public void Init() { HUtils.log(); if (_mesh == null) { _mesh = new Mesh(); } if (_filter == null) { _filter = gameObject.AddComponent <MeshFilter>(); } if (_renderer == null) { _renderer = gameObject.AddComponent <MeshRenderer>(); } if (_dynamicMesh == null) { _dynamicMesh = new BuildRMesh(DYNAMIC_MESH_NAME); } if (_colliderMesh == null) { _colliderMesh = new BuildRCollider(DYNAMIC_COLLIDER_NAME); } }
public void GenerateFromColliderMesh(BuildRCollider mesh) { //todo try to use old box colliders on regeneration int boxCount = _boxColliders.Length; for (int b = 0; b < boxCount; b++) { Destroy(_boxColliders[b]); } _boxColliders = new GameObject[0]; GenerateFromDynamicMesh(mesh.mesh); List <BuildRCollider.BBox> boxes = mesh.boxList; int newBoxCount = boxes.Count; _boxColliders = new GameObject[newBoxCount]; for (int b = 0; b < newBoxCount; b++) { GameObject newBoxCollider = new GameObject("box collider"); newBoxCollider.transform.parent = transform; newBoxCollider.transform.localPosition = boxes[b].position; newBoxCollider.transform.localRotation = boxes[b].rotation; BoxCollider bColl = newBoxCollider.AddComponent <BoxCollider>(); bColl.size = boxes[b].size; _boxColliders[b] = newBoxCollider; } transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; }
public void GenerateFromColliderMesh(BuildRCollider mesh) { //todo try to use old box colliders on regeneration int boxCount = _boxColliders.Length; for (int b = 0; b < boxCount; b++) { #if UNITY_EDITOR DestroyImmediate(_boxColliders[b]); #else Destroy(_boxColliders[b]); #endif } // if (mesh.mesh.vertexCount > 0) // { _boxColliders = new GameObject[0]; GenerateFromDynamicMesh(mesh.mesh); // } // else // { List <BuildRCollider.BBox> boxes = mesh.boxList; int newBoxCount = boxes.Count; _boxColliders = new GameObject[newBoxCount]; for (int b = 0; b < newBoxCount; b++) { GameObject newBoxCollider = new GameObject("box collider"); newBoxCollider.transform.parent = transform; newBoxCollider.transform.localPosition = boxes[b].position; newBoxCollider.transform.localRotation = boxes[b].rotation; #if UNITY_EDITOR UnityEditor.Undo.RegisterCreatedObjectUndo(newBoxCollider, "Created Box Collider"); BoxCollider bColl = UnityEditor.Undo.AddComponent <BoxCollider>(newBoxCollider); #else BoxCollider bColl = newBoxCollider.AddComponent <BoxCollider>(); #endif bColl.size = boxes[b].size; _boxColliders[b] = newBoxCollider; } // } transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; }
public static bool Generate(BuildRMesh mesh, BuildRCollider collider, Vector2[] points, int[] facadeIndices, float roofBaseHeight, IVolume volume) { if (points.Length == 0) { return(false); } if (BuildrUtils.SelfIntersectingPoly(points)) { return(false); } Roof design = volume.roof; float floorWidth = design.floorDepth; float roofDepth = design.depth; float roofHeight = design.height; Surface mainSurface = design.mainSurface; Surface floorSurface = design.floorSurface; int mainSubmesh = mesh.submeshLibrary.SubmeshAdd(mainSurface); int floorSubmesh = mesh.submeshLibrary.SubmeshAdd(floorSurface); //mansard floor if (floorWidth > 0) { OffsetSkeleton offsetFloorPoly = new OffsetSkeleton(points, null, floorWidth); offsetFloorPoly.direction = 1; offsetFloorPoly.Execute(); Shape floorShape = offsetFloorPoly.shape; if (floorShape != null) { ToMesh(ref mesh, ref floorShape, roofBaseHeight, 0, facadeIndices, volume, floorSubmesh, design.floorSurface); points = new Vector2[floorShape.terminatedNodeCount]; for (int i = 0; i < floorShape.terminatedNodeCount; i++) { points[i] = floorShape.TerminatedNode(i).position; } } else { return(false); //todo } } if (points.Length == 0) { return(false); } //mansard pitch OffsetSkeleton offsetRoofPoly = new OffsetSkeleton(points, null, roofDepth); offsetRoofPoly.direction = 1; offsetRoofPoly.Execute(); Shape roofShape = offsetRoofPoly.shape; if (roofShape == null) { return(false); } if (facadeIndices.Length < roofShape.baseEdges.Count) { return(false); } ToMesh(ref mesh, ref roofShape, roofBaseHeight, roofHeight, facadeIndices, volume, mainSubmesh, mainSurface, design.hasDormers); points = new Vector2[roofShape.terminatedNodeCount]; for (int i = 0; i < roofShape.terminatedNodeCount; i++) { points[i] = roofShape.TerminatedNode(i).position; } //mansard top ToMesh(ref mesh, points, roofBaseHeight + roofHeight, facadeIndices, volume, floorSubmesh, floorSurface); return(true); }
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 } } } } }
public static void Generate(IBuilding building, IVolume volume, BuildRMesh mesh, BuildRCollider collider) { Rect basicUV = new Rect(0, 0, 0, 0); Generate(building, volume, mesh, collider, basicUV); }
public static bool Generate(BuildRMesh mesh, BuildRCollider collider, Vector2[] points, int[] facadeIndices, float roofBaseHeight, IVolume volume, Rect clampUV) { Roof design = volume.roof; OffsetSkeleton offsetPoly = new OffsetSkeleton(points); offsetPoly.direction = 1; offsetPoly.Execute(); Shape shape = offsetPoly.shape; int submesh = mesh.submeshLibrary.SubmeshAdd(design.mainSurface); // surfaceMapping.IndexOf(design.mainSurface); int wallSubmesh = mesh.submeshLibrary.SubmeshAdd(design.wallSurface); //surfaceMapping.IndexOf(design.wallSurface); if (shape == null) { return(false); } List <Edge> edges = new List <Edge>(shape.edges); List <Edge> baseEdges = new List <Edge>(shape.baseEdges); float shapeHeight = shape.HeighestPoint(); float designHeight = design.height; float heightScale = designHeight / shapeHeight; Vector2 clampUVScale = Vector2.one; if (clampUV.width > 0) { FlatBounds bounds = new FlatBounds(); for (int fvc = 0; fvc < points.Length; fvc++) { bounds.Encapsulate(points[fvc]); } clampUVScale.x = bounds.width / clampUV.width; clampUVScale.y = bounds.height / clampUV.height; } Dictionary <Node, int> shapeConnectionCount = new Dictionary <Node, int>(); Dictionary <Node, List <Node> > shapeConnections = new Dictionary <Node, List <Node> >(); int edgeCount = edges.Count; for (int e = 0; e < edgeCount; e++) { Edge edge = edges[e]; if (edge.length < Mathf.Epsilon) { continue; } if (!shapeConnectionCount.ContainsKey(edge.nodeA)) { shapeConnectionCount.Add(edge.nodeA, 0);//start at zero - we need two edges to make a shape... shapeConnections.Add(edge.nodeA, new List <Node> { edge.nodeB }); } else { shapeConnectionCount[edge.nodeA]++; if (!shapeConnections[edge.nodeA].Contains(edge.nodeB)) { shapeConnections[edge.nodeA].Add(edge.nodeB); } } if (!shapeConnectionCount.ContainsKey(edge.nodeB)) { shapeConnectionCount.Add(edge.nodeB, 0);//start at zero - we need two edges to make a shape... shapeConnections.Add(edge.nodeB, new List <Node> { edge.nodeA }); } else { shapeConnectionCount[edge.nodeB]++; if (!shapeConnections[edge.nodeB].Contains(edge.nodeA)) { shapeConnections[edge.nodeB].Add(edge.nodeA); } } } int baseEdgeCount = baseEdges.Count; for (int b = 0; b < baseEdgeCount; b++) { Edge baseEdge = baseEdges[b]; Node nodeA = baseEdge.nodeA; Node nodeB = baseEdge.nodeB; Node currentNode = nodeA; Node lastNode = nodeB; int itMax = 50; List <Node> edgeShape = new List <Node>() { nodeA }; while (currentNode != nodeB) { List <Node> nodeConnections = shapeConnections[currentNode]; int nodeConnectionCount = nodeConnections.Count; float minAngle = Mathf.Infinity; Node nextNode = null; Vector2 currentDirection = (currentNode.position - lastNode.position).normalized; for (int n = 0; n < nodeConnectionCount; n++) { Node connectingNode = nodeConnections[n]; if (connectingNode == lastNode) { continue; } Vector2 nextDirection = (connectingNode.position - currentNode.position).normalized; float nodeAngle = JMath.SignAngleDirection(currentDirection, nextDirection); if (nodeAngle < minAngle) { minAngle = nodeAngle; nextNode = connectingNode; } } if (nextNode != null) { edgeShape.Add(nextNode); lastNode = currentNode; currentNode = nextNode; } itMax--; if (itMax < 0) { break; } } int edgeShapeCount = edgeShape.Count; if (edgeShapeCount < 3) { continue; } // Debug.Log("Generate edgeShapeCount "+ edgeShapeCount); Vector3[] verts = new Vector3[edgeShapeCount]; Vector2[] uvs = new Vector2[edgeShapeCount]; Vector3 baseShapeDirection = ShapeOffset.Utils.ToV3(nodeB.position - nodeA.position).normalized; float uvAngle = JMath.SignAngle(new Vector2(baseShapeDirection.x, baseShapeDirection.z).normalized) - 90; Vector2[] faceShape = new Vector2[edgeShapeCount]; Vector3[] normals = new Vector3[edgeShapeCount]; Vector4[] tangents = new Vector4[edgeShapeCount]; // Vector3 normal = Vector3.up;//BuildRMesh.CalculateNormal(); TODO Vector4 tangent = BuildRMesh.CalculateTangent(baseShapeDirection); for (int i = 0; i < edgeShapeCount; i++)//what on earth did I write here? { Vector3 newVert = new Vector3(edgeShape[i].position.x, edgeShape[i].height * heightScale + roofBaseHeight, edgeShape[i].position.y); verts[i] = newVert; Vector2 baseUV = new Vector2(newVert.x - verts[0].x, newVert.z - verts[0].z); Vector2 newUV = Vector2.zero; if (i != 0) { newUV = JMath.Rotate(baseUV, uvAngle); } if (clampUV.width > Mathf.Epsilon) { newUV.x = Mathf.Clamp(clampUV.x + newUV.x / clampUVScale.x, clampUV.xMin, clampUV.xMax); newUV.y = Mathf.Clamp(clampUV.y + newUV.y / clampUVScale.y, clampUV.yMin, clampUV.yMax); } else { if (i != 0) { float faceHeight = edgeShape[i].height * heightScale; newUV.y = Mathf.Sqrt((newUV.y * newUV.y) + (faceHeight * faceHeight));//hypotenuse of roof to give length of roof face if (design.mainSurface != null) { newUV = design.mainSurface.CalculateUV(newUV); } } } uvs[i] = newUV; faceShape[i] = edgeShape[i].position;//used for triangulation // normals[i] = normal; tangents[i] = tangent; } // int[] tris = EarClipper.Triangulate(faceShape, 0, -1); int[] tris = Poly2TriWrapper.Triangulate(faceShape, true); int triCount = tris.Length; Vector3 normal = (verts.Length > 2 && triCount > 2) ? BuildRMesh.CalculateNormal(verts[tris[0]], verts[tris[1]], verts[tris[2]]) : Vector3.up; for (int i = 0; i < edgeShapeCount; i++) { normals[i] = normal; } mesh.AddData(verts, uvs, tris, normals, tangents, submesh); //gable bool isGabled = volume[facadeIndices[b]].isGabled; if (isGabled) { for (int t = 0; t < triCount; t += 3) { if (tris[t] == 0 || tris[t + 1] == 0 || tris[t + 2] == 0) { int beB = edgeShapeCount - 1; if (tris[t] == beB || tris[t + 1] == beB || tris[t + 2] == beB) { Vector3 b0 = verts[0]; Vector3 b1 = verts[beB]; Vector3 g0 = b0; Vector3 g1 = b1; int topIndex = 0; for (int tx = 0; tx < 3; tx++) { if (tris[t + tx] != 0 && tris[t + tx] != beB) { topIndex = tris[t + tx]; } } Vector3 b2 = verts[topIndex]; Vector3 baseV = b1 - b0; Vector3 dir = baseV.normalized; Vector3 face = Vector3.Cross(Vector3.up, dir).normalized; Vector3 up = Vector3.Project(b2 - b0, Vector3.up); //clear triangle tris[t] = 0; tris[t + 1] = 0; tris[t + 2] = 0; bool simpleGable = volume[facadeIndices[b]].simpleGable; Gable gableStyle = volume[facadeIndices[b]].gableStyle; float thickness = volume[facadeIndices[b]].gableThickness; float additionalHeight = volume[facadeIndices[b]].gableHeight; float height = up.magnitude + additionalHeight; if (simpleGable || gableStyle != null) { Vector3 pitchVectorA = (b2 - b0).normalized; Vector3 pitchVectorB = (b2 - b1).normalized; float angle = Vector3.Angle(-face, pitchVectorA); float scale = Mathf.Cos(angle / 57.2957795f); b0 += pitchVectorA * (thickness * (1 / scale)); b1 += pitchVectorB * (thickness * (1 / scale)); } Vector3 center = Vector3.Lerp(b0, b1, 0.5f); up = Vector3.Project(b2 - b0, Vector3.up); //recalculate after b change(?) Vector3 b3 = center + up; if (simpleGable) //generate a simple gable { //generate simple gable based on roof Vector3 gCenter = Vector3.Lerp(g0, g1, 0.5f); Vector3 gBaseUp = Vector3.up * additionalHeight; Vector3 gUp = up.normalized * height; Vector3 gBack = -face * thickness; //todo further calculations //face mesh.AddPlane(g0, g1, g0 + gBaseUp, g1 + gBaseUp, wallSubmesh); mesh.AddTri(g1 + gBaseUp, g0 + gBaseUp, gCenter + gUp, dir, wallSubmesh); //backface mesh.AddPlane(g1 + gBack, g0 + gBack, g1 + gBaseUp + gBack, g0 + gBaseUp + gBack, wallSubmesh); mesh.AddTri(g0 + gBack + gBaseUp, g1 + gBack + gBaseUp, b3 + gBaseUp, -dir, wallSubmesh); //left mesh.AddPlane(g0 + gBack, g0, g0 + gBaseUp + gBack, g0 + gBaseUp, wallSubmesh); mesh.AddPlane(g0 + gBaseUp + gBack, g0 + gBaseUp, b3 + gBaseUp, gCenter + gUp, wallSubmesh); //right mesh.AddPlane(g1, g1 + gBack, g1 + gBaseUp, g1 + gBaseUp + gBack, wallSubmesh); mesh.AddPlane(g1 + gBaseUp, g1 + gBaseUp + gBack, gCenter + gUp, b3 + gBaseUp, wallSubmesh); } else if (volume[facadeIndices[b]].gableStyle != null) { Vector2 baseUV = new Vector2(0, volume.planHeight); GableGenerator.Generate(ref mesh, gableStyle, g0, g1, height, thickness, baseUV); } else { mesh.AddTri(b0, b3, b1, dir, submesh);//face - no separate gable } mesh.AddTri(b0, b2, b3, face, submesh); //left mesh.AddTri(b1, b3, b2, -face, submesh); //right } } } } } return(true); }
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 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 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 Generate(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int floor, int wallSubmesh = -1, BuildRCollider collider = null) { if (collider != null) { collider.thickness = VerticalOpening.WALL_THICKNESS; } GenerateWall(mesh, opening, basePosition, height, wallSubmesh, collider); GenerateStairs(mesh, opening, basePosition, height, floor, wallSubmesh, collider); }
public static void GenerateStairs(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 stepHeight = 0.22f; float wallThickness = VerticalOpening.WALL_THICKNESS; bool generateColldier = collider != null; float minimumRunLength = 0.25f; float maximumRiserHeight = 0.2f; int internalWallSubmesh = mesh.submeshLibrary.SubmeshAdd(opening.surfaceB); int internalFloorSubmesh = mesh.submeshLibrary.SubmeshAdd(opening.surfaceD); bool isBottomFloor = opening.baseFloor == floor; bool isTopFloor = opening.baseFloor + opening.floors == floor; // Debug.Log((opening.baseFloor + opening.floors - 1) +" "+ floor); //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; 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); //Mathf.Max(stairWidth, internalSize.x * 0.5f)); float useStairWidth = Mathf.Clamp(opening.stairWidth, minimumWidth, stairWidthFromX); float stairRun = internalSize.y - (useLandingWidth * 2); Vector3 escalationFlatDir = (b2i - b0i).normalized; Vector3 escalationRight = (b1i - b0i).normalized; Vector3 escalationVector = new Vector3(stairRun * escalationFlatDir.x, height * 0.5f, stairRun * escalationFlatDir.z); Vector3 escalationDirection = escalationVector.normalized; float escalationHypotenuse = escalationVector.magnitude; int numberOfSteps = Mathf.CeilToInt((height) / stepHeight); Vector3 escalationVectorB = new Vector3(stairRun * -escalationFlatDir.x, height * 0.5f, stairRun * -escalationFlatDir.z); Vector3 escalationDirectionB = escalationVectorB.normalized; Vector3 landingDrop = Vector3.down * wallThickness; Vector4 rightTangent = BuildRMesh.CalculateTangent(escalationRight); //lower landing if (!isBottomFloor) { Vector3 l0 = b0i; Vector3 l1 = b1i; Vector3 l2 = b0i + escalationFlatDir * useLandingWidth; Vector3 l3 = b1i + escalationFlatDir * useLandingWidth; Vector2 maxUVTop = new Vector2(internalSize.x, useLandingWidth); Vector2 maxUVSide = new Vector2(internalSize.x, stepHeight); //top mesh.AddPlane(l0, l1, l2, l3, Vector3.zero, maxUVTop, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD); //bottom mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, Vector3.zero, maxUVTop, Vector3.down, rightTangent, internalWallSubmesh, opening.surfaceB); //front mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, escalationFlatDir, maxUVSide, Vector3.up, rightTangent, internalWallSubmesh, opening.surfaceB); 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); } } if (!isTopFloor) { //mid landing if (true) //half landed { Vector3 up = Vector3.up * height * 0.5f; Vector3 l0 = b2i - escalationFlatDir * useLandingWidth + up; Vector3 l1 = b3i - escalationFlatDir * useLandingWidth + up; Vector3 l2 = b2i + up; Vector3 l3 = b3i + up; Vector2 maxUVTop = new Vector2(internalSize.x, useLandingWidth); Vector2 maxUVSide = new Vector2(internalSize.x, useLandingWidth); //top mesh.AddPlane(l0, l1, l2, l3, Vector3.zero, maxUVTop, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD); //bottom mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, Vector3.zero, maxUVTop, Vector3.down, rightTangent, internalWallSubmesh, opening.surfaceB); //front mesh.AddPlane(l1, l0, l1 + landingDrop, l0 + landingDrop, Vector3.zero, maxUVSide, -escalationFlatDir, rightTangent, internalWallSubmesh, opening.surfaceB); 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(l1, l0, l1 + landingDrop, l0 + landingDrop, 0); } } Vector3 flightABaseOutside = b0i + escalationFlatDir * useLandingWidth; Vector3 flightABaseInside = flightABaseOutside + escalationRight * useStairWidth; Vector3 flightATopOutside = flightABaseOutside + escalationDirection * escalationHypotenuse; Vector3 flightATopInside = flightABaseInside + escalationDirection * escalationHypotenuse; float dropThickness = wallThickness; //Mathf.Sin(Mathf.Atan2(height, stairRun)) * wallThickness; Vector3 flightABaseOutsideDrop = flightABaseOutside + Vector3.down * dropThickness; Vector3 flightABaseInsideDrop = flightABaseInside + Vector3.down * dropThickness; Vector3 flightATopOutsideDrop = flightATopOutside + Vector3.down * dropThickness; Vector3 flightATopInsideDrop = flightATopInside + Vector3.down * dropThickness; Vector3 flightBBaseOutside = b3i - escalationFlatDir * useLandingWidth + Vector3.up * height * 0.5f; Vector3 flightBBaseInside = flightBBaseOutside - escalationRight * useStairWidth; Vector3 flightBTopOutside = flightBBaseOutside + escalationDirectionB * escalationHypotenuse; Vector3 flightBTopInside = flightBBaseInside + escalationDirectionB * escalationHypotenuse; Vector3 flightBBaseOutsideDrop = flightBBaseOutside + Vector3.down * dropThickness; Vector3 flightBBaseInsideDrop = flightBBaseInside + Vector3.down * dropThickness; Vector3 flightBTopOutsideDrop = flightBTopOutside + Vector3.down * dropThickness; Vector3 flightBTopInsideDrop = flightBTopInside + Vector3.down * dropThickness; if (generateColldier) { collider.mesh.AddPlane(flightABaseOutside, flightABaseInside, flightATopOutside, flightATopInside, 0); collider.mesh.AddPlane(flightABaseInsideDrop, flightATopInsideDrop, flightABaseInside, flightATopInside, 0); collider.mesh.AddPlane(flightABaseInsideDrop, flightABaseOutsideDrop, flightATopInsideDrop, flightATopOutsideDrop, 0); collider.mesh.AddPlane(flightBBaseOutside, flightBBaseInside, flightBTopOutside, flightBTopInside, 0); collider.mesh.AddPlane(flightBBaseInsideDrop, flightBTopInsideDrop, flightBBaseInside, flightBTopInside, 0); collider.mesh.AddPlane(flightBBaseInsideDrop, flightBBaseOutsideDrop, flightBTopInsideDrop, flightBTopOutsideDrop, 0); } if (stepped) //todo, flat generation { float stepDepth = stairRun / (numberOfSteps); float skipStep = (stepDepth / (numberOfSteps - 1)); stepDepth += skipStep; float stepRiser = height / numberOfSteps / 2; Vector2 stepUvTopMin = new Vector2(0, 0); Vector2 stepUvTopMax = new Vector2(useStairWidth, stepDepth); Vector2 stepUvSideMin = new Vector2(0, 0); Vector2 stepUvSideMax = new Vector2(useStairWidth, stepRiser); //flight one float lerpIncrement = 1.0f / (numberOfSteps - 1); Vector3 flightATopOutsideStep = flightATopOutside + Vector3.down * stepHeight * 0.5f; Vector3 flightATopInsideStep = flightATopInside + Vector3.down * stepHeight * 0.5f; for (int s = 0; s < numberOfSteps - 1; s++) { float lerpValueAA = lerpIncrement * s; Vector3 s0 = Vector3.Lerp(flightABaseOutside, flightATopOutsideStep, lerpValueAA); Vector3 s1 = Vector3.Lerp(flightABaseInside, flightATopInsideStep, lerpValueAA); Vector3 s2 = s0 + Vector3.up * stepRiser; Vector3 s3 = s1 + Vector3.up * stepRiser; Vector3 s4 = s2 + escalationFlatDir.normalized * stepDepth; Vector3 s5 = s3 + escalationFlatDir.normalized * stepDepth; //front mesh.AddPlane(s0, s1, s2, s3, stepUvSideMin, stepUvSideMax, -escalationFlatDir, rightTangent, internalWallSubmesh, opening.surfaceB); //top mesh.AddPlane(s2, s3, s4, s5, stepUvTopMin, stepUvTopMax, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD); //sides float lerpValueB = lerpIncrement * s; Vector3 normal = escalationRight; Vector3[] normals = { normal, normal, normal, normal }; Vector4 tangent = BuildRMesh.CalculateTangent(escalationFlatDir); Vector4[] tangents = { tangent, tangent, tangent, tangent }; Vector3 s8 = Vector3.Lerp(flightABaseInsideDrop, flightATopInsideDrop, lerpValueB); Vector3 s9 = Vector3.Lerp(flightABaseInsideDrop, flightATopInsideDrop, lerpValueB + lerpIncrement); Vector2 uv5, uv3, uv8, uv9; if (opening.surfaceB != null) { uv5 = opening.surfaceB.CalculateUV(new Vector2(s5.z, s5.y)); uv3 = opening.surfaceB.CalculateUV(new Vector2(s3.z, s3.y)); uv8 = opening.surfaceB.CalculateUV(new Vector2(s8.z, s8.y)); uv9 = opening.surfaceB.CalculateUV(new Vector2(s9.z, s9.y)); } else { uv5 = new Vector2(); uv3 = new Vector2(); uv8 = new Vector2(); uv9 = new Vector2(); } mesh.AddData(new[] { s3, s5, s8, s9 }, new[] { uv3, uv5, uv8, uv9 }, new[] { 0, 1, 2, 2, 1, 3 }, normals, tangents, internalWallSubmesh); if (opening.surfaceB.tiled) { stepUvSideMin.x += 0.11f; stepUvSideMin.y += 0.37f; stepUvSideMax.x += 0.11f; stepUvSideMax.y += 0.37f; } if (opening.surfaceD.tiled) { stepUvTopMin.x += 0.23f; stepUvTopMin.y += 0.13f; stepUvTopMax.x += 0.23f; stepUvTopMax.y += 0.13f; } } mesh.AddPlane(flightABaseInsideDrop, flightABaseOutsideDrop, flightATopInsideDrop, flightATopOutsideDrop, internalWallSubmesh); //underside //flight two Vector3 flightBTopOutsideStep = flightBTopOutside + Vector3.down * stepHeight * 0.5f; Vector3 flightBTopInsideStep = flightBTopInside + Vector3.down * stepHeight * 0.5f; for (int s = 0; s < numberOfSteps - 1; s++) { float lerpValue = lerpIncrement * s; Vector3 s0 = Vector3.Lerp(flightBBaseOutside, flightBTopOutsideStep, lerpValue); Vector3 s1 = Vector3.Lerp(flightBBaseInside, flightBTopInsideStep, lerpValue); Vector3 s2 = s0 + Vector3.up * stepRiser; Vector3 s3 = s1 + Vector3.up * stepRiser; Vector3 s4 = s2 - escalationFlatDir.normalized * stepDepth; Vector3 s5 = s3 - escalationFlatDir.normalized * stepDepth; //front mesh.AddPlane(s0, s1, s2, s3, stepUvSideMin, stepUvSideMax, escalationFlatDir, rightTangent, internalWallSubmesh, opening.surfaceB); //top mesh.AddPlane(s2, s3, s4, s5, stepUvTopMin, stepUvTopMax, Vector3.up, rightTangent, internalFloorSubmesh, opening.surfaceD); //sides float lerpValueB = lerpIncrement * s; Vector3 normal = escalationRight; Vector3[] normals = { normal, normal, normal, normal }; Vector4 tangent = BuildRMesh.CalculateTangent(escalationFlatDir); Vector4[] tangents = { tangent, tangent, tangent, tangent }; Vector3 s8 = Vector3.Lerp(flightBBaseInsideDrop, flightBTopInsideDrop, lerpValueB); Vector3 s9 = Vector3.Lerp(flightBBaseInsideDrop, flightBTopInsideDrop, lerpValueB + lerpIncrement); Vector2 uv5, uv3, uv8, uv9; if (opening.surfaceB != null) { uv5 = opening.surfaceB.CalculateUV(new Vector2(s5.z, s5.y)); uv3 = opening.surfaceB.CalculateUV(new Vector2(s3.z, s3.y)); uv8 = opening.surfaceB.CalculateUV(new Vector2(s8.z, s8.y)); uv9 = opening.surfaceB.CalculateUV(new Vector2(s9.z, s9.y)); } else { uv5 = new Vector2(); uv3 = new Vector2(); uv8 = new Vector2(); uv9 = new Vector2(); } mesh.AddData(new[] { s3, s5, s8, s9 }, new[] { uv3, uv5, uv8, uv9 }, new[] { 0, 1, 2, 2, 1, 3 }, normals, tangents, internalWallSubmesh); } mesh.AddPlane(flightBBaseInsideDrop, flightBBaseOutsideDrop, flightBTopInsideDrop, flightBTopOutsideDrop, internalWallSubmesh); //underside } } }
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(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); } } }
public static void BMesh(BuildRMesh mesh, float height, Surface surface, int submesh, Vector2[] shape, Rect clampUV, bool flipTri = false, Vector2[][] holes = null, BuildRCollider collider = null) { int shapeSize = shape.Length; bool[] useHole = new bool[0]; if (holes != null) { int holeCount = holes.Length; // Debug.Log("BMesh "+holeCount); useHole = new bool[holeCount]; for (int flc = 0; flc < holeCount; flc++) { useHole[flc] = true; int holeSize = holes[flc].Length; // for(int h = 0; h < holeSize; h++) // { // Vector2 holePoint = holes[flc][h]; // holeIntersections[h] = PointInShape(holePoint, shape); //// Debug.Log("intersection length " + intersections.Length); // useHole[flc] = holeIntersections[h].Length == 0; // } // for(int flcp = 0; flcp < holeSize; flcp++) // { // if(!PointInPolygon(holes[flc][flcp], shape)) // { // useHole[flc] = false; // break; // } // } if (useHole[flc]) { shapeSize += holeSize; } } } Vector2[] allFloorPoints = new Vector2[shapeSize]; int mainShapeLength = shape.Length; for (int ms = 0; ms < mainShapeLength; ms++) { allFloorPoints[ms] = shape[ms]; } int cutPointIterator = mainShapeLength; if (holes != null) { for (int flc = 0; flc < holes.Length; flc++) { if (!useHole[flc]) { continue; } for (int flcp = 0; flcp < holes[flc].Length; flcp++) { allFloorPoints[cutPointIterator] = holes[flc][flcp]; cutPointIterator++; } } } FlatBounds bounds = new FlatBounds(); if (clampUV.width > 0) { for (int fvc = 0; fvc < mainShapeLength; fvc++) { bounds.Encapsulate(shape[fvc]); } } Vector3[] floorPoints = new Vector3[shapeSize]; Vector2[] floorUvs = new Vector2[shapeSize]; Vector3[] floorNorms = new Vector3[shapeSize]; Vector4[] floorTangents = new Vector4[shapeSize]; Vector3 normal = flipTri ? Vector3.up : Vector3.down; Vector4 tangent = BuildRMesh.CalculateTangent(Vector3.right); for (int rp = 0; rp < shapeSize; rp++) { floorPoints[rp] = new Vector3(allFloorPoints[rp].x, height, allFloorPoints[rp].y); if (clampUV.width > 0) { Vector2 clampedUV = new Vector2(); clampedUV.x = ((floorPoints[rp].x - bounds.xMin) / bounds.width) * clampUV.width + clampUV.x; clampedUV.y = ((floorPoints[rp].z - bounds.yMin) / bounds.height) * clampUV.height + clampUV.y; floorUvs[rp] = clampedUV; } else { if (surface != null) { floorUvs[rp] = surface.CalculateUV(allFloorPoints[rp]); } else { floorUvs[rp] = allFloorPoints[rp]; } } floorNorms[rp] = normal; floorTangents[rp] = tangent; } int[] tris = Triangulate(shape, flipTri, holes); // Debug.Log(volumeFloor + " " + actualFloor + " " + floorPoints.Length + " " + tris.Length+" "+r); int useFloorSubmesh = submesh != -1 ? submesh : 0; mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, useFloorSubmesh); if (collider != null) { collider.mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, 0); } }
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; } } }
public void GenerateFromDynamicMesh(BuildRMesh overflow = null) { Debug.Log("VisualPart.cs GenerateFromDynamicMesh :" + overflow); HUtils.log(); if (_dynamicMesh == null) { _dynamicMesh = new BuildRMesh(DYNAMIC_MESH_NAME); } if (_mesh == null) { _mesh = new Mesh(); } if (_filter == null) { #if UNITY_EDITOR _filter = UnityEditor.Undo.AddComponent <MeshFilter>(gameObject); #else _filter = gameObject.AddComponent <MeshFilter>(); #endif } if (_renderer == null) { #if UNITY_EDITOR _renderer = UnityEditor.Undo.AddComponent <MeshRenderer>(gameObject); #else _renderer = gameObject.AddComponent <MeshRenderer>(); #endif } if (overflow != null) { _dynamicMesh = overflow; } _dynamicMesh.Build(_mesh); _filter.sharedMesh = _mesh; _renderer.sharedMaterials = _dynamicMesh.materials.ToArray(); if (_dynamicMesh.hasOverflowed) { if (_sibling == null) { _sibling = Create(transform.parent, name); } _sibling.GenerateFromDynamicMesh(_dynamicMesh.overflow); } else { if (_sibling != null) { _sibling.DestroyVisual(); } _sibling = null; } if (_colliderPart == null) { _colliderPart = ColliderPart.Create(transform.parent); } if (_colliderMesh == null) { _colliderMesh = new BuildRCollider(DYNAMIC_COLLIDER_NAME); } _colliderPart.GenerateFromColliderMesh(_colliderMesh); }
private static void Flat(IBuilding building, IVolume volume, BuildRMesh mesh, BuildRCollider collider, Vector2[] points, float roofBaseHeight, Roof design, int submesh, Surface surface, Rect clampUV) { BuildRVolumeUtil.VolumeShape[] roofPoints = BuildRVolumeUtil.GetTopShape(building, volume, points); int roofShapeCount = roofPoints.Length; for (int r = 0; r < roofShapeCount; r++) { Poly2TriWrapper.BMesh(mesh, roofBaseHeight, surface, submesh, roofPoints[r].outer, clampUV, true, roofPoints[r].holes, collider); } }
public static void Generate(IBuilding building, IVolume volume, BuildRMesh mesh, BuildRCollider collider, Rect clampUV) { int numberOfPoints = volume.numberOfPoints; float totalPlanHeight = volume.planTotalHeight; Roof roof = volume.roof; bool generateColliders = building.colliderType != BuildingColliderTypes.None; if (!roof.exists) { return; } List <Vector2> roofPoints = new List <Vector2>(); List <int> facadeIndicies = new List <int>(); mesh.submeshLibrary.SubmeshAdd(roof.mainSurface); int wallSubmesh = mesh.submeshLibrary.SubmeshAdd(roof.wallSurface != null ? roof.wallSurface : roof.mainSurface); int floorSubmesh = mesh.submeshLibrary.SubmeshAdd(roof.floorSurface != null?roof.floorSurface: roof.mainSurface); bool[] facadeParapets = new bool[numberOfPoints]; for (int p = 0; p < numberOfPoints; p++) { Vector3 p0 = volume.BuildingPoint(p); roofPoints.Add(new Vector2(p0.x, p0.z)); facadeIndicies.Add(p); if (!volume.IsWallStraight(p)) { int anchorCount = volume.facadeWallAnchors[p].Count; for (int a = 1; a < anchorCount - 1; a++) { roofPoints.Add(volume.facadeWallAnchors[p][a].vector2); facadeIndicies.Add(p); } } facadeParapets[p] = BuildRFacadeUtil.HasParapet(building, volume, p); } int numberOfRoofPoints = roofPoints.Count; Vector3[] facadeNormals = new Vector3[numberOfRoofPoints]; Vector3[] facadeDirections = new Vector3[numberOfRoofPoints]; float[] facadeLengths = new float[numberOfRoofPoints]; for (int p = 0; p < numberOfRoofPoints; p++) { Vector3 p0 = roofPoints[p]; Vector3 p1 = roofPoints[(p + 1) % numberOfRoofPoints]; Vector3 facadeVector = (p1 - p0); facadeDirections[p] = facadeVector.normalized; facadeNormals[p] = Vector3.Cross(Vector3.up, facadeDirections[p]); facadeLengths[p] = facadeVector.magnitude; } Vector2[] roofPointsA = roofPoints.ToArray(); bool[] roofGables = new bool[numberOfPoints]; for (int g = 0; g < numberOfPoints; g++) { roofGables[g] = volume[g].isGabled; } Vector2[] baseRoofPoints = new Vector2[0]; if (roof.overhang > 0) { OffsetPoly polyOffset = new OffsetPoly(roofPointsA, -roof.overhang); polyOffset.Execute(); baseRoofPoints = polyOffset.Shape(); ShapeToRoofMesh.OverhangUnderside(ref mesh, roofPointsA, baseRoofPoints, totalPlanHeight, roof); } else { baseRoofPoints = roofPointsA; } if (baseRoofPoints.Length == 0) { return; } Vector2[] parapetExternalPoints = new Vector2[0]; Vector2[] parapetInternalPoints = new Vector2[0]; float parapetFrontDepth = roof.parapetFrontDepth; float parapetBackDepth = roof.parapetBackDepth; if (generateColliders) { collider.thickness = parapetFrontDepth * 0.5f + parapetBackDepth; } bool parapet = roof.parapet && building.meshType == BuildingMeshTypes.Full; if (parapet) { OffsetPoly polyOffset = new OffsetPoly(baseRoofPoints, -parapetFrontDepth); polyOffset.Execute(); parapetExternalPoints = polyOffset.Shape(); polyOffset = new OffsetPoly(baseRoofPoints, parapetBackDepth); polyOffset.Execute(); parapetInternalPoints = polyOffset.Shape(); } int roofPointCount = baseRoofPoints.Length; if (parapet && parapetExternalPoints.Length > 0 && parapetInternalPoints.Length > 0) { List <BuildRVolumeUtil.ParapetWallData> parapetShapes = BuildRVolumeUtil.GetParapetShapes(building, volume, baseRoofPoints); for (int p = 0; p < roofPointCount; p++) { BuildRVolumeUtil.ParapetWallData parapetWallData = parapetShapes[p]; int facadeIndex = facadeIndicies[p]; if (!facadeParapets[facadeIndex] || parapetWallData.type == BuildRVolumeUtil.ParapetWallData.Types.None) { continue; } int pb = (p + 1) % roofPointCount; int pbi = (p + 1) % parapetInternalPoints.Length; int pbe = (p + 1) % parapetExternalPoints.Length; int facadeIndexB = (facadeIndex + 1) % numberOfPoints; int facadeIndexC = (facadeIndex - 1 + numberOfPoints) % numberOfPoints; bool facadeParapetB = facadeParapets[facadeIndexB] && parapetShapes[facadeIndexB].type != BuildRVolumeUtil.ParapetWallData.Types.None; bool facadeParapetC = facadeParapets[facadeIndexC] && parapetShapes[facadeIndexC].type != BuildRVolumeUtil.ParapetWallData.Types.None; Vector3 p0 = new Vector3(baseRoofPoints[p].x, totalPlanHeight, baseRoofPoints[p].y); Vector3 p1 = new Vector3(baseRoofPoints[pb].x, totalPlanHeight, baseRoofPoints[pb].y); Vector3 facadeVector = (p1 - p0); Vector3 facadeDirection = facadeVector.normalized; Vector3 facadeNormal = Vector3.Cross(Vector3.up, facadeDirection); int pCount = Mathf.Min(parapetExternalPoints.Length, parapetInternalPoints.Length); if (p < pCount) { float facadeLength = facadeVector.magnitude; if (!facadeParapetC)//need to straighten the ends if no parapet exists { Vector3 parapetEndExternalC = p0 + facadeNormal * parapetFrontDepth; Vector3 parapetEndInternalC = p0 - facadeNormal * parapetBackDepth; parapetExternalPoints[p] = new Vector2(parapetEndExternalC.x, parapetEndExternalC.z); parapetInternalPoints[p] = new Vector2(parapetEndInternalC.x, parapetEndInternalC.z); } if (!facadeParapetB)//need to straighten the ends if no parapet exists { Vector3 parapetEndExternalB = p1 + facadeNormal * parapetFrontDepth; Vector3 parapetEndInternalB = p1 - facadeNormal * parapetBackDepth; parapetExternalPoints[pbe] = new Vector2(parapetEndExternalB.x, parapetEndExternalB.z); parapetInternalPoints[pbi] = new Vector2(parapetEndInternalB.x, parapetEndInternalB.z); } //external points Vector3 p0e = new Vector3(parapetExternalPoints[p].x, totalPlanHeight, parapetExternalPoints[p].y); Vector3 p1e = new Vector3(parapetExternalPoints[pbe].x, totalPlanHeight, parapetExternalPoints[pbe].y); //internal points Vector3 p0i = new Vector3(parapetInternalPoints[p].x, totalPlanHeight, parapetInternalPoints[p].y); Vector3 p1i = new Vector3(parapetInternalPoints[pbi].x, totalPlanHeight, parapetInternalPoints[pbi].y); float uvAngle = JMath.SignAngle(new Vector2(facadeDirection.x, facadeDirection.z).normalized) + 90; Vector4 facadeTangent = BuildRMesh.CalculateTangent(facadeDirection); Vector4 facadeTangentInverse = BuildRMesh.CalculateTangent(-facadeDirection); if (parapetWallData.type == BuildRVolumeUtil.ParapetWallData.Types.AtoIntersection) { Vector2 intV2 = parapetWallData.Int; Vector3 intV3 = new Vector3(intV2.x, totalPlanHeight, intV2.y); p1e = intV3 + facadeNormal * parapetFrontDepth; p1i = intV3 - facadeNormal * parapetBackDepth; } if (parapetWallData.type == BuildRVolumeUtil.ParapetWallData.Types.IntersectiontoB) { Vector2 intV2 = parapetWallData.Int; Vector3 intV3 = new Vector3(intV2.x, totalPlanHeight, intV2.y); p0e = intV3 + facadeNormal * parapetFrontDepth; p0i = intV3 - facadeNormal * parapetBackDepth; } if (roof.parapetStyle == Roof.ParapetStyles.Flat) { Vector3 parapetUp = Vector3.up * roof.parapetHeight; Vector3 w0 = p0e; //front left Vector3 w1 = p1e; //front right Vector3 w2 = p0i; //back left Vector3 w3 = p1i; //back right Vector3 w6 = w2 + parapetUp; //front left top Vector3 w7 = w3 + parapetUp; //front right top Vector3 w4 = w0 + parapetUp; //back left top Vector3 w5 = w1 + parapetUp; //back right top mesh.AddPlane(w0, w1, w4, w5, Vector2.zero, new Vector2(facadeLength, roof.parapetHeight), facadeNormal, facadeTangent, wallSubmesh, roof.wallSurface); //front mesh.AddPlane(w3, w2, w7, w6, Vector2.zero, new Vector2(facadeLength, roof.parapetHeight), -facadeNormal, facadeTangentInverse, wallSubmesh, roof.wallSurface); //back mesh.AddPlaneComplexUp(w7, w6, w5, w4, uvAngle, Vector3.up, facadeTangent, wallSubmesh, roof.wallSurface); //top if (generateColliders) { collider.AddPlane(w0, w1, w4, w5); if (!collider.usingPrimitives) { collider.mesh.AddPlane(w3, w2, w7, w6, 0); collider.mesh.AddPlane(w7, w6, w5, w4, 0); } } if (parapetFrontDepth > 0) { mesh.AddPlaneComplexUp(p0, p1, w0, w1, uvAngle, Vector3.down, facadeTangent, wallSubmesh, roof.wallSurface);//bottom } bool leftParapet = facadeParapetB; if (!leftParapet) { //todo proper calculations Vector3 leftCapNormal = Vector3.forward; mesh.AddPlane(w0, w2, w4, w6, Vector2.zero, new Vector2(parapetBackDepth + parapetFrontDepth, roof.parapetHeight), leftCapNormal, facadeTangent, wallSubmesh, roof.wallSurface);//left cap } bool rightParapet = facadeParapetC; if (!rightParapet) { //todo proper calculations Vector3 rightCapNormal = Vector3.forward; mesh.AddPlane(w3, w1, w7, w5, Vector2.zero, new Vector2(parapetBackDepth + parapetFrontDepth, roof.parapetHeight), rightCapNormal, facadeTangent, wallSubmesh, roof.wallSurface);//right cap } } else//battlements! { int battlementCount = Mathf.CeilToInt(facadeLength / roof.battlementSpacing) * 2 + 1; for (int b = 0; b < battlementCount + 1; b++) { float percentLeft = b / (float)(battlementCount); float percentRight = (b + 1f) / (battlementCount); float parapetUVStart = percentLeft * facadeLength; float parapetUVWidth = (percentRight - percentLeft) * facadeLength; Vector3 b0 = Vector3.Lerp(p0e, p1e, percentLeft); Vector3 b1 = Vector3.Lerp(p0e, p1e, percentRight); Vector3 b2 = Vector3.Lerp(p0i, p1i, percentLeft); Vector3 b3 = Vector3.Lerp(p0i, p1i, percentRight); bool upperBattlement = b % 2 == 0; float battlementUp = upperBattlement ? roof.parapetHeight : roof.parapetHeight * roof.battlementHeightRatio; Vector3 battlementUpV = Vector3.up * battlementUp; Vector3 b6 = b2 + battlementUpV; //front left top Vector3 b7 = b3 + battlementUpV; //front right top Vector3 b4 = b0 + battlementUpV; //back left top Vector3 b5 = b1 + battlementUpV; //back right top //front mesh.AddPlane(b0, b1, b4, b5, new Vector2(parapetUVStart, 0), new Vector2(parapetUVStart + parapetUVWidth, battlementUp), facadeNormal, facadeTangent, wallSubmesh, roof.wallSurface); //back mesh.AddPlane(b3, b2, b7, b6, new Vector2(parapetUVStart, 0), new Vector2(parapetUVStart + parapetUVWidth, battlementUp), -facadeNormal, facadeTangentInverse, wallSubmesh, roof.wallSurface); //top mesh.AddPlaneComplexUp(b7, b6, b5, b4, uvAngle, Vector3.up, facadeTangent, wallSubmesh, roof.wallSurface); if (parapetFrontDepth > 0) { mesh.AddPlaneComplexUp(p0, p1, b0, b1, uvAngle, Vector3.down, facadeTangent, wallSubmesh, roof.wallSurface);//bottom } if (generateColliders) { collider.AddPlane(b0, b1, b4, b5); if (!collider.usingPrimitives) { collider.mesh.AddPlane(b3, b2, b7, b6, 0); collider.mesh.AddPlane(b7, b6, b5, b4, 0); } } if (upperBattlement) { //todo proper calculations float uvBattlementCapUp = roof.parapetHeight * roof.battlementHeightRatio; Vector3 leftCapNormal = -facadeDirection; Vector4 leftCapTangent = BuildRMesh.CalculateTangent(-facadeNormal); mesh.AddPlane(b2, b0, b6, b4, new Vector2(parapetUVStart, 0), new Vector2(parapetUVStart + roof.parapetBackDepth + parapetFrontDepth, uvBattlementCapUp), leftCapNormal, leftCapTangent, wallSubmesh, roof.wallSurface);//left cap Vector3 rightCapNormal = facadeDirection; Vector4 rightCapTangent = BuildRMesh.CalculateTangent(facadeNormal); mesh.AddPlane(b1, b3, b5, b7, new Vector2(parapetUVStart, 0), new Vector2(parapetUVStart + roof.parapetBackDepth + parapetFrontDepth, uvBattlementCapUp), rightCapNormal, rightCapTangent, wallSubmesh, roof.wallSurface);//right cap if (generateColliders) { if (!collider.usingPrimitives) { collider.mesh.AddPlane(b2, b0, b6, b4, 0); collider.mesh.AddPlane(b1, b3, b5, b7, 0); } } } } } } } } Vector2[] roofFloorBasePoints = (roof.parapet && roof.parapetBackDepth > 0 && parapetInternalPoints.Length > 0) ? parapetInternalPoints : baseRoofPoints; Roof.Types roofType = roof.type; if (volume.abovePlanCount > 0) { roofType = Roof.Types.Flat; } switch (roofType) { default: Flat(building, volume, mesh, collider, roofFloorBasePoints, totalPlanHeight, roof, floorSubmesh, roof.floorSurface, clampUV); break; case Roof.Types.Pitched: if (!PitchedRoofGenerator.Generate(mesh, collider, roofFloorBasePoints, facadeIndicies.ToArray(), totalPlanHeight, volume, clampUV)) { Flat(building, volume, mesh, collider, roofFloorBasePoints, totalPlanHeight, roof, floorSubmesh, roof.floorSurface, clampUV); } break; case Roof.Types.Mansard: if (!MansardRoofGenerator.Generate(mesh, collider, roofFloorBasePoints, facadeIndicies.ToArray(), totalPlanHeight, volume)) { Flat(building, volume, mesh, collider, roofFloorBasePoints, totalPlanHeight, roof, floorSubmesh, roof.floorSurface, clampUV); } // ShapeToRoofMesh.MansardRoof(ref mesh, roofFloorBasePoints, roofGables, totalPlanHeight, roof, surfaceMapping); break; // case Roof.Types.Gambrel: // ShapeToRoofMesh.Gambrel(ref mesh, roofFloorBasePoints, roofGables, totalPlanHeight, roof, surfaceMapping); // break; } }