Implemented road & road mesh generator.

This commit is contained in:
Tiberiu Chibici 2015-06-02 20:50:59 +03:00
parent 61a05289d3
commit f9b20b0226
27 changed files with 730 additions and 53 deletions

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@ -66,6 +66,7 @@
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
<Compile Include="Assets\Scripts\Unity\RoadMeshGenerator.cs" />
<Compile Include="Assets\Scripts\Unity\TerrainGeneratorScript.cs" />
<Compile Include="Assets\Scripts\Utils\Algorithms.cs" />
<Compile Include="Assets\Scripts\Utils\Algorithms\GridTraverseAlgorithm.cs" />

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@ -66,6 +66,7 @@
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
<Compile Include="Assets\Scripts\Unity\RoadMeshGenerator.cs" />
<Compile Include="Assets\Scripts\Unity\TerrainGeneratorScript.cs" />
<Compile Include="Assets\Scripts\Utils\Algorithms.cs" />
<Compile Include="Assets\Scripts\Utils\Algorithms\GridTraverseAlgorithm.cs" />

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" ?>
<biome>
<name>Mountain</name>
<height>500</height>
<height>400</height>
<moisture min=".1" max=".3"/>
<vegetationDensity min=".5" max=".9" />
<textures>

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@ -55,7 +55,7 @@ namespace TransportGame.Generator
const float DefaultBranchProbability = 0.2f;
const float DefaultSegmentLength = 24;
const float SteepnessLimit = 10;
const float SlopeLimit = (float)Math.PI / 6;
const float SlopeLimit = (float)Math.PI / 7;
const float RoadSegmentAngleLimit = (float)Math.PI / 4;
const float RoadSnapDistance = 19;
const float MinNodeDistance = 12;
@ -154,7 +154,7 @@ namespace TransportGame.Generator
private IEnumerable<RoadGeneratorSegment> GlobalGoals(RoadSegment segment)
{
Vector2 prevPos = segment.Terminal2.Position;
Vector2 dir = (segment.Terminal2.Position - segment.Terminal1.Position).Normalized;
Vector2 dir = segment.Direction;
bool highway = (segment.LanesTo1 >= 3);
bool highwayBranched = false;
@ -259,17 +259,13 @@ namespace TransportGame.Generator
// Filter & sort the segments by distance
segmentIds = segmentIds.Distinct().OrderBy(id =>
{
var seg = map.RoadNetwork.ArticulationSegments[id];
var line = new LineSegment(seg.Terminal1.Position, seg.Terminal2.Position);
return LineSegment.Distance(line, segment.Terminal2Pos);
});
LineSegment.Distance(map.RoadNetwork.ArticulationSegments[id].AsLineSegment(), segment.Terminal2Pos));
foreach (var segmentId in segmentIds)
{
var other = map.RoadNetwork.ArticulationSegments[segmentId];
var line1 = new LineSegment(segment.Terminal1.Position, segment.Terminal2Pos);
var line2 = new LineSegment(other.Terminal1.Position, other.Terminal2.Position);
var line2 = other.AsLineSegment();
Vector2? inters = LineSegment.Intersect(line1, line2);
@ -294,7 +290,7 @@ namespace TransportGame.Generator
// Check angle between intersecting segments
foreach (var intersSeg in other.Terminal2.ArticulationSegments)
{
float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (intersSeg.Terminal2.Position - intersSeg.Terminal1.Position).Normalized);
float cos = Vector2.Dot(line1.Direction, intersSeg.Direction);
if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
return false;
}

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@ -43,6 +43,14 @@ namespace TransportGame.Model
}
}
public Vector2 Direction
{
get
{
return (P1 - P0).Normalized;
}
}
public LineSegment(Vector2 p0, Vector2 p1)
: this()
{

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@ -80,6 +80,33 @@ namespace TransportGame.Model.Road
[XmlAttribute("lanesTo1")]
public int LanesTo1 { get; set; }
/// <summary>
/// Gets the direction vector of this road segment
/// </summary>
[XmlIgnore]
public Vector2 Direction
{
get
{
if (Terminal1Id == -1 || Terminal2Id == -1 || ParentNetwork == null)
return Vector2.Zero;
return (Terminal2.Position - Terminal1.Position).Normalized;
}
}
/// <summary>
/// Gets the road segment as a line segment
/// </summary>
/// <returns></returns>
public LineSegment AsLineSegment()
{
if (Terminal1Id == -1 || Terminal2Id == -1 || ParentNetwork == null)
throw new InvalidOperationException("Terminals are not initialized.");
return new LineSegment(Terminal1.Position, Terminal2.Position);
}
/// <summary>
/// Initializes road segment
/// </summary>

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@ -78,6 +78,22 @@ namespace TransportGame.Model
}
}
/// <summary>
/// Gets the normalized vector raised to second power
/// </summary>
/// <remarks>
/// This is less computationally expensive (no need to calculate square root).
/// </remarks>
/// <returns>Normalized vector</returns>
public Vector2 NormalizedSq
{
get
{
float len2 = LengthSq;
return new Vector2(X * X / len2, Y * Y / len2);
}
}
/// <summary>
/// Rotates vector by given number of radians
/// </summary>
@ -123,6 +139,16 @@ namespace TransportGame.Model
return new Vector2(a.X - b.X, a.Y - b.Y);
}
/// <summary>
/// Negation operator
/// </summary>
/// <param name="a">Vector</param>
/// <returns>Negated vector</returns>
public static Vector2 operator -(Vector2 a)
{
return new Vector2(-a.X, -a.Y);
}
/// <summary>
/// Multiply by constant
/// </summary>
@ -188,6 +214,28 @@ namespace TransportGame.Model
return a.X * b.X + a.Y * b.Y;
}
/// <summary>
/// Returns the magnitude of the cross product between the two vectors (z considered 0)
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>Magnitude of cross product</returns>
public static float Cross(Vector2 a, Vector2 b)
{
return (a.X * b.Y) - (a.Y * b.X);
}
/// <summary>
/// Tests if two vectors are colliniar
/// </summary>
/// <param name="a">a</param>
/// <param name="b">b</param>
/// <returns>True if vectors are colliniar</returns>
public static bool AreColliniar(Vector2 a, Vector2 b)
{
return Math.Abs(Cross(a, b)) < 1e-12;
}
/// <summary>
/// Gets the vector corresponding with specified angle (in radians)
/// </summary>

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@ -13,12 +13,10 @@ public class InitializeScript : MonoBehaviour
// Load configuration
Logger.Info("Loading configuration...");
ConfigurationManager.LoadConfiguration();
Logger.Info("Finished loading configuration.");
// Load biomes
Logger.Info("Loading biomes...");
BiomeManager.LoadBiomes();
Logger.Info("Finished loading biomes.");
}
// Update is called once per frame

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@ -0,0 +1,434 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TransportGame.Model;
using TransportGame.Model.Road;
using TransportGame.Utils;
using UnityEngine;
using Vector2 = TransportGame.Model.Vector2;
//#define DEBUG_ROAD_MESH_GENERATOR
namespace TransportGame.Unity
{
class RoadMeshGenerator
{
#region Constants
private const float SidewalkWidth = .8f;
private const float LaneWidth = 1f;
private const float RaiseOffset = 0.8f; // Raises road above actual height of terrain
private const float SidewalkHeight = 0.1f; // Height of sidewalk
private const float SideCoverHeight = 0.1f; // On the sides of the roads, so that we can't see the road from the underside
#endregion
#region Private fields
private Map map;
private Dictionary<int, Vector2[]> segmentTerminal1Limit = new Dictionary<int, Vector2[]>();
private Dictionary<int, Vector2[]> segmentTerminal2Limit = new Dictionary<int, Vector2[]>();
private GameObject parent = new GameObject("roadNetwork");
#endregion
public Material RoadMaterial { get; set; }
public Material SidewalkMaterial { get; set; }
public IEnumerable Generate(Map map)
{
this.map = map;
List<int> visitedNodes = new List<int>();
List<int> visitedSegments = new List<int>();
Queue<RoadNode> queue = new Queue<RoadNode>();
queue.Enqueue(map.RoadNetwork.Nodes.First().Value);
int i = 0;
while (queue.Count > 0)
{
// Pop a node
RoadNode node = queue.Dequeue();
visitedNodes.Add(node.Id);
// Generate intersection
GenerateIntersection(node);
// Enqueue
foreach (var segment in node.ArticulationSegments)
{
// Generate segments linked to node that have been visited
if (visitedNodes.Contains(segment.Terminal1Id) && visitedNodes.Contains(segment.Terminal2Id))
{
if (!visitedSegments.Contains(segment.Id))
{
GenerateSegment(segment);
visitedSegments.Add(segment.Id);
}
}
else
{
if (node == segment.Terminal1)
queue.Enqueue(segment.Terminal2);
else queue.Enqueue(segment.Terminal1);
}
}
// Take a break
++i;
if (i % 20 == 0)
yield return null;
}
Logger.Info("Finished generating road mesh.");
}
private int LanesTo(RoadSegment segment, RoadNode terminal)
{
if (segment.Terminal1 == terminal)
return segment.LanesTo1;
if (segment.Terminal2 == terminal)
return segment.LanesTo2;
return -1;
}
private int LanesFrom(RoadSegment segment, RoadNode terminal)
{
if (segment.Terminal1 == terminal)
return segment.LanesTo2;
if (segment.Terminal2 == terminal)
return segment.LanesTo1;
return -1;
}
private Vector2 DirectionFrom(RoadSegment segment, RoadNode terminal)
{
return (segment.Terminal1 == terminal) ? segment.Direction : -segment.Direction;
}
public void GenerateIntersection(RoadNode node)
{
List<Vector3> vertices = new List<Vector3>();
List<UnityEngine.Vector2> uv = new List<UnityEngine.Vector2>();
List<int> triangles = new List<int>();
int vindex = 0;
// Helper function
Action<Vector2, float> addV = (v, h) =>
{
Vector3 v3 = new Vector3(v.Y, map.GetHeight((int)node.X, (int)node.Y) + RaiseOffset + h, v.X);
UnityEngine.Vector2 v2 = new UnityEngine.Vector2(v.Y / 3 - v3.y, v.X / 3 - v3.y);
vertices.Add(v3);
uv.Add(v2);
};
// Add current node
addV(node.Position, 0);
vindex += 1;
// Sort adjacent segments in trigonometric order
var segs = node.ArticulationSegments.OrderBy(segment =>
{
Vector2 dir = DirectionFrom(segment, node);
if (dir.X >= 0 && dir.Y >= 0) // First quadrant:
return dir.Y; // Y coordinate grows from 0 to 1
else if (dir.X <= 0 && dir.Y >= 0) // Second quadrant:
return 1 + Math.Abs(dir.X); // X goes from 0 to -1
else if (dir.X <= 0 && dir.Y <= 0) // Third quadrant:
return 2 + Math.Abs(dir.Y); // Y goes from 0 to -1
else return 3 + dir.X; // Fourth quadrant: X grows from 0 to 1
}).ToArray();
Vector2[] sideCrns = new Vector2[segs.Length];
Vector2[] strCrns = new Vector2[segs.Length];
// Holds intersection points for perpendicular on segment that goes through sidewalk corners
// 0, 1, 2, 3 - 0 sidewalk, 1 street, 2 street, 3 sidewalk (in trigonometric order). (when first segment)
// 4, 5, 6, 7 - the same (when second segment)
Vector2[,] p = new Vector2[8, segs.Length];
// Process each pair of segments
for (int i = 0; i < segs.Length; ++i)
{
// Wrap around
int j = i + 1;
if (j >= segs.Length)
j = 0;
// Get direction vectors
var dir0 = DirectionFrom(segs[i], node);
var dir1 = DirectionFrom(segs[j], node);
float cross = Vector2.Cross(dir0, dir1);
// Colliniar vectors
if (Math.Abs(cross) < 1e-2)
{
var dirP = dir0.RotateDeg(90);
strCrns[i] = node.Position + dirP * LanesTo(segs[i], node) * LaneWidth;
sideCrns[i] = strCrns[i] + dirP * SidewalkWidth;
}
// Vectors not colliniar
else
{
Vector2 off0 = dir0 * ((LanesFrom(segs[j], node) * LaneWidth) / cross);
Vector2 off1 = dir1 * ((LanesTo(segs[i], node) * LaneWidth) / cross);
strCrns[i] = node.Position + off0 + off1;
sideCrns[i] = strCrns[i] + dir0 * (SidewalkWidth / cross) + dir1 * (SidewalkWidth / cross);
}
// Calculate perpendicular vectors from sidewalk corner on first segment
Vector2 perp0 = dir0.RotateDeg(-90);
p[3, i] = sideCrns[i];
p[2, i] = p[3, i] + perp0 * SidewalkWidth;
p[1, i] = p[2, i] + perp0 * (segs[i].LanesTo1 + segs[i].LanesTo2) * LaneWidth;
p[0, i] = p[1, i] + perp0 * SidewalkWidth;
// Calculate perpendicular vectors from sidewalk corner on second segment
Vector2 perp1 = dir1.RotateDeg(90);
p[4, j] = sideCrns[i];
p[5, j] = p[4, j] + perp1 * SidewalkWidth;
p[6, j] = p[5, j] + perp1 * (segs[j].LanesTo1 + segs[j].LanesTo2) * LaneWidth;
p[7, j] = p[6, j] + perp1 * SidewalkWidth;
}
if (segs.Length == 1)
{
var dir = DirectionFrom(segs[0], node);
Vector2 perp = dir.RotateDeg(-90);
Vector2[] end = new[] {
node.Position + perp * (LanesFrom(segs[0], node) * LaneWidth + SidewalkWidth),
node.Position + perp * (LanesFrom(segs[0], node) * LaneWidth),
node.Position - perp * (LanesTo(segs[0], node) * LaneWidth),
node.Position - perp * (LanesTo(segs[0], node) * LaneWidth + SidewalkWidth)
};
if (segs[0].Terminal1 == node)
{
segmentTerminal1Limit[segs[0].Id] = end;
}
else
{
segmentTerminal2Limit[segs[0].Id] = end;
}
}
else
{
// Now we generate for each segment
for (int i = 0; i < segs.Length; i++)
{
// Find furthest perpendicular
float dist0 = (p[0, i] - node.Position).LengthSq;
float dist1 = (p[4, i] - node.Position).LengthSq;
int furth = (dist0 > dist1) ? 0 : 4;
int cornerLeft = i;
int cornerRight = (i - 1 >= 0) ? i - 1 : segs.Length - 1;
// Add to limit dictionaries
if (segs[i].Terminal1 == node)
{
segmentTerminal1Limit[segs[i].Id] = new[] { p[furth, i], p[furth + 1, i], p[furth + 2, i], p[furth + 3, i] };
}
else
{
segmentTerminal2Limit[segs[i].Id] = new[] { p[furth, i], p[furth + 1, i], p[furth + 2, i], p[furth + 3, i] };
}
// Build road
// Right side
addV(p[furth, i], SidewalkHeight); // 0 - p0 raised
addV(sideCrns[cornerRight], SidewalkHeight); // 1 - side corner raised
addV(sideCrns[cornerRight], SidewalkHeight - SideCoverHeight); // 2 - side corner cover
addV(p[furth, i], SidewalkHeight - SideCoverHeight); // 3 - p0 cover
addV(p[furth + 1, i], SidewalkHeight); // 4 - p1 raised
addV(strCrns[cornerRight], SidewalkHeight); // 5 - street corner raised
addV(strCrns[cornerRight], 0); // 6 - street corner
addV(p[furth + 1, i], 0); // 7 - p1
// Left side
addV(p[furth + 2, i], 0); // 8 - p2
addV(strCrns[cornerLeft], 0); // 9 - street corner
addV(strCrns[cornerLeft], SidewalkHeight); //10 - street corner raised
addV(p[furth + 2, i], SidewalkHeight); //11 - p2 raised
addV(p[furth + 3, i], SidewalkHeight - SideCoverHeight); //12 - p3 cover
addV(sideCrns[cornerLeft], SidewalkHeight - SideCoverHeight); //13 - side corner cover
addV(sideCrns[cornerLeft], SidewalkHeight); //14 - side corner raised
addV(p[furth + 3, i], SidewalkHeight); //15 - p3 raised
// Right sidewalk
triangles.AddRange(new[] { vindex, vindex + 1, vindex + 2 }); // sidewalk side cover 0
triangles.AddRange(new[] { vindex, vindex + 2, vindex + 3 }); // sidewalk side cover 1
triangles.AddRange(new[] { vindex, vindex + 4, vindex + 1 }); // sidewalk surface 0
triangles.AddRange(new[] { vindex + 4, vindex + 5, vindex + 1 }); // sidewalk surface 1
triangles.AddRange(new[] { vindex + 4, vindex + 7, vindex + 6 }); // sidewalk road raise 0
triangles.AddRange(new[] { vindex + 4, vindex + 6, vindex + 5 }); // sidewalk road raise 1
// Road surface
triangles.AddRange(new[] { vindex + 8, vindex + 6, vindex + 7 }); // road surface 0
triangles.AddRange(new[] { vindex + 8, vindex + 9, vindex + 6 }); // road surface 0
triangles.AddRange(new[] { vindex + 6, vindex + 9, 0 }); // road surface 0
// Left sidewalk
triangles.AddRange(new[] { vindex + 11, vindex + 10, vindex + 9 }); // sidewalk road raise 0
triangles.AddRange(new[] { vindex + 11, vindex + 9, vindex + 8 }); // sidewalk road raise 1
triangles.AddRange(new[] { vindex + 11, vindex + 14, vindex + 10 });// sidewalk surface 0
triangles.AddRange(new[] { vindex + 11, vindex + 15, vindex + 14 });// sidewalk surface 1
triangles.AddRange(new[] { vindex + 15, vindex + 12, vindex + 13 });// sidewalk side cover 0
triangles.AddRange(new[] { vindex + 15, vindex + 13, vindex + 14 });// sidewalk side cover 1
// update vindex
vindex = vertices.Count;
}
// Construct mesh
Mesh mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.uv = uv.ToArray();
mesh.RecalculateNormals();
// Construct game object
GameObject inters = new GameObject("intersection" + node.Id);
inters.transform.parent = parent.transform;
MeshFilter meshFilter = inters.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
MeshRenderer meshRenderer = inters.AddComponent<MeshRenderer>();
meshRenderer.materials = new[] { RoadMaterial };
}
#if DEBUG_ROAD_MESH_GENERATOR
// Debug draw
Debug.DrawLine(
new Vector3(node.Y, map.GetHeight((int)node.X, (int)node.Y) + 0.5f, node.X),
new Vector3(node.Y, map.GetHeight((int)node.X, (int)node.Y) + 1.2f, node.X),
Color.white, 10000);
foreach (var sidewalkCorner in sideCrns)
Debug.DrawLine(
new Vector3(sidewalkCorner.Y, map.GetHeight((int)sidewalkCorner.X, (int)sidewalkCorner.Y) + 0.5f, sidewalkCorner.X),
new Vector3(sidewalkCorner.Y, map.GetHeight((int)sidewalkCorner.X, (int)sidewalkCorner.Y) + 1.1f, sidewalkCorner.X),
Color.cyan, 10000);
foreach (var strCorner in strCrns)
Debug.DrawLine(
new Vector3(strCorner.Y, map.GetHeight((int)strCorner.X, (int)strCorner.Y) + 0.5f, strCorner.X),
new Vector3(strCorner.Y, map.GetHeight((int)strCorner.X, (int)strCorner.Y) + 1.1f, strCorner.X),
Color.blue, 10000);
for (int i = 0; i < segs.Length; i++)
for (int j = 0; j < 8; j++)
Debug.DrawLine(
new Vector3(p[j, i].Y, map.GetHeight((int)p[j, i].X, (int)p[j, i].Y) + 0.5f, p[j, i].X),
new Vector3(p[j, i].Y, map.GetHeight((int)p[j, i].X, (int)p[j, i].Y) + 1.0f, p[j, i].X),
Color.green, 10000);
#endif
}
public void GenerateSegment(RoadSegment s)
{
List<Vector3> vertices = new List<Vector3>();
List<UnityEngine.Vector2> uv = new List<UnityEngine.Vector2>();
List<int> triangles = new List<int>();
// Helper function
Action<Vector2, float, int> addV = (v, h, term) =>
{
if (term == 1)
h += map.GetHeight((int)s.Terminal1.X, (int)s.Terminal1.Y);
else
h += map.GetHeight((int)s.Terminal2.X, (int)s.Terminal2.Y);
Vector3 v3 = new Vector3(v.Y, RaiseOffset + h, v.X);
UnityEngine.Vector2 v2 = new UnityEngine.Vector2(v.Y / 3 - v3.y, v.X / 3 - v3.y);
vertices.Add(v3);
uv.Add(v2);
};
Vector2[] pT1 = segmentTerminal1Limit[s.Id];
Vector2[] pT2 = segmentTerminal2Limit[s.Id];
addV(pT1[0], SidewalkHeight - SideCoverHeight, 1);
addV(pT1[0], SidewalkHeight, 1);
addV(pT1[1], SidewalkHeight, 1);
addV(pT1[1], 0, 1);
addV(pT1[2], 0, 1);
addV(pT1[2], SidewalkHeight, 1);
addV(pT1[3], SidewalkHeight, 1);
addV(pT1[3], SidewalkHeight - SideCoverHeight, 1);
addV(pT2[0], SidewalkHeight - SideCoverHeight, 2);
addV(pT2[0], SidewalkHeight, 2);
addV(pT2[1], SidewalkHeight, 2);
addV(pT2[1], 0, 2);
addV(pT2[2], 0, 2);
addV(pT2[2], SidewalkHeight, 2);
addV(pT2[3], SidewalkHeight, 2);
addV(pT2[3], SidewalkHeight - SideCoverHeight, 2);
triangles.AddRange(new[] { 0, 15, 14 }); // sidewalk side cover 0
triangles.AddRange(new[] { 0, 14, 1 }); // sidewalk side cover 1
triangles.AddRange(new[] { 1, 14, 13 }); // sidewalk surface 0
triangles.AddRange(new[] { 1, 13, 2 }); // sidewalk surface 1
triangles.AddRange(new[] { 2, 12, 3 }); // sidewalk road raise 0
triangles.AddRange(new[] { 2, 13, 12 }); // sidewalk road raise 1
// Road surface
triangles.AddRange(new[] { 3, 12, 11 }); // road surface 0
triangles.AddRange(new[] { 3, 11, 4 }); // road surface 0
// Left sidewalk
triangles.AddRange(new[] { 4, 11, 10 }); // sidewalk road raise 0
triangles.AddRange(new[] { 4, 10, 5 }); // sidewalk road raise 1
triangles.AddRange(new[] { 5, 10, 9 }); // sidewalk surface 0
triangles.AddRange(new[] { 5, 9, 6 }); // sidewalk surface 1
triangles.AddRange(new[] { 6, 9, 8 }); // sidewalk side cover 0
triangles.AddRange(new[] { 6, 8, 7 }); // sidewalk side cover 1
// Construct mesh
Mesh mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.uv = uv.ToArray();
mesh.RecalculateNormals();
// Construct game object
GameObject inters = new GameObject("road" + s.Id);
inters.transform.parent = parent.transform;
MeshFilter meshFilter = inters.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
MeshRenderer meshRenderer = inters.AddComponent<MeshRenderer>();
meshRenderer.materials = new[] { RoadMaterial };
#if DEBUG_ROAD_MESH_GENERATOR
// Debug draw
Color color = (s.LanesTo1 >= 3) ? Color.magenta : Color.red;
Debug.DrawLine(
new Vector3(s.Terminal1.Y, map.GetHeight((int)s.Terminal1.X, (int)s.Terminal1.Y) + 1f, s.Terminal1.X),
new Vector3(s.Terminal2.Y, map.GetHeight((int)s.Terminal2.X, (int)s.Terminal2.Y) + 1f, s.Terminal2.X),
color, 10000);
#endif
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 6515820b5324dbf4baa10c3a1a480eaa
timeCreated: 1432970903
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -3,6 +3,7 @@ using System.Collections;
using System.Linq;
using TransportGame.Generator;
using TransportGame.Model;
using TransportGame.Unity;
using TransportGame.Utils;
using UnityEngine;
@ -14,6 +15,7 @@ public class TerrainGeneratorScript : MonoBehaviour
public int TerrainHeight = 1024;
public GameObject WaterObject;
public Texture2D[] Textures;
public Material RoadMaterial;
// Use this for initialization
void Start()
@ -101,40 +103,34 @@ public class TerrainGeneratorScript : MonoBehaviour
}
yield return null;
// Set up textures
//SetupSplatmaps(terrainData);
// Set up textures
Logger.Info("Setting up textures...");
foreach (var i in SetupSplatmaps(terrainData))
yield return i;
// Generate road mesh
Logger.Info("Generating roads...");
RoadMeshGenerator meshGenerator = new RoadMeshGenerator();
meshGenerator.RoadMaterial = RoadMaterial;
foreach (object i in meshGenerator.Generate(map))
yield return i;
// -- DEBUG --
foreach (var center in map.PopulationCenters)
Debug.DrawLine(new Vector3(center.Y, 0, center.X), new Vector3(center.Y, map.Biome.Height, center.X), Color.yellow, 100000);
// Debug - draw lines
if (map != null && map.RoadNetwork != null)
{
foreach (var segment in map.RoadNetwork.ArticulationSegments)
{
Color color = (segment.Value.LanesTo1 >= 3) ? Color.magenta : Color.red;
Debug.DrawLine(new Vector3(segment.Value.Terminal1.Y, map.Biome.Height / 2, segment.Value.Terminal1.X), new Vector3(segment.Value.Terminal2.Y, map.Biome.Height / 2, segment.Value.Terminal2.X), color, 10000);
}
foreach (var node in map.RoadNetwork.Nodes)
{
Debug.DrawLine(new Vector3(node.Value.Y, map.Biome.Height / 2, node.Value.X), new Vector3(node.Value.Y, map.Biome.Height / 2 + 5, node.Value.X), Color.blue, 10000);
}
}
}
private void SetupSplatmaps(TerrainData terrainData)
private float[,,] GenerateSplatData(int alphaWidth, int alphaHeight, int alphaLayers)
{
float[, ,] splatData = new float[terrainData.alphamapWidth, terrainData.alphamapHeight, terrainData.alphamapLayers];
Expression[] expressions = new Expression[terrainData.alphamapLayers];
float[, ,] splatData = new float[alphaWidth, alphaHeight, alphaLayers];
Expression[] expressions = new Expression[alphaLayers];
for (int y = 0; y < terrainData.alphamapHeight; y++)
for (int x = 0; x < terrainData.alphamapWidth; x++)
for (int y = 0; y < alphaHeight; y++)
for (int x = 0; x < alphaWidth; x++)
{
float y_01 = (float)y / (float)terrainData.alphamapHeight;
float x_01 = (float)x / (float)terrainData.alphamapWidth;
float y_01 = (float)y / (float)alphaHeight;
float x_01 = (float)x / (float)alphaWidth;
int ix = Mathf.RoundToInt(x_01 * TerrainWidth);
int iy = Mathf.RoundToInt(y_01 * TerrainHeight);
@ -146,10 +142,10 @@ public class TerrainGeneratorScript : MonoBehaviour
float steepness = map.GetSteepness(ix, iy);
// Go through each texture layer
float[] weights = new float[terrainData.alphamapLayers];
float[] weights = new float[alphaLayers];
float sum = 0;
for (int t = 0; t < terrainData.alphamapLayers; t++)
for (int t = 0; t < alphaLayers; t++)
{
// Set up expression
if (expressions[t] == null)
@ -160,7 +156,7 @@ public class TerrainGeneratorScript : MonoBehaviour
expressions[t].Variables["height"] = height;
expressions[t].Variables["steepness"] = steepness;
expressions[t].Variables["maxHeight"] = terrainData.size.y;
expressions[t].Variables["maxHeight"] = map.Biome.Height;
expressions[t].Variables["waterLevel"] = map.WaterLevel - 1f;
// Obtain weight
@ -169,12 +165,25 @@ public class TerrainGeneratorScript : MonoBehaviour
}
// Normalize and copy weights
for (int t = 0; t < terrainData.alphamapLayers; t++)
for (int t = 0; t < alphaLayers; t++)
{
splatData[x, y, t] = weights[t] / sum;
}
}
return splatData;
}
private IEnumerable SetupSplatmaps(TerrainData terrainData)
{
float[, ,] splatData = null;
int alphaW = terrainData.alphamapWidth;
int alphaH = terrainData.alphamapHeight;
int alphaL = terrainData.alphamapLayers;
foreach (var i in Task.RunAsync(() => splatData = GenerateSplatData(alphaW, alphaH, alphaL)))
yield return i;
terrainData.SetAlphamaps(0, 0, splatData);
}

View File

@ -61,6 +61,10 @@ namespace TransportGame.Utils
case Level.Critical:
UnityEngine.Debug.LogError(String.Format(format, args));
break;
case Level.Info:
UnityEngine.Debug.Log(String.Format(format, args));
break;
}
}
}

View File

@ -23,7 +23,7 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = Assembly-CSharp.csproj
Policies = $0
$0.TextStylePolicy = $1

View File

@ -29,7 +29,7 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = Assembly-CSharp.csproj
Policies = $0
$0.TextStylePolicy = $1

View File

@ -7,16 +7,14 @@
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{02576F1D-BE9C-CFA7-763D-1EBF63B36977}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>
</RootNamespace>
<RootNamespace></RootNamespace>
<AssemblyName>Assembly-CSharp</AssemblyName>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<TargetFrameworkIdentifier>.NETFramework</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<TargetFrameworkProfile>Unity Subset v3.5</TargetFrameworkProfile>
<CompilerResponseFile>
</CompilerResponseFile>
<CompilerResponseFile></CompilerResponseFile>
<UnityProjectType>Game:1</UnityProjectType>
<UnityBuildTarget>StandaloneWindows64:19</UnityBuildTarget>
<UnityVersion>5.0.1f1</UnityVersion>
@ -90,6 +88,7 @@
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
<Compile Include="Assets\Scripts\Unity\RoadMeshGenerator.cs" />
<Compile Include="Assets\Scripts\Unity\TerrainGeneratorScript.cs" />
<Compile Include="Assets\Scripts\Utils\Algorithms.cs" />
<Compile Include="Assets\Scripts\Utils\Algorithms\GridTraverseAlgorithm.cs" />
@ -109,8 +108,5 @@
<None Include="Assets\Data\Config\tergen.xml" />
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
</ItemGroup>
<ItemGroup>
<Folder Include="Assets\Scripts\Storage\" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\SyntaxTree\UnityVS\2013\UnityVS.CSharp.targets" />
</Project>