/// <summary> /// Modifiy the terrain for the junction /// </summary> /// <param name="sections">The number of sections</param> /// <param name="tm">The terrain modifier</param> private void CreateJunctionsTerrain(int sections, TerrainModifier tm) { float couveSize = 2.5f; _roadNetworkNode.OrderRoads(); IMaterialFrequency materialFrequency = _roadNetworkNode.GetComponent <OverridableMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadNetworkNode roadA, roadB, roadC; RoadCrossSection rA, rB, rC; RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 0, _roadNetworkNode, out roadA, out rA); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 1, _roadNetworkNode, out roadB, out rB); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 2, _roadNetworkNode, out roadC, out rC); int connectionSet = IntersectionManager.Instance.AddLinkedIntersecions(rA, rB, rC); RoadNetworkNode roadNetworkNode = _roadNetworkNode; string materialName = RoadConstructorHelper.GetMainMaterial(materialFrequency); DrawDetailsJunctionRoad drs = new DrawDetailsJunctionRoad(connectionSet, roadNetworkNode, materialName); drs.ModifyTerrain(_roadNetworkNode.BuildData, tm); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 0); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 1); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 2); }
/// <summary> /// Create the road object /// </summary> /// <param name="roadObject">The base object to add the road to</param> /// <param name="sections">The number of sections to use for this road</param> private void CreateFiveRoads(RoadBuilder roadObject, int sections) { float couveSize = 2.5f; _roadNetworkNode.OrderRoads(); IMaterialFrequency materialFrequency = _roadNetworkNode.GetComponent <OverridableMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadNetworkNode roadA, roadB, roadC, roadD, roadE; RoadCrossSection rA, rB, rC, rD, rE; RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 0, _roadNetworkNode, out roadA, out rA); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 1, _roadNetworkNode, out roadB, out rB); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 2, _roadNetworkNode, out roadC, out rC); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 3, _roadNetworkNode, out roadD, out rD); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 4, _roadNetworkNode, out roadE, out rE); int connectionSet = IntersectionManager.Instance.AddLinkedIntersecions(rA, rB, rC, rD, rE); _meshSection.AddFiveRoad(connectionSet, _roadNetworkNode, RoadConstructorHelper.GetMainMaterial(materialFrequency)); _meshSection.UpdateEndPoints(roadObject); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[0]), RoadConstructorHelper.Materials(roadA), rA); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[1]), RoadConstructorHelper.Materials(roadB), rB); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[2].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[2]), RoadConstructorHelper.Materials(roadC), rC); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[3].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[3]), RoadConstructorHelper.Materials(roadD), rD); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[4].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[4]), RoadConstructorHelper.Materials(roadE), rE); List <Guid> list = IntersectionManager.Instance[connectionSet]; RoadCrossSection rscA = IntersectionManager.Instance[list[0]]; RoadCrossSection rscB = IntersectionManager.Instance[list[1]]; RoadCrossSection rscC = IntersectionManager.Instance[list[2]]; RoadCrossSection rscD = IntersectionManager.Instance[list[3]]; RoadCrossSection rscE = IntersectionManager.Instance[list[4]]; StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[0]), rscA); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[1]), rscB); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[2].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[2]), rscC); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[3].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[3]), rscD); StreetManager.Instance.ReplaceRoadWithId(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[4].name, RoadConstructorHelper.CrossSection(_roadNetworkNode.Details.Roads[4]), rscE); }
/// <summary> /// Create the steet layout /// </summary> public void CreateStreetLayout(int subDivide) { if (_startRoadId == null) { return; } if (_endRoadId == null) { return; } RoadCrossSection rA = _startRoadId; ICrossSection crossSectionStart = _startCrossSection; if (crossSectionStart == null) { crossSectionStart = RoadConstructorHelper.CrossSectionDetails; } RoadCrossSection rB = _endRoadId; ICrossSection crossSectionEnd = _endCrossSection; if (crossSectionEnd == null) { crossSectionEnd = RoadConstructorHelper.CrossSectionDetails; } IMaterialFrequency materialFrequency = _materialFrequency; if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } Vector3 len = rA.Middle - rB.Middle; float mag = len.magnitude; int sections = (int)(mag / crossSectionStart.RoadWidthValue); RoadCrossSection[] array = new RoadCrossSection[sections + 1]; string[] materialNames = new string[sections + 1]; float an = rB.Angle; Vector3 start = rB.Middle; if (sections < 2) { Vector3 another = rB.Middle; another = rA.Middle; RoadCrossSection rn = new RoadCrossSection(another, an, crossSectionStart, materialFrequency); _meshSection.AddBasicRoad(IntersectionManager.Instance.AddLinkedIntersecions(rB, rn), RoadConstructorHelper.GetMainMaterial(materialFrequency), 0); // TODO SubDivide return; } Vector3 gap = len / sections; float mag2 = gap.magnitude; for (int i = 0; i < sections + 1; i++) { ICrossSection crossSection = CrossSection.Lerp(crossSectionEnd, crossSectionStart, (mag2 * i) / mag); RoadCrossSection rn = new RoadCrossSection(start, an, crossSection, materialFrequency); array[i] = rn; start += gap; } RoadConstructorHelper.SetMaterialsArray(materialNames, materialFrequency); for (int i = 0; i < sections; i++) { _meshSection.AddBasicRoad(IntersectionManager.Instance.AddLinkedIntersecions(array[i], array[i + 1]), materialNames[i], subDivide); } }
/// <summary> /// Create the terrain for the road /// </summary> /// <param name="sections">The number of sections</param> /// <param name="tm">The terrain modifier</param> private void CreateSixRoadsTerrain(int sections, TerrainModifier tm) { float couveSize = 2.5f; IMaterialFrequency materialFrequency = _roadNetworkNode.GetComponent <OverridableMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadNetworkNode roadA, roadB, roadC, roadD, roadE, roadF; RoadCrossSection rA, rB, rC, rD, rE, rF; RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 0, _roadNetworkNode, out roadA, out rA); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 1, _roadNetworkNode, out roadB, out rB); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 2, _roadNetworkNode, out roadC, out rC); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 3, _roadNetworkNode, out roadD, out rD); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 4, _roadNetworkNode, out roadE, out rE); RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 5, _roadNetworkNode, out roadF, out rF); int connectionSet = IntersectionManager.Instance.AddLinkedIntersecions(rA, rB, rC, rD, rE, rF); DrawDetailsFiveRoad drs = new DrawDetailsFiveRoad(connectionSet, _roadNetworkNode, RoadConstructorHelper.GetMainMaterial(materialFrequency)); drs.ModifyTerrain(_roadNetworkNode.BuildData, tm); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 0); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 1); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 2); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 3); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 4); RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 5); }
/// <summary> /// Create the road object /// </summary> /// <param name="roadObject">The base object to add the road to</param> /// <param name="sections">The number of sections to use for this road</param> private void CreateCorner(RoadBuilder roadObject, int sections) { // find the point where the two roads meet Vector3 pos = _roadNetworkNode.gameObject.transform.position; // create a corne at this postion Vector3 newpos = pos; float roadAngleA = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 0) - (Mathf.PI / 2)); float roadAngleB = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 1) + (Mathf.PI / 2)); float roadAngleDifference = roadAngleB - roadAngleA; float couveSize = 1.85f; float x, z; float road_A_length = GetLengthOfRoad(0); float road_B_length = GetLengthOfRoad(1); float minLength = Mathf.Min(road_A_length, road_B_length); float offSetDownRoad = RoadConstructorHelper.CrossSectionDetails.RoadWidthValue * couveSize; if (offSetDownRoad > minLength / 2) { offSetDownRoad = minLength / 2; } RoadNetworkNode oppositeEnd = _roadNetworkNode.Details.Roads[1].GetComponent <RoadNetworkNode>(); Vector3 roadPointA = oppositeEnd.GetOffSetDownRoad(pos, (offSetDownRoad)); Vector3 outA; bool offSetPos = _roadNetworkNode.GetInnerCorner(0, 1, (offSetDownRoad), out outA); Vector3 CornerPoint = outA; newpos = CornerPoint; // get the gap form point to point Vector3 gap = CornerPoint - roadPointA; couveSize = offSetPos ? gap.magnitude : 0; couveSize = offSetPos ? gap.magnitude : 0; bool backward = false; Radian currentAngle = new Radian(roadAngleA - (float)(Math.PI / 2)); roadAngleDifference = MathsHelper.ClampAngle(roadAngleDifference); if (roadAngleDifference > Mathf.PI) { roadAngleDifference = (Mathf.PI * 2) - roadAngleDifference; currentAngle = new Radian(roadAngleB + (float)(Math.PI / 2)); backward = true; } float diff = roadAngleDifference; x = Mathf.Sin(currentAngle.Value) * (couveSize); z = Mathf.Cos(currentAngle.Value) * (couveSize); newpos.x -= x; newpos.z += z; ICrossSection crossSectionMiddle = RoadConstructorHelper.CrossSection(_roadNetworkNode); IMaterialFrequency materialFrequency = _roadNetworkNode.gameObject.GetComponent <IMaterialFrequency>(); if (materialFrequency == null) { materialFrequency = RoadConstructorHelper.MaterialFrequencySet; } RoadCrossSection rA = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency); RoadCrossSection Start = rA; float angleStep = Mathf.Abs(diff / sections); for (int i = 0; i < sections; i++) { newpos = CornerPoint; currentAngle.Value += angleStep; x = Mathf.Sin(currentAngle.Value) * (couveSize); z = Mathf.Cos(currentAngle.Value) * (couveSize); newpos.x -= x; newpos.z += z; RoadCrossSection rB = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency); // TODO Sub divide corners - need to update before the add basic road! _meshSection.AddBasicRoad(IntersectionManager.Instance.AddLinkedIntersecions(rA, rB), RoadConstructorHelper.GetMainMaterial(materialFrequency), 0); rA = rB; } RoadCrossSection End = rA; if (backward) { StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, crossSectionMiddle, materialFrequency, End); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, crossSectionMiddle, materialFrequency, Start); } else { StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[1].name, crossSectionMiddle, materialFrequency, End); StreetManager.Instance.AddStreetEnd(_roadNetworkNode.name, _roadNetworkNode.Details.Roads[0].name, crossSectionMiddle, materialFrequency, Start); } }