public static void GenerateRoofAccess(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int floor, int wallSubmesh = -1, BuildRCollider collider = null) { // bool stepped = true;//todo float minimumWidth = 0.9f; //UK standard // float maximumWidth = 2.0f; // float stepHeight = 0.22f; float wallThickness = VerticalOpening.WALL_THICKNESS; float stairWidth = 0.70f; //todo / calculate float doorWidth = 1.3f; float doorHeight = 2.04f; bool generateColldier = collider != null; float minimumRunLength = 0.25f; float maximumRiserHeight = 0.2f; SubmeshLibrary submeshLibrary = mesh.submeshLibrary; int externalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceA); int internalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB); int doorFrameSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceC); int internalFloorSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceD); //base positions Quaternion rotation = Quaternion.Euler(0, opening.rotation, 0); Vector2Int openingSize = opening.size; Vector3 b0 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, height, -opening.size.vy * 0.5f); Vector3 b1 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, height, -opening.size.vy * 0.5f); Vector3 b2 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, height, opening.size.vy * 0.5f); Vector3 b3 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, height, opening.size.vy * 0.5f); //inner points Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness; Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness; Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness; Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness; Vector2 internalSize = new Vector2(openingSize.vx - wallThickness * 2, openingSize.vy - wallThickness * 2); float stairWidthFromX = internalSize.x * 0.5f; float stairWidthFromY = internalSize.y - Mathf.Ceil(height / maximumRiserHeight) * minimumRunLength; float useLandingWidth = (stairWidthFromX + stairWidthFromY) * 0.5f; useLandingWidth = Mathf.Clamp(useLandingWidth, minimumWidth, opening.stairWidth); Vector3 escalationFlatDir = (b2i - b0i).normalized; Vector3 landingDrop = Vector3.down * wallThickness; //landing Vector3 l0 = b0i; Vector3 l1 = b1i; Vector3 l2 = b0i + escalationFlatDir * useLandingWidth; Vector3 l3 = b1i + escalationFlatDir * useLandingWidth; //top mesh.AddPlane(l0, l1, l2, l3, internalFloorSubmesh); //bottom mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, internalWallSubmesh); //front mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, internalWallSubmesh); if (generateColldier) { collider.mesh.AddPlane(l0, l1, l2, l3, 0); collider.mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, 0); collider.mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, 0); } //internal walls Vector3 wallUp = Vector3.up * height; wallUp.y += -wallThickness * 0.5f; Vector3 wallUpI = Vector3.up * (height - wallThickness); mesh.AddPlane(b0i, b2i, b0i + wallUpI, b2i + wallUpI, internalWallSubmesh); mesh.AddPlane(b2i, b3i, b2i + wallUpI, b3i + wallUpI, internalWallSubmesh); mesh.AddPlane(b3i, b1i, b3i + wallUpI, b1i + wallUpI, internalWallSubmesh); mesh.AddPlane(b1i + wallUpI, b0i + wallUpI, b3i + wallUpI, b2i + wallUpI, internalWallSubmesh); //external walls mesh.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp, externalWallSubmesh); mesh.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp, externalWallSubmesh); mesh.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp, externalWallSubmesh); mesh.AddPlane(b0 + wallUp, b1 + wallUp, b2 + wallUp, b3 + wallUp, internalWallSubmesh); if (generateColldier) { collider.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp); collider.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp); collider.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp); collider.mesh.AddPlane(b1i + wallUpI, b0i + wallUpI, b3i + wallUpI, b2i + wallUpI, 0); collider.mesh.AddPlane(b0 + wallUp, b1 + wallUp, b2 + wallUp, b3 + wallUp, 0); if (!collider.usingPrimitives) { collider.mesh.AddPlane(b0i, b2i, b0i + wallUpI, b2i + wallUpI, 0); collider.mesh.AddPlane(b2i, b3i, b2i + wallUpI, b3i + wallUpI, 0); collider.mesh.AddPlane(b3i, b1i, b3i + wallUpI, b1i + wallUpI, 0); } } //door wall //internal float internalWallLength = openingSize.vx - (wallThickness * 2f); float lerpA = Mathf.Max(stairWidth - doorWidth, 0.05f) / internalWallLength; float lerpB = (Mathf.Max(stairWidth - doorWidth, 0.05f) + doorWidth) / internalWallLength; Vector3 bd0i = Vector3.Lerp(b0i, b1i, lerpA); Vector3 bd1i = Vector3.Lerp(b0i, b1i, lerpB); Vector3 doorUp = Vector3.up * doorHeight; //Right side mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, internalWallSubmesh); //left side mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, internalWallSubmesh); //top mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpI, b0i + wallUpI, internalWallSubmesh); //external Vector3 doorOut = -escalationFlatDir * wallThickness; //left mesh.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp, externalWallSubmesh); //right mesh.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp, externalWallSubmesh); //top mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp, externalWallSubmesh); //frame //floor mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, externalWallSubmesh); //left mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, doorFrameSubmesh); //right mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh); //top mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh); if (generateColldier) { collider.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp); collider.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp); collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp); if (!collider.usingPrimitives) { collider.mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, 0); collider.mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, 0); collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpI, b0i + wallUpI, 0); collider.mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, 0); collider.mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, 0); collider.mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, 0); collider.mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, 0); } } }
public static void GenerateWall(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int wallSubmesh = -1, BuildRCollider collider = null) { float stairWidth = 0.70f; //todo / calculate float wallThickness = VerticalOpening.WALL_THICKNESS; float doorWidth = 1.3f; float doorHeight = 2.04f; bool generateColldier = collider != null; // bool generateMeshCollider = generateColldier && !collider.usingPrimitives; SubmeshLibrary submeshLibrary = mesh.submeshLibrary; int externalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceA); int internalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB); int doorFrameSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceC); //base positions Quaternion rotation = Quaternion.Euler(0, opening.rotation, 0); Vector2Int openingSize = opening.size; Vector3 b0 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f); Vector3 b1 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f); Vector3 b2 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f); Vector3 b3 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f); //inner points Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness; Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness; Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness; Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness; Vector3 escalationFlatDir = (b2i - b0i).normalized; Vector3 wallUp = Vector3.up * height; //external walls Vector2 uv20_min = new Vector2(0, 0); Vector2 uv20_max = new Vector2(opening.size.vy, height); Vector3 normal02 = rotation * Vector3.left; Vector4 tangent02 = BuildRMesh.CalculateTangent((b0 - b2).normalized); mesh.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp, uv20_min, uv20_max, normal02, tangent02, externalWallSubmesh, opening.surfaceA); Vector2 uv32_min = new Vector2(0, 0); Vector2 uv32_max = new Vector2(opening.size.vx, height); Vector3 normal32 = rotation * Vector3.forward; Vector4 tangent32 = BuildRMesh.CalculateTangent((b2 - b3).normalized); mesh.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp, uv32_min, uv32_max, normal32, tangent32, externalWallSubmesh, opening.surfaceA); Vector2 uv13_min = new Vector2(0, 0); Vector2 uv13_max = new Vector2(opening.size.vy, height); Vector3 normal13 = rotation * Vector3.right; Vector4 tangent13 = BuildRMesh.CalculateTangent((b3 - b1).normalized); mesh.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp, uv13_min, uv13_max, normal13, tangent13, externalWallSubmesh, opening.surfaceA); //internal walls Vector2 uv20i_min = new Vector2(wallThickness, 0); Vector2 uv20i_max = new Vector2(opening.size.vy - wallThickness, height); Vector3 normal02i = rotation * Vector3.right; Vector4 tangent02i = BuildRMesh.CalculateTangent((b2 - b0).normalized); mesh.AddPlane(b0i, b2i, b0i + wallUp, b2i + wallUp, uv20i_min, uv20i_max, normal02i, tangent02i, internalWallSubmesh, opening.surfaceB); Vector2 uv32i_min = new Vector2(0, 0); Vector2 uv32i_max = new Vector2(opening.size.vx - wallThickness, height); Vector3 normal32i = rotation * Vector3.back; Vector4 tangent32i = BuildRMesh.CalculateTangent((b3 - b2).normalized); mesh.AddPlane(b2i, b3i, b2i + wallUp, b3i + wallUp, uv32i_min, uv32i_max, normal32i, tangent32i, internalWallSubmesh, opening.surfaceB); Vector2 uv13i_min = new Vector2(0, 0); Vector2 uv13i_max = new Vector2(opening.size.vy - wallThickness, height); Vector3 normal13i = rotation * Vector3.left; Vector4 tangent13i = BuildRMesh.CalculateTangent((b1 - b3).normalized); mesh.AddPlane(b3i, b1i, b3i + wallUp, b1i + wallUp, uv13i_min, uv13i_max, normal13i, tangent13i, internalWallSubmesh, opening.surfaceB); if (generateColldier) { collider.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp); collider.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp); collider.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp); if (!collider.usingPrimitives) { collider.mesh.AddPlane(b0i, b2i, b0i + wallUp, b2i + wallUp, 0); collider.mesh.AddPlane(b2i, b3i, b2i + wallUp, b3i + wallUp, 0); collider.mesh.AddPlane(b3i, b1i, b3i + wallUp, b1i + wallUp, 0); } } //door wall float internalWallLength = openingSize.vx - (wallThickness * 2f); float lerpA = Mathf.Max(stairWidth - doorWidth, 0.05f) / internalWallLength; float lerpB = (Mathf.Max(stairWidth - doorWidth, 0.05f) + doorWidth) / internalWallLength; Vector2 uvd_b0 = new Vector2(0, 0); Vector2 uvd_b1 = new Vector2(opening.size.vx * lerpA, 0); Vector2 uvd_b2 = new Vector2(opening.size.vx * lerpB, 0); Vector2 uvd_b3 = new Vector2(opening.size.vx, 0); Vector2 uvd_m0 = new Vector2(uvd_b0.x, doorHeight); Vector2 uvd_m1 = new Vector2(uvd_b1.x, doorHeight); Vector2 uvd_m3 = new Vector2(uvd_b3.x, doorHeight); Vector2 uvd_t0 = new Vector2(0, height); Vector2 uvd_t3 = new Vector2(opening.size.vx, height); //internal Vector3 bd0i = Vector3.Lerp(b0i, b1i, lerpA); Vector3 bd1i = Vector3.Lerp(b0i, b1i, lerpB); Vector3 normal01i = rotation * Vector3.forward; Vector4 tangent01i = BuildRMesh.CalculateTangent((b0 - b1).normalized); Vector3 doorUp = Vector3.up * doorHeight; //Right side mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, uvd_b0, uvd_m1, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB); //left side mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, uvd_b2, uvd_m3, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB); //top mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUp, b0i + wallUp, uvd_m3, uvd_t0, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB); //external Vector3 doorOut = -escalationFlatDir * wallThickness; Vector3 normal01 = rotation * Vector3.back; Vector4 tangent01 = BuildRMesh.CalculateTangent((b1 - b0).normalized); //left mesh.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp, uvd_b0, uvd_m1, normal01, tangent01, externalWallSubmesh, opening.surfaceA); //right mesh.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp, uvd_b2, uvd_m3, normal01, tangent01, externalWallSubmesh, opening.surfaceA); //top mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp, uvd_m0, uvd_t3, normal01, tangent01, externalWallSubmesh, opening.surfaceA); //frame //floor mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, externalWallSubmesh); //left mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, doorFrameSubmesh); //right mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh); //top mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh); if (generateColldier) { collider.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp); collider.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp); collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp); if (!collider.usingPrimitives) { collider.mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, 0); collider.mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, 0); collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUp, b0i + wallUp, 0); collider.mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, 0); collider.mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, 0); collider.mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, 0); collider.mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, 0); } } }
public static void Generate(IBuilding building, IVolume volume, IFloorplan floorplan, int volumeFloor, VerticalOpening[] openings, BuildRMesh mesh, BuildRCollider collider) { SubmeshLibrary submeshLibrary = mesh.submeshLibrary; bool generateColliders = building.colliderType != BuildingColliderTypes.None; bool generateMeshColliders = building.colliderType != BuildingColliderTypes.Primitive && generateColliders; BuildRCollider sendCollider = (generateColliders) ? collider : null; collider.thickness = volume.wallThickness; if (!generateMeshColliders) { collider = null; } float wallThickness = volume.wallThickness; float wallUp = volume.floorHeight - wallThickness; Vector3 wallUpV = Vector3.up * wallUp; Vector3 floorBaseV = Vector3.up * volume.baseHeight; int roomCount = floorplan.RoomCount; int actualFloor = building.VolumeBaseFloor(volume) + volumeFloor; int openingCount = openings.Length; bool[] openingBelow = new bool[openingCount]; bool[] openingAbove = new bool[openingCount]; FlatBounds[] openingBounds = new FlatBounds[openingCount]; Vector2[][] openingShapes = new Vector2[openingCount][]; bool[] openingUsedInThisFloor = new bool[openingCount]; for (int o = 0; o < openingCount; o++) { VerticalOpening opening = openings[o]; if (!openings[o].FloorIsIncluded(actualFloor)) { continue; } openingBelow[o] = opening.FloorIsIncluded(actualFloor - 1); openingAbove[o] = opening.FloorIsIncluded(actualFloor + 1); openingShapes[o] = opening.PointsRotated(); openingBounds[o] = new FlatBounds(openingShapes[o]); submeshLibrary.Add(opening.surfaceA); submeshLibrary.Add(opening.surfaceB); submeshLibrary.Add(opening.surfaceC); submeshLibrary.Add(opening.surfaceD); } Dictionary <int, List <Vector2Int> > externalWallAnchors = volume.facadeWallAnchors; Room[] rooms = floorplan.AllRooms(); for (int r = 0; r < roomCount; r++) { Room room = rooms[r]; int pointCount = room.numberOfPoints; Surface floorSurface = null; Surface wallSurface = null; Surface ceilingSurface = null; if (room.style != null) { RoomStyle style = room.style; floorSurface = style.floorSurface; wallSurface = style.wallSurface; ceilingSurface = style.ceilingSurface; } int floorSubmesh = submeshLibrary.SubmeshAdd(floorSurface); int wallSubmesh = submeshLibrary.SubmeshAdd(wallSurface); int ceilingSubmesh = submeshLibrary.SubmeshAdd(ceilingSurface); FloorplanUtil.RoomWall[] walls = FloorplanUtil.CalculatePoints(room, volume); Vector2[] roomArchorPoints = FloorplanUtil.RoomArchorPoints(walls); Vector4 tangent = BuildRMesh.CalculateTangent(Vector3.right); Vector2[] offsetRoomAnchorPoints = QuickPolyOffset.Execute(roomArchorPoints, wallThickness); FlatBounds roomBounds = new FlatBounds(offsetRoomAnchorPoints); List <Vector2[]> floorCuts = new List <Vector2[]>(); List <Vector2[]> ceilingCuts = new List <Vector2[]>(); List <VerticalOpening> roomOpenings = new List <VerticalOpening>(); for (int o = 0; o < openingCount; o++) { if (openings[o].FloorIsIncluded(actualFloor)) { if (roomBounds.Overlaps(openingBounds[o])) { if (CheckShapeWithinRoom(offsetRoomAnchorPoints, openingShapes[o])) { if (openingBelow[o]) { floorCuts.Add(openingShapes[o]); } if (openingAbove[o]) { ceilingCuts.Add(openingShapes[o]); } if (openingAbove[o] || openingBelow[o]) { roomOpenings.Add(openings[o]); openingUsedInThisFloor[o] = true; } } } } } int offsetPointBase = 0; for (int p = 0; p < pointCount; p++)//generate room walls { FloorplanUtil.RoomWall wall = walls[p]; int wallPointCount = wall.offsetPoints.Length; List <RoomPortal> wallPortals = floorplan.GetWallPortals(room, p); int wallPortalCount = wallPortals.Count; if (!wall.isExternal) { int indexA = offsetPointBase; int indexB = (offsetPointBase + 1) % roomArchorPoints.Length; Vector2 origBaseA = roomArchorPoints[indexA]; Vector2 origBaseB = roomArchorPoints[indexB]; Vector2 baseA = offsetRoomAnchorPoints[indexA]; Vector2 baseB = offsetRoomAnchorPoints[indexB]; Vector3 v0 = new Vector3(origBaseA.x, 0, origBaseA.y) + floorBaseV; Vector3 v1 = new Vector3(origBaseB.x, 0, origBaseB.y) + floorBaseV; Vector3 vOffset0 = new Vector3(baseA.x, 0, baseA.y) + floorBaseV; Vector3 vOffset1 = new Vector3(baseB.x, 0, baseB.y) + floorBaseV; if (wallPortalCount == 0) //just draw the wall - no portals to cut { Vector3 v2 = vOffset1 + wallUpV; Vector3 v3 = vOffset0 + wallUpV; Vector2 minUV = Vector2.zero; Vector2 maxUV = new Vector2(Vector2.Distance(baseA, baseB), wallUp); if (wallSurface != null) { maxUV = wallSurface.CalculateUV(maxUV); } Vector3 wallDir = (vOffset0 - vOffset1).normalized; Vector3 wallNormal = Vector3.Cross(Vector3.up, wallDir); Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir); mesh.AddPlane(vOffset1, vOffset0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface); if (generateColliders) { collider.AddPlane(vOffset1, vOffset0, v2, v3); } } else { List <float> useLaterals = new List <float>(); List <bool> hasPortals = new List <bool>(); for (int wp = 0; wp < wallPortalCount; wp++) { RoomPortal portal = wallPortals[wp]; bool hasPortal = room.HasPortal(portal); hasPortals.Add(hasPortal); if (hasPortal) { useLaterals.Add(portal.lateralPosition); } else { useLaterals.Add(1 - portal.lateralPosition);//portal from other wall - wall orientation is flipped } } Vector3 wallVector = vOffset1 - vOffset0; Vector3 wallDirection = wallVector.normalized; Vector3 wallStart = vOffset0; Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDirection); Vector3 wallNormal = Vector3.Cross(Vector3.up, wallDirection); Vector4 wallNormalTangent = BuildRMesh.CalculateTangent(wallNormal); Vector4 wallNormalTangentReverse = BuildRMesh.CalculateTangent(-wallNormal); while (wallPortalCount > 0) { int portalIndex = 0; RoomPortal usePortal = wallPortals[0]; float lowestLat = useLaterals[0]; for (int wp = 1; wp < wallPortalCount; wp++) { if (useLaterals[wp] < lowestLat) { portalIndex = wp; usePortal = wallPortals[wp]; lowestLat = useLaterals[wp]; } } wallPortals.RemoveAt(portalIndex); useLaterals.RemoveAt(portalIndex); wallPortalCount--; Vector3 vl0 = v0 + (-wallNormal + wallDirection) * wallThickness; Vector3 vl1 = v1 + (-wallNormal - wallDirection) * wallThickness; Vector3 portalCenter = Vector3.Lerp(vl0, vl1, lowestLat); Vector3 portalHalfvector = wallDirection * (usePortal.width * 0.5f); Vector3 portalBase = Vector3.up * (volume.floorHeight - usePortal.height) * usePortal.verticalPosition; Vector3 portalUp = portalBase + Vector3.up * usePortal.height; Vector3 portalStart = portalCenter - portalHalfvector; Vector3 portalEnd = portalCenter + portalHalfvector; Vector2 initalWallUVMin = new Vector2(Vector3.Dot(portalStart, wallDirection), 0); Vector2 initalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp); mesh.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV, initalWallUVMin, initalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//initial wall if (generateColliders) { collider.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV); } if (usePortal.verticalPosition > 0) { Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), 0); Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), portalBase.y); mesh.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//bottom if (generateColliders) { collider.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase); } } if (usePortal.verticalPosition < 1) { Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), portalUp.y); Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), wallUp); mesh.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//top if (generateColliders) { collider.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV); } } if (hasPortals[portalIndex])//only do this once - from the room it's attached to { //portal interior frame Vector3 portalDepth = wallNormal * wallThickness * 2; //sides mesh.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp, wallDirection, wallNormalTangentReverse, wallSubmesh); mesh.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp, -wallDirection, wallNormalTangent, wallSubmesh); if (generateMeshColliders) { collider.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp); collider.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp); } //floor Vector2 minFloorUv = new Vector2((portalEnd + portalBase).z, (portalEnd + portalBase).x); Vector2 maxFloorUv = minFloorUv + new Vector2(wallThickness, usePortal.width); mesh.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase, minFloorUv, maxFloorUv, Vector3.up, wallTangent, floorSubmesh, floorSurface); if (generateMeshColliders) { collider.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase); } //ceiling mesh.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp, Vector3.down, wallTangent, wallSubmesh); if (generateMeshColliders) { collider.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp); } } wallStart = portalEnd;//move the start for the next calculation } Vector2 finalWallUVMin = new Vector2(Vector3.Dot(vOffset1, wallDirection), 0); Vector2 finalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp); mesh.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV, finalWallUVMin, finalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//final wall section if (generateColliders) { collider.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV); } } offsetPointBase += 1; } else//external anchored wall { int facadeIndex = wall.facadeIndex; Facade facadeDesign = volume.GetFacade(facadeIndex); int currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count - 1; int currentWallSectionIndex = wall.offsetPointWallSection[0]; int wallOffsetPoints = wall.offsetPoints.Length; for (int w = 0; w < wallOffsetPoints - 1; w++) { int roomPointIndex = offsetPointBase + w; Vector2 baseA = offsetRoomAnchorPoints[roomPointIndex]; int offsetIndexB = (roomPointIndex + 1) % offsetRoomAnchorPoints.Length; Vector2 baseB = offsetRoomAnchorPoints[offsetIndexB]; Vector3 v0 = new Vector3(baseA.x, 0, baseA.y) + floorBaseV; Vector3 v1 = new Vector3(baseB.x, 0, baseB.y) + floorBaseV; int wallSectionIndex = wall.offsetPointWallSection[w]; bool canGenerateWallSection = facadeDesign != null; Vector3 wallVector = v0 - v1; Vector3 wallDir = wallVector.normalized; float wallLength = wallVector.magnitude; if (!canGenerateWallSection) { if (wallSurface != null) { submeshLibrary.Add(wallSurface); } Vector3 v2 = v1 + wallUpV; Vector3 v3 = v0 + wallUpV; Vector2 minUV = Vector2.zero; Vector2 maxUV = new Vector2(Vector2.Distance(baseA, baseB), wallUp); Vector3 wallNormal = Vector3.Cross(Vector3.up, wallDir); Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir); mesh.AddPlane(v1, v0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface); if (generateMeshColliders) { collider.AddPlane(v1, v0, v2, v3); } } else { WallSection section = facadeDesign.GetWallSection(wallSectionIndex, volumeFloor, currentFacadeWallSectionLength, volume.floors); if (section.model != null) { continue;//cannot account for custom meshes assume custom mesh does include interior mesh or if does - will be generated with the exterior } GenerationOutput generatedSection = GenerationOutput.CreateRawOutput(); Vector2 wallSectionSize = new Vector2(wallLength, wallUp + wallThickness); bool cullOpening = building.cullDoors && section.isDoor; SubmeshLibrary sectionLib = new SubmeshLibrary(); if (wallSurface != null) { sectionLib.Add(wallSurface);//add interior wall surface submeshLibrary.Add(wallSurface); } sectionLib.Add(section.openingSurface);//add windows - the only surface we'll use in the interior room submeshLibrary.Add(section.openingSurface); float offset = 0; if (w == 0) { offset = wallThickness; } if (w == wallOffsetPoints - 2) { offset = -wallThickness; } WallSectionGenerator.Generate(section, generatedSection, wallSectionSize, true, wallThickness, cullOpening, null, sectionLib, offset); int[] mapping = submeshLibrary.MapSubmeshes(generatedSection.raw.materials); Vector3 curveNormal = Vector3.Cross(wallDir, Vector3.up); Quaternion meshRot = Quaternion.LookRotation(curveNormal, Vector3.up); Vector3 meshPos = new Vector3(v1.x, volume.baseHeight, v1.z) + wallDir * wallSectionSize.x + Vector3.up * wallSectionSize.y; meshPos += meshRot * -new Vector3(wallSectionSize.x, wallSectionSize.y, 0) * 0.5f; mesh.AddData(generatedSection.raw, mapping, meshPos, meshRot, Vector3.one); } currentWallSectionIndex++; if (currentWallSectionIndex >= currentFacadeWallSectionLength) { //reached the end of the facade - move to the next one and continue currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count; currentWallSectionIndex = 0; } } offsetPointBase += wallPointCount - 1; } } //FLOOR Vector2[] mainShape = offsetRoomAnchorPoints; Vector2[][] floorCutPoints = floorCuts.ToArray(); int floorVertCount = mainShape.Length; for (int flc = 0; flc < floorCutPoints.Length; flc++) { floorVertCount += floorCutPoints[flc].Length; } Vector2[] allFloorPoints = new Vector2[floorVertCount]; int mainShapeLength = mainShape.Length; for (int ms = 0; ms < mainShapeLength; ms++) { allFloorPoints[ms] = mainShape[ms]; } int cutPointIterator = mainShapeLength; for (int flc = 0; flc < floorCutPoints.Length; flc++) { for (int flcp = 0; flcp < floorCutPoints[flc].Length; flcp++) { allFloorPoints[cutPointIterator] = floorCutPoints[flc][flcp]; cutPointIterator++; } } Vector3[] floorPoints = new Vector3[floorVertCount]; Vector2[] floorUvs = new Vector2[floorVertCount]; Vector3[] floorNorms = new Vector3[floorVertCount]; Vector4[] floorTangents = new Vector4[floorVertCount]; for (int rp = 0; rp < floorVertCount; rp++) { floorPoints[rp] = new Vector3(allFloorPoints[rp].x, 0, allFloorPoints[rp].y) + floorBaseV; Vector2 uv = allFloorPoints[rp]; if (floorSurface != null) { uv = floorSurface.CalculateUV(uv); } floorUvs[rp] = uv; floorNorms[rp] = Vector3.up; floorTangents[rp] = tangent; } int[] tris = Poly2TriWrapper.Triangulate(mainShape, true, floorCutPoints); mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, floorSubmesh); if (generateColliders) { collider.mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, 0); } //CEILING! Vector2[][] ceilingCutPoints = ceilingCuts.ToArray(); int ceilingVertCount = mainShape.Length; for (int flc = 0; flc < ceilingCutPoints.Length; flc++) { ceilingVertCount += ceilingCutPoints[flc].Length; } Vector2[] allCeilingPoints = new Vector2[ceilingVertCount]; for (int ms = 0; ms < mainShapeLength; ms++) { allCeilingPoints[ms] = mainShape[ms]; } cutPointIterator = mainShapeLength; for (int flc = 0; flc < ceilingCutPoints.Length; flc++) { for (int flcp = 0; flcp < ceilingCutPoints[flc].Length; flcp++) { allCeilingPoints[cutPointIterator] = ceilingCutPoints[flc][flcp]; cutPointIterator++; } } Vector3[] ceilingPoints = new Vector3[ceilingVertCount]; Vector2[] ceilingUvs = new Vector2[ceilingVertCount]; Vector3[] ceilingNorms = new Vector3[ceilingVertCount]; Vector4[] ceilingTangents = new Vector4[ceilingVertCount]; for (int rp = 0; rp < ceilingVertCount; rp++) { ceilingPoints[rp] = new Vector3(allCeilingPoints[rp].x, wallUp, allCeilingPoints[rp].y) + floorBaseV; Vector2 uv = allCeilingPoints[rp]; if (floorSurface != null) { uv = ceilingSurface.CalculateUV(uv); } ceilingUvs[rp] = uv; ceilingNorms[rp] = Vector3.down; ceilingTangents[rp] = tangent; } tris = Poly2TriWrapper.Triangulate(mainShape, false, ceilingCutPoints); mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, ceilingSubmesh); if (generateColliders) { collider.mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, 0); } for (int ob = 0; ob < openingCount; ob++) { VerticalOpening opening = openings[ob]; int openingIndex = Array.IndexOf(openings, opening); Vector3 basePosition = openingBounds[openingIndex].center; basePosition.z = basePosition.y; basePosition.y = volume.baseHeight; if (roomOpenings.Contains(opening))//opening used in this floorplan { int externalWallSubmesh = wallSubmesh != -1 ? wallSubmesh : -1; switch (opening.usage) { case VerticalOpening.Usages.Space: if (ceilingCutPoints.Length <= ob) { continue; } Vector3 ceilingCutUpV = Vector3.up * wallThickness; Vector2[] ceilingCut = ceilingCutPoints[ob]; int custSize = ceilingCut.Length; for (int cp = 0; cp < custSize; cp++) { int indexA = (cp + 1) % custSize; int indexB = cp; Vector3 cp0 = new Vector3(ceilingCut[indexA].x, wallUp, ceilingCut[indexA].y) + floorBaseV; Vector3 cp1 = new Vector3(ceilingCut[indexB].x, wallUp, ceilingCut[indexB].y) + floorBaseV; Vector3 cp2 = cp0 + ceilingCutUpV; Vector3 cp3 = cp1 + ceilingCutUpV; mesh.AddPlane(cp0, cp1, cp2, cp3, ceilingSubmesh); if (generateColliders) { collider.AddPlane(cp0, cp1, cp2, cp3); } } break; case VerticalOpening.Usages.Stairwell: StaircaseGenerator.Generate(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider); if (volumeFloor == volume.floors - 1 && opening.baseFloor + opening.floors > building.VolumeBaseFloor(volume) + volume.floors - 1 && volume.abovePlanCount == 0) { StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider); } break; case VerticalOpening.Usages.Elevator: ElevatorShaftGenerator.Generate(ref mesh, opening, actualFloor, basePosition, volume.floorHeight, externalWallSubmesh, sendCollider); break; } } } } for (int ob = 0; ob < openingCount; ob++) { Vector2[] openingShape = openingShapes[ob]; if (openingShape == null) { continue; //opening not used by this floorplan } if (openingUsedInThisFloor[ob]) { continue; //opening already generated } //seal this opening from the void VerticalOpening opening = openings[ob]; int openingIndex = Array.IndexOf(openings, opening); Vector3 basePosition = openingBounds[openingIndex].center; basePosition.z = basePosition.y; basePosition.y = 0; int cutSize = openingShape.Length; Vector3 sealingWallUpV = Vector3.up * volume.floorHeight; int sealWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB); Vector2[] offsetOpeningShape = QuickPolyOffset.Execute(openingShape, wallThickness); for (int cp = 0; cp < cutSize; cp++) { int indexA = (cp + 1) % cutSize; int indexB = cp; Vector2 p0 = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexA] : offsetOpeningShape[indexA]; Vector2 p1 = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexB] : offsetOpeningShape[indexB]; Vector3 cp0 = new Vector3(p0.x, 0, p0.y) + floorBaseV; Vector3 cp1 = new Vector3(p1.x, 0, p1.y) + floorBaseV; Vector3 cp2 = cp0 + sealingWallUpV; Vector3 cp3 = cp1 + sealingWallUpV; mesh.AddPlane(cp0, cp1, cp2, cp3, sealWallSubmesh); if (generateColliders) { collider.AddPlane(cp0, cp1, cp2, cp3); } } switch (opening.usage) { case VerticalOpening.Usages.Space: //nothing to implement break; case VerticalOpening.Usages.Stairwell: //need stairs to connect used floors StaircaseGenerator.GenerateStairs(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider); if (volumeFloor == volume.floors - 1) { StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider); } break; case VerticalOpening.Usages.Elevator: //nothing to implement break; } } }
public static void Generate(Chimney chimney, GenerationOutput output, SubmeshLibrary submeshLibrary = null) { RGEN.seed = chimney.seed; DYNAMIC_MESH.Clear(); if (submeshLibrary != null) { DYNAMIC_MESH.submeshLibrary.AddRange(submeshLibrary.SURFACES.ToArray()); //DYNAMIC_MESH.submeshLibrary.Inject(ref submeshLibrary); } else { DYNAMIC_MESH.submeshLibrary.Add(chimney); } submeshLibrary = DYNAMIC_MESH.submeshLibrary; //CASE Vector3 caseNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange()); Vector3 cs0 = new Vector3(-chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f); Vector3 cs1 = new Vector3(chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f); Vector3 cs2 = new Vector3(-chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f); Vector3 cs3 = new Vector3(chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f); Vector3 cs4 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector3 cs5 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector3 cs6 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector3 cs7 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector2 csuv0 = new Vector2(0, 0); Vector2 csuv1 = new Vector2(chimney.caseSize.x, chimney.caseSize.y); Vector2 csuv2 = new Vector2(csuv1.x, 0); Vector2 csuv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.caseSize.y); Vector2 csuv4 = new Vector2(csuv3.x, 0); Vector2 csuv5 = new Vector2(csuv3.x + chimney.caseSize.x, chimney.caseSize.y); Vector2 csuv6 = new Vector2(csuv5.x, 0); Vector2 csuv7 = new Vector2(csuv5.x + chimney.caseSize.z, chimney.caseSize.y); Vector2 csuv8 = new Vector2(0, 0); Vector2 csuv9 = new Vector2(chimney.caseSize.x, chimney.caseSize.z); Vector4 cst0 = new Vector4(0, 0, 1, 0); Vector4 cst1 = new Vector4(1, 0, 1, 0); Vector4 cst2 = new Vector4(0, 0, -1, 0); Vector4 cst3 = new Vector4(-1, 0, 0, 0); Vector4 cst4 = new Vector4(0, 0, 1, 0); int caseSubmesh = submeshLibrary.SubmeshAdd(chimney.caseSurface); //sides DYNAMIC_MESH.AddPlane(cs0, cs1, cs4, cs5, csuv0, csuv1, Vector3.back, cst0, caseSubmesh, chimney.caseSurface); DYNAMIC_MESH.AddPlane(cs1, cs3, cs5, cs7, csuv2, csuv3, Vector3.right, cst1, caseSubmesh, chimney.caseSurface); DYNAMIC_MESH.AddPlane(cs3, cs2, cs7, cs6, csuv4, csuv5, Vector3.forward, cst2, caseSubmesh, chimney.caseSurface); DYNAMIC_MESH.AddPlane(cs2, cs0, cs6, cs4, csuv6, csuv7, Vector3.left, cst3, caseSubmesh, chimney.caseSurface); //top DYNAMIC_MESH.AddPlane(cs4, cs5, cs6, cs7, csuv8, csuv9, Vector3.up, cst4, caseSubmesh, chimney.caseSurface);//todo calculate the values for this - don't be lazy //CROWN Vector3 crownBase = caseNoiseVector + Vector3.up * chimney.caseSize.y; Vector3 crownNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange()); Vector3 cr0 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f); Vector3 cr1 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f); Vector3 cr2 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f); Vector3 cr3 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f); Vector3 cr4 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector3 cr5 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector3 cr6 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector3 cr7 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector2 cruv0 = new Vector2(0, 0); Vector2 cruv1 = new Vector2(chimney.crownSize.x, chimney.crownSize.y); Vector2 cruv2 = new Vector2(csuv1.x, 0); Vector2 cruv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.crownSize.y); Vector2 cruv4 = new Vector2(csuv3.x, 0); Vector2 cruv5 = new Vector2(csuv3.x + chimney.crownSize.x, chimney.crownSize.y); Vector2 cruv6 = new Vector2(csuv5.x, chimney.crownSize.y); Vector2 cruv7 = new Vector2(csuv5.x + chimney.crownSize.z, chimney.crownSize.y); Vector2 cruv8 = new Vector2(0, 0); Vector2 cruv9 = new Vector2(chimney.crownSize.x, chimney.crownSize.z); Vector4 crt0 = new Vector4(0, 0, 1, 0); Vector4 crt1 = new Vector4(1, 0, 1, 0); Vector4 crt2 = new Vector4(0, 0, -1, 0); Vector4 crt3 = new Vector4(-1, 0, 0, 0); Vector4 crt4 = new Vector4(0, 0, 1, 0); int crownSubmesh = submeshLibrary.SubmeshAdd(chimney.crownSurface); DYNAMIC_MESH.AddPlane(cr0, cr1, cr4, cr5, cruv0, cruv1, Vector3.back, crt0, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr1, cr3, cr5, cr7, cruv2, cruv3, Vector3.right, crt1, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr3, cr2, cr7, cr6, cruv4, cruv5, Vector3.forward, crt2, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr2, cr0, cr6, cr4, cruv6, cruv7, Vector3.left, crt3, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr1, cr0, cr3, cr2, cruv8, cruv9, Vector3.down, crt4, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr4, cr5, cr6, cr7, cruv8, cruv9, Vector3.up, crt4, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy int xCount = 1; int zCount = 1; if (chimney.allowMultiple) { xCount = Mathf.FloorToInt((chimney.crownSize.x - chimney.flueSpacing) / (chimney.flueSize.x + chimney.flueSpacing)); if (xCount < 1) { xCount = 1; } if (chimney.allowMultipleRows) { zCount = Mathf.FloorToInt((chimney.crownSize.z - chimney.flueSpacing) / (chimney.flueSize.z + chimney.flueSpacing)); if (zCount < 1) { zCount = 1; } } } float xSpacing = (chimney.crownSize.x - chimney.flueSize.x * xCount) / (xCount + 1); float zSpacing = (chimney.crownSize.z - chimney.flueSize.z * zCount) / (zCount + 1); //FLUES for (int x = 0; x < xCount; x++) { for (int z = 0; z < zCount; z++) { Vector3 flueBase = cr4 + new Vector3(xSpacing + x * (chimney.flueSize.x + xSpacing) + chimney.flueSize.x * 0.5f, 0, zSpacing + z * (chimney.flueSize.z + zSpacing) + chimney.flueSize.z * 0.5f); float thickness = (chimney.flueSize.x + chimney.flueSize.z) * 0.05f;//10% float drop = chimney.flueSize.y * 0.9f; Vector4 topTangent = new Vector4(1, 0, 0, 0); Surface useFlueSurface = GenerationUtil.GetSurface(chimney.flueSurfaces, RGEN); int flueSubmesh = submeshLibrary.SubmeshAdd(useFlueSurface); int innerSubmesh = submeshLibrary.SubmeshAdd(chimney.innerSurface); Vector3 flueNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange()); if (chimney.square) { Vector3 f0 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f); Vector3 f1 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f); Vector3 f2 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f); Vector3 f3 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f); Vector3 f4 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f5 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f6 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f7 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f4i = f4 + new Vector3(thickness, 0, thickness) + flueNoiseVector; Vector3 f5i = f5 + new Vector3(-thickness, 0, thickness) + flueNoiseVector; Vector3 f6i = f6 + new Vector3(thickness, 0, -thickness) + flueNoiseVector; Vector3 f7i = f7 + new Vector3(-thickness, 0, -thickness) + flueNoiseVector; Vector3 f4id = f4i + new Vector3(0, -drop, 0); Vector3 f5id = f5i + new Vector3(0, -drop, 0); Vector3 f6id = f6i + new Vector3(0, -drop, 0); Vector3 f7id = f7i + new Vector3(0, -drop, 0); // Vector2 fuv0 = new Vector2(0, 0); // Vector2 fuv1 = new Vector2(chimney.flueSize.x, 0); // Vector2 fuv2 = new Vector2(fuv1.x + chimney.flueSize.z, 0); // Vector2 fuv3 = new Vector2(fuv2.x + chimney.flueSize.x, 0); // // Vector2 fuv4 = new Vector2(0, chimney.flueSize.y); // Vector2 fuv5 = new Vector2(chimney.flueSize.x, chimney.flueSize.y); // Vector2 fuv6 = new Vector2(fuv1.x + chimney.flueSize.z, chimney.flueSize.y); // Vector2 fuv7 = new Vector2(fuv2.x + chimney.flueSize.x, chimney.flueSize.y); //Flue Sides DYNAMIC_MESH.AddPlane(f0, f1, f4, f5, flueSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f1, f3, f5, f7, flueSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f3, f2, f7, f6, flueSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f2, f0, f6, f4, flueSubmesh); //todo calculate the values for this - don't be lazy //Flue Top DYNAMIC_MESH.AddPlaneComplex(f4, f5, f4i, f5i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlaneComplex(f5, f7, f5i, f7i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlaneComplex(f7, f6, f7i, f6i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlaneComplex(f6, f4, f6i, f4i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy //Flue Drop DYNAMIC_MESH.AddPlane(f5id, f4id, f5i, f4i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f7id, f5id, f7i, f5i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f6id, f7id, f6i, f7i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f4id, f6id, f4i, f6i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f4id, f5id, f6id, f7id, innerSubmesh); //todo calculate the values for this - don't be lazy } else { int vertCount = (chimney.segments + 1) * 2;//add an additonal so we can wrap the UVs well RawMeshData flueOuter = new RawMeshData(vertCount, chimney.segments * 6); RawMeshData flueTop = new RawMeshData(vertCount, chimney.segments * 6); //add additional point for the middle, bottom of the inside of the flue RawMeshData flueInner = new RawMeshData(vertCount + 1, chimney.segments * 9); //the additonal point at the bottom of the flue - added to the end of the mesh data flueInner.vertices[vertCount] = flueBase; flueInner.normals[vertCount] = Vector3.up; flueInner.tangents[vertCount] = new Vector4(1, 0, 0, 0); int indexIm = flueInner.vertCount - 1; float circumference = Mathf.PI * (chimney.flueSize.x + chimney.flueSize.z); for (int s = 0; s < chimney.segments + 1; s++) { float percent = s / (float)(chimney.segments); percent = (percent + (chimney.angleOffset / 360)) % 1f; int indexV0 = s * 2; int indexV1 = s * 2 + 1; int indexV2 = s * 2 + 2; int indexV3 = s * 2 + 3; if (s == chimney.segments - 1) { indexV2 = 0; indexV3 = 1; } float xa = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.5f; float za = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.5f; // float innerHalf = thickness / (chimney.flueSize.x + chimney.flueSize.z) / 2; float xai = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.4f; float zai = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.4f; Vector3 v0 = flueBase + new Vector3(xa, 0, za); Vector3 v1 = flueBase + new Vector3(xa, chimney.flueSize.y, za) + flueNoiseVector; Vector3 v2 = flueBase + new Vector3(xai, chimney.flueSize.y, zai) + flueNoiseVector; Vector3 v3 = flueBase + new Vector3(xai, chimney.flueSize.y * 0.1f, zai); Vector2 uv0 = new Vector2(-circumference * percent, 0); Vector2 uv1 = new Vector2(-circumference * percent, chimney.flueSize.y); Vector2 uv2 = new Vector2(-circumference * percent, chimney.flueSize.y + 0.1f); Vector2 uv3 = new Vector2(-circumference * percent, 0); int rdnFlueSurfaceIndex = RGEN.Index(chimney.flueSurfaces.Count); Surface flueSurface = rdnFlueSurfaceIndex != -1 ? chimney.flueSurfaces[rdnFlueSurfaceIndex] : null; if (flueSurface != null) { uv0 = flueSurface.CalculateUV(uv0); uv1 = flueSurface.CalculateUV(uv1); uv2 = flueSurface.CalculateUV(uv2); uv3 = flueSurface.CalculateUV(uv3); } flueOuter.vertices[indexV0] = v0; flueOuter.vertices[indexV1] = v1; flueOuter.uvs[indexV0] = uv0; flueOuter.uvs[indexV1] = uv1; flueTop.vertices[indexV0] = v1; flueTop.vertices[indexV1] = v2; flueTop.uvs[indexV0] = uv1; flueTop.uvs[indexV1] = uv2; flueInner.vertices[indexV0] = v2; flueInner.vertices[indexV1] = v3; flueInner.uvs[indexV0] = uv2; flueInner.uvs[indexV1] = uv3; Vector3 outerNormal = new Vector3(Mathf.Sin(percent * Mathf.PI * 2), 0, Mathf.Cos(percent * Mathf.PI * 2)); flueOuter.normals[indexV0] = outerNormal; flueOuter.normals[indexV1] = outerNormal; flueTop.normals[indexV0] = Vector3.up; flueTop.normals[indexV1] = Vector3.up; flueInner.normals[indexV0] = -outerNormal; flueInner.normals[indexV1] = -outerNormal; if (s < chimney.segments) { int tidx0 = s * 6; flueOuter.triangles[tidx0 + 0] = indexV0; flueOuter.triangles[tidx0 + 2] = indexV1; flueOuter.triangles[tidx0 + 1] = indexV2; flueOuter.triangles[tidx0 + 3] = indexV1; flueOuter.triangles[tidx0 + 4] = indexV2; flueOuter.triangles[tidx0 + 5] = indexV3; flueTop.triangles[tidx0 + 0] = indexV0; flueTop.triangles[tidx0 + 2] = indexV1; flueTop.triangles[tidx0 + 1] = indexV2; flueTop.triangles[tidx0 + 3] = indexV1; flueTop.triangles[tidx0 + 4] = indexV2; flueTop.triangles[tidx0 + 5] = indexV3; int tidx0i = s * 9; flueInner.triangles[tidx0i + 0] = indexV0; flueInner.triangles[tidx0i + 2] = indexV1; flueInner.triangles[tidx0i + 1] = indexV2; flueInner.triangles[tidx0i + 3] = indexV1; flueInner.triangles[tidx0i + 4] = indexV2; flueInner.triangles[tidx0i + 5] = indexV3; flueInner.triangles[tidx0i + 6] = indexV1; flueInner.triangles[tidx0i + 7] = indexV3; flueInner.triangles[tidx0i + 8] = indexIm; } } DYNAMIC_MESH.AddData(flueOuter, flueSubmesh); DYNAMIC_MESH.AddData(flueTop, flueSubmesh); DYNAMIC_MESH.AddData(flueInner, innerSubmesh); } } } if (output.raw != null) { output.raw.Copy(DYNAMIC_MESH); } if (output.mesh != null) { output.mesh.Clear(false); DYNAMIC_MESH.Build(output.mesh); } }
public static void Generate(ref BuildRMesh mesh, VerticalOpening opening, int actualFloor, Vector3 basePosition, float height, int wallSubmesh = -1, BuildRCollider collider = null) { // bool lowerLanding = true; // float wallDepth = 0.5f;//todo bool generateColldier = collider != null; float wallThickness = VerticalOpening.WALL_THICKNESS; if (collider != null) { collider.thickness = VerticalOpening.WALL_THICKNESS; } // bool generateMeshCollider = generateColldier && !collider.usingPrimitives; SubmeshLibrary submeshLibrary = mesh.submeshLibrary; int externalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceA); int internalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB); int doorFrameSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceC); if (wallSubmesh != -1) { externalWallSubmesh = wallSubmesh; } if (externalWallSubmesh == -1) { externalWallSubmesh = 0; } if (internalWallSubmesh == -1) { internalWallSubmesh = 0; } if (doorFrameSubmesh == -1) { doorFrameSubmesh = 0; } //base positions Quaternion rotation = Quaternion.Euler(0, opening.rotation, 0); // Vector2Int openingSize = opening.size; Vector3 b0 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f); Vector3 b1 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f); Vector3 b2 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f); Vector3 b3 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f); //inner points Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness; Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness; Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness; Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness; //walls Vector3 wallUpInternal = Vector3.up * height; Vector3 wallUpExternal = Vector3.up * height; wallUpExternal.y += -wallThickness * 0.5f; //external mesh.AddPlane(b2, b0, b2 + wallUpExternal, b0 + wallUpExternal, externalWallSubmesh); mesh.AddPlane(b3, b2, b3 + wallUpExternal, b2 + wallUpExternal, externalWallSubmesh); mesh.AddPlane(b1, b3, b1 + wallUpExternal, b3 + wallUpExternal, externalWallSubmesh); //internal mesh.AddPlane(b0i, b2i, b0i + wallUpInternal, b2i + wallUpInternal, internalWallSubmesh); mesh.AddPlane(b2i, b3i, b2i + wallUpInternal, b3i + wallUpInternal, internalWallSubmesh); mesh.AddPlane(b3i, b1i, b3i + wallUpInternal, b1i + wallUpInternal, internalWallSubmesh); //door Vector3 b0d = b0 + rotation * (Vector3.right * opening.size.vx * 0.15f); Vector3 b1d = b1 + rotation * (Vector3.left * opening.size.vx * 0.15f); Vector3 doorUp = wallUpInternal * 0.85f; //external mesh.AddPlane(b0, b0d, b0 + doorUp, b0d + doorUp, externalWallSubmesh); mesh.AddPlane(b1d, b1, b1d + doorUp, b1 + doorUp, externalWallSubmesh); mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUpExternal, b1 + wallUpExternal, externalWallSubmesh); //internal Vector3 doorFrameV = rotation * new Vector3(0, 0, 1) * wallThickness; mesh.AddPlane(b1i, b1d + doorFrameV, b1i + doorUp, b1d + doorFrameV + doorUp, internalWallSubmesh); mesh.AddPlane(b0d + doorFrameV, b0i, b0d + doorFrameV + doorUp, b0i + doorUp, internalWallSubmesh); mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpInternal, b0i + wallUpInternal, internalWallSubmesh); //door frame mesh.AddPlane(b0d, b1d, b0d + doorFrameV, b1d + doorFrameV, doorFrameSubmesh); mesh.AddPlane(b0d, b0d + doorFrameV, b0d + doorUp, b0d + doorFrameV + doorUp, doorFrameSubmesh); mesh.AddPlane(b1d + doorFrameV, b1d, b1d + doorFrameV + doorUp, b1d + doorUp, doorFrameSubmesh); mesh.AddPlane(b0d + doorFrameV + doorUp, b1d + doorFrameV + doorUp, b0d + doorUp, b1d + doorUp, doorFrameSubmesh); if (generateColldier) { collider.AddPlane(b2, b0, b2 + wallUpExternal, b0 + wallUpExternal); collider.AddPlane(b3, b2, b3 + wallUpExternal, b2 + wallUpExternal); collider.AddPlane(b1, b3, b1 + wallUpExternal, b3 + wallUpExternal); collider.AddPlane(b0, b0d, b0 + doorUp, b0d + doorUp); collider.AddPlane(b1d, b1, b1d + doorUp, b1 + doorUp); collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUpExternal, b1 + wallUpExternal); if (!collider.usingPrimitives) { collider.mesh.AddPlane(b0i, b2i, b0i + wallUpInternal, b2i + wallUpInternal, 0); collider.mesh.AddPlane(b2i, b3i, b2i + wallUpInternal, b3i + wallUpInternal, 0); collider.mesh.AddPlane(b3i, b1i, b3i + wallUpInternal, b1i + wallUpInternal, 0); collider.mesh.AddPlane(b1i, b1d + doorFrameV, b1i + doorUp, b1d + doorFrameV + doorUp, 0); collider.mesh.AddPlane(b0d + doorFrameV, b0i, b0d + doorFrameV + doorUp, b0i + doorUp, 0); collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpInternal, b0i + wallUpInternal, 0); collider.mesh.AddPlane(b0d, b1d, b0d + doorFrameV, b1d + doorFrameV, 0); collider.mesh.AddPlane(b0d, b0d + doorFrameV, b0d + doorUp, b0d + doorFrameV + doorUp, 0); collider.mesh.AddPlane(b1d + doorFrameV, b1d, b1d + doorFrameV + doorUp, b1d + doorUp, 0); collider.mesh.AddPlane(b0d + doorFrameV + doorUp, b1d + doorFrameV + doorUp, b0d + doorUp, b1d + doorUp, 0); } } }