extrude(right - binormal * crossBeamOffset, binormal * -1f, normal); SupportBeamExtruder.end(); float bottom = Mathf.FloorToInt(left.y); if (bottom > Mathf.FloorToInt(right.y)) { bottom = Mathf.FloorToInt(right.y); } SupportBeamExtruder.extrude(left, normal, binormal); SupportBeamExtruder.extrude(new Vector3(left.x, bottom, left.z), normal, binormal); SupportBeamExtruder.end(); SupportBeamExtruder.extrude(right, normal, binormal); SupportBeamExtruder.extrude(new Vector3(right.x, bottom, right.z), normal, binormal); SupportBeamExtruder.end(); SupportBottomBeamExtruder.extrude(new Vector3(left.x, bottom, left.z) + new Vector3(binormal.x, 0, binormal.z) * (.5f / 2.0f), binormal * -1f, Vector3.down); SupportBottomBeamExtruder.extrude(new Vector3(right.x, bottom, right.z) - new Vector3(binormal.x, 0, binormal.z) * (.5f / 2.0f), binormal * -1f, Vector3.down); SupportBottomBeamExtruder.end(); pos += segments; crossBeamIndex++; } } }
private void GenerateHeightMarkerTrack(TrackSegment4 trackSegment) { Transform transform = this.transform.Find ("HeightMarkerPlane"); GameObject heightMarkerGo; MeshFilter meshFilter; if (transform == null) { heightMarkerGo = new GameObject ("HeightMarkerPlane"); meshFilter = heightMarkerGo.AddComponent<MeshFilter> (); MeshRenderer meshRenderer = heightMarkerGo.AddComponent<MeshRenderer> (); meshRenderer.sharedMaterial = Main.AssetBundleManager.MaterialPlane; heightMarkerGo.transform.SetParent (this.transform); } else { heightMarkerGo = transform.gameObject; meshFilter = transform.gameObject.GetComponent<MeshFilter> (); meshFilter.mesh.Clear (); } heightMarkerGo.transform.localPosition = Vector3.zero; heightMarkerGo.transform.localRotation = Quaternion.identity; List<Vector3> verticies = new List<Vector3> (); List<int> triangles = new List<int> (); List<Vector2> uvs = new List<Vector2> (); float sample = trackSegment.getLength(0) / (float)Mathf.RoundToInt(trackSegment.getLength(0)/ .2f); float pos = 0.0f; int index = 0; float tForDistance = trackSegment.getTForDistance (0,0); Vector3 position = trackSegment.getPoint (tForDistance,0); LandPatch terrain = GameController.Instance.park.getTerrain(base.transform.position); Vector3 vector = position; if (terrain != null) { vector = terrain.getPoint(base.transform.position); } float magnitude = (position - vector).magnitude; verticies.Add (this.transform.InverseTransformPoint(position)); verticies.Add (this.transform.InverseTransformPoint(position + Vector3.down*magnitude* Mathf.Sign(position.y - vector.y))); uvs.Add (new Vector2 (0, magnitude)); uvs.Add (new Vector2 (0, 0)); Vector3 previous = position; float xoffset = 0; while (pos < trackSegment.getLength (0)) { tForDistance = trackSegment.getTForDistance (pos,0); index++; pos += sample; position = trackSegment.getPoint (tForDistance,0); terrain = GameController.Instance.park.getTerrain(position); vector = position; if (terrain != null) { vector = terrain.getPoint(position); } magnitude = (position - vector).magnitude; verticies.Add (this.transform.InverseTransformPoint(position)); verticies.Add (this.transform.InverseTransformPoint(position + Vector3.down*magnitude * Mathf.Sign(position.y - vector.y))); xoffset+= Vector3.Distance (previous, position); uvs.Add (new Vector2 (xoffset,vector.y + magnitude )); uvs.Add (new Vector2 (xoffset,vector.y - 0)); int last = verticies.Count - 1; triangles.Add (last - 3); triangles.Add (last - 2); triangles.Add (last - 1); triangles.Add (last - 1); triangles.Add (last - 2); triangles.Add (last); previous = position; } meshFilter.mesh.vertices = verticies.ToArray (); meshFilter.mesh.triangles = triangles.ToArray ();; meshFilter.mesh.uv = uvs.ToArray (); }
public override void afterExtrusion(TrackSegment4 trackSegment, GameObject putMeshOnGO) { base.afterExtrusion(trackSegment, putMeshOnGO); float tieInterval = trackSegment.getLength(0) / (float)Mathf.RoundToInt(trackSegment.getLength(0) / this.tieSpacing); float pos = 0; // Topper Crossties while (pos <= trackSegment.getLength(0) + 0.1f) { float tForDistance = trackSegment.getTForDistance(pos, 0); pos += tieInterval; Vector3 normal = trackSegment.getNormal(tForDistance); Vector3 tangentPoint = trackSegment.getTangentPoint(tForDistance); Vector3 binormal = Vector3.Cross(normal, tangentPoint).normalized; Vector3 trackPivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); metalTopperCrossTie_1.extrude(trackPivot + binormal * .3f, binormal, normal); metalTopperCrossTie_1.extrude(trackPivot - binormal * .3f, binormal, normal); metalTopperCrossTie_1.end(); metalTopperCrossTie_2.extrude(trackPivot + binormal * .3f, binormal, normal); metalTopperCrossTie_2.extrude(trackPivot - binormal * .3f, binormal, normal); metalTopperCrossTie_2.end(); metalTopperCrossTie_3.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); metalTopperCrossTie_3.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); metalTopperCrossTie_3.end(); metalTopperCrossTie_4.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); metalTopperCrossTie_4.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); metalTopperCrossTie_4.end(); metalTopperCrossTie_5.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); metalTopperCrossTie_5.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); metalTopperCrossTie_5.end(); metalTopperCrossTie_6.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); metalTopperCrossTie_6.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); metalTopperCrossTie_6.end(); metalTopperCrossTie_7.extrude(trackPivot + tangentPoint * -0.00213f, tangentPoint * -1, normal); metalTopperCrossTie_7.extrude(trackPivot + tangentPoint * -0.00001f, tangentPoint * -1, normal); metalTopperCrossTie_7.end(); metalTopperCrossTie_8.extrude(trackPivot + tangentPoint * -0.00213f, tangentPoint, normal); metalTopperCrossTie_8.extrude(trackPivot + tangentPoint * -0.00001f, tangentPoint, normal); metalTopperCrossTie_8.end(); } //Rendering beams int i = 0; LandPatch terrain = GameController.Instance.park.getTerrain(trackSegment.getStartpoint()); foreach (SupportPosition position in supportPosts[trackSegment.getStartpoint()]) { if (i > 0) { if (terrain == null) { //left post woodenVerticalSupportPostExtruder.extrude(new Vector3(position.verticalSupportPostLeft.x, position.verticalSupportPostLeft.y + supportBeamExtension, position.verticalSupportPostLeft.z), new Vector3(0, -1, 0), position.verticalSupportPostTangent); woodenVerticalSupportPostExtruder.extrude(position.verticalSupportPostLeft, new Vector3(0, -1, 0), position.verticalSupportPostTangent); woodenVerticalSupportPostExtruder.end(); //right post woodenVerticalSupportPostExtruder.extrude(new Vector3(position.verticalSupportPostRight.x, position.verticalSupportPostRight.y + supportBeamExtension, position.verticalSupportPostRight.z), new Vector3(0, -1, 0), position.verticalSupportPostTangent); woodenVerticalSupportPostExtruder.extrude(position.verticalSupportPostRight, new Vector3(0, -1, 0), position.verticalSupportPostTangent); woodenVerticalSupportPostExtruder.end(); } if (!(trackSegment is Station)) { //bottom beam if (position.bottomBarVisible) { metalCrossTieExtrude(position.bottomBarLeft, position.barsTangent, Vector3.up); metalCrossTieExtrude(position.bottomBarRight, position.barsTangent, Vector3.up); metalCrossTieEnd(); } //top beam if (position.topBarVisible) { metalCrossTieExtrude(position.topBarLeft, position.barsTangent, Vector3.up); metalCrossTieExtrude(position.topBarRight, position.barsTangent, Vector3.up); metalCrossTieEnd(); } } //i beam if (position.bottomBarVisible) { metalIBeamExtrude(position.iBeamLeft, position.iBeamTangent, position.iBeamNormal); metalIBeamExtrude(position.iBeamRight, position.iBeamTangent, position.iBeamNormal); metalIBeamEnd(); } else { metalCrossTieExtrude(position.iBeamLeft, position.iBeamTangent, position.iBeamNormal); metalCrossTieExtrude(position.iBeamRight, position.iBeamTangent, position.iBeamNormal); metalCrossTieEnd(); } } i++; } //rendering extruders List <ShapeExtruder> metalShapeExtruders = new List <ShapeExtruder>(); if (useTopperTrack) { metalShapeExtruders.Add(topperLeftRailExtruder); metalShapeExtruders.Add(topperRightRailExtruder); metalShapeExtruders.Add(metalTopperCrossTie_1); metalShapeExtruders.Add(metalTopperCrossTie_2); metalShapeExtruders.Add(metalTopperCrossTie_3); metalShapeExtruders.Add(metalTopperCrossTie_4); metalShapeExtruders.Add(metalTopperCrossTie_5); metalShapeExtruders.Add(metalTopperCrossTie_6); metalShapeExtruders.Add(metalTopperCrossTie_7); metalShapeExtruders.Add(metalTopperCrossTie_8); } else { metalShapeExtruders.Add(iboxLeftRailExtruder); metalShapeExtruders.Add(iboxRightRailExtruder); } if (metalFrontCrossTieExtruder_1.vertices.Count > 0) { metalShapeExtruders.Add(metalFrontCrossTieExtruder_1); metalShapeExtruders.Add(metalFrontCrossTieExtruder_2); metalShapeExtruders.Add(metalFrontCrossTieExtruder_3); metalShapeExtruders.Add(metalRearCrossTieExtruder_1); metalShapeExtruders.Add(metalRearCrossTieExtruder_2); metalShapeExtruders.Add(metalRearCrossTieExtruder_3); } if (metalIBeamExtruder_1.vertices.Count > 0) { metalShapeExtruders.Add(metalIBeamExtruder_1); metalShapeExtruders.Add(metalIBeamExtruder_2); metalShapeExtruders.Add(metalIBeamExtruder_3); } foreach (ShapeExtruder extruder in metalShapeExtruders) { GameObject gameObject = new GameObject("metalObject"); gameObject.transform.parent = putMeshOnGO.transform; gameObject.transform.localPosition = Vector3.zero; gameObject.transform.localRotation = Quaternion.identity; MeshRenderer meshRenderer = gameObject.AddComponent <MeshRenderer>(); meshRenderer.sharedMaterial = metalMaterial; MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>(); Mesh mesh = extruder.getMesh(putMeshOnGO.transform.worldToLocalMatrix); //trackSegment.addGeneratedMesh (mesh); meshFilter.mesh = mesh; } }
public override void sampleAt(TrackSegment4 trackSegment, float t) { base.sampleAt(trackSegment, t); Vector3 normal = trackSegment.getNormal(t); Vector3 trackPivot = getTrackPivot(trackSegment.getPoint(t), normal); Vector3 tangentPoint = trackSegment.getTangentPoint(t); Vector3 normalized = Vector3.Cross(normal, tangentPoint).normalized; Vector3 middlePoint = trackPivot + normalized * trackWidth / 2f; Vector3 middlePoint2 = trackPivot - normalized * trackWidth / 2f; Vector3 vector = trackPivot + normal * getCenterPointOffsetY(); if (useTopperTrack) { topperLeftRailExtruder.extrude(middlePoint, tangentPoint, normal); topperLeftPlankExtruder_1.extrude(middlePoint - (normal * -0.034561f), tangentPoint, normal); topperLeftPlankExtruder_2.extrude(middlePoint - (normal * -0.050133f), tangentPoint, normal); topperLeftPlankExtruder_3.extrude(middlePoint - (normal * -0.065763f), tangentPoint, normal); topperLeftPlankExtruder_4.extrude(middlePoint - (normal * -0.081394f), tangentPoint, normal); topperLeftPlankExtruder_5.extrude(middlePoint - (normal * -0.097025f), tangentPoint, normal); topperLeftPlankExtruder_6.extrude(middlePoint - (normal * -0.112511f), tangentPoint, normal); topperRightRailExtruder.extrude(middlePoint2, tangentPoint, normal); topperRightPlankExtruder_1.extrude(middlePoint2 - (normal * -0.034561f), tangentPoint, normal); topperRightPlankExtruder_2.extrude(middlePoint2 - (normal * -0.050133f), tangentPoint, normal); topperRightPlankExtruder_3.extrude(middlePoint2 - (normal * -0.065763f), tangentPoint, normal); topperRightPlankExtruder_4.extrude(middlePoint2 - (normal * -0.081394f), tangentPoint, normal); topperRightPlankExtruder_5.extrude(middlePoint2 - (normal * -0.097025f), tangentPoint, normal); topperRightPlankExtruder_6.extrude(middlePoint2 - (normal * -0.112511f), tangentPoint, normal); } else { iboxLeftRailExtruder.extrude(middlePoint, tangentPoint, normal); iboxRightRailExtruder.extrude(middlePoint2, tangentPoint, normal); } collisionMeshExtruder.extrude(trackPivot, tangentPoint, normal); if (liftExtruder != null) { liftExtruder.extrude(vector - normal * (0.16f + chainLiftHeight / 2f), tangentPoint, normal); } //calculating beams if (t == 0f) { supportPosts[trackSegment.getStartpoint()] = new List <SupportPosition>(); float supportInterval = trackSegment.getLength(0) / (float)Mathf.RoundToInt(trackSegment.getLength(0) / this.beamSpacing); float pos = 0; while (pos <= trackSegment.getLength(0) + 0.1f) { float tForDistance = trackSegment.getTForDistance(pos, 0); normal = trackSegment.getNormal(tForDistance); tangentPoint = trackSegment.getTangentPoint(tForDistance); Vector3 binormal = Vector3.Cross(normal, tangentPoint).normalized; trackPivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); SupportPosition position = new SupportPosition(); position.topBarVisible = false; position.bottomBarVisible = false; float trackDirection = Mathf.Repeat(Mathf.Atan2(tangentPoint.x, tangentPoint.z) * Mathf.Rad2Deg, 360.0f); trackDirection += 45; bool trackFacingXPositive = false; bool trackFacingXNegative = false; bool trackFacingZPositive = false; bool trackFacingZNegative = false; if (trackDirection < 90) { trackFacingZPositive = true; } else if (trackDirection < 180) { trackFacingXPositive = true; } else if (trackDirection < 270) { trackFacingZNegative = true; } else { trackFacingXNegative = true; } float trackBanking = 0f; Vector3 bottomBeamDirection = new Vector3(); if (trackFacingXPositive) { trackBanking = Mathf.Repeat(Mathf.Atan2(normal.z, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) > 90 ? 1.0f : -1.0f; } if (trackFacingXNegative) { trackBanking = Mathf.Repeat(Mathf.Atan2(-normal.z, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } bottomBeamDirection.z = tangentPoint.x; bottomBeamDirection.x = tangentPoint.z; Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) > 90 ? 1.0f : -1.0f; } if (trackFacingZPositive) { trackBanking = Mathf.Repeat(Mathf.Atan2(normal.x, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } bottomBeamDirection.z = tangentPoint.x; bottomBeamDirection.x = tangentPoint.z; Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) <= 90 ? -1.0f : 1.0f; } if (trackFacingZNegative) { trackBanking = Mathf.Repeat(Mathf.Atan2(-normal.x, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } bottomBeamDirection.z = tangentPoint.x; bottomBeamDirection.x = tangentPoint.z; Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) > 90 ? 1.0f : -1.0f; } position.trackBanking = trackBanking; //track beam Vector3 startPoint = trackPivot + normal * 0.159107f + binormal * (beamWidth / 2); Vector3 endPoint = trackPivot + normal * 0.159107f - binormal * (beamWidth / 2); bool equalHeight = Mathf.Abs(startPoint.y - endPoint.y) < 0.97f; //Bottom beam calculation Vector3 bottomBeamPivot = new Vector3(trackPivot.x, Mathf.Min(startPoint.y, endPoint.y), trackPivot.z); Vector3 bottomBeamStart = new Vector3(); Vector3 bottomBeamEnd = new Vector3(); Vector3 bottomBeamBinormal = bottomBeamDirection.normalized; Vector3 planePosition = new Vector3(); Vector3 planeSpanVector1 = endPoint - startPoint; Vector3 planeSpanVector2 = tangentPoint; Vector3 bottomLinePosition = new Vector3(); Vector3 topLinePosition = new Vector3(); Vector3 lineSpanVector = bottomBeamDirection; bool attachToStartPoint = false; if (((trackFacingXNegative || trackFacingXPositive) ? -1.0f : 1.0) * ((Mathf.Abs(trackBanking) <= 90) ? -1.0f : 1.0f) * trackBanking < 0) { bottomBeamStart.x = endPoint.x; bottomBeamStart.z = endPoint.z; bottomBeamStart.y = endPoint.y > startPoint.y ? startPoint.y : endPoint.y; bottomBeamEnd = bottomBeamStart - bottomBeamDirection.normalized * beamWidth; planePosition = endPoint; bottomLinePosition = bottomBeamStart; topLinePosition = new Vector3(bottomLinePosition.x, Mathf.Max(startPoint.y, endPoint.y), bottomLinePosition.z); attachToStartPoint = false; } else { bottomBeamEnd.x = startPoint.x; bottomBeamEnd.z = startPoint.z; bottomBeamEnd.y = endPoint.y > startPoint.y ? startPoint.y : endPoint.y; bottomBeamStart = bottomBeamEnd + bottomBeamDirection.normalized * beamWidth; planePosition = startPoint; bottomLinePosition = bottomBeamEnd; topLinePosition = new Vector3(bottomLinePosition.x, Mathf.Max(startPoint.y, endPoint.y), bottomLinePosition.z); attachToStartPoint = true; } if (Mathf.Abs(trackBanking) > 90) { bottomBeamStart.y -= ((Mathf.Abs(trackBanking) / 90) - 1) * invertHeadSpace; bottomBeamEnd.y -= ((Mathf.Abs(trackBanking) / 90) - 1) * invertHeadSpace; position.topBarVisible = true; } if (Mathf.Abs(trackBanking) > iBeamBankingSwitch) { position.bottomBarVisible = true; } position.bottomBarLeft = bottomBeamStart; position.bottomBarRight = bottomBeamEnd; position.topBarLeft = new Vector3(bottomBeamEnd.x, Mathf.Max(startPoint.y, endPoint.y), bottomBeamEnd.z); position.topBarRight = new Vector3(bottomBeamStart.x, Mathf.Max(startPoint.y, endPoint.y), bottomBeamStart.z); position.barsTangent = -1f * bottomBeamBinormal; if (Mathf.Abs(trackBanking) < 90) { position.topBarLeft.y += (1 - (Mathf.Abs(trackBanking) / 90)) * invertHeadSpace; position.topBarRight.y += (1 - (Mathf.Abs(trackBanking) / 90)) * invertHeadSpace; } Vector3 projectedTangentDirection = tangentPoint; projectedTangentDirection.y = 0; projectedTangentDirection.Normalize(); Vector3 intersectionPoint = new Vector3(); if (Math.Abs(trackBanking) > 90 && position.topBarVisible) { intersectionPoint = IntersectLineAndPlane(planePosition, planeSpanVector1, planeSpanVector2, topLinePosition, lineSpanVector); if (!float.IsNaN(intersectionPoint.x)) { if (attachToStartPoint) { endPoint = intersectionPoint; } else { startPoint = intersectionPoint; } } } else if (Math.Abs(trackBanking) > 0.1) { intersectionPoint = IntersectLineAndPlane(planePosition, planeSpanVector1, planeSpanVector2, bottomLinePosition, lineSpanVector); } if (true) { WriteToFile("IntersectionPoint:" + intersectionPoint); WriteToFile("PlanePosition:" + planePosition); WriteToFile("Magnitude:" + (intersectionPoint - planePosition).magnitude); WriteToFile("Difference:" + (intersectionPoint - planePosition)); WriteToFile("TrackBanking" + trackBanking); WriteToFile("planeSpanVector1" + planeSpanVector1); WriteToFile("planeSpanVector2" + planeSpanVector2); WriteToFile("topLinePosition" + topLinePosition); WriteToFile("bottomLinePasition" + bottomLinePosition); WriteToFile("lineSpanVector" + lineSpanVector); } if (!float.IsNaN(intersectionPoint.x) && (intersectionPoint - planePosition).magnitude > 0.5 && (intersectionPoint - planePosition).magnitude < 1.5) { if (attachToStartPoint) { endPoint = intersectionPoint; } else { startPoint = intersectionPoint; } } Vector3 leftVerticalSupportPost = bottomBeamEnd; Vector3 rightVerticalSupportPost = bottomBeamStart; Vector3 middleOfBeam = (bottomBeamStart + bottomBeamEnd) / 2; if (!position.topBarVisible) { if (trackBanking < iBeamBankingSwitch && trackBanking > -90f) { leftVerticalSupportPost = ((bottomBeamEnd - middleOfBeam) * 0.8f) + middleOfBeam; } if (trackBanking > -iBeamBankingSwitch && trackBanking < 90f) { rightVerticalSupportPost = ((bottomBeamStart - middleOfBeam) * 0.8f) + middleOfBeam; } } if (Mathf.Abs(trackBanking) > 90) { leftVerticalSupportPost.y = Mathf.Max(startPoint.y, endPoint.y); rightVerticalSupportPost.y = Mathf.Max(startPoint.y, endPoint.y); } else { leftVerticalSupportPost.y = startPoint.y; rightVerticalSupportPost.y = endPoint.y; } if (pos > 0f) { if (Mathf.Abs(trackBanking) <= iBeamBankingSwitch) { float distance = 1 / Mathf.Sin((90 - Mathf.Abs(trackBanking)) * Mathf.Deg2Rad); if (attachToStartPoint) { endPoint = startPoint - ((startPoint - endPoint) * distance); } else { startPoint = endPoint - ((endPoint - startPoint) * distance); } } position.iBeamLeft = startPoint; position.iBeamRight = endPoint; position.iBeamTangent = -1f * binormal; position.iBeamNormal = equalHeight ? Vector3.up : normal; } position.verticalSupportPostLeft = leftVerticalSupportPost; position.verticalSupportPostRight = rightVerticalSupportPost; position.verticalSupportPostTangent = projectedTangentDirection; supportPosts[trackSegment.getStartpoint()].Add(position); customBuildVolumeMeshExtruder.setWidth(Vector3.Distance(position.bottomBarLeft, position.bottomBarRight)); customBuildVolumeMeshExtruder.setHeight(Vector3.Distance((position.bottomBarLeft + position.bottomBarRight) / 2, (position.topBarLeft + position.topBarRight) / 2) + (Mathf.Abs(position.trackBanking) > 90 ? supportBeamExtension : 0f)); Vector3 middle = (position.topBarLeft + position.topBarRight + position.bottomBarLeft + position.bottomBarRight) / 4; if (pos > 0f) { customBuildVolumeMeshExtruder.extrude(new Vector3(middle.x, middle.y + (Mathf.Abs(position.trackBanking) > 90 ? supportBeamExtension / 2 : 0f), middle.z), Vector3.Cross(position.barsTangent, Vector3.up) * (Mathf.Abs(position.trackBanking) > 90 ? 1f : -1f), Vector3.up); } pos += supportInterval; } customBuildVolumeMeshExtruder.end(); } }
private void GenerateHeightMarkerTrack(TrackSegment4 trackSegment) { var heightTransform = transform.Find("HeightMarkerPlane"); GameObject heightMarkerGo; MeshFilter meshFilter; if (heightTransform == null) { heightMarkerGo = new GameObject("HeightMarkerPlane"); meshFilter = heightMarkerGo.AddComponent <MeshFilter>(); var meshRenderer = heightMarkerGo.AddComponent <MeshRenderer>(); meshRenderer.sharedMaterial = GameObjectUtility.GetMaterialPlane(); heightMarkerGo.transform.SetParent(transform); } else { heightMarkerGo = heightTransform.gameObject; meshFilter = heightTransform.gameObject.GetComponent <MeshFilter>(); meshFilter.mesh.Clear(); } heightMarkerGo.transform.localPosition = Vector3.zero; heightMarkerGo.transform.localRotation = Quaternion.identity; var verticies = new List <Vector3>(); var triangles = new List <int>(); var uvs = new List <Vector2>(); var sample = trackSegment.getLength() / Mathf.RoundToInt(trackSegment.getLength() / .2f); var pos = 0.0f; var tForDistance = trackSegment.getTForDistance(0); var position = trackSegment.getPoint(tForDistance); var terrain = GameController.Instance.park.getTerrain(transform.position); var vector = position; if (terrain != null) { vector = terrain.getPoint(transform.position); } var magnitude = (position - vector).magnitude; verticies.Add(transform.InverseTransformPoint(position)); verticies.Add( transform.InverseTransformPoint(position + Vector3.down * magnitude * Mathf.Sign(position.y - vector.y))); uvs.Add(new Vector2(0, magnitude)); uvs.Add(new Vector2(0, 0)); var previous = position; float xoffset = 0; while (pos < trackSegment.getLength()) { tForDistance = trackSegment.getTForDistance(pos); pos += sample; position = trackSegment.getPoint(tForDistance); terrain = GameController.Instance.park.getTerrain(position); vector = position; if (terrain != null) { vector = terrain.getPoint(position); } magnitude = (position - vector).magnitude; verticies.Add(transform.InverseTransformPoint(position)); verticies.Add( transform.InverseTransformPoint( position + Vector3.down * magnitude * Mathf.Sign(position.y - vector.y))); xoffset += Vector3.Distance(previous, position); uvs.Add(new Vector2(xoffset, vector.y + magnitude)); uvs.Add(new Vector2(xoffset, vector.y - 0)); var last = verticies.Count - 1; triangles.Add(last - 3); triangles.Add(last - 2); triangles.Add(last - 1); triangles.Add(last - 1); triangles.Add(last - 2); triangles.Add(last); previous = position; } meshFilter.mesh.vertices = verticies.ToArray(); meshFilter.mesh.triangles = triangles.ToArray(); meshFilter.mesh.uv = uvs.ToArray(); }
public override void afterExtrusion(TrackSegment4 trackSegment, GameObject putMeshOnGO) { base.afterExtrusion(trackSegment, putMeshOnGO); float tieInterval = trackSegment.getLength(0) / (float)Mathf.RoundToInt(trackSegment.getLength(0) / 0.3f); float pos = 0; while (pos <= trackSegment.getLength(0) + 0.1f) { float tForDistance = trackSegment.getTForDistance(pos, 0); pos += tieInterval; Vector3 normal = trackSegment.getNormal(tForDistance); Vector3 tangentPoint = trackSegment.getTangentPoint(tForDistance); Vector3 binormal = Vector3.Cross(normal, tangentPoint).normalized; Vector3 trackPivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); if (useAlternativeTrackStyle(trackSegment)) { crossBoxExtruder.setHeight(sideTubesRadius); crossBoxExtruder.extrude((trackPivot - binormal * base.trackWidth / 2f) + (normal * sideTubesRadius * 0.5f), binormal, normal); crossBoxExtruder.setHeight(sideTubesRadius * 3f); crossBoxExtruder.extrude((trackPivot - binormal * base.trackWidth / 4f) + (normal * sideTubesRadius * 1.5f), binormal, normal); crossBoxExtruder.extrude((trackPivot + binormal * base.trackWidth / 4f) + (normal * sideTubesRadius * 1.5f), binormal, normal); crossBoxExtruder.setHeight(sideTubesRadius); crossBoxExtruder.extrude((trackPivot + binormal * base.trackWidth / 2f) + (normal * sideTubesRadius * 0.5f), binormal, normal); crossBoxExtruder.end(); } else { centerCrossTubeExtruder.setRadius(centerTubeRadius / 3f); centerCrossTubeExtruder.extrude(trackPivot - binormal * base.trackWidth / 3f, binormal, normal); centerCrossTubeExtruder.setRadius(centerTubeRadius / 2f); centerCrossTubeExtruder.extrude(trackPivot, binormal, normal); centerCrossTubeExtruder.setRadius(centerTubeRadius / 3f); centerCrossTubeExtruder.extrude(trackPivot + binormal * base.trackWidth / 3f, binormal, normal); centerCrossTubeExtruder.end(); sideCrossTubeExtruder.setRadius(sideTubesRadius - 0.001f); sideCrossTubeExtruder.extrude(trackPivot - binormal * base.trackWidth / 2f, binormal, normal); sideCrossTubeExtruder.setRadius(sideTubesRadius - 0.01f); sideCrossTubeExtruder.extrude(trackPivot - binormal * base.trackWidth / 3f, binormal, normal); sideCrossTubeExtruder.extrude(trackPivot + binormal * base.trackWidth / 3f, binormal, normal); sideCrossTubeExtruder.setRadius(sideTubesRadius - 0.001f); sideCrossTubeExtruder.extrude(trackPivot + binormal * base.trackWidth / 2f, binormal, normal); sideCrossTubeExtruder.end(); } } if (trackSegment is Loop4 && !trackSegment.isPreview) { centerBoxExtruder.end(); float tForDistance = trackSegment.getTForDistance(trackSegment.getLength(0) * 0.34f, 0); Vector3 normal = trackSegment.getNormal(tForDistance); Vector3 tangentPoint = trackSegment.getTangentPoint(tForDistance); Vector3 trackPivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); Vector3 val2 = trackPivot + normal * base.trackWidth / 3f; Vector3 point = GameController.Instance.park.getTerrain(val2).getPoint(val2); centerBoxExtruder.extrude(point, tangentPoint, normal); centerBoxExtruder.extrude(val2, tangentPoint, normal); centerBoxExtruder.end(); tForDistance = trackSegment.getTForDistance(trackSegment.getLength(0) * 0.66f, 0); normal = trackSegment.getNormal(tForDistance); tangentPoint = trackSegment.getTangentPoint(tForDistance); trackPivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); val2 = trackPivot + normal * base.trackWidth / 3f; point = GameController.Instance.park.getTerrain(val2).getPoint(val2); centerBoxExtruder.extrude(val2, tangentPoint, normal); centerBoxExtruder.extrude(point, tangentPoint, normal); centerBoxExtruder.end(); } if (liftExtruder1 != null) { GameObject gameObject = new GameObject("ChainLift1"); MeshRenderer meshRenderer = gameObject.AddComponent <MeshRenderer>(); meshRenderer.shadowCastingMode = ShadowCastingMode.Off; meshRenderer.sharedMaterials = getLiftMaterials(); MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>(); Mesh mesh1 = meshFilter.mesh = liftExtruder1.getMesh(putMeshOnGO.transform.worldToLocalMatrix); mesh1.RecalculateBounds(); gameObject.transform.parent = putMeshOnGO.transform; gameObject.transform.localPosition = Vector3.zero; gameObject.transform.localRotation = Quaternion.identity; if ((UnityEngine.Object)trackSegment.track != (UnityEngine.Object)null) { ChainLiftAnimator chainLiftAnimator = gameObject.AddComponent <ChainLiftAnimator>(); chainLiftAnimator.setTrackedRide(trackSegment.track.TrackedRide); chainLiftAnimator.Initialize(); } } }
public override void afterExtrusion(TrackSegment4 trackSegment, GameObject putMeshOnGO) { base.afterExtrusion(trackSegment, putMeshOnGO); WriteToFile(trackSegment.track.TrackedRide.supportConfiguration.supportSettings [0].supportGO.ToString()); WriteToFile(trackSegment.track.TrackedRide.supportConfiguration.supportSettings [0].supportGO.GetType().ToString()); float supportInterval = trackSegment.getLength(0) / ((float)Mathf.RoundToInt(trackSegment.getLength(0) / this.crossBeamSpacing) * 2); float pos = 0; bool isTopperCrosstie = true; int index = 0; Vector3 previousSupportLeft = new Vector3(); Vector3 previousSupportRight = new Vector3(); Vector3 previousSupportTangent = new Vector3(); bool previousFlippedSupportPosts = false; while (pos <= trackSegment.getLength(0) + 0.1f) { index++; float tForDistance = trackSegment.getTForDistance(pos, 0); pos += supportInterval; isTopperCrosstie = !isTopperCrosstie; Vector3 normal = trackSegment.getNormal(tForDistance); Vector3 tangentPoint = trackSegment.getTangentPoint(tForDistance); Vector3 binormal = Vector3.Cross(normal, tangentPoint).normalized; Vector3 trackPivot = base.getTrackPivot(trackSegment.getPoint(tForDistance, 0), normal); if (isTopperCrosstie) { /* * metalTopperCrossTie_1.extrude(trackPivot + binormal * .3f, binormal, normal); * metalTopperCrossTie_1.extrude(trackPivot - binormal * .3f, binormal, normal); * metalTopperCrossTie_1.end(); * metalTopperCrossTie_2.extrude(trackPivot + binormal * .3f, binormal, normal); * metalTopperCrossTie_2.extrude(trackPivot - binormal * .3f, binormal, normal); * metalTopperCrossTie_2.end(); * metalTopperCrossTie_3.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); * metalTopperCrossTie_3.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); * metalTopperCrossTie_3.end(); * metalTopperCrossTie_4.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); * metalTopperCrossTie_4.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); * metalTopperCrossTie_4.end(); * metalTopperCrossTie_5.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); * metalTopperCrossTie_5.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); * metalTopperCrossTie_5.end(); * metalTopperCrossTie_6.extrude(trackPivot - normal * -0.021113f, normal, -1f * binormal); * metalTopperCrossTie_6.extrude(trackPivot - normal * -0.150113f, normal, -1f * binormal); * metalTopperCrossTie_6.end(); * metalTopperCrossTie_7.extrude(trackPivot + tangentPoint * -0.00213f, tangentPoint * -1, normal); * metalTopperCrossTie_7.extrude(trackPivot + tangentPoint * -0.00001f, tangentPoint * -1, normal); * metalTopperCrossTie_7.end(); * metalTopperCrossTie_8.extrude(trackPivot + tangentPoint * -0.00213f, tangentPoint, normal); * metalTopperCrossTie_8.extrude(trackPivot + tangentPoint * -0.00001f, tangentPoint, normal); * metalTopperCrossTie_8.end(); */ } else { float trackDirection = Mathf.Repeat(Mathf.Atan2(tangentPoint.x, tangentPoint.z) * Mathf.Rad2Deg, 360.0f); trackDirection += 45; bool trackFacingXPositive = false; bool trackFacingXNegative = false; bool trackFacingZPositive = false; bool trackFacingZNegative = false; if (trackDirection < 90) { trackFacingZPositive = true; } else if (trackDirection < 180) { trackFacingXPositive = true; } else if (trackDirection < 270) { trackFacingZNegative = true; } else { trackFacingXNegative = true; } float trackBanking = 0f; Vector3 bottomBeamDirection = new Vector3(); if (trackFacingXPositive) { trackBanking = Mathf.Repeat(Mathf.Atan2(normal.z, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) > 90 ? 1.0f : -1.0f; } if (trackFacingXNegative) { trackBanking = Mathf.Repeat(Mathf.Atan2(-normal.z, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } bottomBeamDirection.z = tangentPoint.x; bottomBeamDirection.x = tangentPoint.z; Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) > 90 ? 1.0f : -1.0f; } if (trackFacingZPositive) { trackBanking = Mathf.Repeat(Mathf.Atan2(normal.x, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } bottomBeamDirection.z = tangentPoint.x; bottomBeamDirection.x = tangentPoint.z; Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) <= 90 ? -1.0f : 1.0f; } if (trackFacingZNegative) { trackBanking = Mathf.Repeat(Mathf.Atan2(-normal.x, -normal.y), Mathf.PI * 2.0f) * Mathf.Rad2Deg; if (trackBanking > 180) { trackBanking -= 360; } bottomBeamDirection.z = tangentPoint.x; bottomBeamDirection.x = tangentPoint.z; Vector2 tangentProjection = new Vector2(tangentPoint.x, tangentPoint.z); Vector2 normalProjection = Rotate(tangentProjection, 90); bottomBeamDirection.z = normalProjection.y; bottomBeamDirection.x = normalProjection.x; bottomBeamDirection.Normalize(); bottomBeamDirection *= Math.Abs(trackBanking) > 90 ? 1.0f : -1.0f; } //track beam Vector3 startPoint = trackPivot + normal * 0.159107f + binormal * (beamWidth / 2); Vector3 endPoint = trackPivot + normal * 0.159107f - binormal * (beamWidth / 2); bool equalHeight = Mathf.Abs(startPoint.y - endPoint.y) < 0.97f; //Bottom beam calculation Vector3 bottomBeamPivot = new Vector3(trackPivot.x, Mathf.Min(startPoint.y, endPoint.y), trackPivot.z); Vector3 bottomBeamStart = new Vector3(); Vector3 bottomBeamEnd = new Vector3(); Vector3 bottomBeamBinormal = bottomBeamDirection.normalized; Vector3 planePosition = new Vector3(); Vector3 planeSpanVector1 = endPoint - startPoint; Vector3 planeSpanVector2 = tangentPoint; Vector3 bottomLinePosition = new Vector3(); Vector3 topLinePosition = new Vector3(); Vector3 lineSpanVector = bottomBeamDirection; bool hasTopBars = false; bool attachToStartPoint = false; if (((trackFacingXNegative || trackFacingXPositive) ? -1.0f : 1.0) * ((Mathf.Abs(trackBanking) <= 90) ? -1.0f : 1.0f) * trackBanking < 0) { bottomBeamStart.x = endPoint.x; bottomBeamStart.z = endPoint.z; bottomBeamStart.y = endPoint.y > startPoint.y ? startPoint.y : endPoint.y; bottomBeamEnd = bottomBeamStart - bottomBeamDirection.normalized * beamWidth; planePosition = endPoint; bottomLinePosition = bottomBeamStart; topLinePosition = new Vector3(bottomLinePosition.x, Mathf.Max(startPoint.y, endPoint.y), bottomLinePosition.z); attachToStartPoint = false; } else { bottomBeamEnd.x = startPoint.x; bottomBeamEnd.z = startPoint.z; bottomBeamEnd.y = endPoint.y > startPoint.y ? startPoint.y : endPoint.y; bottomBeamStart = bottomBeamEnd + bottomBeamDirection.normalized * beamWidth; planePosition = startPoint; bottomLinePosition = bottomBeamEnd; topLinePosition = new Vector3(bottomLinePosition.x, Mathf.Max(startPoint.y, endPoint.y), bottomLinePosition.z); attachToStartPoint = true; } if (!(trackSegment is Station)) { if (Mathf.Abs(trackBanking) > 90) { bottomBeamStart.y -= ((Mathf.Abs(trackBanking) / 90) - 1) * invertHeadSpace; bottomBeamEnd.y -= ((Mathf.Abs(trackBanking) / 90) - 1) * invertHeadSpace; if (pos > supportInterval) { //Top beam extruding metalCrossTieExtrude(new Vector3(bottomBeamEnd.x, Mathf.Max(startPoint.y, endPoint.y), bottomBeamEnd.z), -1f * bottomBeamBinormal, Vector3.up); metalCrossTieExtrude(new Vector3(bottomBeamStart.x, Mathf.Max(startPoint.y, endPoint.y), bottomBeamStart.z), -1f * bottomBeamBinormal, Vector3.up); metalCrossTieEnd(); hasTopBars = true; } } //Bottom beam extruding if (Mathf.Abs(trackBanking) > iBeamBankingSwitch && pos > supportInterval) { metalCrossTieExtrude(bottomBeamEnd, -1f * bottomBeamBinormal, Vector3.up); metalCrossTieExtrude(bottomBeamStart, -1f * bottomBeamBinormal, Vector3.up); metalCrossTieEnd(); } Vector3 leftVerticalSupportPost = bottomBeamEnd; Vector3 rightVerticalSupportPost = bottomBeamStart; if (!hasTopBars) { if (trackBanking < iBeamBankingSwitch && trackBanking > -90f) { leftVerticalSupportPost = ((bottomBeamEnd - trackPivot) * 0.8f) + trackPivot; } if (trackBanking > -iBeamBankingSwitch && trackBanking < 90f) { rightVerticalSupportPost = ((bottomBeamStart - trackPivot) * 0.8f) + trackPivot; } } LandPatch terrain = GameController.Instance.park.getTerrain(trackPivot); if (terrain != null) { groundHeight = terrain.getLowestHeight(); groundHeight = Mathf.Min(trackSegment.getStartpoint().y, trackSegment.getEndpoint().y); } else { groundHeight = 0; } Vector3 projectedTangentDirection = tangentPoint; projectedTangentDirection.y = 0; projectedTangentDirection.Normalize(); if (Mathf.Abs(trackBanking) > 90) { leftVerticalSupportPost.y = Mathf.Max(startPoint.y, endPoint.y); rightVerticalSupportPost.y = Mathf.Max(startPoint.y, endPoint.y); } else { leftVerticalSupportPost.y = startPoint.y; rightVerticalSupportPost.y = endPoint.y; } if (pos > supportInterval) { //left post woodenVerticalSupportPostExtruder.extrude(new Vector3(leftVerticalSupportPost.x, leftVerticalSupportPost.y + supportBeamExtension, leftVerticalSupportPost.z), new Vector3(0, -1, 0), projectedTangentDirection); woodenVerticalSupportPostExtruder.extrude(new Vector3(leftVerticalSupportPost.x, groundHeight, leftVerticalSupportPost.z), new Vector3(0, -1, 0), projectedTangentDirection); woodenVerticalSupportPostExtruder.end(); //right post woodenVerticalSupportPostExtruder.extrude(new Vector3(rightVerticalSupportPost.x, rightVerticalSupportPost.y + supportBeamExtension, rightVerticalSupportPost.z), new Vector3(0, -1, 0), projectedTangentDirection); woodenVerticalSupportPostExtruder.extrude(new Vector3(rightVerticalSupportPost.x, groundHeight, rightVerticalSupportPost.z), new Vector3(0, -1, 0), projectedTangentDirection); woodenVerticalSupportPostExtruder.end(); if (Mathf.Abs(trackBanking) > 90 != previousFlippedSupportPosts) { Vector3 temp = previousSupportLeft; previousSupportLeft = previousSupportRight; previousSupportRight = temp; } //Horizontal beams float leftY = Mathf.Min(previousSupportLeft.y, leftVerticalSupportPost.y) - 0.06f; float rightY = Mathf.Min(previousSupportRight.y, rightVerticalSupportPost.y) - 0.06f; float connectionY = Mathf.Min(leftY, rightY); //left horizontal beams bool first = true; while (leftY > groundHeight) { woodenHorizontalSupportPostExtruder.extrude(new Vector3(previousSupportLeft.x, leftY, previousSupportLeft.z), previousSupportTangent, Vector3.up); woodenHorizontalSupportPostExtruder.extrude(new Vector3(leftVerticalSupportPost.x, leftY, leftVerticalSupportPost.z), projectedTangentDirection, Vector3.up); woodenHorizontalSupportPostExtruder.end(); if (first) { leftY -= woodenHorizontalSupportPostExtruder.height * 1.5f; leftY = Mathf.Floor(leftY / supportVerticalGrid) * supportVerticalGrid; first = false; } else { leftY -= supportVerticalGrid; } } first = true; //right horizontal beams while (rightY > groundHeight) { woodenHorizontalSupportPostExtruder.extrude(new Vector3(previousSupportRight.x, rightY, previousSupportRight.z), previousSupportTangent, Vector3.up); woodenHorizontalSupportPostExtruder.extrude(new Vector3(rightVerticalSupportPost.x, rightY, rightVerticalSupportPost.z), projectedTangentDirection, Vector3.up); woodenHorizontalSupportPostExtruder.end(); if (first) { rightY -= woodenHorizontalSupportPostExtruder.height * 1.5f; rightY = Mathf.Floor(rightY / supportVerticalGrid) * supportVerticalGrid; first = false; } else { rightY -= supportVerticalGrid; } } first = true; //connector beams while (connectionY > groundHeight) { if (connectionY < bottomBeamEnd.y) { woodenHorizontalSupportPostExtruder.extrude(new Vector3(rightVerticalSupportPost.x, connectionY, rightVerticalSupportPost.z), Vector3.Cross(projectedTangentDirection, Vector3.up), Vector3.up); woodenHorizontalSupportPostExtruder.extrude(new Vector3(leftVerticalSupportPost.x, connectionY, leftVerticalSupportPost.z), Vector3.Cross(projectedTangentDirection, Vector3.up), Vector3.up); woodenHorizontalSupportPostExtruder.end(); if (!first && connectionY > supportVerticalGrid) { woodenHorizontalSupportPostExtruder.extrude(new Vector3(rightVerticalSupportPost.x, connectionY, rightVerticalSupportPost.z), Vector3.Cross(projectedTangentDirection, Vector3.up), Vector3.up); woodenHorizontalSupportPostExtruder.extrude(new Vector3(leftVerticalSupportPost.x, connectionY - supportVerticalGrid, leftVerticalSupportPost.z), Vector3.Cross(projectedTangentDirection, Vector3.up), Vector3.up); woodenHorizontalSupportPostExtruder.end(); } } if (first) { connectionY -= woodenHorizontalSupportPostExtruder.height * 1.5f; connectionY = Mathf.Floor(connectionY / supportVerticalGrid) * supportVerticalGrid; first = false; } else { connectionY -= supportVerticalGrid; } } } previousSupportLeft = leftVerticalSupportPost; previousSupportRight = rightVerticalSupportPost; previousSupportTangent = projectedTangentDirection; previousFlippedSupportPosts = Mathf.Abs(trackBanking) > 90; } Vector3 intersectionPoint = new Vector3(); if (Math.Abs(trackBanking) > 90 && hasTopBars) { intersectionPoint = IntersectLineAndPlane(planePosition, planeSpanVector1, planeSpanVector2, topLinePosition, lineSpanVector); if (!float.IsNaN(intersectionPoint.x)) { if (attachToStartPoint) { endPoint = intersectionPoint; } else { startPoint = intersectionPoint; } } } else if (Math.Abs(trackBanking) > 0.1) { intersectionPoint = IntersectLineAndPlane(planePosition, planeSpanVector1, planeSpanVector2, bottomLinePosition, lineSpanVector); } if (Mathf.Abs(trackBanking) > 5 && !float.IsNaN(intersectionPoint.x) && (intersectionPoint - planePosition).magnitude > 0.5 && (intersectionPoint - planePosition).magnitude < 1.5) { WriteToFile("IntersectionPoint:" + intersectionPoint); WriteToFile("PlanePosition:" + planePosition); WriteToFile("Magnitude:" + (intersectionPoint - planePosition).magnitude); WriteToFile("Difference:" + (intersectionPoint - planePosition)); WriteToFile("TrackBanking" + trackBanking); WriteToFile("planeSpanVector1" + planeSpanVector1); WriteToFile("planeSpanVector2" + planeSpanVector2); WriteToFile("topLinePosition" + topLinePosition); WriteToFile("bottomLinePasition" + bottomLinePosition); WriteToFile("lineSpanVector" + lineSpanVector); if (attachToStartPoint) { endPoint = intersectionPoint; } else { startPoint = intersectionPoint; } } if (pos > supportInterval) { if (Mathf.Abs(trackBanking) > iBeamBankingSwitch) { metalIBeamExtrude(startPoint, -1f * binormal, equalHeight ? Vector3.up : normal); metalIBeamExtrude(endPoint, -1f * binormal, equalHeight ? Vector3.up : normal); metalIBeamEnd(); } else { float distance = 1 / Mathf.Sin((90 - Mathf.Abs(trackBanking)) * Mathf.Deg2Rad); if (attachToStartPoint) { endPoint = startPoint - ((startPoint - endPoint) * distance); } else { startPoint = endPoint - ((endPoint - startPoint) * distance); } metalCrossTieExtrude(startPoint, -1f * binormal, equalHeight ? Vector3.up : normal); metalCrossTieExtrude(endPoint, -1f * binormal, equalHeight ? Vector3.up : normal); metalCrossTieEnd(); } } } } List <ShapeExtruder> metalShapeExtruders = new List <ShapeExtruder>(); if (useTopperTrack) { metalShapeExtruders.Add(topperLeftRailExtruder); metalShapeExtruders.Add(topperRightRailExtruder); /* * metalShapeExtruders.Add(metalTopperCrossTie_1); * metalShapeExtruders.Add(metalTopperCrossTie_2); * metalShapeExtruders.Add(metalTopperCrossTie_3); * metalShapeExtruders.Add(metalTopperCrossTie_4); * metalShapeExtruders.Add(metalTopperCrossTie_5); * metalShapeExtruders.Add(metalTopperCrossTie_6); * metalShapeExtruders.Add(metalTopperCrossTie_7); * metalShapeExtruders.Add(metalTopperCrossTie_8); */ } else { metalShapeExtruders.Add(iboxLeftRailExtruder); metalShapeExtruders.Add(iboxRightRailExtruder); } if (metalFrontCrossTieExtruder_1.vertices.Count > 0) { metalShapeExtruders.Add(metalFrontCrossTieExtruder_1); metalShapeExtruders.Add(metalFrontCrossTieExtruder_2); metalShapeExtruders.Add(metalFrontCrossTieExtruder_3); metalShapeExtruders.Add(metalRearCrossTieExtruder_1); metalShapeExtruders.Add(metalRearCrossTieExtruder_2); metalShapeExtruders.Add(metalRearCrossTieExtruder_3); } if (metalIBeamExtruder_1.vertices.Count > 0) { metalShapeExtruders.Add(metalIBeamExtruder_1); metalShapeExtruders.Add(metalIBeamExtruder_2); metalShapeExtruders.Add(metalIBeamExtruder_3); } foreach (ShapeExtruder extruder in metalShapeExtruders) { GameObject gameObject = new GameObject("metalObject"); gameObject.transform.parent = putMeshOnGO.transform; gameObject.transform.localPosition = Vector3.zero; gameObject.transform.localRotation = Quaternion.identity; MeshRenderer meshRenderer = gameObject.AddComponent <MeshRenderer>(); meshRenderer.sharedMaterial = metalMaterial; MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>(); Mesh mesh = extruder.getMesh(putMeshOnGO.transform.worldToLocalMatrix); trackSegment.addGeneratedMesh(mesh); meshFilter.mesh = mesh; } }