예제 #1
0
        public static void GeneratePrefabs(FacadeData data)
        {
            if (data.meshType != BuildingMeshTypes.Full)
            {
                return;
            }
            Vector3 facadeVector    = data.baseB - data.baseA;
            Vector3 facadeDirection = facadeVector.normalized;
            Vector3 facadeNormal    = Vector3.Cross(facadeDirection, Vector3.up);
            float   wallThickness   = data.wallThickness;
            int     wallSections    = 0;
            Vector2 wallSectionSize;
            float   facadeLength = 0;

            if (data.isStraight)
            {
                facadeLength = facadeVector.magnitude;
                wallSections = Mathf.FloorToInt(facadeLength / data.minimumWallUnitLength);
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                wallSectionSize = new Vector2(facadeLength / wallSections, data.floorHeight);
            }
            else
            {
                wallSections = data.anchors.Count - 1;                //baseCurvepoints.Count - 1;
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                float sectionWidth = Vector2.Distance(data.anchors[0].vector2, data.anchors[1].vector2);                //Vector3.Distance(baseCurvepoints[0], baseCurvepoints[1]));
                wallSectionSize = new Vector2(sectionWidth, data.floorHeight);
            }

            int startFloor = data.startFloor;

            for (int fl = startFloor; fl < data.floorCount; fl++)
            {
                for (int s = 0; s < wallSections; s++)
                {
                    WallSection section = data.facadeDesign.GetWallSection(s, fl, wallSections, data.floorCount);

                    if (section == null)
                    {
                        continue;                        //nothing to instanciate
                    }

                    bool cullOpening = data.cullDoors && section.isDoor;
                    if (data.isStraight)
                    {
                        Quaternion meshRot           = Quaternion.LookRotation(facadeNormal, Vector3.up);
                        Vector3    baseMeshPos       = data.baseA + facadeDirection * wallSectionSize.x + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(wallSectionSize.x * s, wallSectionSize.y * fl, 0);
                        baseMeshPos += meshRot * wallSectionVector;
                        Vector3 meshPos = baseMeshPos + meshRot * -wallSectionSize * 0.5f;

                        Matrix4x4 matrix = Matrix4x4.TRS(meshPos, meshRot, Vector3.one);
                        WallSectionGenerator.InstantiatePrefabs(data.prefabs, section, wallSectionSize, matrix, wallThickness, cullOpening);
                    }
                    else
                    {
                        //todo switch - support wall section based curves for now

                        Vector3 cp0 = data.anchors[s].vector3XZ;                        //baseCurvepoints[s];
                        cp0.y = data.baseA.y;
                        Vector3 cp1 = data.anchors[s + 1].vector3XZ;                    //baseCurvepoints[s + 1];
                        cp1.y = data.baseA.y;
                        Vector3 curveVector    = cp1 - cp0;
                        Vector3 curveDirection = curveVector.normalized;
                        Vector3 curveNormal    = Vector3.Cross(curveDirection, Vector3.up);
                        float   actualWidth    = curveVector.magnitude;

                        Quaternion meshRot           = Quaternion.LookRotation(curveNormal, Vector3.up);
                        Vector3    meshPos           = cp1 + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(0, wallSectionSize.y * fl, 0);
                        meshPos += meshRot * wallSectionVector;
                        meshPos += meshRot * -new Vector3(actualWidth, wallSectionSize.y, 0) * 0.5f;
                        Vector3 meshScale = new Vector3(actualWidth / wallSectionSize.x, 1, 1);

                        Matrix4x4 matrix = Matrix4x4.TRS(meshPos, meshRot, meshScale);
                        WallSectionGenerator.InstantiatePrefabs(data.prefabs, section, wallSectionSize, matrix, wallThickness, cullOpening);
                    }
                }
            }
        }
예제 #2
0
        public static void GenerateFacade(FacadeData data, BuildRMesh dmesh, BuildRCollider collider = null)
        {
//		    Debug.Log("******************* "+data.facadeDesign.ToString());
            Vector3 facadeVector = data.baseB - data.baseA;

            if (facadeVector.magnitude < Mathf.Epsilon)
            {
                return;
            }
            Vector3   facadeDirection = facadeVector.normalized;
            Vector3   facadeNormal    = Vector3.Cross(facadeDirection, Vector3.up);
            Vector4   facadeTangent   = BuildRMesh.CalculateTangent(facadeDirection);
            RandomGen rGen            = new RandomGen();

            rGen.GenerateNewSeed();
            float                 wallThickness = data.wallThickness;
            float                 foundation    = data.foundationDepth;
            BuildingMeshTypes     meshType      = data.meshType;
            BuildingColliderTypes colliderType  = data.colliderType;
            int     wallSections = 0;
            Vector2 wallSectionSize;
            float   facadeLength = 0;

            if (data.isStraight)
            {
                facadeLength = facadeVector.magnitude;
                wallSections = Mathf.FloorToInt(facadeLength / data.minimumWallUnitLength);
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                wallSectionSize = new Vector2(facadeLength / wallSections, data.floorHeight);
            }
            else
            {
                wallSections = data.anchors.Count - 1;
                if (wallSections < 1)
                {
                    wallSections = 1;
                }
                float sectionWidth = Vector2.Distance(data.anchors[0].vector2, data.anchors[1].vector2);
                wallSectionSize = new Vector2(sectionWidth, data.floorHeight);
            }

            Dictionary <WallSection, RawMeshData>           generatedSections                  = new Dictionary <WallSection, RawMeshData>();
            Dictionary <WallSection, RawMeshData>           generatedSectionMeshColliders      = new Dictionary <WallSection, RawMeshData>();
            Dictionary <WallSection, BuildRCollider.BBox[]> generatedSectionPrimitiveColliders = new Dictionary <WallSection, BuildRCollider.BBox[]>();

            int startFloor = data.startFloor;

//		    Debug.Log("st fl "+startFloor);
//		    Debug.Log("fl ct "+ data.floorCount);
            for (int fl = startFloor; fl < data.floorCount; fl++)
            {
//			    Debug.Log(fl);
                if (data.facadeDesign.randomisationMode == Facade.RandomisationModes.RandomRows)
                {
                    generatedSections.Clear();                                                                             //recalculate each row
                }
//			    Debug.Log(wallSections);
                for (int s = 0; s < wallSections; s++)
                {
//				    Debug.Log(s);
                    WallSection section = data.facadeDesign.GetWallSection(s, fl + data.actualStartFloor, wallSections, data.floorCount);
//				    Debug.Log(section);
                    dmesh.submeshLibrary.Add(section);                    //add the wallsection to the main submesh library
                    RawMeshData generatedSection         = null;
                    RawMeshData generatedSectionCollider = null;

                    BuildRCollider.BBox[] bboxes = new BuildRCollider.BBox[0];

                    if (section == null)
                    {
                        GenerationOutput output         = GenerationOutput.CreateRawOutput();
                        GenerationOutput outputCollider = null;
                        if (colliderType == BuildingColliderTypes.Complex)
                        {
                            outputCollider = GenerationOutput.CreateRawOutput();
                        }
                        if (colliderType == BuildingColliderTypes.Primitive)
                        {
                            BuildRCollider.BBox[] bbox = WallSectionGenerator.Generate(section, wallSectionSize, wallThickness);
                            generatedSectionPrimitiveColliders.Add(section, bbox);
                        }
                        WallSectionGenerator.Generate(section, output, wallSectionSize, false, wallThickness, true, outputCollider, dmesh.submeshLibrary);

                        generatedSection = output.raw;
                        if (outputCollider != null)
                        {
                            generatedSectionCollider = outputCollider.raw;
                        }
                    }
                    else
                    {
                        if (generatedSections.ContainsKey(section))
                        {
                            generatedSection = generatedSections[section];
                            if (generatedSectionMeshColliders.ContainsKey(section))
                            {
                                generatedSectionCollider = generatedSectionMeshColliders[section];
                            }
                        }
                        else
                        {
                            GenerationOutput output         = GenerationOutput.CreateRawOutput();
                            GenerationOutput outputCollider = null;
                            bool             cullOpening    = data.cullDoors && section.isDoor;
                            if (colliderType == BuildingColliderTypes.Complex)
                            {
                                outputCollider = GenerationOutput.CreateRawOutput();
                            }
                            if (colliderType == BuildingColliderTypes.Primitive)
                            {
                                BuildRCollider.BBox[] bbox = WallSectionGenerator.Generate(section, wallSectionSize, wallThickness, cullOpening);
                                generatedSectionPrimitiveColliders.Add(section, bbox);
                            }
                            WallSectionGenerator.Generate(section, output, wallSectionSize, false, wallThickness, cullOpening, outputCollider, dmesh.submeshLibrary);

                            generatedSections.Add(section, output.raw);
                            if (generatedSectionCollider != null)
                            {
                                generatedSectionMeshColliders.Add(section, outputCollider.raw);
                            }

                            generatedSection = output.raw;
                            if (generatedSectionCollider != null)
                            {
                                generatedSectionCollider = outputCollider.raw;
                            }
                        }

                        if (generatedSectionPrimitiveColliders.ContainsKey(section))
                        {
                            bboxes = generatedSectionPrimitiveColliders[section];
                        }
                    }

//				    Debug.Log("data strt" + data.isStraight);
                    if (data.isStraight)
                    {
                        Quaternion meshRot           = Quaternion.LookRotation(facadeNormal, Vector3.up);
                        Vector3    baseMeshPos       = data.baseA + facadeDirection * wallSectionSize.x + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(wallSectionSize.x * s, wallSectionSize.y * fl, 0);
                        baseMeshPos += meshRot * wallSectionVector;
                        Vector3 meshPos = baseMeshPos + meshRot * -wallSectionSize * 0.5f;

                        Vector2 uvOffset       = new Vector2(wallSectionSize.x * s, wallSectionSize.y * fl);
                        Vector2 uvOffsetScaled = uvOffset;
                        if (section != null && section.wallSurface != null)
                        {
                            uvOffsetScaled = CalculateUv(uvOffsetScaled, section.wallSurface);
                        }

                        //TODO account for the mesh mode of the wall section - custom meshes
                        if (meshType == BuildingMeshTypes.Full)
                        {
                            dmesh.AddData(generatedSection, meshPos, meshRot, Vector3.one, uvOffsetScaled);
                        }
                        if (collider != null && generatedSectionCollider != null)
                        {
                            collider.mesh.AddData(generatedSectionCollider, meshPos, meshRot, Vector3.one);
                        }
                        if (collider != null && bboxes.Length > 0)
                        {
                            collider.AddBBox(bboxes, meshPos, meshRot);
                        }

//					    Debug.Log("foundation");
                        if (fl == 0 && foundation > Mathf.Epsilon)
                        {
                            Vector3 fp3 = baseMeshPos + Vector3.down * wallSectionSize.y;
                            Vector3 fp2 = fp3 - facadeDirection * wallSectionSize.x;
                            Vector3 fp0 = fp2 + Vector3.down * foundation;
                            Vector3 fp1 = fp3 + Vector3.down * foundation;

                            if (meshType == BuildingMeshTypes.Full)
                            {
                                Surface foundationSurface = data.foundationSurface != null ? data.foundationSurface : section.wallSurface;
                                int     foundationSubmesh = dmesh.submeshLibrary.SubmeshAdd(foundationSurface);                            //facadeSurfaces.IndexOf(section.wallSurface));
                                dmesh.AddPlane(fp0, fp1, fp2, fp3, new Vector2(uvOffset.x, -foundation), new Vector2(uvOffset.x + wallSectionSize.x, 0), -facadeNormal, facadeTangent, foundationSubmesh, foundationSurface);
                            }
                            if (collider != null && generatedSectionCollider != null)
                            {
                                collider.mesh.AddPlane(fp0, fp1, fp2, fp3, 0);
                            }
                        }
                    }
                    else
                    {
                        //todo switch - support wall section based curves for now

                        Vector3 cp0 = data.anchors[s].vector3XZ;
                        cp0.y = data.baseA.y;
                        Vector3 cp1 = data.anchors[s + 1].vector3XZ;
                        cp1.y = data.baseA.y;
                        Vector3 curveVector    = cp1 - cp0;
                        Vector3 curveDirection = curveVector.normalized;
                        Vector3 curveNormal    = Vector3.Cross(curveDirection, Vector3.up);
                        float   actualWidth    = curveVector.magnitude;

                        Quaternion meshRot           = Quaternion.LookRotation(curveNormal, Vector3.up);
                        Vector3    meshPos           = cp1 + Vector3.up * wallSectionSize.y;
                        Vector3    wallSectionVector = new Vector3(0, wallSectionSize.y * fl, 0);
                        meshPos += meshRot * wallSectionVector;
                        meshPos += meshRot * -new Vector3(actualWidth, wallSectionSize.y, 0) * 0.5f;
                        Vector3 meshScale = new Vector3(actualWidth / wallSectionSize.x, 1, 1);

                        //Thanks Anthony Cuellar - issue #12
                        Vector2 uvOffset       = new Vector2(wallSectionVector.x, wallSectionVector.y + (section.hasOpening ? 0 : wallSectionSize.y / 2f));
                        Vector2 uvOffsetScaled = CalculateUv(uvOffset, section.wallSurface);
                        //TODO account for the mesh mode of the wall section - custom meshes
                        if (meshType == BuildingMeshTypes.Full)
                        {
                            dmesh.AddData(generatedSection, meshPos, meshRot, meshScale, uvOffsetScaled);
                        }
                        if (collider != null && generatedSectionCollider != null)
                        {
                            collider.mesh.AddData(generatedSectionCollider, meshPos, meshRot, meshScale);
                        }
                        if (collider != null && bboxes.Length > 0)
                        {
                            collider.AddBBox(bboxes, meshPos, meshRot);
                        }

//					    Debug.Log("foundation");
                        if (fl == 0 && foundation > Mathf.Epsilon)
                        {
                            Vector3 fp3 = cp1;
                            Vector3 fp2 = fp3 - curveDirection * actualWidth;
                            Vector3 fp0 = fp2 + Vector3.down * foundation;
                            Vector3 fp1 = fp3 + Vector3.down * foundation;

                            if (meshType == BuildingMeshTypes.Full)
                            {
                                Surface foundationSurface = data.foundationSurface != null ? data.foundationSurface : section.wallSurface;
                                int     foundationSubmesh = dmesh.submeshLibrary.SubmeshAdd(foundationSurface);                            //facadeSurfaces.IndexOf(section.wallSurface);
                                dmesh.AddPlane(fp0, fp1, fp2, fp3, new Vector2(uvOffset.x, -foundation), new Vector2(uvOffset.x + actualWidth, 0), -curveNormal, facadeTangent, foundationSubmesh, foundationSurface);
                            }
                            if (collider != null && generatedSectionCollider != null)
                            {
                                collider.mesh.AddPlane(fp0, fp1, fp2, fp3, 0);
                            }
                        }
                    }
                }

                //string course is completely ignored for a collision
//			    Debug.Log("string");
                if (fl > 0 && data.facadeDesign.stringCourse && meshType == BuildingMeshTypes.Full)                //no string course on ground floor
                {
                    float   baseStringCoursePosition = wallSectionSize.y * fl + wallSectionSize.y * data.facadeDesign.stringCoursePosition;
                    Vector3 scBaseUp = baseStringCoursePosition * Vector3.up;
                    Vector3 scTopUp  = (data.facadeDesign.stringCourseHeight + baseStringCoursePosition) * Vector3.up;
                    if (data.isStraight)
                    {
                        Vector3 scNm    = data.facadeDesign.stringCourseDepth * facadeNormal;
                        Vector3 p0      = data.baseA;
                        Vector3 p1      = data.baseB;
                        Vector3 p0o     = data.baseA - scNm;
                        Vector3 p1o     = data.baseB - scNm;
                        int     submesh = dmesh.submeshLibrary.SubmeshAdd(data.facadeDesign.stringCourseSurface);                                                                                        //data.facadeDesign.stringCourseSurface != null ? facadeSurfaces.IndexOf(data.facadeDesign.stringCourseSurface) : 0;
                        Vector2 uvMax   = new Vector2(facadeLength, data.facadeDesign.stringCourseHeight);
                        dmesh.AddPlane(p0o + scBaseUp, p1o + scBaseUp, p0o + scTopUp, p1o + scTopUp, Vector3.zero, uvMax, -facadeNormal, facadeTangent, submesh, data.facadeDesign.stringCourseSurface); //front
                        dmesh.AddPlane(p0 + scBaseUp, p0o + scBaseUp, p0 + scTopUp, p0o + scTopUp, facadeNormal, facadeTangent, submesh);                                                                //left
                        dmesh.AddPlane(p1o + scBaseUp, p1 + scBaseUp, p1o + scTopUp, p1 + scTopUp, facadeNormal, facadeTangent, submesh);                                                                //right
                        float facadeAngle = BuildrUtils.CalculateFacadeAngle(facadeDirection);
                        dmesh.AddPlaneComplexUp(p0 + scBaseUp, p1 + scBaseUp, p0o + scBaseUp, p1o + scBaseUp, facadeAngle, Vector3.down, facadeTangent, submesh, data.facadeDesign.stringCourseSurface); //bottom
                        dmesh.AddPlaneComplexUp(p1 + scTopUp, p0 + scTopUp, p1o + scTopUp, p0o + scTopUp, facadeAngle, Vector3.up, facadeTangent, submesh, data.facadeDesign.stringCourseSurface);       //top
                    }
                    else
                    {
                        int       baseCurvePointCount = data.anchors.Count;                  //baseCurvepoints.Count;
                        Vector3[] interSectionNmls    = new Vector3[baseCurvePointCount];
                        for (int i = 0; i < baseCurvePointCount - 1; i++)
                        {
                            Vector3 p0 = data.anchors[i].vector3XZ;                            //baseCurvepoints[i];
                            Vector3 p1 = data.anchors[i + 1].vector3XZ;                        //baseCurvepoints[i + 1];
                            Vector3 p2 = data.anchors[Mathf.Max(i - 1, 0)].vector3XZ;          //baseCurvepoints[Mathf.Max(i - 1, 0)];
                            interSectionNmls[i] = Vector3.Cross((p1 - p0 + p0 - p2).normalized, Vector3.up);
                        }

                        for (int i = 0; i < baseCurvePointCount - 1; i++)
                        {
                            Vector3 p0            = data.anchors[i].vector3XZ;                 //baseCurvepoints[i];
                            Vector3 p1            = data.anchors[i + 1].vector3XZ;             //baseCurvepoints[i + 1];
                            Vector3 sectionVector = p1 - p0;
                            Vector3 sectionDir    = sectionVector.normalized;
                            Vector3 sectionNml    = Vector3.Cross(sectionDir, Vector3.up);
                            Vector4 sectionTgnt   = BuildRMesh.CalculateTangent(sectionDir);
                            Vector3 scNmA         = data.facadeDesign.stringCourseDepth * interSectionNmls[i + 0];
                            Vector3 scNmB         = data.facadeDesign.stringCourseDepth * interSectionNmls[i + 1];
                            Vector3 p0o           = p0 - scNmA;
                            Vector3 p1o           = p1 - scNmB;
                            int     submesh       = dmesh.submeshLibrary.SubmeshAdd(data.facadeDesign.stringCourseSurface);                  //data.facadeDesign.stringCourseSurface != null ? facadeSurfaces.IndexOf(data.facadeDesign.stringCourseSurface) : 0;
                            dmesh.AddPlane(p0o + scBaseUp, p1o + scBaseUp, p0o + scTopUp, p1o + scTopUp, sectionNml, sectionTgnt, submesh);
                            dmesh.AddPlane(p0 + scBaseUp, p0o + scBaseUp, p0 + scTopUp, p0o + scTopUp, sectionNml, sectionTgnt, submesh);
                            dmesh.AddPlane(p1o + scBaseUp, p1 + scBaseUp, p1o + scTopUp, p1 + scTopUp, sectionNml, sectionTgnt, submesh);
                            float facadeAngle = BuildrUtils.CalculateFacadeAngle(sectionDir);
                            dmesh.AddPlaneComplexUp(p0 + scBaseUp, p1 + scBaseUp, p0o + scBaseUp, p1o + scBaseUp, facadeAngle, Vector3.down, sectionTgnt, submesh, data.facadeDesign.stringCourseSurface);                      //bottom
                            dmesh.AddPlaneComplexUp(p1 + scTopUp, p0 + scTopUp, p1o + scTopUp, p0o + scTopUp, facadeAngle, Vector3.up, sectionTgnt, submesh, data.facadeDesign.stringCourseSurface);                            //top
                        }
                    }
                }
            }
        }