示例#1
0
        public float CalculateHeight(IFloorplan floorplan)
        {
            FloorplanRuntime interior = floorplan as FloorplanRuntime;

            if (interior == null)
            {
                return(-1);
            }
            return(CalculateHeight(_interiorFloorplans.IndexOf(interior)));
        }
示例#2
0
        public int Floor(IFloorplan interior)
        {
            FloorplanRuntime floorplan = interior as FloorplanRuntime;

            if (floorplan == null)
            {
                return(-1);
            }
            return(_interiorFloorplans.IndexOf(floorplan));
        }
示例#3
0
        public VerticalOpening[] GetOpenings(IVolume volume, IFloorplan inPlan)
        {
            List <VerticalOpening> output = new List <VerticalOpening>();
            int count     = _openings.Count;
            int planFloor = volume.Floor(inPlan);

            for (int i = 0; i < count; i++)
            {
                VerticalOpening opening   = _openings[i];
                int             baseFloor = opening.baseFloor;
                int             topFloor  = baseFloor + opening.floors;
                if (planFloor >= baseFloor && planFloor <= topFloor)
                {
                    output.Add(opening);
                }
            }
            return(output.ToArray());
        }
示例#4
0
        public bool[] GetOpenings(IVolume volume, IFloorplan inPlan, int offset)
        {
            List <bool> output      = new List <bool>();
            int         count       = _openings.Count;
            int         planFloor   = volume.Floor(inPlan);
            int         offsetFloor = planFloor + offset;

            for (int i = 0; i < count; i++)
            {
                VerticalOpening opening   = _openings[i];
                int             baseFloor = opening.baseFloor;
                int             topFloor  = baseFloor + opening.floors;
                if (planFloor >= baseFloor && planFloor <= topFloor)
                {
                    bool isOpen = offsetFloor >= baseFloor && offsetFloor <= topFloor;
                    output.Add(isOpen);
                }
            }
            return(output.ToArray());
        }
示例#5
0
        public static void FillFloorWithSingleRoom(IBuilding building, IVolume volume, IFloorplan floorplan)
        {
#if UNITY_EDITOR
            UnityEditor.Undo.RecordObject((Floorplan)floorplan, "Room Creation");
#endif
            floorplan.ClearRooms();

//			for(int i = 0; i < volume.AllBuildingPoints().Length; i++)
//			{
//				Debug.Log(volume.AllBuildingPoints()[i].ToString());
//			}
            Room floorRoom = new Room(volume.AllBuildingPoints(), Vector3.zero);
            floorplan.AddRoom(floorRoom);
            floorplan.MarkModified();
            building.MarkModified();
        }
示例#6
0
        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;
                }
            }
        }
示例#7
0
        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;
                }
            }
        }
示例#8
0
        public static void BuildFloorplan()
        {
            LAYERS.Clear();
            SceneMeshLayer layerOpengings = new SceneMeshLayer();
            SceneMeshLayer layer0         = new SceneMeshLayer();
            SceneMeshLayer layer1         = new SceneMeshLayer();
            SceneMeshLayer layer2         = new SceneMeshLayer();

            LAYERS.Add(layerOpengings);
            LAYERS.Add(layer0);
            LAYERS.Add(layer1);
            LAYERS.Add(layer2);

            Building building = BuildingEditor.building;

            bPosition = building.transform.position;
            bRotation = building.transform.rotation;
            BuildRSettings settings        = building.settings;
            int            numberOfVolumes = building.numberOfPlans;
            Quaternion     rotation        = building.transform.rotation;

            Vector3[] centerPoints = new Vector3[numberOfVolumes];
            for (int f = 0; f < numberOfVolumes; f++)
            {
                centerPoints[f] = BuildrUtils.CalculateFloorplanCenter(building[f]);
            }
            for (int v = 0; v < numberOfVolumes; v++)
            {
                Volume  volume           = (Volume)building[v];
                bool    isSelectedVolume = BuildingEditor.volume == volume;
                int     numberOfPoints   = volume.numberOfPoints;
                Vector3 vUp = Vector3.up * volume.floorHeight;
                Dictionary <int, List <Vector2Int> > anchorPoints = volume.facadeWallAnchors;

                IFloorplan[] floorplans     = volume.InteriorFloorplans();
                int          floorplanCount = floorplans.Length;
                for (int f = 0; f < floorplanCount; f++)//floors
                {
                    IFloorplan floorplan           = floorplans[f];
                    bool       isSelectedFloorplan = BuildingEditor.floorplan == (Floorplan)floorplan;
                    float      intPlanBaseHeight   = volume.CalculateFloorHeight(f);
                    Vector3    baseUpV             = Vector3.up * intPlanBaseHeight;

                    //draw external outline of selected floor
                    if (numberOfPoints > 0 && isSelectedVolume)
                    {
                        SceneMeshLayer    useLayer = isSelectedFloorplan ? layer1 : layer0;
                        List <Vector2Int> planVs   = new List <Vector2Int>();
                        Color             fillCol  = settings.subLineColour;
                        Color             lineCol  = settings.mainLineColour;
                        for (int p = 0; p < numberOfPoints; p++)
                        {
                            if (volume.IsWallStraight(p))
                            {
                                if (!planVs.Contains(volume[p].position))
                                {
                                    planVs.Add(volume[p].position);
                                }
                                Vector3 p0 = volume[p].position.vector3XZ + baseUpV;
                                Vector3 p1 = volume[(p + 1) % numberOfPoints].position.vector3XZ + baseUpV;
                                Vector3 p2 = p0 + vUp;
                                Vector3 p3 = p1 + vUp;

                                useLayer.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p3, p2));
                                useLayer.lines.Add(new SceneMeshLine(p2, p3, lineCol));
                                useLayer.lines.Add(new SceneMeshLine(p0, p2, lineCol));
                                useLayer.lines.Add(new SceneMeshLine(p1, p3, lineCol));
                                if (isSelectedFloorplan)
                                {
                                    useLayer.lines.Add(new SceneMeshLine(p0, p1, Color.red));

                                    List <Vector2Int> anchors = anchorPoints[p];
                                    int wallSections          = anchors.Count;
                                    for (int w = 0; w < wallSections - 1; w++)
                                    {
                                        Vector3 a          = anchors[w].vector3XZ + baseUpV;
                                        float   anchorSize = 0.05f;
                                        if (w == 0)
                                        {
                                            anchorSize *= 2;
                                        }
                                        useLayer.dots.Add(new SceneMeshDot(a, anchorSize, settings.anchorColour));
                                    }
                                }
                            }
                            else
                            {
                                List <Vector2Int> anchors = anchorPoints[p];
                                int wallSections          = anchors.Count;
                                for (int w = 0; w < wallSections - 2; w++)
                                {
                                    if (!planVs.Contains(anchors[w]))
                                    {
                                        planVs.Add(anchors[w]);
                                    }
                                    Vector3 p0 = anchors[w].vector3XZ + baseUpV;
                                    Vector3 p1 = anchors[w + 1].vector3XZ + baseUpV;
                                    Vector3 p2 = p0 + vUp;
                                    Vector3 p3 = p1 + vUp;

                                    useLayer.lines.Add(new SceneMeshLine(p2, p3, lineCol));
                                    if (w == 0)
                                    {
                                        useLayer.lines.Add(new SceneMeshLine(p0, p2, lineCol));
                                    }
                                    if (w == wallSections - 2)
                                    {
                                        useLayer.lines.Add(new SceneMeshLine(p1, p3, lineCol));
                                    }

                                    useLayer.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p3, p2));

                                    if (isSelectedFloorplan)
                                    {
                                        useLayer.lines.Add(new SceneMeshLine(p0, p1, Color.red));

                                        float anchorSize = 0.05f;
                                        if (w == 0)
                                        {
                                            anchorSize *= 2;
                                        }
                                        if (w < wallSections - 1)
                                        {
                                            useLayer.dots.Add(new SceneMeshDot(p0, anchorSize, settings.anchorColour));
                                        }
                                    }
                                }
                            }
                        }

                        if (isSelectedFloorplan)
                        {
                            int       planVCount = planVs.Count;
                            Vector3[] planV3     = new Vector3[planVCount];
                            for (int pv = 0; pv < planVCount; pv++)
                            {
                                planV3[pv] = planVs[pv].vector3XZ + baseUpV;
                            }
                            ShapeWithLines(useLayer, planV3, Color.red, new Color(1, 1, 1, 0.9f));
                        }
                    }

                    if (isSelectedFloorplan)
                    {
                        Room[]            rooms       = floorplan.AllRooms();
                        int               roomCount   = rooms.Length;
                        List <Vector2Int> shapePoints = new List <Vector2Int>();
                        for (int r = 0; r < roomCount; r++)
                        {
                            Room room           = rooms[r];
                            bool isRoomSelected = room == BuildingEditor.room && BuildingEditor.roomPortal == null && BuildingEditor.opening == null;
                            shapePoints.Clear();

                            FloorplanUtil.RoomWall[] roomWalls = FloorplanUtil.CalculatePoints(room, volume);
                            int roomWallCount = roomWalls.Length;

                            Color wallCol     = isRoomSelected ? settings.roomWallSelectedColour : settings.roomWallColour;
                            Color floorCol    = isRoomSelected ? settings.roomWallSelectedColour : settings.roomFloorColour;
                            Color mainLineCol = isRoomSelected ? settings.selectedPointColour : settings.mainLineColour;
                            Color subLineCol  = isRoomSelected ? settings.selectedPointColour : settings.subLineColour;

                            for (int rwp = 0; rwp < roomWallCount; rwp++)
                            {
                                FloorplanUtil.RoomWall roomWall = roomWalls[rwp];
                                int offsetCount = roomWall.offsetPoints.Length;

                                Vector2Int pi0 = roomWall.baseA;
                                Vector2Int pi1 = roomWall.baseB;

                                if (pi0 == pi1)
                                {
                                    continue;            //not a wall
                                }
                                for (int op = 0; op < offsetCount - 1; op++)
                                {
                                    Vector2Int wsint0 = new Vector2Int(roomWall.offsetPoints[op]);
                                    if (!shapePoints.Contains(wsint0))
                                    {
                                        shapePoints.Add(wsint0);
                                    }
                                    Vector3 ws0 = new Vector3(roomWall.offsetPoints[op].x, 0, roomWall.offsetPoints[op].y) + baseUpV;

                                    if (isSelectedFloorplan)//draw anchor points
                                    {
                                        float anchorSize = 0.05f;
                                        if (op == 0)
                                        {
                                            anchorSize *= 2;
                                        }
                                        layer1.dots.Add(new SceneMeshDot(ws0, anchorSize * 0.05f, settings.linkedAnchorColour));
                                    }

                                    int     nextIndex = (op + 1) % offsetCount;
                                    Vector3 ws1       = new Vector3(roomWall.offsetPoints[nextIndex].x, 0, roomWall.offsetPoints[nextIndex].y) + baseUpV;
                                    Vector3 ws2       = ws0 + vUp;
                                    Vector3 ws3       = ws1 + vUp;

                                    layer1.lines.Add(new SceneMeshLine(ws0, ws1, mainLineCol));
                                    layer1.lines.Add(new SceneMeshLine(ws0, ws2, subLineCol));
                                    layer1.lines.Add(new SceneMeshLine(ws1, ws3, subLineCol));

                                    layer1.shapes.Add(new SceneMeshShape(wallCol, ws0, ws1, ws3, ws2));
                                }
                            }

                            int       shapePointsCount = shapePoints.Count;
                            Vector3[] planV3           = new Vector3[shapePointsCount];
                            for (int pv = 0; pv < shapePointsCount; pv++)
                            {
                                planV3[pv] = shapePoints[pv].vector3XZ + baseUpV;
                            }
                            ShapeWithLines(layer1, planV3, mainLineCol, floorCol, settings.highlightPerpendicularity, settings.highlightPerpendicularityColour, settings.highlightAngleColour);

                            RoomPortal[] portals     = room.GetAllPortals();
                            int          portalCount = portals.Length;
                            for (int pt = 0; pt < portalCount; pt++)
                            {
                                RoomPortal portal           = portals[pt];
                                bool       isSelected       = BuildingEditor.roomPortal == portal;
                                Color      portalLineColour = isSelectedFloorplan ? settings.mainLineColour : settings.subLineColour;
                                Color      portalFillColour = isSelected ? settings.selectedPointColour : settings.mainLineColour;
                                if (!isSelectedFloorplan)
                                {
                                    portalFillColour = Color.clear;
                                }
                                DrawPortal(layer2, rotation, intPlanBaseHeight, volume.floorHeight, room, portal, portalLineColour, portalFillColour);
                            }
                        }

                        for (int r = 0; r < roomCount; r++)
                        {
                            Room    room       = rooms[r];
                            Vector3 roomCenter = room.center.vector3XZ + baseUpV + Vector3.up * volume.floorHeight;
                            layer1.labels.Add(new SceneMeshLabel(roomCenter, string.Format("Room {0}", (r + 1))));
                        }
                    }

                    //Draw vertical openings
                    if (BuildingEditor.floorplan != null)
                    {
                        VerticalOpening[] openings = building.GetAllOpenings();
                        int openingCount           = openings.Length;
                        for (int o = 0; o < openingCount; o++)
                        {
                            VerticalOpening opening           = openings[o];
                            bool            isSelectedOpening = BuildingEditor.opening == opening;

                            Vector3 openingPosition = opening.position.vector3XZ;
                            openingPosition.y = volume.floorHeight * opening.baseFloor;
                            Vector3    openingSize     = opening.size.vector3XZ;
                            float      openingWidth    = openingSize.x;
                            float      openingHeight   = openingSize.z;
                            Quaternion openingRotation = Quaternion.Euler(0, opening.rotation, 0);
                            Vector3    p0        = openingPosition + openingRotation * new Vector3(-openingWidth, 0, -openingHeight) * 0.5f;
                            Vector3    p1        = openingPosition + openingRotation * new Vector3(openingWidth, 0, -openingHeight) * 0.5f;
                            Vector3    p2        = openingPosition + openingRotation * new Vector3(openingWidth, 0, openingHeight) * 0.5f;
                            Vector3    p3        = openingPosition + openingRotation * new Vector3(-openingWidth, 0, openingHeight) * 0.5f;
                            Vector3    openingUp = Vector3.up * volume.floorHeight * (opening.floors + 1);

                            //"Phil" Mitchels
                            Color fillCol = settings.subLineColour;
                            fillCol.a = 0.05f;
                            layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p2, p3));
                            layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p0, p1, p1 + openingUp, p0 + openingUp));
                            layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p1, p2, p2 + openingUp, p1 + openingUp));
                            layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p2, p3, p3 + openingUp, p2 + openingUp));
                            layerOpengings.shapes.Add(new SceneMeshShape(fillCol, p3, p0, p0 + openingUp, p3 + openingUp));

                            //lines
                            Color lineCol = settings.invertLineColour;
                            layer0.lines.Add(new SceneMeshLine(p0, p1, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p1, p2, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p2, p3, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p3, p0, lineCol));

                            layer0.lines.Add(new SceneMeshLine(p0 + openingUp, p1 + openingUp, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p1 + openingUp, p2 + openingUp, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p2 + openingUp, p3 + openingUp, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p3 + openingUp, p0 + openingUp, lineCol));

                            layer0.lines.Add(new SceneMeshLine(p0, p0 + openingUp, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p1, p1 + openingUp, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p2, p2 + openingUp, lineCol));
                            layer0.lines.Add(new SceneMeshLine(p3, p3 + openingUp, lineCol));


                            layer0.labels.Add(new SceneMeshLabel(openingPosition + openingUp, string.Format("Opening {0}", o + 1)));

                            if (volume == BuildingEditor.volume && BuildingEditor.floorplan != null)
                            {
                                Vector3 floorUpA = Vector3.up * volume.CalculateFloorHeight(volume.Floor(BuildingEditor.floorplan));
                                Vector3 floorUpB = floorUpA + Vector3.up * volume.floorHeight;

                                Color          col      = isSelectedOpening ? Color.green : Color.red;
                                SceneMeshLayer useLayer = isSelectedOpening ? layer2 : layer2;

                                useLayer.lines.Add(new SceneMeshLine(p0 + floorUpA, p1 + floorUpA, col));
                                useLayer.lines.Add(new SceneMeshLine(p1 + floorUpA, p2 + floorUpA, col));
                                useLayer.lines.Add(new SceneMeshLine(p2 + floorUpA, p3 + floorUpA, col));
                                useLayer.lines.Add(new SceneMeshLine(p3 + floorUpA, p0 + floorUpA, col));

                                useLayer.lines.Add(new SceneMeshLine(p0 + floorUpB, p1 + floorUpB, col));
                                useLayer.lines.Add(new SceneMeshLine(p1 + floorUpB, p2 + floorUpB, col));
                                useLayer.lines.Add(new SceneMeshLine(p2 + floorUpB, p3 + floorUpB, col));
                                useLayer.lines.Add(new SceneMeshLine(p3 + floorUpB, p0 + floorUpB, col));

                                useLayer.lines.Add(new SceneMeshLine(p0 + floorUpA, p0 + floorUpB, col));
                                useLayer.lines.Add(new SceneMeshLine(p1 + floorUpA, p1 + floorUpB, col));
                                useLayer.lines.Add(new SceneMeshLine(p2 + floorUpA, p2 + floorUpB, col));
                                useLayer.lines.Add(new SceneMeshLine(p3 + floorUpA, p3 + floorUpB, col));
                            }
                        }
                    }
                }
            }
        }
示例#9
0
        public float CalculateHeight(IFloorplan floorplan)
        {
            Floorplan fPlan = floorplan as Floorplan;

            return(CalculateHeight(_interiorFloorplans.IndexOf(fPlan)));
        }
示例#10
0
        public int Floor(IFloorplan interior)
        {
            Floorplan fInterior = interior as Floorplan;

            return(_interiorFloorplans.IndexOf(fInterior));
        }
示例#11
0
        private static void Export(Building building)
        {
            try
            {
                EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, "", 0.0f);

                int    volumeCount = building.numberOfVolumes;
                string foldername  = ROOT_FOLDER + building.exportFilename + "/";
                foldername = foldername.Replace(" ", "");

                //check overwrites...
                if (!CreateFolder(foldername))
                {//likely user cancelled export
                    EditorUtility.ClearProgressBar();
                    return;
                }

                int steps = 0;
                for (int v = 0; v < volumeCount; v++)
                {
                    steps++;
                    int floors = building[v].floors;
                    for (int fl = 0; fl < floors; fl++)
                    {
                        steps++;
                    }
                }

                //export meshes to project
                int stepsComplete = 1;
                Dictionary <Transform, string> transformData = new Dictionary <Transform, string>();
                for (int v = 0; v < volumeCount; v++)
                {
                    IVolume vol             = building[v];
                    string  progressReport  = string.Format("Exporting Volume: {0}", vol.name);
                    float   progressPercent = stepsComplete / (float)steps;
                    if (EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, progressReport, progressPercent))
                    {
                        return;
                    }
                    string filenameSuffix = vol.name;//todo check uniqueness
                    string filename       = string.Format("{0}_{1}_{2}", building.exportFilename, "exterior", filenameSuffix);
                    filename = filename.Replace(" ", "");
                    transformData.Add(vol.visualPart.transform, Path.Combine(foldername, string.Format("{0}{1}", filename, ".fbx")));
                    ExportModelPart(vol.visualPart, filename, foldername);

                    if (building.exportColliders && building.colliderType != BuildingColliderTypes.None)
                    {
                        string colliderFilename = string.Format("{0}_{1}_{2}", building.exportFilename, "exterior_collider", filenameSuffix);
                        colliderFilename = colliderFilename.Replace(" ", "");
                        transformData.Add(vol.visualPart.colliderPart.transform, Path.Combine(foldername, string.Format("{0}{1}", colliderFilename, ".fbx")));
                        ExportModelCollider(vol.visualPart.colliderPart.mesh, colliderFilename, foldername);
                    }

                    if (building.generateInteriors)
                    {
                        IFloorplan[] floorplans = vol.InteriorFloorplans();
                        int          floors     = floorplans.Length;
                        for (int fl = 0; fl < floors; fl++)
                        {
                            IFloorplan floorplan = floorplans[fl];

                            progressReport  = string.Format("Exporting Floorplan: {0}", floorplan.name);
                            progressPercent = stepsComplete / (float)steps;
                            if (EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, progressReport, progressPercent))
                            {
                                return;
                            }

                            string floorplanFilenameSuffix = floorplan.name;//todo check uniqueness
                            string floorplanFilename       = string.Format("{0}_{1}_{2}_{3}_{4}", building.exportFilename, vol.name, "interior", (fl + 1), floorplanFilenameSuffix);
                            floorplanFilename = floorplanFilename.Replace(" ", "");
                            transformData.Add(floorplan.visualPart.transform, Path.Combine(foldername, string.Format("{0}{1}", floorplanFilename, ".fbx")));
                            ExportModelPart(floorplan.visualPart, floorplanFilename, foldername);

                            if (building.exportColliders && building.colliderType != BuildingColliderTypes.None)
                            {
                                string colliderFilename = string.Format("{0}_{1}_{2}_{3}_{4}", building.exportFilename, vol.name, "interior_collider", (fl + 1), floorplanFilenameSuffix);
                                colliderFilename = colliderFilename.Replace(" ", "");
                                transformData.Add(floorplan.visualPart.colliderPart.transform, Path.Combine(foldername, string.Format("{0}{1}", colliderFilename, ".fbx")));
                                ExportModelCollider(floorplan.visualPart.colliderPart.mesh, colliderFilename, foldername);
                            }

                            stepsComplete++;
                        }
                    }

                    stepsComplete++;
                }

                //import meshes into new prefab
                AssetDatabase.Refresh();//ensure the database is up to date...
                GameObject baseObject = new GameObject(building.exportFilename);

                for (int v = 0; v < volumeCount; v++)
                {
                    IVolume vol = building[v];
                    string  externalMeshPath = transformData[vol.visualPart.transform];
                    if (!string.IsNullOrEmpty(externalMeshPath))
                    {
                        GameObject externalModel = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadMainAssetAtPath(externalMeshPath));
                        externalModel.name                    = vol.name;
                        externalModel.transform.parent        = baseObject.transform;
                        externalModel.transform.localPosition = vol.transform.localPosition;
                        externalModel.transform.localRotation = vol.transform.localRotation;

                        if (building.exportColliders && building.colliderType != BuildingColliderTypes.None)
                        {
                            string externalColliderPath = transformData[vol.visualPart.colliderPart.transform];
                            if (!string.IsNullOrEmpty(externalColliderPath))
                            {
                                GameObject colliderObject = new GameObject("collider");
                                colliderObject.AddComponent <MeshCollider>().sharedMesh = (Mesh)AssetDatabase.LoadAssetAtPath(externalColliderPath, typeof(Mesh));
                                colliderObject.transform.parent        = externalModel.transform;
                                colliderObject.transform.localPosition = Vector3.zero;
                                colliderObject.transform.localRotation = Quaternion.identity;
                            }
                        }

                        if (building.generateInteriors)
                        {
                            IFloorplan[] floorplans = vol.InteriorFloorplans();
                            int          floors     = floorplans.Length;
                            for (int fl = 0; fl < floors; fl++)
                            {
                                IFloorplan floorplan        = floorplans[fl];
                                string     internalMeshPath = transformData[floorplan.visualPart.transform];
                                if (!string.IsNullOrEmpty(internalMeshPath))
                                {
                                    GameObject internalMesh = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadMainAssetAtPath(internalMeshPath));
                                    internalMesh.name                    = floorplan.name;
                                    internalMesh.transform.parent        = externalModel.transform;
                                    internalMesh.transform.localPosition = floorplan.transform.localPosition;
                                    internalMesh.transform.localRotation = floorplan.transform.localRotation;

                                    string internalColliderPath = transformData[floorplan.visualPart.colliderPart.transform];
                                    if (!string.IsNullOrEmpty(internalColliderPath))
                                    {
                                        GameObject colliderObject = new GameObject("collider");
                                        colliderObject.AddComponent <MeshCollider>().sharedMesh = (Mesh)AssetDatabase.LoadAssetAtPath(internalColliderPath, typeof(Mesh));
                                        colliderObject.transform.parent        = internalMesh.transform;
                                        colliderObject.transform.localPosition = Vector3.zero;
                                        colliderObject.transform.localRotation = Quaternion.identity;
                                    }
                                }
                            }
                        }
                    }
                }

                string prefabPath = ROOT_FOLDER + building.exportFilename + "/" + building.exportFilename + ".prefab";
                Object prefab     = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
                if (prefab == null)
                {
                    prefab = PrefabUtility.CreateEmptyPrefab(prefabPath);
                }
                PrefabUtility.ReplacePrefab(baseObject, prefab, ReplacePrefabOptions.ConnectToPrefab);

                if (!building.placeIntoScene)
                {
                    Object.DestroyImmediate(baseObject);
                }

                EditorUtility.ClearProgressBar();
                EditorUtility.UnloadUnusedAssetsImmediate();
                AssetDatabase.Refresh();
            }
            catch (System.Exception e)
            {
                Debug.LogError("Please report this error in full to Jasper ([email protected]) Thanks! : " + e);
                EditorUtility.ClearProgressBar();
            }
        }