// Use this for initialization void Start() { Map = new GameMap(); Map.TerrainData = LowPolyTerrainData.GetRandomMap(); var building = new Building(); building.Positions.Add(new Vector2Int(6, 1)); building.Positions.Add(new Vector2Int(7, 1)); building.Positions.Add(new Vector2Int(8, 1)); building.Positions.Add(new Vector2Int(9, 1)); building.Positions.Add(new Vector2Int(10, 1)); building.Positions.Add(new Vector2Int(11, 1)); building.Positions.Add(new Vector2Int(12, 1)); building.Positions.Add(new Vector2Int(13, 1)); building.Positions.Add(new Vector2Int(14, 1)); building.Positions.Add(new Vector2Int(11, 2)); building.Positions.Add(new Vector2Int(12, 2)); building.Positions.Add(new Vector2Int(12, 3)); building.Positions.Add(new Vector2Int(13, 3)); building.Positions.Add(new Vector2Int(13, 4)); building.Positions.Add(new Vector2Int(14, 4)); building.Positions.Add(new Vector2Int(14, 5)); building.Positions.Add(new Vector2Int(15, 5)); building.RemoveTrees(Map.TerrainData); //Map.Buildings.Add(building); building = new Building(); //building.Positions.Add(new Vector2Int(6, 2)); building.Positions.Add(new Vector2Int(7, 2)); building.Positions.Add(new Vector2Int(8, 2)); building.Positions.Add(new Vector2Int(9, 2)); building.Positions.Add(new Vector2Int(10, 2)); building.Positions.Add(new Vector2Int(5, 3)); building.Positions.Add(new Vector2Int(6, 3)); building.Positions.Add(new Vector2Int(7, 3)); building.Positions.Add(new Vector2Int(8, 3)); building.Positions.Add(new Vector2Int(9, 3)); building.Positions.Add(new Vector2Int(10, 3)); building.Positions.Add(new Vector2Int(11, 3)); //building.Positions.Add(new Vector2Int(5, 4)); building.Positions.Add(new Vector2Int(6, 4)); building.Positions.Add(new Vector2Int(7, 4)); building.Positions.Add(new Vector2Int(8, 4)); building.Positions.Add(new Vector2Int(9, 4)); building.Positions.Add(new Vector2Int(10, 4)); building.Positions.Add(new Vector2Int(11, 4)); building.Positions.Add(new Vector2Int(10, 6)); building.Positions.Add(new Vector2Int(11, 6)); building.Positions.Add(new Vector2Int(12, 6)); building.Type = "house"; building.RemoveTrees(Map.TerrainData); //Map.Buildings.Add(building); building = new Building(); var floor = new BuildingFloor(); floor.Positions.Add(new Vector2Int(13, 2)); floor.Positions.Add(new Vector2Int(14, 2)); floor.Positions.Add(new Vector2Int(15, 2)); floor.Positions.Add(new Vector2Int(16, 2)); floor.Positions.Add(new Vector2Int(14, 3)); floor.Positions.Add(new Vector2Int(15, 3)); floor.Positions.Add(new Vector2Int(16, 3)); floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 2)); floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 0)); floor.BaseHeight = 20.0f; floor.FloorHeight = 0.2f; floor.Height = 10.0f; floor.Map = Map; building.Floors.Add(floor); floor = new BuildingFloor(); floor.Positions.Add(new Vector2Int(14, 2)); floor.Positions.Add(new Vector2Int(15, 2)); floor.Positions.Add(new Vector2Int(16, 2)); floor.Positions.Add(new Vector2Int(14, 3)); floor.Positions.Add(new Vector2Int(15, 3)); floor.Positions.Add(new Vector2Int(16, 3)); floor.WallEdges.Add(new WallEdge(new Vector2Int(14, 2), 2)); floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 2), 2)); floor.BaseHeight = 30.0f; floor.FloorHeight = 0.2f; floor.Height = 10.0f; floor.Map = Map; building.Floors.Add(floor); floor = new BuildingFloor(); floor.Positions.Add(new Vector2Int(15, 4)); floor.Positions.Add(new Vector2Int(16, 4)); floor.Positions.Add(new Vector2Int(17, 4)); floor.Positions.Add(new Vector2Int(17, 3)); floor.Positions.Add(new Vector2Int(18, 3)); floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 4), 0)); floor.WallEdges.Add(new WallEdge(new Vector2Int(16, 4), 0)); floor.WallEdges.Add(new WallEdge(new Vector2Int(17, 4), 1, 2)); floor.BaseHeight = 22.0f; floor.FloorHeight = 0.2f; floor.Height = 10.0f; floor.Map = Map; building.Floors.Add(floor); building.Type = "generic"; building.RemoveTrees(Map.TerrainData); Map.Buildings.Add(building); Init(Map); var geometry = new InputGeometry(); //it is necessary to put a border around all the points in order to get triangulation to work correctly when holes are used var border = new List <Point>(); border.Add(new Point(10, 6)); border.Add(new Point(10, -6)); border.Add(new Point(-10, -6)); border.Add(new Point(-10, 6)); geometry.AddRing(border); border = new List <Point>(); border.Add(new Point(7, 4)); border.Add(new Point(7, 2)); border.Add(new Point(5, 2)); border.Add(new Point(5, 4)); geometry.AddRingAsHole(border); border = new List <Point>(); border.Add(new Point(3, 2)); border.Add(new Point(3, -6)); border.Add(new Point(-3, -6)); border.Add(new Point(-3, 2)); geometry.AddRingAsHole(border); var meshRepresentation = new TriangleNet.Mesh(); meshRepresentation.Triangulate(geometry); var triangleIndex = 0; var vertices = new List <Vector3>(meshRepresentation.triangles.Count * 3); var triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3); foreach (var pair in meshRepresentation.triangles) { var triangle = pair.Value; var vertex0 = triangle.GetVertex(0); var vertex1 = triangle.GetVertex(1); var vertex2 = triangle.GetVertex(2); var p0 = new Vector3(vertex0.x, vertex0.y, 0); var p1 = new Vector3(vertex1.x, vertex1.y, 0); var p2 = new Vector3(vertex2.x, vertex2.y, 0); vertices.Add(p0); vertices.Add(p1); vertices.Add(p2); triangleIndices.Add(triangleIndex + 2); triangleIndices.Add(triangleIndex + 1); triangleIndices.Add(triangleIndex); triangleIndex += 3; } var mesh = new Mesh(); mesh.vertices = vertices.ToArray(); mesh.triangles = triangleIndices.ToArray(); mesh.RecalculateNormals(); var newObj = new GameObject(); newObj.name = "Test"; newObj.transform.parent = transform; newObj.AddComponent <MeshFilter>(); newObj.AddComponent <MeshRenderer>(); newObj.GetComponent <MeshFilter>().mesh = mesh; /* * var path = new List<ClipperLib.IntPoint>(); * path.Add(new ClipperLib.IntPoint(-3000, 0)); * path.Add(new ClipperLib.IntPoint(1000, 0)); * path.Add(new ClipperLib.IntPoint(6000, 3000)); * path.Add(new ClipperLib.IntPoint(6000, -3000)); * path.Add(new ClipperLib.IntPoint(1000, 0)); * //path.Add(new ClipperLib.IntPoint(5000, 0)); * //path.Add(new ClipperLib.IntPoint(1000, -3500)); * //path.Add(new ClipperLib.IntPoint(-3000, 0)); * * var co = new ClipperLib.ClipperOffset(); * co.AddPath(path, ClipperLib.JoinType.jtSquare, ClipperLib.EndType.etClosedLine); * * var result = new List<List<ClipperLib.IntPoint>>(); * co.Execute(ref result, 500); * foreach (var intpoint in path) * { * var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f); * Debug.DrawLine(point, point + Vector3.up * 3, Color.cyan, 100); * } * * foreach (var intpath in result) * { * foreach (var intpoint in intpath) * { * var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f); * Debug.DrawLine(point, point + Vector3.up * 3, Color.red, 100); * } * } */ }