public static void Build(DynamicMeshGenericMultiMaterialMesh _mesh, BuildrData _data) { // timestart = Time.realtimeSinceStartup; data = _data; mesh = _mesh; textures = data.textures.ToArray(); BuildrPlan plan = data.plan; int facadeIndex = 0; numberOfFacades = 0; int numberOfVolumes = data.plan.numberOfVolumes; LogTimer("Start"); //define rectangles that represent the facades packedTexturePositions.Clear(); for (int v = 0; v < numberOfVolumes; v++) { BuildrVolume volume = plan.volumes[v]; int numberOfVolumePoints = volume.points.Count; for (int f = 0; f < numberOfVolumePoints; f++) { if (!volume.renderFacade[f]) { continue; } int indexA = f; int indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0; Vector2z p0 = plan.points[volume.points[indexA]]; Vector2z p1 = plan.points[volume.points[indexB]]; float facadeWidth = Vector2z.Distance(p0, p1) * PIXELS_PER_METER; int floorBase = plan.GetFacadeFloorHeight(v, volume.points[indexA], volume.points[indexB]); int numberOfFloors = volume.numberOfFloors - floorBase; if (numberOfFloors < 1)//no facade - adjacent facade is taller and covers this one { continue; } float floorHeight = data.floorHeight; float facadeHeight = (volume.numberOfFloors - floorBase) * floorHeight * PIXELS_PER_METER; if (facadeHeight < 0) { facadeWidth = 0; facadeHeight = 0; } Rect newFacadeRect = new Rect(0, 0, facadeWidth, facadeHeight); packedTexturePositions.Add(newFacadeRect); numberOfFacades++; } } //Build ROOF DynamicMeshGenericMultiMaterialMesh dynMeshRoof = new DynamicMeshGenericMultiMaterialMesh(); dynMeshRoof.name = "Roof Mesh"; dynMeshRoof.subMeshCount = textures.Length; BuildrRoof.Build(dynMeshRoof, data, true); dynMeshRoof.CheckMaxTextureUVs(data); LogTimer("Roof A"); roofTextures.Clear(); roofTextureIndex.Clear(); foreach (BuildrRoofDesign roofDesign in data.roofs) { foreach (int textureIndex in roofDesign.textureValues) { if (!roofTextureIndex.Contains(textureIndex)) { BuildrTexture bTexture = data.textures[textureIndex]; Vector2 largestSubmeshPlaneSize = new Vector2(1, 1); Vector2 minWorldUvSize = dynMeshRoof.MinWorldUvSize(textureIndex); Vector2 maxWorldUvSize = dynMeshRoof.MaxWorldUvSize(textureIndex); largestSubmeshPlaneSize.x = maxWorldUvSize.x - minWorldUvSize.x; largestSubmeshPlaneSize.y = maxWorldUvSize.y - minWorldUvSize.y; int roofTextureWidth = Mathf.RoundToInt(largestSubmeshPlaneSize.x * PIXELS_PER_METER); int roofTextureHeight = Mathf.RoundToInt(largestSubmeshPlaneSize.y * PIXELS_PER_METER); Rect newRoofTexutureRect = new Rect(0, 0, roofTextureWidth, roofTextureHeight); packedTexturePositions.Add(newRoofTexutureRect); roofTextures.Add(bTexture); roofTextureIndex.Add(textureIndex); } } } //run a custom packer to define their postions textureWidth = RectanglePack.Pack(packedTexturePositions, ATLAS_PADDING); //determine the resize scale and apply that to the rects packedScale = 1; int numberOfRects = packedTexturePositions.Count; if (textureWidth > MAXIMUM_TEXTURESIZE) { packedScale = MAXIMUM_TEXTURESIZE / (float)textureWidth; for (int i = 0; i < numberOfRects; i++) { Rect thisRect = packedTexturePositions[i]; thisRect.x *= packedScale; thisRect.y *= packedScale; thisRect.width *= packedScale; thisRect.height *= packedScale; packedTexturePositions[i] = thisRect; //Debug.Log("Rects "+roofTextures[i-+packedTexturePositions[i]); } textureWidth = Mathf.RoundToInt(packedScale * textureWidth); } else { textureWidth = (int)Mathf.Pow(2, (Mathf.FloorToInt(Mathf.Log(textureWidth - 1, 2)) + 1));//find the next power of two } //Debug.Log("Texture Width "+textureWidth); //TODO: maybe restrict the resize to a power of two? LogTimer("Packed Rect Generated"); textureSize = textureWidth * textureWidth; colourArray = new Color32[textureSize]; //TestRectColours();//this test paints all the facades with rainbow colours - real pretty BuildTextures(); LogTimer("texture created"); Texture2D packedTexture = new Texture2D(textureWidth, textureWidth, TextureFormat.ARGB32, true); packedTexture.filterMode = FilterMode.Bilinear; packedTexture.SetPixels32(colourArray); packedTexture.Apply(true, false); LogTimer("apply"); if (data.LODTextureAtlas != null) { Object.DestroyImmediate(data.LODTextureAtlas); } data.LODTextureAtlas = packedTexture; data.LODTextureAtlas.name = "Low Detail Texture"; //build the model with new uvs if (data.drawUnderside) { for (int s = 0; s < numberOfVolumes; s++) { BuildrVolume volume = plan.volumes[s]; int numberOfVolumePoints = volume.points.Count; Vector3[] newEndVerts = new Vector3[numberOfVolumePoints]; Vector2[] newEndUVs = new Vector2[numberOfVolumePoints]; for (int i = 0; i < numberOfVolumePoints; i++) { newEndVerts[i] = plan.points[volume.points[i]].vector3; newEndUVs[i] = Vector2.zero; } List <int> tris = new List <int>(data.plan.GetTrianglesBySectorBase(s)); tris.Reverse(); mesh.AddData(newEndVerts, newEndUVs, tris.ToArray(), 0); } } LogTimer("Floor"); //Build facades for (int s = 0; s < numberOfVolumes; s++) { BuildrVolume volume = plan.volumes[s]; int numberOfVolumePoints = volume.points.Count; for (int f = 0; f < numberOfVolumePoints; f++) { if (!volume.renderFacade[f]) { continue; } int indexA = f; int indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0; Vector3 p0 = plan.points[volume.points[indexA]].vector3; Vector3 p1 = plan.points[volume.points[indexB]].vector3; int floorBase = plan.GetFacadeFloorHeight(s, volume.points[indexA], volume.points[indexB]); int numberOfFloors = volume.numberOfFloors - floorBase; if (numberOfFloors < 1) { //no facade - adjacent facade is taller and covers this one continue; } float floorHeight = data.floorHeight; Vector3 floorHeightStart = Vector3.up * (floorBase * floorHeight); Vector3 wallHeight = Vector3.up * (volume.numberOfFloors * floorHeight) - floorHeightStart; p0 += floorHeightStart; p1 += floorHeightStart; Vector3 w0 = p0; Vector3 w1 = p1; Vector3 w2 = w0 + wallHeight; Vector3 w3 = w1 + wallHeight; Rect facadeRect = packedTexturePositions[facadeIndex]; float imageSize = textureWidth; Vector2 uvMin = new Vector2(facadeRect.xMin / imageSize, facadeRect.yMin / imageSize); Vector2 uvMax = new Vector2(facadeRect.xMax / imageSize, facadeRect.yMax / imageSize); mesh.AddPlane(w0, w1, w2, w3, uvMin, uvMax, 0); facadeIndex++; } } LogTimer("Facades"); //ROOF Textures int roofRectBase = numberOfFacades; List <Rect> newAtlasRects = new List <Rect>(); for (int i = roofRectBase; i < packedTexturePositions.Count; i++) { Rect uvRect = new Rect();//generate a UV based rectangle off the packed one uvRect.x = packedTexturePositions[i].x / textureWidth; uvRect.y = packedTexturePositions[i].y / textureWidth; uvRect.width = packedTexturePositions[i].width / textureWidth; uvRect.height = packedTexturePositions[i].height / textureWidth; newAtlasRects.Add(uvRect); } dynMeshRoof.Atlas(roofTextureIndex.ToArray(), newAtlasRects.ToArray(), data.textures.ToArray()); //Add the atlased mesh data to the main model data at submesh 0 mesh.AddData(dynMeshRoof.vertices, dynMeshRoof.uv, dynMeshRoof.triangles, 0); LogTimer("Roof B"); data = null; mesh = null; textures = null; //atlasRects = null; LogTimer("Done"); System.GC.Collect(); }
public static void Build(DynamicMeshGenericMultiMaterialMesh _mesh, BuildrData _data) { // timestart = Time.realtimeSinceStartup; data = _data; mesh = _mesh; textures = data.textures.ToArray(); BuildrPlan plan = data.plan; // int facadeIndex = 0; numberOfFacades = 0; int numberOfVolumes = data.plan.numberOfVolumes; //define rectangles that represent the facades packedTexturePositions.Clear(); for (int v = 0; v < numberOfVolumes; v++) { BuildrVolume volume = plan.volumes[v]; int numberOfVolumePoints = volume.points.Count; for (int f = 0; f < numberOfVolumePoints; f++) { if (!volume.renderFacade[f]) { continue; } int indexA = f; int indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0; Vector2z p0 = plan.points[volume.points[indexA]]; Vector2z p1 = plan.points[volume.points[indexB]]; float facadeWidth = Vector2z.Distance(p0, p1) * PIXELS_PER_METER; int floorBase = plan.GetFacadeFloorHeight(v, volume.points[indexA], volume.points[indexB]); int numberOfFloors = volume.numberOfFloors - floorBase; if (numberOfFloors < 1)//no facade - adjacent facade is taller and covers this one { continue; } float floorHeight = data.floorHeight; float facadeHeight = (volume.numberOfFloors - floorBase) * floorHeight * PIXELS_PER_METER; if (facadeHeight < 0) { facadeWidth = 0; facadeHeight = 0; } Rect newFacadeRect = new Rect(0, 0, facadeWidth, facadeHeight); packedTexturePositions.Add(newFacadeRect); numberOfFacades++; } } //Build ROOF DynamicMeshGenericMultiMaterialMesh dynMeshRoof = new DynamicMeshGenericMultiMaterialMesh(); dynMeshRoof.name = "Roof Mesh"; dynMeshRoof.subMeshCount = textures.Length; BuildrRoof.Build(dynMeshRoof, data, true); dynMeshRoof.CheckMaxTextureUVs(data); roofTextures.Clear(); roofTextureIndex.Clear(); foreach (BuildrRoofDesign roofDesign in data.roofs) { foreach (int textureIndex in roofDesign.textureValues) { if (!roofTextureIndex.Contains(textureIndex)) { BuildrTexture bTexture = data.textures[textureIndex]; Vector2 largestSubmeshPlaneSize = new Vector2(1, 1); Vector2 minWorldUvSize = dynMeshRoof.MinWorldUvSize(textureIndex); Vector2 maxWorldUvSize = dynMeshRoof.MaxWorldUvSize(textureIndex); largestSubmeshPlaneSize.x = maxWorldUvSize.x - minWorldUvSize.x; largestSubmeshPlaneSize.y = maxWorldUvSize.y - minWorldUvSize.y; int roofTextureWidth = Mathf.RoundToInt(largestSubmeshPlaneSize.x * PIXELS_PER_METER); int roofTextureHeight = Mathf.RoundToInt(largestSubmeshPlaneSize.y * PIXELS_PER_METER); Rect newRoofTexutureRect = new Rect(0, 0, roofTextureWidth, roofTextureHeight); packedTexturePositions.Add(newRoofTexutureRect); roofTextures.Add(bTexture); roofTextureIndex.Add(textureIndex); } } } //run a custom packer to define their postions textureWidth = RectanglePack.Pack(packedTexturePositions, ATLAS_PADDING); //determine the resize scale and apply that to the rects packedScale = 1; int numberOfRects = packedTexturePositions.Count; if (textureWidth > MAXIMUM_TEXTURESIZE) { packedScale = MAXIMUM_TEXTURESIZE / (float)textureWidth; for (int i = 0; i < numberOfRects; i++) { Rect thisRect = packedTexturePositions[i]; thisRect.x *= packedScale; thisRect.y *= packedScale; thisRect.width *= packedScale; thisRect.height *= packedScale; packedTexturePositions[i] = thisRect; //Debug.Log("Rects "+roofTextures[i-+packedTexturePositions[i]); } textureWidth = Mathf.RoundToInt(packedScale * textureWidth); } else { textureWidth = (int)Mathf.Pow(2, (Mathf.FloorToInt(Mathf.Log(textureWidth - 1, 2)) + 1));//find the next power of two } textureSize = textureWidth * textureWidth; colourArray = new Color32[textureSize]; //TestRectColours();//this test paints all the facades with rainbow colours - real pretty BuildTextures(); Texture2D packedTexture = new Texture2D(textureWidth, textureWidth, TextureFormat.ARGB32, true); packedTexture.filterMode = FilterMode.Bilinear; packedTexture.SetPixels32(colourArray); packedTexture.Apply(true, false); if (data.OneDrawCallTexture != null) { Object.DestroyImmediate(data.OneDrawCallTexture); } data.OneDrawCallTexture = packedTexture; data.OneDrawCallTexture.name = "One Draw Call Texture"; int numberOfRoofTextures = roofTextures.Count - 1; List <Rect> facadeTexturePositions = new List <Rect>(packedTexturePositions); Debug.Log(numberOfRoofTextures); facadeTexturePositions.RemoveRange(packedTexturePositions.Count - numberOfRoofTextures, numberOfRoofTextures); BuildrBuilding.Build(mesh, data, facadeTexturePositions.ToArray()); data = null; mesh = null; textures = null; System.GC.Collect(); }
private static void BuildTextures() { List <TexturePaintObject> buildSourceTextures = new List <TexturePaintObject>(); foreach (BuildrTexture btexture in data.textures)//Gather the source textures, resized into Color32 arrays { TexturePaintObject texturePaintObject = new TexturePaintObject(); texturePaintObject.pixels = ((Texture2D)btexture.texture).GetPixels32(); texturePaintObject.width = btexture.texture.width; texturePaintObject.height = btexture.texture.height; texturePaintObject.tiles = new Vector2(btexture.tiledX, btexture.tiledY); if (btexture.tiled) { int resizedTextureWidth = Mathf.RoundToInt(btexture.textureUnitSize.x * PIXELS_PER_METER * packedScale); int resizedTextureHeight = Mathf.RoundToInt(btexture.textureUnitSize.y * PIXELS_PER_METER * packedScale); texturePaintObject.pixels = TextureScale.NearestNeighbourSample(texturePaintObject.pixels, texturePaintObject.width, texturePaintObject.height, resizedTextureWidth, resizedTextureHeight); texturePaintObject.width = resizedTextureWidth; texturePaintObject.height = resizedTextureHeight; } else { texturePaintObject.tiled = false; } buildSourceTextures.Add(texturePaintObject); } LogTimer("Gather Source into Arrays"); TexturePaintObject[] sourceTextures = buildSourceTextures.ToArray(); textures = data.textures.ToArray(); BuildrFacadeDesign facadeDesign = data.facades[0]; BuildrPlan plan = data.plan; int numberOfVolumes = data.plan.numberOfVolumes; int facadeNumber = 0; for (int s = 0; s < numberOfVolumes; s++) { BuildrVolume volume = plan.volumes[s]; int numberOfVolumePoints = volume.points.Count; for (int f = 0; f < numberOfVolumePoints; f++) { if (!volume.renderFacade[f]) { continue; } int indexA, indexB; Vector3 p0, p1; indexA = f; indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0; p0 = plan.points[volume.points[indexA]].vector3; p1 = plan.points[volume.points[indexB]].vector3; Rect packedPosition = packedTexturePositions[facadeNumber]; float facadeWidth = Vector3.Distance(p0, p1); int floorBase = plan.GetFacadeFloorHeight(s, volume.points[indexA], volume.points[indexB]); int numberOfFloors = volume.numberOfFloors - floorBase; if (numberOfFloors < 1) { //no facade - adjacent facade is taller and covers this one continue; } float floorHeight = data.floorHeight; BuildrVolumeStylesUnit[] styleUnits = volume.styles.GetContentsByFacade(volume.points[indexA]); int floorPatternSize = 0; List <int> facadePatternReference = new List <int>(); //this contains a list of all the facade style indices to refence when looking for the appropriate style per floor int patternCount = 0; foreach (BuildrVolumeStylesUnit styleUnit in styleUnits) //need to knw how big all the styles are together so we can loop through them { floorPatternSize += styleUnit.floors; for (int i = 0; i < styleUnit.floors; i++) { facadePatternReference.Add(patternCount); } patternCount++; } facadePatternReference.Reverse(); int rows = numberOfFloors; Vector2 bayBase = Vector2.zero; float currentFloorBase = 0; for (int r = 0; r < rows; r++) { currentFloorBase = floorHeight * r; int modFloor = (r % floorPatternSize); facadeDesign = data.facades[styleUnits[facadePatternReference[modFloor]].styleID]; bool isBlankWall = !facadeDesign.hasWindows; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { BuildrBay firstBay = data.bays[facadeDesign.bayPattern[0]]; if (firstBay.openingWidth > facadeWidth) { isBlankWall = true; } if (facadeDesign.bayPattern.Count == 0) { isBlankWall = true; } } else { if (facadeDesign.simpleBay.openingWidth + facadeDesign.simpleBay.minimumBayWidth > facadeWidth) { isBlankWall = true; } } if (!isBlankWall) { float patternSize = 0;//the space the pattern fills, there will be a gap that will be distributed to all bay styles int numberOfBays = 0; BuildrBay[] bays; int numberOfBayDesigns = 0; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { numberOfBayDesigns = facadeDesign.bayPattern.Count; bays = new BuildrBay[numberOfBayDesigns]; for (int i = 0; i < numberOfBayDesigns; i++) { bays[i] = data.bays[facadeDesign.bayPattern[i]]; } } else { bays = new[] { facadeDesign.simpleBay }; numberOfBayDesigns = 1; } //start with first window width - we'll be adding to this until we have filled the facade width int it = 100; while (true) { int patternModIndex = numberOfBays % numberOfBayDesigns; float patternAddition = bays[patternModIndex].openingWidth + bays[patternModIndex].minimumBayWidth; if (patternSize + patternAddition < facadeWidth) { patternSize += patternAddition; numberOfBays++; } else { break; } it--; if (it < 0) { break; } } float perBayAdditionalSpacing = (facadeWidth - patternSize) / numberOfBays; float windowXBase = 0; for (int c = 0; c < numberOfBays; c++) { BuildrBay bayStyle; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { int numberOfBayStyles = facadeDesign.bayPattern.Count; bayStyle = bays[c % numberOfBayStyles]; } else { bayStyle = facadeDesign.simpleBay; } float actualWindowSpacing = bayStyle.minimumBayWidth + perBayAdditionalSpacing; float leftSpace = actualWindowSpacing * bayStyle.openingWidthRatio; float rightSpace = actualWindowSpacing - leftSpace; float openingSpace = bayStyle.openingWidth; Vector3 bayDimensions; int subMesh; bool flipped; if (!bayStyle.isOpening) { subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.WallTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.WallTexture); bayBase.x = windowXBase; bayBase.y = currentFloorBase; float bayWidth = (openingSpace + actualWindowSpacing); float bayHeight = floorHeight; bayDimensions = new Vector2(bayWidth, bayHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); windowXBase += bayWidth; //move base vertor to next bay continue; //bay filled - move onto next bay } float rowBottomHeight = ((floorHeight - bayStyle.openingHeight) * bayStyle.openingHeightRatio); float rowTopHeight = (floorHeight - rowBottomHeight - bayStyle.openingHeight); //Window subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.OpeningBackTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.OpeningBackTexture); bayBase.x = windowXBase + leftSpace; bayBase.y = currentFloorBase + rowBottomHeight; bayDimensions = new Vector2(bayStyle.openingWidth, bayStyle.openingHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); //Column Left if (leftSpace > 0) { subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.ColumnTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.ColumnTexture); bayBase.x = windowXBase; bayBase.y = currentFloorBase + rowBottomHeight; bayDimensions = new Vector2(leftSpace, bayStyle.openingHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); } //Column Right if (rightSpace > 0) { subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.ColumnTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.ColumnTexture); bayBase.x = windowXBase + leftSpace + openingSpace; bayBase.y = currentFloorBase + rowBottomHeight; bayDimensions = new Vector2(rightSpace, bayStyle.openingHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); } //Row Bottom if (rowBottomHeight > 0) { subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.RowTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.RowTexture); bayBase.x = windowXBase + leftSpace; bayBase.y = currentFloorBase; bayDimensions = new Vector2(openingSpace, rowBottomHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); } //Row Top if (rowTopHeight > 0) { subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.RowTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.RowTexture); bayBase.x = windowXBase + leftSpace; bayBase.y = currentFloorBase + rowBottomHeight + bayStyle.openingHeight; bayDimensions = new Vector2(openingSpace, rowTopHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); } //Cross Left if (leftSpace > 0) { //Cross Left Bottom subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.CrossTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.CrossTexture); bayBase.x = windowXBase; bayBase.y = currentFloorBase; bayDimensions = new Vector2(leftSpace, rowBottomHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); //Cross Left Top subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.CrossTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.CrossTexture); bayBase.x = windowXBase; bayBase.y = currentFloorBase + rowBottomHeight + bayStyle.openingHeight; bayDimensions = new Vector2(leftSpace, rowTopHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); } //Cross Right if (rightSpace > 0) { //Cross Left Bottom subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.CrossTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.CrossTexture); bayBase.x = windowXBase + leftSpace + openingSpace; bayBase.y = currentFloorBase; bayDimensions = new Vector2(rightSpace, rowBottomHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); //Cross Left Top subMesh = bayStyle.GetTexture(BuildrBay.TextureNames.CrossTexture); flipped = bayStyle.IsFlipped(BuildrBay.TextureNames.CrossTexture); bayBase.x = windowXBase + leftSpace + openingSpace; bayBase.y = currentFloorBase + rowBottomHeight + bayStyle.openingHeight; bayDimensions = new Vector2(rightSpace, rowTopHeight); DrawFacadeTexture(sourceTextures, bayBase, bayDimensions, subMesh, flipped, packedPosition); } windowXBase += leftSpace + openingSpace + rightSpace;//move base vertor to next bay } } else { // windowless wall int subMesh = facadeDesign.simpleBay.GetTexture(BuildrBay.TextureNames.WallTexture); bool flipped = facadeDesign.simpleBay.IsFlipped(BuildrBay.TextureNames.WallTexture); bayBase.x = 0; bayBase.y = currentFloorBase; Vector2 dimensions = new Vector2(facadeWidth, floorHeight); DrawFacadeTexture(sourceTextures, bayBase, dimensions, subMesh, flipped, packedPosition); } } facadeNumber++; } } LogTimer("generate facade textures"); //add roof textures int numberOfroofTextures = roofTextures.Count; int scaledPadding = Mathf.FloorToInt(ATLAS_PADDING * packedScale); for (int i = 0; i < numberOfroofTextures; i++) { Rect roofTexturePosition = packedTexturePositions[i + facadeNumber]; BuildrTexture bTexture = roofTextures[i]; int roofTextureWidth = bTexture.texture.width; int roofTextureHeight = bTexture.texture.height; int targetTextureWidth = Mathf.RoundToInt(roofTexturePosition.width); int targetTextureHeight = Mathf.RoundToInt(roofTexturePosition.height); if (bTexture.maxUVTile == Vector2.zero) { LogTimer("BuildTextures: Skip texture " + bTexture.name + " as it appears it's not used"); continue; } int sourceTextureWidth = Mathf.RoundToInt(targetTextureWidth / (bTexture.tiled ? bTexture.maxUVTile.x : bTexture.tiledX)); int sourceTextureHeight = Mathf.RoundToInt(targetTextureHeight / (bTexture.tiled ? bTexture.maxUVTile.y : bTexture.tiledY)); int sourceTextureSize = sourceTextureWidth * sourceTextureHeight; if (sourceTextureSize == 0) { //Debug.Log(sourceTextureWidth+" "+sourceTextureHeight+" "+bTexture.tiledX+" "+bTexture.maxUVTile+" "+bTexture.tiledX+","+bTexture.tiledY); continue; } Color32[] roofColourArray = TextureScale.NearestNeighbourSample(((Texture2D)bTexture.texture).GetPixels32(), roofTextureWidth, roofTextureHeight, sourceTextureWidth, sourceTextureHeight); //Color32[] roofColourArray = bTexture.texture.GetPixels32(); for (int x = 0; x < targetTextureWidth; x++) { for (int y = 0; y < targetTextureHeight; y++) { int drawX = Mathf.FloorToInt(x + roofTexturePosition.x); int drawY = Mathf.FloorToInt(y + roofTexturePosition.y); int colourIndex = drawX + drawY * textureWidth; int sx = x % sourceTextureWidth; int sy = y % sourceTextureHeight; int sourceIndex = sx + sy * sourceTextureWidth; if (sourceIndex >= sourceTextureSize) { Debug.Log("Source Index too big " + sx + " " + sy + " " + sourceTextureWidth + " " + sourceTextureSize + " " + bTexture.maxUVTile + " " + bTexture.name); } Color32 sourceColour = roofColourArray[sourceIndex]; if (colourIndex >= textureSize) { Debug.Log("Output Index Too big " + drawX + " " + drawY + " " + colourIndex + " " + textureSize + " " + roofTexturePosition); } colourArray[colourIndex] = sourceColour; //Padding if (x == 0) { for (int p = 0; p < scaledPadding; p++) { colourArray[colourIndex - p] = sourceColour; } } if (x == targetTextureWidth - 1) { for (int p = 0; p < scaledPadding; p++) { colourArray[colourIndex + p] = sourceColour; } } if (y == 0) { for (int p = 0; p < scaledPadding; p++) { colourArray[colourIndex - (p * textureWidth)] = sourceColour; } } if (y == targetTextureHeight - 1) { for (int p = 0; p < scaledPadding; p++) { colourArray[colourIndex + (p * textureWidth)] = sourceColour; } } } } } LogTimer("generate roof textures"); }
private static void BuildSimple(DynamicMeshGenericMultiMaterialMesh _mesh, BuildrData _data) { BuildrData data = _data; DynamicMeshGenericMultiMaterialMesh mesh = _mesh; BuildrPlan plan = data.plan; int facadeIndex = 0; int numberOfVolumes = data.plan.numberOfVolumes; //Build Floor if (data.drawUnderside) { for (int s = 0; s < numberOfVolumes; s++) { BuildrVolume volume = plan.volumes[s]; int numberOfVolumePoints = volume.points.Count; Vector3[] newEndVerts = new Vector3[numberOfVolumePoints]; Vector2[] newEndUVs = new Vector2[numberOfVolumePoints]; for (int i = 0; i < numberOfVolumePoints; i++) { newEndVerts[i] = plan.points[volume.points[i]].vector3; newEndUVs[i] = Vector2.zero; } List <int> tris = new List <int>(data.plan.GetTrianglesBySectorBase(s)); tris.Reverse(); mesh.AddData(newEndVerts, newEndUVs, tris.ToArray(), 0); } } //Build ROOF DynamicMeshGenericMultiMaterialMesh dynMeshRoof = new DynamicMeshGenericMultiMaterialMesh(); dynMeshRoof.subMeshCount = data.textures.Count; BuildrRoof.Build(dynMeshRoof, data, true); mesh.AddData(dynMeshRoof.vertices, dynMeshRoof.uv, dynMeshRoof.triangles, 0); Vector3 foundationVector = Vector3.down * data.foundationHeight; //Build facades for (int s = 0; s < numberOfVolumes; s++) { BuildrVolume volume = plan.volumes[s]; int numberOfVolumePoints = volume.points.Count; for (int l = 0; l < numberOfVolumePoints; l++) { int indexA = l; int indexB = (l < numberOfVolumePoints - 1) ? l + 1 : 0; Vector3 p0 = plan.points[volume.points[indexA]].vector3; Vector3 p1 = plan.points[volume.points[indexB]].vector3; int floorBase = plan.GetFacadeFloorHeight(s, volume.points[indexA], volume.points[indexB]); int numberOfFloors = volume.numberOfFloors - floorBase; if (numberOfFloors < 1) { //no facade - adjacent facade is taller and covers this one continue; } float floorHeight = data.floorHeight; Vector3 floorHeightStart = Vector3.up * (floorBase * floorHeight); Vector3 wallHeight = Vector3.up * (volume.numberOfFloors * floorHeight) - floorHeightStart; p0 += floorHeightStart; p1 += floorHeightStart; Vector3 w0 = p0; Vector3 w1 = p1; Vector3 w2 = w0 + wallHeight; Vector3 w3 = w1 + wallHeight; if (floorBase == 0) { w0 += foundationVector; w1 += foundationVector; } mesh.AddPlane(w0, w1, w2, w3, Vector2.zero, Vector2.zero, 0); facadeIndex++; } } data = null; mesh = null; }
public static void Build(DynamicMeshGenericMultiMaterialMesh _mesh, BuildrData _data, int volumeIndex) { data = _data; mesh = _mesh; mesh.name = "Interior Mesh Volume " + volumeIndex; textures = data.textures.ToArray(); if (!data.renderInteriors) { return; } float largestDepthValue = 0;//deepest value of a bay design in the building float tallestBay = 0; foreach (BuildrBay bay in data.bays) { largestDepthValue = Mathf.Max(largestDepthValue, bay.deepestValue);//get the deepest value tallestBay = Mathf.Max(tallestBay, bay.openingHeight + (data.floorHeight - bay.openingHeight) * bay.openingHeightRatio); } foreach (BuildrFacadeDesign facade in data.facades) { if (facade.type != BuildrFacadeDesign.types.simple) { continue; } largestDepthValue = Mathf.Max(largestDepthValue, facade.simpleBay.deepestValue);//get the deepest value if (facade.simpleBay.isOpening) { tallestBay = Mathf.Max(tallestBay, facade.simpleBay.openingHeight + (data.floorHeight - facade.simpleBay.openingHeight) * facade.simpleBay.openingHeightRatio); } } BuildrFacadeDesign facadeDesign = data.facades[0]; BuildrPlan plan = data.plan; BuildrVolume volume = plan.volumes[volumeIndex]; int numberOfFloors = volume.numberOfFloors; float floorHeight = data.floorHeight; Vector3 floorHeightVector = Vector3.up * floorHeight; float ceilingHeight = tallestBay + (floorHeight - tallestBay) * data.interiorCeilingHeight; //Calculate the internal floor plan points int numberOfVolumePoints = volume.points.Count; Vector2z[] interiorVolumePoints = new Vector2z[numberOfVolumePoints]; for (int i = 0; i < numberOfVolumePoints; i++) { Vector3 lastPoint = plan.points[volume.points[(i > 0) ? i - 1 : numberOfVolumePoints - 1]].vector3; Vector3 thisPoint = plan.points[volume.points[i]].vector3; Vector3 nextPoint = plan.points[volume.points[(i + 1) % numberOfVolumePoints]].vector3; Vector3 normalA = Vector3.Cross(thisPoint - lastPoint, Vector3.up).normalized; Vector3 normalB = Vector3.Cross(nextPoint - thisPoint, Vector3.up).normalized; Vector2z facadeALine = new Vector2z(thisPoint - lastPoint); Vector2z facadeBLine = new Vector2z(thisPoint - nextPoint); //Calculate facade inner origins for floors Vector3 facadeOriginV3A = lastPoint + normalA * largestDepthValue; Vector3 facadeOriginV3B = nextPoint + normalB * largestDepthValue; Vector2z facadeOriginA = new Vector2z(facadeOriginV3A); Vector2z facadeOriginB = new Vector2z(facadeOriginV3B); Vector2z facadeLineIntersection = BuildrUtils.FindIntersection(facadeALine, facadeOriginA, facadeBLine, facadeOriginB); interiorVolumePoints[i] = facadeLineIntersection; } List <Vector2z> interiorVolumePointList = new List <Vector2z>(interiorVolumePoints); List <Rect> volumeCores = new List <Rect>(); List <int> linkedPoints = new List <int>(); foreach (Rect core in plan.cores) { Vector2z coreCenter = new Vector2z(core.center); if (BuildrUtils.PointInsidePoly(coreCenter, interiorVolumePoints)) { volumeCores.Add(core); } } int numberOfVolumeCores = volumeCores.Count; bool print = plan.volumes.IndexOf(volume) == 3; for (int c = 0; c < numberOfVolumeCores; c++) { int numberOfInteriorPoints = interiorVolumePointList.Count; Rect coreBounds = volumeCores[c]; Vector2z coreCenter = new Vector2z(coreBounds.center); Vector2z coreBL = new Vector2z(coreBounds.xMin, coreBounds.yMin); Vector2z coreBR = new Vector2z(coreBounds.xMax, coreBounds.yMin); Vector2z coreTL = new Vector2z(coreBounds.xMin, coreBounds.yMax); Vector2z coreTR = new Vector2z(coreBounds.xMax, coreBounds.yMax); Vector2z[] corePointArray; corePointArray = new[] { coreBL, coreBR, coreTR, coreTL }; //Find the nearest legal cut we can make to join the core and interior point poly int connectingPoint = -1; float connectingPointDistance = Mathf.Infinity; for (int p = 0; p < numberOfInteriorPoints; p++) { if (linkedPoints.Contains(p)) { continue; } Vector2z thisPoint = interiorVolumePointList[p]; float thisPointDistance = Vector2z.SqrMag(thisPoint, coreCenter); if (thisPointDistance < connectingPointDistance) { bool legalCut = true; for (int pc = 0; pc < numberOfInteriorPoints; pc++) { Vector2z p0 = interiorVolumePointList[pc]; Vector2z p1 = interiorVolumePointList[(pc + 1) % numberOfInteriorPoints]; if (BuildrUtils.FastLineIntersection(coreCenter, thisPoint, p0, p1))//check against all lines that this new cut doesn't intersect { if (print) { Debug.Log("FLI " + pc + " " + coreCenter + " " + thisPoint + " " + p0 + " " + p1); } legalCut = false; break; } } if (legalCut) { connectingPoint = p; connectingPointDistance = thisPointDistance; } } } if (connectingPoint == -1) { Debug.Log("Buildr Could not place core"); continue; } Vector2z chosenPoint = interiorVolumePointList[connectingPoint]; int connectingCorePoint = 0; float connectingCorePointDistance = Mathf.Infinity; // Vector2z.SqrMag(corePointArray[0], chosenPoint); for (int cp = 0; cp < 4; cp++) //find the core point to make the cut { float thisCorePointDistance = Vector2z.SqrMag(corePointArray[cp], chosenPoint); if (thisCorePointDistance < connectingCorePointDistance) { connectingCorePoint = cp; connectingCorePointDistance = thisCorePointDistance; } } interiorVolumePointList.Insert(connectingPoint, chosenPoint); //loop back on the floorplan to close it for (int acp = 0; acp < 5; acp++) //loop back on itself to close the core { interiorVolumePointList.Insert(connectingPoint + 1, corePointArray[(connectingCorePoint + acp) % 4]); } for (int i = 0; i < linkedPoints.Count; i++) { if (linkedPoints[i] > connectingPoint) { linkedPoints[i] += 7; } } linkedPoints.AddRange(new[] { connectingPoint, connectingPoint + 1, connectingPoint + 2, connectingPoint + 3, connectingPoint + 4, connectingPoint + 5, connectingPoint + 6 }); // linkedPoints.AddRange(new []{connectingPoint,connectingPoint+6}); } // if(linkedPoints.Count > 0) // Debug.Log(linkedPoints.Count+" "+linkedPoints[0]); Vector2z[] interiorPointListCore = interiorVolumePointList.ToArray(); for (int f = 0; f < numberOfVolumePoints; f++) { ///WALLS int indexAM = Mathf.Abs((f - 1) % numberOfVolumePoints); int indexA = f; int indexB = (f + 1) % numberOfVolumePoints; int indexBP = (f + 2) % numberOfVolumePoints; Vector3 p0m = plan.points[volume.points[indexAM]].vector3; Vector3 p0 = plan.points[volume.points[indexA]].vector3; Vector3 p1 = plan.points[volume.points[indexB]].vector3; Vector3 p1p = plan.points[volume.points[indexBP]].vector3; Vector3 p0interior = interiorVolumePoints[indexA].vector3; Vector3 p1interior = interiorVolumePoints[indexB].vector3; float facadeWidth = Vector3.Distance(p0, p1) - largestDepthValue * 2.0f; Vector3 facadeDirection = (p1 - p0).normalized; Vector3 facadeCross = Vector3.Cross(facadeDirection, Vector3.up); Vector3 lastFacadeDirection = (p0 - p0m).normalized; Vector3 nextFacadeDirection = (p1p - p1).normalized; //only bother with facade directions when facade may intersect inverted geometry float facadeDirDotL = Vector3.Dot(-facadeDirection, lastFacadeDirection); float facadeCrossDotL = Vector3.Dot(-facadeCross, lastFacadeDirection); if (facadeDirDotL <= 0 || facadeCrossDotL <= 0) { lastFacadeDirection = -facadeCross; } float facadeDirDotN = Vector3.Dot(-facadeDirection, nextFacadeDirection); float facadeCrossDotN = Vector3.Dot(-facadeCross, nextFacadeDirection); if (facadeDirDotN <= 0 || facadeCrossDotN <= 0) { nextFacadeDirection = facadeCross; } int floorBase = plan.GetFacadeFloorHeight(volumeIndex, volume.points[indexA], volume.points[indexB]); BuildrVolumeStylesUnit[] styleUnits = volume.styles.GetContentsByFacade(volume.points[indexA]); int floorPatternSize = 0; List <int> facadePatternReference = new List <int>(); //this contains a list of all the facade style indices to refence when looking for the appropriate style per floor int patternCount = 0; foreach (BuildrVolumeStylesUnit styleUnit in styleUnits) //need to knw how big all the styles are together so we can loop through them { floorPatternSize += styleUnit.floors; for (int i = 0; i < styleUnit.floors; i++) { facadePatternReference.Add(patternCount); } patternCount++; } facadePatternReference.Reverse(); int rows = numberOfFloors; Vector2 facadeUV = Vector2.zero; for (int r = 0; r < rows; r++) { float currentFloorHeight = floorHeight * r; Vector3 currentFloorHeightVector = Vector3.up * (data.floorHeight * r); Vector3 facadeFloorBaseVector = p0 + Vector3.up * currentFloorHeight; Vector3 ceilingVector = Vector3.up * ceilingHeight; if (r < floorBase) { //no facade rendered //facade gap filler //interior gap points Vector3 i0 = p1 - facadeDirection.normalized * largestDepthValue; Vector3 i1 = p0 + facadeDirection.normalized * largestDepthValue; Vector3 w0 = i0 + currentFloorHeightVector; Vector3 w1 = i1 + currentFloorHeightVector; Vector3 w2 = w0 + facadeCross * largestDepthValue; Vector3 w3 = w1 + facadeCross * largestDepthValue; Vector3 w4 = w0 + ceilingVector; Vector3 w5 = w1 + ceilingVector; Vector3 w6 = w2 + ceilingVector; Vector3 w7 = w3 + ceilingVector; Vector3 w8 = p1interior + currentFloorHeightVector; Vector3 w9 = p0interior + currentFloorHeightVector; Vector3 w10 = w8 + ceilingVector; Vector3 w11 = w9 + ceilingVector; //floor AddData(new[] { w0, w1, w2, w3 }, new[] { 0, 1, 2, 1, 3, 2 }, volume.FloorTexture(r), false); //ceiling AddData(new[] { w5, w4, w7, w6 }, new[] { 0, 1, 2, 1, 3, 2 }, volume.CeilingTexture(r), false); //sides int wallSubmesh = volume.WallTexture(r); AddPlane(w0, w2, w4, w6, wallSubmesh, false, Vector3.zero, new Vector2(largestDepthValue, floorHeight)); AddPlane(w3, w1, w7, w5, wallSubmesh, false, Vector3.zero, new Vector2(largestDepthValue, floorHeight)); //other gaps float uvWidth1 = Vector3.Distance(w2, w8); AddPlane(w2, w8, w6, w10, wallSubmesh, false, Vector3.zero, new Vector2(uvWidth1, floorHeight)); float uvWidth2 = Vector3.Distance(w3, w9); AddPlane(w9, w3, w11, w7, wallSubmesh, false, Vector3.zero, new Vector2(uvWidth2, floorHeight)); continue; } //Get the facade style id //need to loop through the facade designs floor by floor until we get to the right one int modFloor = ((r - floorBase) % floorPatternSize); facadeDesign = data.facades[styleUnits[facadePatternReference[modFloor]].styleID]; bool isBlankWall = !facadeDesign.hasWindows; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { if (data.bays.Count == 0 || facadeDesign.bayPattern.Count == 0) { data.illegal = true; return; } BuildrBay firstBay = data.bays[facadeDesign.bayPattern[0]]; if (firstBay.openingWidth > facadeWidth) { isBlankWall = true; } if (facadeDesign.bayPattern.Count == 0) { isBlankWall = true; } } else { if (facadeDesign.simpleBay.openingWidth + facadeDesign.simpleBay.minimumBayWidth > facadeWidth) { isBlankWall = true; } } if (!isBlankWall) { float patternSize = 0;//the space the pattern fills, there will be a gap that will be distributed to all bay styles int numberOfBays = 0; BuildrBay[] bayDesignPattern; int numberOfBayDesigns; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { numberOfBayDesigns = facadeDesign.bayPattern.Count; bayDesignPattern = new BuildrBay[numberOfBayDesigns]; for (int i = 0; i < numberOfBayDesigns; i++) { bayDesignPattern[i] = data.bays[facadeDesign.bayPattern[i]]; } } else { bayDesignPattern = new[] { facadeDesign.simpleBay }; numberOfBayDesigns = 1; } //start with first window width - we'll be adding to this until we have filled the facade width int it = 100; while (true) { int patternModIndex = numberOfBays % numberOfBayDesigns; float patternAddition = bayDesignPattern[patternModIndex].openingWidth + bayDesignPattern[patternModIndex].minimumBayWidth; if (patternSize + patternAddition < facadeWidth) { patternSize += patternAddition; numberOfBays++; } else { break; } it--; if (it < 0) { break; } } Vector3 windowBase = facadeFloorBaseVector; facadeUV.x = 0; facadeUV.y += floorHeight; float perBayAdditionalSpacing = (facadeWidth - patternSize) / numberOfBays; for (int c = 0; c < numberOfBays; c++) { BuildrBay bayStyle; BuildrBay lastBay; BuildrBay nextBay; bool firstColumn = c == 0; bool lastColumn = c == numberOfBays - 1; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { int numberOfBayStyles = facadeDesign.bayPattern.Count; bayStyle = bayDesignPattern[c % numberOfBayStyles]; int lastBayIndex = (c > 0) ? (c - 1) % numberOfBayStyles : 0; lastBay = bayDesignPattern[lastBayIndex]; nextBay = bayDesignPattern[(c + 1) % numberOfBayStyles]; } else { bayStyle = facadeDesign.simpleBay; lastBay = facadeDesign.simpleBay; nextBay = facadeDesign.simpleBay; } float actualWindowSpacing = bayStyle.minimumBayWidth + perBayAdditionalSpacing; float leftWidth = actualWindowSpacing * bayStyle.openingWidthRatio; float rightWidth = actualWindowSpacing - leftWidth; float openingWidth = bayStyle.openingWidth; if (firstColumn) { leftWidth += largestDepthValue; } if (lastColumn) { rightWidth += largestDepthValue; } BuildrTexture columnTexture = textures[bayStyle.GetTexture(BuildrBay.TextureNames.ColumnTexture)]; Vector2 columnuvunits = columnTexture.tileUnitUV; float openingHeight = bayStyle.openingHeight; if (columnTexture.patterned) { openingHeight = Mathf.Ceil(bayStyle.openingHeight / columnuvunits.y) * columnuvunits.y; } if (bayStyle.openingHeight == floorHeight) { bayStyle.openingHeight = floorHeight; } float rowBottomHeight = ((floorHeight - openingHeight) * bayStyle.openingHeightRatio); if (columnTexture.patterned) { rowBottomHeight = Mathf.Ceil(rowBottomHeight / columnuvunits.y) * columnuvunits.y; } float rowTopHeight = (floorHeight - rowBottomHeight - openingHeight); bool previousBayIdentical = bayStyle == lastBay; bool nextBayIdentical = bayStyle == nextBay; if (previousBayIdentical && !firstColumn) { leftWidth = actualWindowSpacing;//if next design is identical - add the two parts together the reduce polycount } Vector3 w0, w1, w2, w3; int wallSubmesh = volume.WallTexture(r); bool wallFlipped = false; if (!bayStyle.isOpening) { float bayWidthSize = openingWidth + actualWindowSpacing; if (firstColumn || lastColumn) { bayWidthSize += largestDepthValue; } Vector3 bayWidth = facadeDirection * bayWidthSize; Vector3 bayHeight = Vector3.up * floorHeight; Vector3 bayDepth = facadeCross * largestDepthValue; w0 = windowBase + bayDepth; w1 = windowBase + bayWidth + bayDepth; w2 = windowBase + bayHeight + bayDepth; w3 = windowBase + bayWidth + bayHeight + bayDepth; Vector2 bayOpeningUVEnd = facadeUV + new Vector2(openingWidth + actualWindowSpacing, floorHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, facadeUV, bayOpeningUVEnd); windowBase = windowBase + bayWidth; //move base vertor to next bay facadeUV.x += openingWidth + actualWindowSpacing; continue; //bay filled - move onto next bay } var verts = new Vector3[16]; verts[0] = windowBase; verts[1] = verts[0] + leftWidth * facadeDirection; verts[2] = verts[1] + openingWidth * facadeDirection; verts[3] = verts[2] + rightWidth * facadeDirection; windowBase = (nextBayIdentical) ? verts[2] : verts[3];//move to next window - if next design is identical - well add the two parts together the reduce polycount facadeUV.x += (nextBayIdentical) ? openingWidth : openingWidth + rightWidth; Vector3 rowBottomVector = Vector3.up * rowBottomHeight; verts[4] = verts[0] + rowBottomVector; verts[5] = verts[1] + rowBottomVector; verts[6] = verts[2] + rowBottomVector; verts[7] = verts[3] + rowBottomVector; Vector3 openingVector = Vector3.up * openingHeight; verts[8] = verts[4] + openingVector; verts[9] = verts[5] + openingVector; verts[10] = verts[6] + openingVector; verts[11] = verts[7] + openingVector; Vector3 rowTopVector = Vector3.up * rowTopHeight; verts[12] = verts[8] + rowTopVector; verts[13] = verts[9] + rowTopVector; verts[14] = verts[10] + rowTopVector; verts[15] = verts[11] + rowTopVector; //Realign facade end points if (firstColumn) { verts[0] = p0interior - facadeCross * largestDepthValue + currentFloorHeightVector; verts[4] = verts[0] + rowBottomVector; verts[8] = verts[4] + openingVector; verts[12] = verts[8] + rowTopVector; } if (lastColumn) { verts[3] = p1interior - facadeCross * largestDepthValue + currentFloorHeightVector; verts[7] = verts[3] + rowBottomVector; verts[11] = verts[7] + openingVector; verts[15] = verts[11] + rowTopVector; } Vector3 openingDepthVector = facadeCross * bayStyle.openingDepth; Vector3 wallDepthVecotr = facadeCross * largestDepthValue; ///WINDOWS int windowSubmesh = bayStyle.GetTexture(BuildrBay.TextureNames.OpeningBackTexture); bool windowFlipped = bayStyle.IsFlipped(BuildrBay.TextureNames.OpeningBackTexture); w0 = verts[10] + openingDepthVector; w1 = verts[9] + openingDepthVector; w2 = verts[6] + openingDepthVector; w3 = verts[5] + openingDepthVector; Vector2 windowUVStart = new Vector2(0, 0); Vector2 windowUVEnd = new Vector2(openingWidth, openingHeight); if (bayStyle.renderBack && !data.cullBays) { AddPlane(w0, w1, w2, w3, windowSubmesh, windowFlipped, windowUVStart, windowUVEnd); } ///COLUMNS //Column Face if (leftWidth > 0)//Column Face Left { w0 = verts[4] + wallDepthVecotr; w1 = verts[5] + wallDepthVecotr; w2 = verts[8] + wallDepthVecotr; w3 = verts[9] + wallDepthVecotr; Vector2 leftColumnUVStart = facadeUV + new Vector2(0, rowBottomHeight); Vector2 leftColumnUVEnd = leftColumnUVStart + new Vector2(leftWidth, openingHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, leftColumnUVStart, leftColumnUVEnd); } if ((!nextBayIdentical || lastColumn) && rightWidth > 0)//Column Right { w0 = verts[6] + wallDepthVecotr; w1 = verts[7] + wallDepthVecotr; w2 = verts[10] + wallDepthVecotr; w3 = verts[11] + wallDepthVecotr; Vector2 rightColumnUVStart = facadeUV + new Vector2(leftWidth + openingWidth, rowBottomHeight); Vector2 rightColumnUVEnd = rightColumnUVStart + new Vector2(rightWidth, openingHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, rightColumnUVStart, rightColumnUVEnd); } ///ROWS //Row Bottom if (rowBottomHeight > 0) { w0 = verts[1] + wallDepthVecotr; w1 = verts[2] + wallDepthVecotr; w2 = verts[5] + wallDepthVecotr; w3 = verts[6] + wallDepthVecotr; Vector2 bottomRowUVStart = facadeUV + new Vector2(leftWidth, 0); Vector2 bottomRowUVEnd = bottomRowUVStart + new Vector2(openingWidth, rowBottomHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, bottomRowUVStart, bottomRowUVEnd); } //Row Top if (rowTopHeight > 0) { w0 = verts[9] + wallDepthVecotr; w1 = verts[10] + wallDepthVecotr; w2 = verts[13] + wallDepthVecotr; w3 = verts[14] + wallDepthVecotr; Vector2 topRowUVStart = facadeUV + new Vector2(leftWidth, rowBottomHeight + openingHeight); Vector2 topRowUVEnd = topRowUVStart + new Vector2(openingWidth, rowTopHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, topRowUVStart, topRowUVEnd); } //Cross Left Bottom w0 = verts[0] + wallDepthVecotr; w1 = verts[1] + wallDepthVecotr; w2 = verts[4] + wallDepthVecotr; w3 = verts[5] + wallDepthVecotr; Vector2 crossLBUVStart = facadeUV + new Vector2(0, 0); Vector2 crossLBUVEnd = crossLBUVStart + new Vector2(leftWidth, rowBottomHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, crossLBUVStart, crossLBUVEnd); //Cross Left Top w0 = verts[8] + wallDepthVecotr; w1 = verts[9] + wallDepthVecotr; w2 = verts[12] + wallDepthVecotr; w3 = verts[13] + wallDepthVecotr; Vector2 crossLTUVStart = facadeUV + new Vector2(0, rowBottomHeight + openingHeight); Vector2 crossLTUVEnd = crossLTUVStart + new Vector2(leftWidth, rowTopHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, crossLTUVStart, crossLTUVEnd); if ((!nextBayIdentical || lastColumn) && rightWidth > 0) { //Cross Right Bottom w0 = verts[2] + wallDepthVecotr; w1 = verts[3] + wallDepthVecotr; w2 = verts[6] + wallDepthVecotr; w3 = verts[7] + wallDepthVecotr; Vector2 crossRBUVStart = facadeUV + new Vector2(leftWidth + openingWidth, 0); Vector2 crossRBUVEnd = crossRBUVStart + new Vector2(rightWidth, rowBottomHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, crossRBUVStart, crossRBUVEnd); //Cross Right Top w0 = verts[10] + wallDepthVecotr; w1 = verts[11] + wallDepthVecotr; w2 = verts[14] + wallDepthVecotr; w3 = verts[15] + wallDepthVecotr; Vector2 crossRTUVStart = facadeUV + new Vector2(leftWidth + openingWidth, rowBottomHeight + openingHeight); Vector2 crossRTUVEnd = crossRTUVStart + new Vector2(rightWidth, rowTopHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, wallFlipped, crossRTUVStart, crossRTUVEnd); } } } else { // windowless wall Vector3 interiorStart = p0interior + currentFloorHeightVector; Vector3 interiorEnd = p1interior + currentFloorHeightVector; // Vector3 wallVector = (facadeDirection * facadeWidth); Vector3 wallHeightVector = Vector3.up * floorHeight; Vector3 w0 = interiorStart; Vector3 w1 = interiorEnd; Vector3 w2 = interiorStart + wallHeightVector; Vector3 w3 = interiorEnd + wallHeightVector; BuildrTexture texture = textures[facadeDesign.simpleBay.GetTexture(BuildrBay.TextureNames.WallTexture)]; var uvSize = new Vector2(facadeWidth * (1.0f / texture.textureUnitSize.x), floorHeight * (1.0f / texture.textureUnitSize.y)); Vector2 uvunits = texture.tileUnitUV; uvSize.x = Mathf.Ceil(uvSize.x / uvunits.x) * uvunits.x; uvSize.y = Mathf.Ceil(uvSize.y / uvunits.y) * uvunits.y; int wallSubmesh = 0; bool flipped = false; Vector2 wallUVStart = facadeUV; Vector2 wallUVEnd = facadeUV + new Vector2(facadeWidth, floorHeight); AddPlane(w0, w1, w2, w3, wallSubmesh, flipped, wallUVStart, wallUVEnd); } } } ///FLOORS AND CEILING int numberOfBasements = volume.numberOfBasementFloors; int numberOfFloorPoints = interiorVolumePoints.Length; int[] baseFloorPlanTriangles = EarClipper.Triangulate(interiorVolumePoints); int baseFloorVectors = interiorVolumePoints.Length; var newEndVerts = new Vector3[baseFloorVectors]; Vector3 basementBaseDrop = -floorHeightVector * numberOfBasements; for (int i = 0; i < baseFloorVectors; i++) { newEndVerts[i] = interiorVolumePoints[i].vector3 + basementBaseDrop; } var tris = new List <int>(baseFloorPlanTriangles); //Bottom Floor int floorSubmesh = volume.FloorTexture(-numberOfBasements); AddData(newEndVerts, baseFloorPlanTriangles, floorSubmesh, false); //Top Ceiling if (true)//Todo: add conditional for roof opening { Vector3 ceilingHeightVector = floorHeightVector * (numberOfFloors - 1 + numberOfBasements) + Vector3.up * ceilingHeight; for (int i = 0; i < baseFloorVectors; i++) { newEndVerts[i] += ceilingHeightVector; } tris.Reverse(); AddData(newEndVerts, tris.ToArray(), volume.CeilingTexture(numberOfFloors - 1), false); } //inner floors int[] floorPlanTriangles = EarClipper.Triangulate(interiorPointListCore); int numberOfFloorVectors = interiorPointListCore.Length; for (int floorIndex = -numberOfBasements; floorIndex < numberOfFloors; floorIndex++) { Vector3 floorVectorHeight = floorHeightVector * floorIndex; newEndVerts = new Vector3[numberOfFloorVectors]; for (int i = 0; i < numberOfFloorVectors; i++) { newEndVerts[i] = interiorPointListCore[i].vector3 + floorVectorHeight; } tris = new List <int>(floorPlanTriangles); //Floor if (floorIndex > -numberOfBasements) { AddData(newEndVerts, tris.ToArray(), volume.FloorTexture(floorIndex), false); } //Ceiling if (floorIndex < numberOfFloors - 1) { Vector3 ceilingHeightVector = Vector3.up * ceilingHeight; for (int i = 0; i < numberOfFloorVectors; i++) { newEndVerts[i] += ceilingHeightVector; } tris.Reverse(); AddData(newEndVerts, tris.ToArray(), volume.CeilingTexture(floorIndex), false); } //basement walls if (floorIndex < 0) { for (int f = 0; f < numberOfFloorPoints; f++) { Vector3 basementVector = floorHeightVector * floorIndex; int indexA = f; int indexB = (f + 1) % numberOfFloorPoints; Vector3 p0 = interiorVolumePoints[indexA].vector3 + basementVector; Vector3 p1 = interiorVolumePoints[indexB].vector3 + basementVector; Vector3 p2 = p0 + floorHeightVector; Vector3 p3 = p1 + floorHeightVector; Vector2 uv1 = new Vector2(Vector3.Distance(p0, p1), floorHeight); AddPlane(p0, p1, p2, p3, volume.WallTexture(floorIndex), false, Vector2.zero, uv1); } } } //Core walls for (int c = 0; c < numberOfVolumeCores; c++) { Rect coreBounds = volumeCores[c]; Vector3 coreBL = new Vector3(coreBounds.xMin, 0, coreBounds.yMin); Vector3 coreBR = new Vector3(coreBounds.xMax, 0, coreBounds.yMin); Vector3 coreTL = new Vector3(coreBounds.xMin, 0, coreBounds.yMax); Vector3 coreTR = new Vector3(coreBounds.xMax, 0, coreBounds.yMax); for (int floorIndex = -numberOfBasements; floorIndex < numberOfFloors - 1; floorIndex++) { Vector3 c0 = floorHeightVector * floorIndex + Vector3.up * ceilingHeight; Vector3 f0 = floorHeightVector * floorIndex + Vector3.up * floorHeight; float gapHeight = floorHeight - ceilingHeight; AddPlane(coreBL + c0, coreBR + c0, coreBL + f0, coreBR + f0, 0, false, Vector2.zero, new Vector2(coreBounds.width, gapHeight)); AddPlane(coreBR + c0, coreTR + c0, coreBR + f0, coreTR + f0, 0, false, Vector2.zero, new Vector2(coreBounds.width, gapHeight)); AddPlane(coreTR + c0, coreTL + c0, coreTR + f0, coreTL + f0, 0, false, Vector2.zero, new Vector2(coreBounds.width, gapHeight)); AddPlane(coreTL + c0, coreBL + c0, coreTL + f0, coreBL + f0, 0, false, Vector2.zero, new Vector2(coreBounds.width, gapHeight)); } } }
public static void Build(DynamicMeshGenericMultiMaterialMesh _mesh, BuildrData _data) { data = _data; mesh = _mesh; BuildrPlan plan = data.plan; int facadeIndex = 0; int numberOfVolumes = data.plan.numberOfVolumes; for (int s = 0; s < numberOfVolumes; s++) { BuildrVolume volume = plan.volumes[s]; int numberOfVolumePoints = volume.points.Count; Vector3[] newEndVerts = new Vector3[numberOfVolumePoints]; Vector2[] newEndUVs = new Vector2[numberOfVolumePoints]; Vector3 volumeHeight = Vector3.up * (volume.numberOfFloors * data.floorHeight); for (int i = 0; i < numberOfVolumePoints; i++) { newEndVerts[i] = plan.points[volume.points[i]].vector3 + volumeHeight; newEndUVs[i] = Vector2.zero; } List <int> tris = new List <int>(data.plan.GetTrianglesBySectorBase(s)); mesh.AddData(newEndVerts, newEndUVs, tris.ToArray(), 0); } //Build ROOF //Build facades for (int v = 0; v < numberOfVolumes; v++) { BuildrVolume volume = plan.volumes[v]; int numberOfVolumePoints = volume.points.Count; for (int f = 0; f < numberOfVolumePoints; f++) { if (!volume.renderFacade[f]) { continue; } int indexA = f; int indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0; Vector3 p0 = plan.points[volume.points[indexA]].vector3; Vector3 p1 = plan.points[volume.points[indexB]].vector3; int floorBase = plan.GetFacadeFloorHeight(v, volume.points[indexA], volume.points[indexB]); int numberOfFloors = volume.numberOfFloors - floorBase; if (numberOfFloors < 1) { //no facade - adjacent facade is taller and covers this one continue; } float floorHeight = data.floorHeight; Vector3 floorHeightStart = Vector3.up * (floorBase * floorHeight); Vector3 wallHeight = Vector3.up * (volume.numberOfFloors * floorHeight) - floorHeightStart; float facadeWidth = Vector3.Distance(p0, p1); p0 += floorHeightStart; p1 += floorHeightStart; Vector3 w0 = p0; Vector3 w1 = p1; Vector3 w2 = w0 + wallHeight; Vector3 w3 = w1 + wallHeight; Vector2 uvMin = new Vector2(0, 0); Vector2 uvMax = new Vector2(facadeWidth, floorHeight); mesh.AddPlane(w0, w1, w2, w3, uvMin, uvMax, 0); facadeIndex++; } } data = null; mesh = null; }
private static void Parapet(BuildrVolume volume, BuildrRoofDesign design) { BuildrPlan area = data.plan; int volumeIndex = area.volumes.IndexOf(volume); int numberOfVolumePoints = volume.points.Count; int numberOfFloors = volume.numberOfFloors; float floorHeight = data.floorHeight; Vector3 volumeFloorHeight = Vector3.up * (numberOfFloors * floorHeight); for (int l = 0; l < numberOfVolumePoints; l++) { int indexA, indexB, indexA0, indexB0; Vector3 p0, p1, p00, p10; indexA = l; indexB = (l < numberOfVolumePoints - 1) ? l + 1 : 0; indexA0 = (l > 0) ? l - 1 : numberOfVolumePoints - 1; indexB0 = (l < numberOfVolumePoints - 2) ? l + 2 : l + 2 - numberOfVolumePoints; int adjacentFloorHeight = area.GetFacadeFloorHeight(volumeIndex, volume.points[indexA], volume.points[indexB]); bool leftParapet = area.GetFacadeFloorHeight(volumeIndex, volume.points[indexA0], volume.points[indexA]) < numberOfFloors; bool rightParapet = area.GetFacadeFloorHeight(volumeIndex, volume.points[indexB], volume.points[indexB0]) < numberOfFloors; if (adjacentFloorHeight >= numberOfFloors) continue;//do not draw a roof edge p0 = area.points[volume.points[indexA]].vector3; p1 = area.points[volume.points[indexB]].vector3; p00 = area.points[volume.points[indexA0]].vector3; p10 = area.points[volume.points[indexB0]].vector3; float facadeWidth = Vector3.Distance(p0, p1); Vector3 facadeDirection = (p1 - p0).normalized; Vector3 facadeDirectionLeft = (p0 - p00).normalized; Vector3 facadeDirectionRight = (p10 - p1).normalized; Vector3 facadeNormal = Vector3.Cross(facadeDirection, Vector3.up); Vector3 facadeNormalLeft = Vector3.Cross(facadeDirectionLeft, Vector3.up); Vector3 facadeNormalRight = Vector3.Cross(facadeDirectionRight, Vector3.up); float parapetHeight = design.parapetHeight; float parapetFrontDepth = design.parapetFrontDepth; float parapetBackDepth = design.parapetBackDepth; Vector3 w0, w1, w2, w3, w4, w5, w6, w7; Vector3 pr = facadeDirection * facadeWidth; Vector3 pu = Vector3.up * parapetHeight; Vector3 pbdl, pbdr, pfdl, pfdr; if (leftParapet) { pbdl = -(facadeNormal + facadeNormalLeft).normalized * parapetFrontDepth; pfdl = (facadeNormal + facadeNormalLeft).normalized * parapetBackDepth; } else { pbdl = facadeDirectionLeft * parapetFrontDepth; pfdl = -facadeDirectionLeft * parapetBackDepth; } if (rightParapet) { pbdr = -(facadeNormal + facadeNormalRight).normalized * parapetFrontDepth; pfdr = (facadeNormal + facadeNormalRight).normalized * parapetBackDepth; } else { pbdr = -facadeDirectionRight * parapetFrontDepth; pfdr = facadeDirectionRight * parapetBackDepth; } p0 += volumeFloorHeight; p1 += volumeFloorHeight; w2 = p0 + pbdl;//front left w3 = p0 + pr + pbdr;//front right w0 = p0 + pfdl;//back left w1 = p0 + pr + pfdr;//back right w6 = p0 + pbdl + pu;//front left top w7 = p0 + pr + pbdr + pu;//front right top w4 = p0 + pfdl + pu;//back left top w5 = p0 + pr + pfdr + pu;//back right top int subMesh = design.GetTexture(BuildrRoofDesign.textureNames.parapet); bool flipped = design.IsFlipped(BuildrRoofDesign.textureNames.parapet); AddPlane(design, w1, w0, w5, w4, subMesh, flipped);//front AddPlaneComplex(design, w6, w7, w4, w5, subMesh, flipped, facadeNormal);//top AddPlane(design, w2, w3, w6, w7, subMesh, flipped);//back if (parapetFrontDepth > 0) AddPlaneComplex(design, w3, w2, w1, w0, subMesh, flipped, facadeNormal);//bottom if (!leftParapet) AddPlane(design, w0, w2, w4, w6, subMesh, flipped);//left cap if (!rightParapet) AddPlane(design, w3, w1, w7, w5, subMesh, flipped);//left cap } }
public static GameObject[] Place(BuildrData data) { BuildrPlan plan = data.plan; int numberOfVolumes = plan.numberOfVolumes; BuildrTexture[] textures = data.textures.ToArray(); List <GameObject> output = new List <GameObject>(); float largestDepthValue = 0;//deepest value of a bay design in the building foreach (BuildrBay bay in data.bays) { largestDepthValue = Mathf.Max(largestDepthValue, bay.deepestValue);//get the deepest value } foreach (BuildrFacadeDesign facade in data.facades) { largestDepthValue = Mathf.Max(largestDepthValue, facade.simpleBay.deepestValue);//get the deepest value } for (int v = 0; v < numberOfVolumes; v++) { BuildrVolume volume = plan.volumes[v]; int numberOfVolumePoints = volume.points.Count; for (int f = 0; f < numberOfVolumePoints; f++) { if (!volume.renderFacade[f]) { continue; } int indexAM = Mathf.Abs((f - 1) % numberOfVolumePoints); int indexA = f; int indexB = (f + 1) % numberOfVolumePoints; int indexBP = (f + 2) % numberOfVolumePoints; Vector3 p0m = plan.points[volume.points[indexAM]].vector3; Vector3 p0 = plan.points[volume.points[indexA]].vector3; Vector3 p1 = plan.points[volume.points[indexB]].vector3; Vector3 p1p = plan.points[volume.points[indexBP]].vector3; float facadeWidth = Vector3.Distance(p0, p1) - largestDepthValue * 2.0f; Vector3 facadeDirection = (p1 - p0).normalized; Vector3 facadeCross = Vector3.Cross(facadeDirection, Vector3.up).normalized; Vector3 lastFacadeDirection = (p0 - p0m).normalized; Vector3 nextFacadeDirection = (p1p - p1).normalized; //only bother with facade directions when facade may intersect inverted geometry float facadeDirDotL = Vector3.Dot(-facadeDirection, lastFacadeDirection); float facadeCrossDotL = Vector3.Dot(-facadeCross, lastFacadeDirection); if (facadeDirDotL <= 0 || facadeCrossDotL <= 0) { lastFacadeDirection = -facadeCross; } float facadeDirDotN = Vector3.Dot(-facadeDirection, nextFacadeDirection); float facadeCrossDotN = Vector3.Dot(-facadeCross, nextFacadeDirection); if (facadeDirDotN <= 0 || facadeCrossDotN <= 0) { nextFacadeDirection = facadeCross; } int floorBase = plan.GetFacadeFloorHeight(v, volume.points[indexA], volume.points[indexB]); int numberOfFloors = volume.numberOfFloors - floorBase; if (numberOfFloors < 1) { //no facade - adjacent facade is taller and covers this one continue; } float floorHeight = data.floorHeight; Vector3 floorHeightStart = Vector3.up * (floorBase * floorHeight); p0 += floorHeightStart; BuildrVolumeStylesUnit[] styleUnits = volume.styles.GetContentsByFacade(volume.points[indexA]); int floorPatternSize = 0; List <int> facadePatternReference = new List <int>(); //this contains a list of all the facade style indices to refence when looking for the appropriate style per floor int patternCount = 0; foreach (BuildrVolumeStylesUnit styleUnit in styleUnits) //need to knw how big all the styles are together so we can loop through them { floorPatternSize += styleUnit.floors; for (int i = 0; i < styleUnit.floors; i++) { facadePatternReference.Add(patternCount); } patternCount++; } facadePatternReference.Reverse(); int rows = numberOfFloors; for (int r = 0; r < rows; r++) { //Get the facade style id //need to loop through the facade designs floor by floor until we get to the right one float currentHeight = floorHeight * r; Vector3 facadeFloorBaseVector = p0 + Vector3.up * currentHeight; int modFloor = (r % floorPatternSize); BuildrFacadeDesign facadeDesign = data.facades[styleUnits[facadePatternReference[modFloor]].styleID]; bool isBlankWall = !facadeDesign.hasWindows; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { if (data.bays.Count == 0 || facadeDesign.bayPattern.Count == 0) { data.illegal = true; return(output.ToArray()); } BuildrBay firstBay = data.bays[facadeDesign.bayPattern[0]]; if (firstBay.openingWidth > facadeWidth) { isBlankWall = true; } if (facadeDesign.bayPattern.Count == 0) { isBlankWall = true; } } else { if (facadeDesign.simpleBay.openingWidth + facadeDesign.simpleBay.minimumBayWidth > facadeWidth) { isBlankWall = true; } } if (!isBlankWall) { float patternSize = 0;//the space the pattern fills, there will be a gap that will be distributed to all bay styles int numberOfBays = 0; //float actualWindowSpacing; BuildrBay[] bayDesignPattern; int numberOfBayDesigns; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { numberOfBayDesigns = facadeDesign.bayPattern.Count; bayDesignPattern = new BuildrBay[numberOfBayDesigns]; for (int i = 0; i < numberOfBayDesigns; i++) { bayDesignPattern[i] = data.bays[facadeDesign.bayPattern[i]]; } } else { bayDesignPattern = new[] { facadeDesign.simpleBay }; numberOfBayDesigns = 1; } //start with first window width - we'll be adding to this until we have filled the facade width int it = 100; while (true) { int patternModIndex = numberOfBays % numberOfBayDesigns; float patternAddition = bayDesignPattern[patternModIndex].openingWidth + bayDesignPattern[patternModIndex].minimumBayWidth; if (patternSize + patternAddition < facadeWidth) { patternSize += patternAddition; numberOfBays++; } else { break; } it--; if (it < 0) { break; } } Vector3 windowBase = facadeFloorBaseVector; float perBayAdditionalSpacing = (facadeWidth - patternSize) / numberOfBays; for (int c = 0; c < numberOfBays; c++) { BuildrBay bayStyle; if (facadeDesign.type == BuildrFacadeDesign.types.patterned) { int numberOfBayStyles = facadeDesign.bayPattern.Count; bayStyle = bayDesignPattern[c % numberOfBayStyles]; } else { bayStyle = facadeDesign.simpleBay; } GameObject bayModel = bayStyle.bayModel; BuildrTexture columnTexture = textures[bayStyle.GetTexture(BuildrBay.TextureNames.ColumnTexture)]; Vector2 columnuvunits = columnTexture.tileUnitUV; float openingWidth = bayStyle.openingWidth; float openingHeight = bayStyle.openingHeight; if (columnTexture.patterned) { openingHeight = Mathf.Ceil(bayStyle.openingHeight / columnuvunits.y) * columnuvunits.y; } if (bayStyle.openingHeight == floorHeight) { bayStyle.openingHeight = floorHeight; } float actualWindowSpacing = bayStyle.minimumBayWidth + perBayAdditionalSpacing; float leftWidth = actualWindowSpacing * bayStyle.openingWidthRatio; bool firstColumn = c == 0; if (firstColumn) { leftWidth += largestDepthValue; } float rowBottomHeight = ((floorHeight - openingHeight) * bayStyle.openingHeightRatio); if (columnTexture.patterned) { rowBottomHeight = Mathf.Ceil(rowBottomHeight / columnuvunits.y) * columnuvunits.y; } float bayWidthSize = openingWidth + actualWindowSpacing; Vector3 bayWidth = facadeDirection * bayWidthSize; if (!bayStyle.isOpening || bayModel == null) { windowBase += bayWidth;//move base vertor to next bay if (firstColumn) { windowBase += facadeDirection * (largestDepthValue); } continue;//bay filled - move onto next bay } GameObject newInstance = (GameObject)Instantiate(bayModel); MeshRenderer[] rends = newInstance.GetComponentsInChildren <MeshRenderer>(); Bounds modelBounds = rends[0].bounds; foreach (MeshRenderer meshRenderer in rends) { modelBounds.Encapsulate(meshRenderer.bounds); } if (rends.Length == 0) { continue; } Vector3 modelSize = modelBounds.size; Vector3 baySize = new Vector3(openingWidth, openingHeight, modelSize.z); Vector3 modelScale; modelScale.x = baySize.x / modelSize.x; modelScale.y = baySize.y / modelSize.y; modelScale.z = baySize.z / modelSize.z; newInstance.transform.localScale = modelScale; Vector3 upVector = Vector3.up * rowBottomHeight; Vector3 leftVector = leftWidth * facadeDirection; Vector3 modelPosition = windowBase + leftVector + upVector; modelBounds = rends[0].bounds; foreach (MeshRenderer meshRenderer in rends) { modelBounds.Encapsulate(meshRenderer.bounds); } modelPosition += Quaternion.LookRotation(facadeCross) * (-modelBounds.min); newInstance.transform.position = modelPosition; newInstance.transform.rotation = Quaternion.LookRotation(-facadeCross); output.Add(newInstance); windowBase += bayWidth;//move base vertor to next bay if (firstColumn) { windowBase += facadeDirection * (largestDepthValue); } } } } } } return(output.ToArray()); }