/// <summary> /// Create the terrain for the road /// </summary> /// <param name="sections">The number of sections</param> /// <param name="tm">The terrain modifier</param> private void CreateCrossRoadsTerrain(int sections, TerrainModifier tm) { float couveSize = 2.5f; _roadNetworkNode.OrderRoads(); IMaterialFrequency materialFrequency = _roadNetworkNode.GetComponent <OverridableMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadNetworkNode roadA, roadB, roadC, roadD; RoadCrossSection rA, rB, rC, rD; RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 0, _roadNetworkNode, out roadA, out rA); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 1, _roadNetworkNode, out roadB, out rB); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 2, _roadNetworkNode, out roadC, out rC); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 3, _roadNetworkNode, out roadD, out rD); int connectionSet = IntersectionManager.Instance.AddLinkedIntersecions(rA, rB, rC, rD); DrawDetailsCrossRoad drs = new DrawDetailsCrossRoad(connectionSet, _roadNetworkNode, RoadConstructorHelper.GetMainMaterial(materialFrequency)); drs.ModifyTerrain(_roadNetworkNode.BuildData, tm); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 0); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 1); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 2); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 3); }
/// <summary> /// Create the road object /// </summary> /// <param name="roadObject">The base object to add the road to</param> /// <param name="sections">The number of sections to use for this road</param> private void CreateFiveRoads(RoadBuilder roadObject, int sections) { float couveSize = 2.5f; _roadNetworkNode.OrderRoads(); IMaterialFrequency materialFrequency = _roadNetworkNode.GetComponent <OverridableMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadNetworkNode roadA, roadB, roadC, roadD, roadE; RoadCrossSection rA, rB, rC, rD, rE; RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 0, _roadNetworkNode, out roadA, out rA); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 1, _roadNetworkNode, out roadB, out rB); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 2, _roadNetworkNode, out roadC, out rC); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 3, _roadNetworkNode, out roadD, out rD); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 4, _roadNetworkNode, out roadE, out rE); int connectionSet = IntersectionManager.Instance.AddLinkedIntersecions(rA, rB, rC, rD, rE); _meshSection.AddFiveRoad(connectionSet, _roadNetworkNode, RoadConstructorHelper.GetMainMaterial(materialFrequency)); _meshSection.UpdateEndPoints(roadObject); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[0]), RoadConstructorHelper.Materials(roadA), rA); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[1]), RoadConstructorHelper.Materials(roadB), rB); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[2].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[2]), RoadConstructorHelper.Materials(roadC), rC); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[3].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[3]), RoadConstructorHelper.Materials(roadD), rD); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[4].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[4]), RoadConstructorHelper.Materials(roadE), rE); List <Guid> list = IntersectionManager.Instance[connectionSet]; RoadCrossSection rscA = IntersectionManager.Instance[list[0]]; RoadCrossSection rscB = IntersectionManager.Instance[list[1]]; RoadCrossSection rscC = IntersectionManager.Instance[list[2]]; RoadCrossSection rscD = IntersectionManager.Instance[list[3]]; RoadCrossSection rscE = IntersectionManager.Instance[list[4]]; StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[0]), rscA); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[1]), rscB); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[2].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[2]), rscC); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[3].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[3]), rscD); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[4].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[4]), rscE); }
/// <summary> /// Insect a new node between the two nodes /// </summary> /// <param name="nodes">The list of selected node</param> /// <returns>The newly inserted node</returns> public GameObject InsertNewNode(List <RoadNetworkNode> nodes) { Vector3 pos = (nodes[0].transform.position + nodes[1].transform.position) / 2; GameObject rnnNew = RoadNetworkNodeHelper.CreateBasicNode(pos, RoadConstructorHelper.GetUniqueRoadName(this.gameObject), this.gameObject); RoadNetworkNodeHelper.RemoveRoadAFromB(nodes[0], nodes[1]); RoadNetworkNodeHelper.RemoveRoadAFromB(nodes[1], nodes[0]); RoadNetworkLayout.AddRoadToNode(nodes[0], rnnNew.GetComponent <RoadNetworkNode>()); RoadNetworkLayout.AddRoadToNode(rnnNew.GetComponent <RoadNetworkNode>(), nodes[0]); RoadNetworkLayout.AddRoadToNode(nodes[1], rnnNew.GetComponent <RoadNetworkNode>()); RoadNetworkLayout.AddRoadToNode(rnnNew.GetComponent <RoadNetworkNode>(), nodes[1]); return(rnnNew); }
/// <summary> /// Extrude the road out, by creating a new node /// </summary> /// <returns>The newly created road section</returns> public GameObject ExtrudeRoad() { Details.CompressRoads(); Details.Modified = true; float roadAngle = GetCurrentAngle() + (float)(Math.PI / 2); if (Details.Union != UNION_TYPE.END) { roadAngle += (float)(Math.PI / 2); } Vector3 pos = MathsHelper.OffSetVector(transform.position, roadAngle, 100); GameObject newNode = RoadNetworkNodeHelper.CreateBasicNode(pos, RoadConstructorHelper.GetUniqueRoadName(gameObject), gameObject); GameObject rnnB = gameObject; RoadNetworkLayout.AddRoadToNode(newNode.GetComponent <RoadNetworkNode>(), rnnB.GetComponent <RoadNetworkNode>()); RoadNetworkLayout.AddRoadToNode(rnnB.GetComponent <RoadNetworkNode>(), newNode.GetComponent <RoadNetworkNode>()); ICrossSection sc = gameObject.GetComponent <ICrossSection>(); if (sc != null) { newNode.AddComponent <OverridableCrossSection>(); OverridableCrossSection ocs = newNode.GetComponent <OverridableCrossSection>(); ocs.Copy(sc); } IMaterialFrequency fm = gameObject.GetComponent <IMaterialFrequency>(); if (fm != null) { newNode.AddComponent <OverridableMaterialFrequency>(); OverridableMaterialFrequency ocs = newNode.GetComponent <OverridableMaterialFrequency>(); ocs.Copy(fm); } return(newNode); }
/// <summary> /// Create the steet layout /// </summary> public void CreateStreetLayout(int subDivide) { if (_startRoadId == null) { return; } if (_endRoadId == null) { return; } RoadCrossSection rA = _startRoadId; ICrossSection crossSectionStart = _startCrossSection; if (crossSectionStart == null) { crossSectionStart = RoadConstructorHelper.CrossSectionDetails; } RoadCrossSection rB = _endRoadId; ICrossSection crossSectionEnd = _endCrossSection; if (crossSectionEnd == null) { crossSectionEnd = RoadConstructorHelper.CrossSectionDetails; } IMaterialFrequency materialFrequency = _materialFrequency; if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } Vector3 len = rA.Middle - rB.Middle; float mag = len.magnitude; int sections = (int)(mag / crossSectionStart.RoadWidthValue); RoadCrossSection[] array = new RoadCrossSection[sections + 1]; string[] materialNames = new string[sections + 1]; float an = rB.Angle; Vector3 start = rB.Middle; if (sections < 2) { Vector3 another = rB.Middle; another = rA.Middle; RoadCrossSection rn = new RoadCrossSection(another, an, crossSectionStart, materialFrequency); _meshSection.AddBasicRoad(IntersectionManager.Instance.AddLinkedIntersecions(rB, rn), RoadConstructorHelper.GetMainMaterial(materialFrequency), 0); // TODO SubDivide return; } Vector3 gap = len / sections; float mag2 = gap.magnitude; for (int i = 0; i < sections + 1; i++) { ICrossSection crossSection = CrossSection.Lerp(crossSectionEnd, crossSectionStart, (mag2 * i) / mag); RoadCrossSection rn = new RoadCrossSection(start, an, crossSection, materialFrequency); array[i] = rn; start += gap; } RoadConstructorHelper.SetMaterialsArray(materialNames, materialFrequency); for (int i = 0; i < sections; i++) { _meshSection.AddBasicRoad(IntersectionManager.Instance.AddLinkedIntersecions(array[i], array[i + 1]), materialNames[i], subDivide); } }
/// <summary> /// Define the road and cross section /// </summary> /// <param name="couveSize">The size off set</param> /// <param name="index">The road index</param> /// <param name="roadNetworkNode">The main road node</param> /// <param name="road">The rode node to populate</param> /// <param name="crossSection">The cross section to populate</param> public static void DefineCrossSectionOffSet(float couveSize, int index, RoadNetworkNode roadNetworkNode, out RoadNetworkNode road, out RoadCrossSection crossSection) { road = roadNetworkNode.Details.Roads[index]; Vector3 pos = roadNetworkNode.gameObject.transform.position; float angleA = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoad(roadNetworkNode, index) + (Mathf.PI / 2)); Vector3 roadPointA = road.GetOffSetDownRoad(pos, (RoadConstructorHelper.CrossSectionDetails.RoadWidthValue * couveSize)); crossSection = new RoadCrossSection(roadPointA, angleA - (float)(Math.PI / 2), RoadConstructorHelper.CrossSection(road), RoadConstructorHelper.Materials(road)); }
/// <summary> /// Find the smallest road needed for this junction /// </summary> /// <param name="currentroadNode">The road node</param> /// <param name="crossSections">The cross section of the road</param> /// <param name="middlePoint">The middle point in the cross section</param> /// <returns>The cross seciton of the road that is nearest to the junction</returns> private RoadCrossSection FindSmallestRoadForJunction(RoadNetworkNode currentroadNode, RoadCrossSection crossSections, Vector3 middlePoint) { Vector3 a = crossSections.Middle; Vector3 diffline = a - middlePoint; float angleA = MathsHelper.GetAngleFrom(diffline.x, diffline.z); angleA = RoadUnionHelper.AngleClamp(crossSections.Angle - angleA) - Mathf.PI / 2; Vector3 diff = a - crossSections.CurbLeftEndDrop; float mag2 = diff.magnitude * Mathf.Cos(angleA); if (mag2 < 0) { mag2 = -mag2; } Vector3 roadPointA = currentroadNode.GetOffSetDownRoad(crossSections.Middle, mag2); float angleB = RoadUnionHelper.AngleClamp(GetAngleOfRoad(currentroadNode) + Mathf.PI / 2); RoadCrossSection rA = new RoadCrossSection(roadPointA, angleB - (float)(Math.PI / 2), RoadConstructorHelper.CrossSection(currentroadNode), RoadConstructorHelper.Materials(currentroadNode)); return(rA); }
/// <summary> /// Create the road mesh for this object. /// </summary> /// <param name="baseObject">The base (main) object</param> private void CreateRoadLayout(GameObject baseObject, bool createMesh) { RoadConstructorHelper.CrossSectionDetails = CrossSectionDetails; RoadConstructorHelper.Lighting = Lighting; RoadConstructorHelper.MaterialFrequencySet = this; RoadConstructorHelper.BaseNodeLayoutNode = baseObject.GetComponent <RoadNetworkLayout>(); RoadConstructorHelper.SetUVValues(UvSet); Transform[] allChildren = baseObject.GetComponentsInChildren <Transform>(true); foreach (Transform child in allChildren) { RoadNetworkNode rub = child.GetComponent <RoadNetworkNode>(); if (rub != null) { if (rub.Details.Union == RoadNetworkNode.UNION_TYPE.NONE) { continue; } foreach (RoadNetworkNode rnn in rub.Details.Roads) { if (rnn.Details.Modified) { rub.Details.ModifiedSecondHand = true; } } rub.CreateUnion(); if (rub.RoadUnion != null) { rub.RoadUnion.CreateLayout(this); if (MeshPerNode) { RoadConstructorHelper.CreateMeshAndCollisionComponents(rub.gameObject); } else { RoadConstructorHelper.CreateMeshAndCollisionComponents(baseObject); } } } } foreach (Transform child in allChildren) { RoadNetworkNode rub = child.GetComponent <RoadNetworkNode>(); if (rub != null) { if (rub.Details.Union == RoadNetworkNode.UNION_TYPE.NONE) { continue; } rub.RoadUnion.CreateStreetLayout(this); } } if (createMesh) { if (DropToGround) { DropToGroundHelper.StepDropRoad(); } foreach (Transform child in allChildren) { RoadNetworkNode rub = child.GetComponent <RoadNetworkNode>(); if (rub != null) { if (rub.Details.Union == RoadNetworkNode.UNION_TYPE.NONE) { continue; } if (MeshPerNode) { if (rub.Details.IsNeighbourModified) { rub.RoadUnion.CreateMesh(rub.BuildData); } } else { rub.RoadUnion.CreateMesh(this); } } } } if (createMesh) { foreach (Transform child in allChildren) { RoadNetworkNode rub = child.GetComponent <RoadNetworkNode>(); if (rub != null) { if (rub.Details.Union == RoadNetworkNode.UNION_TYPE.NONE) { continue; } if (MeshPerNode) { if (rub.Details.IsNeighbourModified) { rub.BuildData.ApplyMeshDetails(rub.gameObject); rub.BuildData.ApplyCollisionDetails(rub.gameObject, CreateCollision); } } } } } if (!MeshPerNode) { ApplyMeshDetails(baseObject); ApplyCollisionDetails(baseObject, CreateCollision); } foreach (Transform child in allChildren) { RoadNetworkNode rub = child.GetComponent <RoadNetworkNode>(); if (rub != null) { rub.Details.Modified = false; rub.Details.ModifiedSecondHand = false; } } }
/// <summary> /// Modify the terrain for the corner /// </summary> /// <param name="sections">The number of sections</param> /// <param name="tm">The terrain modifier</param> private void CreateCornerTerrain(int sections, TerrainModifier tm) { // this is not the best way - but it's a start // maybe have a function that returns a list of cross sections // find the point where the two roads meet Vector3 pos = _roadNetworkNode.gameObject.transform.position; // create a corne at this postion Vector3 newpos = pos; float roadAngleA = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 0) - Mathf.PI / 2); float roadAngleB = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 1) + Mathf.PI / 2); float roadAngleDifference = roadAngleB - roadAngleA; float couveSize = 1.85f; float x, z; float road_A_length = GetLengthOfRoad(0); float road_B_length = GetLengthOfRoad(1); float minLength = Mathf.Min(road_A_length, road_B_length); float offSetDownRoad = RoadConstructorHelper.CrossSectionDetails.RoadWidthValue * couveSize; if (offSetDownRoad > minLength / 2) { offSetDownRoad = minLength / 2; } RoadNetworkNode oppositeEnd = _roadNetworkNode.Details.Roads[1].GetComponent <RoadNetworkNode>(); Vector3 roadPointA = oppositeEnd.GetOffSetDownRoad(pos, (offSetDownRoad)); Vector3 outA; bool offSetPos = _roadNetworkNode.GetInnerCorner(0, 1, (offSetDownRoad), out outA); Vector3 CornerPoint = outA; newpos = CornerPoint; // get the gap form point to point Vector3 gap = CornerPoint - roadPointA; couveSize = offSetPos ? gap.magnitude : 0; couveSize = offSetPos ? gap.magnitude : 0; Radian currentAngle = new Radian(roadAngleA - (float)(Math.PI / 2)); roadAngleDifference = MathsHelper.ClampAngle(roadAngleDifference); if (roadAngleDifference > Mathf.PI) { roadAngleDifference = (Mathf.PI * 2) - roadAngleDifference; currentAngle = new Radian(roadAngleB + (float)(Math.PI / 2)); } float diff = roadAngleDifference; x = Mathf.Sin(currentAngle.Value) * (couveSize); z = Mathf.Cos(currentAngle.Value) * (couveSize); newpos.x -= x; newpos.z += z; ICrossSection crossSectionMiddle = RoadConstructorHelper.CrossSection(_roadNetworkNode); IMaterialFrequency materialFrequency = _roadNetworkNode.gameObject.GetComponent <IMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadCrossSection rA = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency); float angleStep = Mathf.Abs(diff / sections); for (int i = 0; i < sections; i++) { newpos = CornerPoint; currentAngle.Value += angleStep; x = Mathf.Sin(currentAngle.Value) * (couveSize); z = Mathf.Cos(currentAngle.Value) * (couveSize); newpos.x -= x; newpos.z += z; RoadCrossSection rB = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency); tm.ApplyToTerrain(rA, rB); rA = rB; } RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 0); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 1); }
/// <summary> /// Create the road object /// </summary> /// <param name="roadObject">The base object to add the road to</param> /// <param name="sections">The number of sections to use for this road</param> private void CreateCorner(RoadBuilder roadObject, int sections) { // find the point where the two roads meet Vector3 pos = _roadNetworkNode.gameObject.transform.position; // create a corne at this postion Vector3 newpos = pos; float roadAngleA = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 0) - (Mathf.PI / 2)); float roadAngleB = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 1) + (Mathf.PI / 2)); float roadAngleDifference = roadAngleB - roadAngleA; float couveSize = 1.85f; float x, z; float road_A_length = GetLengthOfRoad(0); float road_B_length = GetLengthOfRoad(1); float minLength = Mathf.Min(road_A_length, road_B_length); float offSetDownRoad = RoadConstructorHelper.CrossSectionDetails.RoadWidthValue * couveSize; if (offSetDownRoad > minLength / 2) { offSetDownRoad = minLength / 2; } RoadNetworkNode oppositeEnd = _roadNetworkNode.Details.Roads[1].GetComponent <RoadNetworkNode>(); Vector3 roadPointA = oppositeEnd.GetOffSetDownRoad(pos, (offSetDownRoad)); Vector3 outA; bool offSetPos = _roadNetworkNode.GetInnerCorner(0, 1, (offSetDownRoad), out outA); Vector3 CornerPoint = outA; newpos = CornerPoint; // get the gap form point to point Vector3 gap = CornerPoint - roadPointA; couveSize = offSetPos ? gap.magnitude : 0; couveSize = offSetPos ? gap.magnitude : 0; bool backward = false; Radian currentAngle = new Radian(roadAngleA - (float)(Math.PI / 2)); roadAngleDifference = MathsHelper.ClampAngle(roadAngleDifference); if (roadAngleDifference > Mathf.PI) { roadAngleDifference = (Mathf.PI * 2) - roadAngleDifference; currentAngle = new Radian(roadAngleB + (float)(Math.PI / 2)); backward = true; } float diff = roadAngleDifference; x = Mathf.Sin(currentAngle.Value) * (couveSize); z = Mathf.Cos(currentAngle.Value) * (couveSize); newpos.x -= x; newpos.z += z; ICrossSection crossSectionMiddle = RoadConstructorHelper.CrossSection(_roadNetworkNode); IMaterialFrequency materialFrequency = _roadNetworkNode.gameObject.GetComponent <IMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadCrossSection rA = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency); RoadCrossSection Start = rA; float angleStep = Mathf.Abs(diff / sections); for (int i = 0; i < sections; i++) { newpos = CornerPoint; currentAngle.Value += angleStep; x = Mathf.Sin(currentAngle.Value) * (couveSize); z = Mathf.Cos(currentAngle.Value) * (couveSize); newpos.x -= x; newpos.z += z; RoadCrossSection rB = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency); // TODO Sub divide corners - need to update before the add basic road! _meshSection.AddBasicRoad(IntersectionManager.Instance.AddLinkedIntersecions(rA, rB), RoadConstructorHelper.GetMainMaterial(materialFrequency), 0); rA = rB; } RoadCrossSection End = rA; if (backward) { StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, crossSectionMiddle, materialFrequency, End); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, crossSectionMiddle, materialFrequency, Start); } else { StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, crossSectionMiddle, materialFrequency, End); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, crossSectionMiddle, materialFrequency, Start); } }