public static void Generate(IBuilding building) { int numberOfVolumes = building.numberOfVolumes; // Debug.Log("n vol "+numberOfVolumes); for (int v = 0; v < numberOfVolumes; v++) { IVolume volume = building[v]; volume.CheckVolume(); if (!volume.isLegal) { GenerateMesh.ClearVisuals(volume); continue; } int numberOfPoints = volume.numberOfPoints; float totalPlanHeight = volume.planHeight; Vector3 planUp = totalPlanHeight * Vector3.up; VerticalOpening[] volumeOpenings = BuildrUtils.GetOpeningsQuick(building, volume); float foundation = building.IsBaseVolume(volume) ? building.foundationDepth : 0;//set suspended volumes foundation to 0 IVisualPart visual = volume.visualPart; BuildRMesh dMesh = visual.dynamicMesh; BuildRCollider cMesh = visual.colliderMesh; BuildingMeshTypes meshType = building.meshType; BuildingColliderTypes colliderType = building.colliderType; dMesh.Clear(); cMesh.Clear(); cMesh.TogglePrimitives(colliderType == BuildingColliderTypes.Primitive); cMesh.thickness = volume.wallThickness; if (colliderType == BuildingColliderTypes.None) { cMesh = null; } Transform[] prefabs = volume.prefabs.GetComponentsInChildren <Transform>(); int prefabCount = prefabs.Length; for (int p = 0; p < prefabCount; p++) { if (prefabs[p] == volume.prefabs) { continue; } if (prefabs[p] == null) { continue; //gone already man } #if UNITY_EDITOR Object.DestroyImmediate(prefabs[p].gameObject); #else Object.Destroy(prefabs[p].gameObject); #endif } Dictionary <int, List <Vector2Int> > anchorPoints = volume.facadeWallAnchors; Texture2D facadeTexture = null; #region Exteriors // Debug.Log("ext"); if (building.generateExteriors) { for (int p = 0; p < numberOfPoints; p++) { if (!volume[p].render) { continue; } Vector3 p0 = volume.BuildingPoint(p); Vector3 p1 = volume.BuildingPoint((p + 1) % numberOfPoints); Vector3 p0u = p0 + planUp; Vector3 p1u = p1 + planUp; Vector3 cw0 = volume.BuildingControlPointA(p); Vector3 cw1 = volume.BuildingControlPointB(p); Facade facade = volume.GetFacade(p); bool isStraight = volume.IsWallStraight(p); Vector3 facadeVector = p1 - p0; Vector3 facadeDirection = facadeVector.normalized; float facadeLength = facadeVector.magnitude; if (facadeLength < Mathf.Epsilon) { continue; } // Debug.Log("flength "+facadeLength); if (facade == null || colliderType == BuildingColliderTypes.Simple) { // Debug.Log("simple"); if (isStraight) { Vector3 normal = Vector3.Cross(Vector3.up, facadeDirection); Vector4 tangent = BuildRMesh.CalculateTangent(facadeDirection); if (facade == null) { dMesh.AddPlane(p0, p1, p0u, p1u, normal, tangent, 0); } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(p0, p1, p0u, p1u); } if (foundation > Mathf.Epsilon) { Vector3 fp2 = p0; Vector3 fp3 = p1; Vector3 fp0 = fp2 + Vector3.down * foundation; Vector3 fp1 = fp3 + Vector3.down * foundation; if (facade == null) { Surface foundationSurface = building.foundationSurface != null ? building.foundationSurface : null; int foundationSubmesh = dMesh.submeshLibrary.SubmeshAdd(foundationSurface); Vector2 uxmax = new Vector2(Vector3.Distance(p0, p1), foundation); dMesh.AddPlane(fp0, fp1, fp2, fp3, Vector2.zero, uxmax, normal, tangent, foundationSubmesh, foundationSurface); } if (colliderType != BuildingColliderTypes.None) { cMesh.mesh.AddPlane(fp0, fp1, fp2, fp3, 0); } } } else { List <Vector2Int> facadeAnchorPoints = anchorPoints[p]; int anchorCount = facadeAnchorPoints.Count; for (int i = 0; i < anchorCount - 1; i++) { Vector3 c0 = facadeAnchorPoints[i].vector3XZ; c0.y = p0.y; Vector3 c1 = facadeAnchorPoints[i + 1].vector3XZ; c1.y = p0.y; Vector3 c2 = c0 + planUp; Vector3 c3 = c1 + planUp; Vector3 sectionDirection = (c1 - c0).normalized; Vector3 normal = Vector3.Cross(Vector3.up, sectionDirection); Vector4 tangent = BuildRMesh.CalculateTangent(sectionDirection); if (facade == null) { dMesh.AddPlane(c0, c1, c2, c3, normal, tangent, 0); } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(c0, c1, c2, c3); } if (foundation > Mathf.Epsilon) { Vector3 fp2 = c0; Vector3 fp3 = c1; Vector3 fp0 = fp2 + Vector3.down * foundation; Vector3 fp1 = fp3 + Vector3.down * foundation; if (facade == null) { Surface foundationSurface = building.foundationSurface != null ? building.foundationSurface : null; int foundationSubmesh = dMesh.submeshLibrary.SubmeshAdd(foundationSurface); Vector2 uxmax = new Vector2(Vector3.Distance(c0, c1), foundation); dMesh.AddPlane(fp0, fp1, fp2, fp3, Vector2.zero, uxmax, normal, tangent, foundationSubmesh, foundationSurface); } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(fp0, fp1, fp2, fp3); } } } } // Debug.Log("Generate facade " + p + " " + dMesh.vertexCount ); } // Debug.Log("fac "+p); if (facade != null && (meshType == BuildingMeshTypes.Full || colliderType == BuildingColliderTypes.Primitive || colliderType == BuildingColliderTypes.Complex)) { //generate the facade // Debug.Log("full"); FacadeGenerator.FacadeData fData = new FacadeGenerator.FacadeData(); // fData.building = building; // fData.volume = volume; fData.baseA = p0; fData.baseB = p1; fData.controlA = cw0; fData.controlB = cw1; fData.anchors = anchorPoints[p]; fData.isStraight = isStraight; fData.curveStyle = volume[p].curveStyle; fData.floorCount = volume.floors; fData.facadeDesign = facade; // fData.submeshList = usedFloorplanSurfaces; fData.startFloor = BuildRFacadeUtil.MinimumFloor(building, volume, p); fData.actualStartFloor = building.VolumeBaseFloor(volume); fData.foundationDepth = foundation; fData.foundationSurface = building.foundationSurface; fData.wallThickness = volume.wallThickness; fData.minimumWallUnitLength = volume.minimumWallUnitLength; fData.floorHeight = volume.floorHeight; fData.floors = volume.floors; fData.meshType = building.meshType; fData.colliderType = building.colliderType; fData.cullDoors = building.cullDoors; fData.prefabs = volume.prefabs; // Debug.Log("mesh"); FacadeGenerator.GenerateFacade(fData, dMesh, cMesh); // Debug.Log("pref"); FacadeGenerator.GeneratePrefabs(fData); // Debug.Log("Generate facade "+p+" "+dMesh.vertexCount); } } } #endregion #region Interiors // Debug.Log("int"); bool generateInteriors = building.generateInteriors && meshType == BuildingMeshTypes.Full; if (generateInteriors) { int floors = volume.floors; IFloorplan[] floorplans = volume.InteriorFloorplans(); for (int fl = 0; fl < floors; fl++) { IFloorplan floorplan = floorplans[fl]; IVisualPart floorVisual = floorplan.visualPart; BuildRMesh flMesh = floorVisual.dynamicMesh; BuildRCollider flCollider = floorVisual.colliderMesh; flMesh.Clear(); flCollider.Clear(); flCollider.TogglePrimitives(colliderType == BuildingColliderTypes.Primitive); FloorplanGenerator.Generate(building, volume, floorplans[fl], fl, volumeOpenings, flMesh, flCollider); floorVisual.GenerateFromDynamicMesh(); floorplan.transform.localPosition = Vector3.up * (fl * volume.floorHeight); floorVisual.transform.localPosition = Vector3.zero;// floorVisual.transform.localRotation = Quaternion.identity; } } else { IFloorplan[] floorplans = volume.InteriorFloorplans(); int floors = floorplans.Length; for (int fl = 0; fl < floors; fl++) { floorplans[fl].visualPart.Clear(); } } #endregion #region Volume Underside Generation // Debug.Log("und"); BuildRVolumeUtil.VolumeShape[] underShapes = BuildRVolumeUtil.GetBottomShape(building, volume); int underShapeCount = underShapes.Length; float volumeBaseHeight = volume.baseHeight - building.foundationDepth; for (int u = 0; u < underShapeCount; u++) { if (underShapes[u].outer == null) { continue; //no underside shape } int undersideSubmesh = dMesh.submeshLibrary.SubmeshAdd(volume.undersideSurafce); Poly2TriWrapper.BMesh(dMesh, volumeBaseHeight, null, undersideSubmesh, underShapes[u].outer, new Rect(0, 0, 0, 0), false, underShapes[u].holes); } #endregion // Debug.Log("roof"); if (building.generateExteriors) { RoofGenerator.Generate(building, volume, dMesh, cMesh); visual.GenerateFromDynamicMesh(); } else { visual.Clear(); } // Debug.Log("mat"); switch (meshType) { case BuildingMeshTypes.None: visual.materials = null; break; case BuildingMeshTypes.Box: visual.materials = new[] { new Material(Shader.Find("Standard")) }; break; case BuildingMeshTypes.Simple: facadeTexture.filterMode = FilterMode.Bilinear; facadeTexture.Apply(true, false); Material simpleMaterial = new Material(Shader.Find("Standard")); simpleMaterial.mainTexture = facadeTexture; visual.materials = new[] { simpleMaterial }; break; case BuildingMeshTypes.Full: visual.materials = dMesh.materials.ToArray(); break; } } }
public static void Generate(IBuilding building) { int numberOfVolumes = building.numberOfPlans; for (int v = 0; v < numberOfVolumes; v++) { IVolume volume = building[v]; volume.CheckVolume(); if (!volume.isLegal) { GenerateMesh.ClearVisuals(volume); continue; } int numberOfPoints = volume.numberOfPoints; float totalPlanHeight = volume.planHeight; Vector3 planUp = totalPlanHeight * Vector3.up; // List<Surface> usedFloorplanSurfaces = volume.CalculateSurfaceArray(); // VerticalOpening[] volumeOpenings = BuildrUtils.GetOpeningsQuick(building, volume); IVisualPart visual = volume.visualPart; BuildRMesh dMesh = visual.dynamicMesh; BuildRCollider cMesh = visual.colliderMesh; BuildingMeshTypes meshType = building.meshType; BuildingColliderTypes colliderType = building.colliderType; dMesh.Clear(); dMesh.ignoreSubmeshAssignment = true; cMesh.Clear(); cMesh.TogglePrimitives(colliderType == BuildingColliderTypes.Primitive); cMesh.thickness = volume.wallThickness; if (meshType == BuildingMeshTypes.None && colliderType == BuildingColliderTypes.None) { visual.Clear(); return; } Dictionary <int, List <Vector2Int> > anchorPoints = volume.facadeWallAnchors; Texture2D facadeTexture = null; Rect[] faciaRectangles = null; Rect[] faciaUVs = null; Rect roofRect = new Rect(); Rect roofPixelRect = new Rect(); #region Exteriors if (building.generateExteriors) { // List<Rect> faciaRectangles = null; faciaRectangles = new Rect[numberOfPoints + 1]; //one additional for the roof float foundation = building.IsBaseVolume(volume) ? building.foundationDepth : 0; //set suspended volumes foundation to 0 // faciaRectangles = new List<Rect>(); for (int p = 0; p < numberOfPoints; p++) { if (!volume[p].render) { continue; } int indexA = p; int indexB = (p < numberOfPoints - 1) ? p + 1 : 0; Vector2Int p0 = volume[indexA].position; Vector2Int p1 = volume[indexB].position; float facadeWidth = Vector2Int.DistanceWorld(p0, p1) * PIXELS_PER_METER; int floorBase = BuildRFacadeUtil.MinimumFloor(building, volume, indexA); int numberOfFloors = volume.floors - floorBase; if (numberOfFloors < 1)//no facade - adjacent facade is taller and covers this one { continue; } float floorHeight = volume.floorHeight; float facadeHeight = ((volume.floors - floorBase) * floorHeight) * PIXELS_PER_METER; if (facadeHeight < 0)//?? { facadeWidth = 0; facadeHeight = 0; } Rect newFacadeRect = new Rect(0, 0, facadeWidth, facadeHeight); faciaRectangles[p] = newFacadeRect; // Debug.Log(newFacadeRect); // faciaRectangles.Add(newFacadeRect); } roofRect = new Rect(0, 0, volume.bounds.size.x, volume.bounds.size.z); roofPixelRect = new Rect(0, 0, volume.bounds.size.x * PIXELS_PER_METER, volume.bounds.size.z * PIXELS_PER_METER); faciaRectangles[numberOfPoints] = roofPixelRect; // Debug.Log(roofRect); int currentWidth = RectanglePack.Pack(faciaRectangles, ATLAS_PADDING); currentWidth = RectanglePack.CheckMaxScale(faciaRectangles, currentWidth, MAXIMUM_TEXTURESIZE); faciaUVs = RectanglePack.ConvertToUVSpace(faciaRectangles, currentWidth); facadeTexture = new Texture2D(currentWidth, currentWidth); // float uvOffsetX = 0; int rectIndex = 0; for (int p = 0; p < numberOfPoints; p++) { if (!volume[p].render) { continue; } Vector3 p0 = volume.BuildingPoint(p); Vector3 p1 = volume.BuildingPoint((p + 1) % numberOfPoints); Vector3 p0u = p0 + planUp; Vector3 p1u = p1 + planUp; Vector3 cw0 = volume.BuildingControlPointA(p); Vector3 cw1 = volume.BuildingControlPointB(p); Facade facade = volume.GetFacade(p); bool isStraight = volume.IsWallStraight(p); Vector3 facadeVector = p1 - p0; Vector3 facadeDirection = facadeVector.normalized; FacadeGenerator.FacadeData fData = new FacadeGenerator.FacadeData(); fData.baseA = p0; fData.baseB = p1; fData.controlA = cw0; fData.controlB = cw1; fData.anchors = anchorPoints[p]; fData.isStraight = isStraight; fData.curveStyle = volume[p].curveStyle; fData.floorCount = volume.floors; fData.facadeDesign = facade; fData.wallThickness = volume.wallThickness; fData.minimumWallUnitLength = volume.minimumWallUnitLength; fData.floorHeight = volume.floorHeight; fData.floors = volume.floors; fData.meshType = building.meshType; fData.colliderType = building.colliderType; fData.cullDoors = building.cullDoors; fData.prefabs = volume.prefabs; // fData.submeshList = usedFloorplanSurfaces; fData.startFloor = BuildRFacadeUtil.MinimumFloor(building, volume, p); if (isStraight) { Vector3 normal = Vector3.Cross(Vector3.up, facadeDirection); Vector4 tangent = BuildRMesh.CalculateTangent(facadeDirection); Vector3 fp2 = p0; Vector3 fp3 = p1; Vector3 fp0 = fp2 + Vector3.down * foundation; Vector3 fp1 = fp3 + Vector3.down * foundation; if (meshType == BuildingMeshTypes.Simple) { // if(facade != null) // { if (facade != null) { SimpleTextureGenerator.GenerateFacade(fData, facadeTexture, faciaRectangles[rectIndex]); } Vector3[] verts = { p0, p1, p0u, p1u }; Vector2[] uvs = new Vector2[4]; Rect uvRect = faciaUVs[rectIndex]; uvs[0] = new Vector2(uvRect.xMin, uvRect.yMin); uvs[1] = new Vector2(uvRect.xMax, uvRect.yMin); uvs[2] = new Vector2(uvRect.xMin, uvRect.yMax); uvs[3] = new Vector2(uvRect.xMax, uvRect.yMax); int[] tris = { 0, 2, 1, 1, 2, 3 }; Vector3[] norms = { normal, normal, normal, normal }; Vector4[] tangents = { tangent, tangent, tangent, tangent }; dMesh.AddData(verts, uvs, tris, norms, tangents, 0); if (foundation > Mathf.Epsilon) { dMesh.AddPlane(fp0, fp1, fp2, fp3, uvs[0], uvs[0], normal, tangent, 0, null); } } else { dMesh.AddPlane(p0, p1, p0u, p1u, normal, tangent, 0); if (foundation > Mathf.Epsilon) { dMesh.AddPlane(fp0, fp1, fp2, fp3, normal, tangent, 0); } } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(p0, p1, p0u, p1u); if (foundation > Mathf.Epsilon) { cMesh.mesh.AddPlane(fp0, fp1, fp2, fp3, 0); } } } else { List <Vector2Int> facadeAnchorPoints = anchorPoints[p]; int anchorCount = facadeAnchorPoints.Count; for (int i = 0; i < anchorCount - 1; i++) { Vector3 c0 = facadeAnchorPoints[i].vector3XZ; c0.y = p0.y; Vector3 c1 = facadeAnchorPoints[i + 1].vector3XZ; c1.y = p0.y; Vector3 c2 = c0 + planUp; Vector3 c3 = c1 + planUp; Vector3 sectionDirection = (c1 - c0).normalized; Vector3 normal = Vector3.Cross(Vector3.up, sectionDirection); Vector4 tangent = BuildRMesh.CalculateTangent(sectionDirection); Vector3 fp2 = c0; Vector3 fp3 = c1; Vector3 fp0 = fp2 + Vector3.down * foundation; Vector3 fp1 = fp3 + Vector3.down * foundation; if (meshType == BuildingMeshTypes.Simple) { if (facade != null) { SimpleTextureGenerator.GenerateFacade(fData, facadeTexture, faciaRectangles[rectIndex]); } Rect uvRect = faciaUVs[rectIndex]; float facadePercentA = i / (float)(anchorCount - 1); float facadePercentB = (i + 1) / (float)(anchorCount - 1); float uvxa = uvRect.xMin + uvRect.width * facadePercentA; float uvxb = uvRect.xMin + uvRect.width * facadePercentB; Vector3[] verts = { c0, c1, c2, c3 }; Vector2[] uvs = new Vector2[4]; uvs[0] = new Vector2(uvxa, uvRect.yMin); uvs[1] = new Vector2(uvxb, uvRect.yMin); uvs[2] = new Vector2(uvxa, uvRect.yMax); uvs[3] = new Vector2(uvxb, uvRect.yMax); int[] tris = { 0, 2, 1, 1, 2, 3 }; Vector3[] norms = { normal, normal, normal, normal }; Vector4[] tangents = { tangent, tangent, tangent, tangent }; // Vector2 uvMin = new Vector2(uvOffsetX, 0); // Vector2 uvMax = new Vector2(uvOffsetX + facadeLength, totalPlanHeight); dMesh.AddData(verts, uvs, tris, norms, tangents, 0); // dMesh.AddPlane(p0, p1, p0u, p1u, uvMin, uvMax, normal, tangent, 0); //todo simple mesh with textured facade // rectIndex++; if (foundation > Mathf.Epsilon) { dMesh.AddPlane(fp0, fp1, fp2, fp3, uvs[0], uvs[0], normal, tangent, 0, null); } } else { dMesh.AddPlane(p0, p1, p0u, p1u, normal, tangent, 0); if (foundation > Mathf.Epsilon) { dMesh.AddPlane(fp0, fp1, fp2, fp3, normal, tangent, 0); } } if (colliderType != BuildingColliderTypes.None) { cMesh.AddPlane(c0, c1, c2, c3); if (foundation > Mathf.Epsilon) { cMesh.mesh.AddPlane(fp0, fp1, fp2, fp3, 0); } } } } rectIndex++; } } #endregion #region Interiors IFloorplan[] floorplans = volume.InteriorFloorplans(); int floors = volume.floors; for (int fl = 0; fl < floors; fl++) { floorplans[fl].visualPart.Clear(); } #endregion #region Volume Underside Generation BuildRVolumeUtil.VolumeShape[] underShapes = BuildRVolumeUtil.GetBottomShape(building, volume); int underShapeCount = underShapes.Length; // Debug.Log(underShapeCount); float volumeBaseHeight = volume.baseHeight; for (int u = 0; u < underShapeCount; u++) { // Debug.Log(underShapes[u].outer); if (underShapes[u].outer == null) { continue; //no underside shape } // Debug.Log(underShapes[u].outer.Length); Poly2TriWrapper.BMesh(dMesh, volumeBaseHeight, null, 0, underShapes[u].outer, new Rect(0, 0, 0, 0), false, underShapes[u].holes); } #endregion if (building.generateExteriors) { Surface roofSurface = volume.roof.mainSurface; if (roofSurface != null) { SimpleTextureGenerator.GenerateTexture(facadeTexture, roofSurface, faciaRectangles[faciaRectangles.Length - 1], roofRect); } RoofGenerator.Generate(building, volume, dMesh, cMesh, faciaUVs[faciaUVs.Length - 1]); visual.GenerateFromDynamicMesh(); } else { visual.Clear(); } switch (meshType) { case BuildingMeshTypes.Box: visual.materials = new[] { new Material(Shader.Find("Standard")) }; break; case BuildingMeshTypes.Simple: facadeTexture.filterMode = FilterMode.Bilinear; facadeTexture.Apply(true, false); Material simpleMaterial = new Material(Shader.Find("Standard")); simpleMaterial.mainTexture = facadeTexture; visual.materials = new[] { simpleMaterial }; break; } } }