示例#1
0
    public static void Build(DynamicMeshGenericMultiMaterialMesh _mesh, BuildrData _data)
    {
//        timestart = Time.realtimeSinceStartup;
        data     = _data;
        mesh     = _mesh;
        textures = data.textures.ToArray();
        BuildrPlan plan = data.plan;

        int facadeIndex = 0;

        numberOfFacades = 0;
        int numberOfVolumes = data.plan.numberOfVolumes;

        LogTimer("Start");

        //define rectangles that represent the facades
        packedTexturePositions.Clear();
        for (int v = 0; v < numberOfVolumes; v++)
        {
            BuildrVolume volume = plan.volumes[v];
            int          numberOfVolumePoints = volume.points.Count;

            for (int f = 0; f < numberOfVolumePoints; f++)
            {
                if (!volume.renderFacade[f])
                {
                    continue;
                }
                int      indexA = f;
                int      indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0;
                Vector2z p0     = plan.points[volume.points[indexA]];
                Vector2z p1     = plan.points[volume.points[indexB]];

                float facadeWidth = Vector2z.Distance(p0, p1) * PIXELS_PER_METER;
                int   floorBase   = plan.GetFacadeFloorHeight(v, volume.points[indexA], volume.points[indexB]);

                int numberOfFloors = volume.numberOfFloors - floorBase;
                if (numberOfFloors < 1)//no facade - adjacent facade is taller and covers this one
                {
                    continue;
                }

                float floorHeight  = data.floorHeight;
                float facadeHeight = (volume.numberOfFloors - floorBase) * floorHeight * PIXELS_PER_METER;
                if (facadeHeight < 0)
                {
                    facadeWidth  = 0;
                    facadeHeight = 0;
                }

                Rect newFacadeRect = new Rect(0, 0, facadeWidth, facadeHeight);
                packedTexturePositions.Add(newFacadeRect);

                numberOfFacades++;
            }
        }

        //Build ROOF
        DynamicMeshGenericMultiMaterialMesh dynMeshRoof = new DynamicMeshGenericMultiMaterialMesh();

        dynMeshRoof.name         = "Roof Mesh";
        dynMeshRoof.subMeshCount = textures.Length;
        BuildrRoof.Build(dynMeshRoof, data, true);
        dynMeshRoof.CheckMaxTextureUVs(data);
        LogTimer("Roof A");

        roofTextures.Clear();
        roofTextureIndex.Clear();
        foreach (BuildrRoofDesign roofDesign in data.roofs)
        {
            foreach (int textureIndex in roofDesign.textureValues)
            {
                if (!roofTextureIndex.Contains(textureIndex))
                {
                    BuildrTexture bTexture = data.textures[textureIndex];
                    Vector2       largestSubmeshPlaneSize = new Vector2(1, 1);
                    Vector2       minWorldUvSize          = dynMeshRoof.MinWorldUvSize(textureIndex);
                    Vector2       maxWorldUvSize          = dynMeshRoof.MaxWorldUvSize(textureIndex);
                    largestSubmeshPlaneSize.x = maxWorldUvSize.x - minWorldUvSize.x;
                    largestSubmeshPlaneSize.y = maxWorldUvSize.y - minWorldUvSize.y;
                    int  roofTextureWidth    = Mathf.RoundToInt(largestSubmeshPlaneSize.x * PIXELS_PER_METER);
                    int  roofTextureHeight   = Mathf.RoundToInt(largestSubmeshPlaneSize.y * PIXELS_PER_METER);
                    Rect newRoofTexutureRect = new Rect(0, 0, roofTextureWidth, roofTextureHeight);
                    packedTexturePositions.Add(newRoofTexutureRect);
                    roofTextures.Add(bTexture);
                    roofTextureIndex.Add(textureIndex);
                }
            }
        }

        //run a custom packer to define their postions
        textureWidth = RectanglePack.Pack(packedTexturePositions, ATLAS_PADDING);

        //determine the resize scale and apply that to the rects
        packedScale = 1;
        int numberOfRects = packedTexturePositions.Count;

        if (textureWidth > MAXIMUM_TEXTURESIZE)
        {
            packedScale = MAXIMUM_TEXTURESIZE / (float)textureWidth;
            for (int i = 0; i < numberOfRects; i++)
            {
                Rect thisRect = packedTexturePositions[i];
                thisRect.x               *= packedScale;
                thisRect.y               *= packedScale;
                thisRect.width           *= packedScale;
                thisRect.height          *= packedScale;
                packedTexturePositions[i] = thisRect;
                //Debug.Log("Rects "+roofTextures[i-+packedTexturePositions[i]);
            }
            textureWidth = Mathf.RoundToInt(packedScale * textureWidth);
        }
        else
        {
            textureWidth = (int)Mathf.Pow(2, (Mathf.FloorToInt(Mathf.Log(textureWidth - 1, 2)) + 1));//find the next power of two
        }
        //Debug.Log("Texture Width "+textureWidth);
        //TODO: maybe restrict the resize to a power of two?
        LogTimer("Packed Rect Generated");

        textureSize = textureWidth * textureWidth;
        colourArray = new Color32[textureSize];
        //TestRectColours();//this test paints all the facades with rainbow colours - real pretty
        BuildTextures();

        LogTimer("texture created");
        Texture2D packedTexture = new Texture2D(textureWidth, textureWidth, TextureFormat.ARGB32, true);

        packedTexture.filterMode = FilterMode.Bilinear;
        packedTexture.SetPixels32(colourArray);
        packedTexture.Apply(true, false);
        LogTimer("apply");

        if (data.LODTextureAtlas != null)
        {
            Object.DestroyImmediate(data.LODTextureAtlas);
        }
        data.LODTextureAtlas      = packedTexture;
        data.LODTextureAtlas.name = "Low Detail Texture";

        //build the model with new uvs

        if (data.drawUnderside)
        {
            for (int s = 0; s < numberOfVolumes; s++)
            {
                BuildrVolume volume = plan.volumes[s];
                int          numberOfVolumePoints = volume.points.Count;
                Vector3[]    newEndVerts          = new Vector3[numberOfVolumePoints];
                Vector2[]    newEndUVs            = new Vector2[numberOfVolumePoints];
                for (int i = 0; i < numberOfVolumePoints; i++)
                {
                    newEndVerts[i] = plan.points[volume.points[i]].vector3;
                    newEndUVs[i]   = Vector2.zero;
                }

                List <int> tris = new List <int>(data.plan.GetTrianglesBySectorBase(s));
                tris.Reverse();
                mesh.AddData(newEndVerts, newEndUVs, tris.ToArray(), 0);
            }
        }
        LogTimer("Floor");

        //Build facades
        for (int s = 0; s < numberOfVolumes; s++)
        {
            BuildrVolume volume = plan.volumes[s];
            int          numberOfVolumePoints = volume.points.Count;

            for (int f = 0; f < numberOfVolumePoints; f++)
            {
                if (!volume.renderFacade[f])
                {
                    continue;
                }
                int     indexA = f;
                int     indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0;
                Vector3 p0     = plan.points[volume.points[indexA]].vector3;
                Vector3 p1     = plan.points[volume.points[indexB]].vector3;

                int floorBase      = plan.GetFacadeFloorHeight(s, volume.points[indexA], volume.points[indexB]);
                int numberOfFloors = volume.numberOfFloors - floorBase;
                if (numberOfFloors < 1)
                {
                    //no facade - adjacent facade is taller and covers this one
                    continue;
                }
                float floorHeight = data.floorHeight;

                Vector3 floorHeightStart = Vector3.up * (floorBase * floorHeight);
                Vector3 wallHeight       = Vector3.up * (volume.numberOfFloors * floorHeight) - floorHeightStart;

                p0 += floorHeightStart;
                p1 += floorHeightStart;

                Vector3 w0 = p0;
                Vector3 w1 = p1;
                Vector3 w2 = w0 + wallHeight;
                Vector3 w3 = w1 + wallHeight;

                Rect facadeRect = packedTexturePositions[facadeIndex];

                float   imageSize = textureWidth;
                Vector2 uvMin     = new Vector2(facadeRect.xMin / imageSize, facadeRect.yMin / imageSize);
                Vector2 uvMax     = new Vector2(facadeRect.xMax / imageSize, facadeRect.yMax / imageSize);

                mesh.AddPlane(w0, w1, w2, w3, uvMin, uvMax, 0);
                facadeIndex++;
            }
        }
        LogTimer("Facades");

        //ROOF Textures
        int         roofRectBase  = numberOfFacades;
        List <Rect> newAtlasRects = new List <Rect>();

        for (int i = roofRectBase; i < packedTexturePositions.Count; i++)
        {
            Rect uvRect = new Rect();//generate a UV based rectangle off the packed one
            uvRect.x      = packedTexturePositions[i].x / textureWidth;
            uvRect.y      = packedTexturePositions[i].y / textureWidth;
            uvRect.width  = packedTexturePositions[i].width / textureWidth;
            uvRect.height = packedTexturePositions[i].height / textureWidth;
            newAtlasRects.Add(uvRect);
        }
        dynMeshRoof.Atlas(roofTextureIndex.ToArray(), newAtlasRects.ToArray(), data.textures.ToArray());
        //Add the atlased mesh data to the main model data at submesh 0
        mesh.AddData(dynMeshRoof.vertices, dynMeshRoof.uv, dynMeshRoof.triangles, 0);

        LogTimer("Roof B");

        data     = null;
        mesh     = null;
        textures = null;
        //atlasRects = null;

        LogTimer("Done");

        System.GC.Collect();
    }
示例#2
0
    public static void Build(DynamicMeshGenericMultiMaterialMesh _mesh, BuildrData _data)
    {
        //        timestart = Time.realtimeSinceStartup;
        data     = _data;
        mesh     = _mesh;
        textures = data.textures.ToArray();
        BuildrPlan plan = data.plan;

//        int facadeIndex = 0;
        numberOfFacades = 0;
        int numberOfVolumes = data.plan.numberOfVolumes;

        //define rectangles that represent the facades
        packedTexturePositions.Clear();
        for (int v = 0; v < numberOfVolumes; v++)
        {
            BuildrVolume volume = plan.volumes[v];
            int          numberOfVolumePoints = volume.points.Count;

            for (int f = 0; f < numberOfVolumePoints; f++)
            {
                if (!volume.renderFacade[f])
                {
                    continue;
                }
                int      indexA = f;
                int      indexB = (f < numberOfVolumePoints - 1) ? f + 1 : 0;
                Vector2z p0     = plan.points[volume.points[indexA]];
                Vector2z p1     = plan.points[volume.points[indexB]];

                float facadeWidth = Vector2z.Distance(p0, p1) * PIXELS_PER_METER;
                int   floorBase   = plan.GetFacadeFloorHeight(v, volume.points[indexA], volume.points[indexB]);

                int numberOfFloors = volume.numberOfFloors - floorBase;
                if (numberOfFloors < 1)//no facade - adjacent facade is taller and covers this one
                {
                    continue;
                }

                float floorHeight  = data.floorHeight;
                float facadeHeight = (volume.numberOfFloors - floorBase) * floorHeight * PIXELS_PER_METER;
                if (facadeHeight < 0)
                {
                    facadeWidth  = 0;
                    facadeHeight = 0;
                }

                Rect newFacadeRect = new Rect(0, 0, facadeWidth, facadeHeight);
                packedTexturePositions.Add(newFacadeRect);

                numberOfFacades++;
            }
        }

        //Build ROOF
        DynamicMeshGenericMultiMaterialMesh dynMeshRoof = new DynamicMeshGenericMultiMaterialMesh();

        dynMeshRoof.name         = "Roof Mesh";
        dynMeshRoof.subMeshCount = textures.Length;
        BuildrRoof.Build(dynMeshRoof, data, true);
        dynMeshRoof.CheckMaxTextureUVs(data);

        roofTextures.Clear();
        roofTextureIndex.Clear();
        foreach (BuildrRoofDesign roofDesign in data.roofs)
        {
            foreach (int textureIndex in roofDesign.textureValues)
            {
                if (!roofTextureIndex.Contains(textureIndex))
                {
                    BuildrTexture bTexture = data.textures[textureIndex];
                    Vector2       largestSubmeshPlaneSize = new Vector2(1, 1);
                    Vector2       minWorldUvSize          = dynMeshRoof.MinWorldUvSize(textureIndex);
                    Vector2       maxWorldUvSize          = dynMeshRoof.MaxWorldUvSize(textureIndex);
                    largestSubmeshPlaneSize.x = maxWorldUvSize.x - minWorldUvSize.x;
                    largestSubmeshPlaneSize.y = maxWorldUvSize.y - minWorldUvSize.y;
                    int  roofTextureWidth    = Mathf.RoundToInt(largestSubmeshPlaneSize.x * PIXELS_PER_METER);
                    int  roofTextureHeight   = Mathf.RoundToInt(largestSubmeshPlaneSize.y * PIXELS_PER_METER);
                    Rect newRoofTexutureRect = new Rect(0, 0, roofTextureWidth, roofTextureHeight);
                    packedTexturePositions.Add(newRoofTexutureRect);
                    roofTextures.Add(bTexture);
                    roofTextureIndex.Add(textureIndex);
                }
            }
        }

        //run a custom packer to define their postions
        textureWidth = RectanglePack.Pack(packedTexturePositions, ATLAS_PADDING);

        //determine the resize scale and apply that to the rects
        packedScale = 1;
        int numberOfRects = packedTexturePositions.Count;

        if (textureWidth > MAXIMUM_TEXTURESIZE)
        {
            packedScale = MAXIMUM_TEXTURESIZE / (float)textureWidth;
            for (int i = 0; i < numberOfRects; i++)
            {
                Rect thisRect = packedTexturePositions[i];
                thisRect.x               *= packedScale;
                thisRect.y               *= packedScale;
                thisRect.width           *= packedScale;
                thisRect.height          *= packedScale;
                packedTexturePositions[i] = thisRect;
                //Debug.Log("Rects "+roofTextures[i-+packedTexturePositions[i]);
            }
            textureWidth = Mathf.RoundToInt(packedScale * textureWidth);
        }
        else
        {
            textureWidth = (int)Mathf.Pow(2, (Mathf.FloorToInt(Mathf.Log(textureWidth - 1, 2)) + 1));//find the next power of two
        }

        textureSize = textureWidth * textureWidth;
        colourArray = new Color32[textureSize];
        //TestRectColours();//this test paints all the facades with rainbow colours - real pretty
        BuildTextures();

        Texture2D packedTexture = new Texture2D(textureWidth, textureWidth, TextureFormat.ARGB32, true);

        packedTexture.filterMode = FilterMode.Bilinear;
        packedTexture.SetPixels32(colourArray);
        packedTexture.Apply(true, false);

        if (data.OneDrawCallTexture != null)
        {
            Object.DestroyImmediate(data.OneDrawCallTexture);
        }
        data.OneDrawCallTexture      = packedTexture;
        data.OneDrawCallTexture.name = "One Draw Call Texture";

        int         numberOfRoofTextures   = roofTextures.Count - 1;
        List <Rect> facadeTexturePositions = new List <Rect>(packedTexturePositions);

        Debug.Log(numberOfRoofTextures);
        facadeTexturePositions.RemoveRange(packedTexturePositions.Count - numberOfRoofTextures, numberOfRoofTextures);

        BuildrBuilding.Build(mesh, data, facadeTexturePositions.ToArray());

        data     = null;
        mesh     = null;
        textures = null;


        System.GC.Collect();
    }