This page will detail how to generate a small medieval city that can be seen in the BuildR examples folder BuildR2\Examples under the Unity scene Carcassonne.unity. At the very bottom I have dumped the whole code example if you just want to take a look at that. I will however try to go through it. This example scene though is an ongoing project and will be modified. The current version of BuildR is 2.17 released in early January 2018.
The basic premise of this generator is to create a city based using a Voronoi diagram to generate its internal road structure and building plots. The plots are then subdivided using a basic oriented bounding box method. Some plots are left to be open spaces. The roads are currently rendered as simple untextured planes. The buildings are fully rendered from a selection of pre-made facade designs.
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The initial part generates a Voronoi graph based on randomly selected points within a specified size. The points are relaxed once to create a more even spacing and remove any extreme values. The plots generated will therefore be more uniform but will retain some decent chaos.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | List<List<Vector2f>> vQuarters = v.Regions(); int numberOfQuarters = vQuarters.Count; for (int r = 0; r < numberOfQuarters; r++) { List<Vector2f> vQuarter = vQuarters[r]; int quarterSize = vQuarter.Count; CarcassonneQuarter newQuarter = new CarcassonneQuarter(); quarters.Add(newQuarter); for (int s = 0; s < quarterSize; s++) { Vector2Int vip = new Vector2Int(vQuarter[s].x, vQuarter[s].y); newQuarter.points.Add(vip); if (!pointQuarters.ContainsKey(vip)) pointQuarters.Add(vip, new List<CarcassonneQuarter>()); pointQuarters[vip].Add(newQuarter); if (!newQuarter.externalQuarter && PointOnEdge(vip)) newQuarter.externalQuarter = true;// } newQuarter.CalculateCenter(); } |
The Voronoi graph is then iterated over to turn it into something that can be used for the city generation. Each cell is converted into a CarcassonneQuarter (think of a quarter as being a medieval block of buildings. Each side will be flanked with a road). The quarters that touch the edge of the Voronoi graph are marked external. These will be ignored for the city generation and will give rise to a city that is more organically shaped along its boundary. BuildR uses Vector2Int which can be more easily compared against each other.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 | for (int q = 0; q < numberOfQuarters; q++) { CarcassonneQuarter quarter = quarters[q]; int quarterSize = quarter.points.Count; for (int s = 0; s < quarterSize; s++) { Vector2Int vip = quarter.points[s]; int indexB = s < quarterSize - 1 ? s + 1 : 0; int indexC = s > 0 ? s - 1 : quarterSize - 1; Vector2Int vipb = quarter.points[indexB]; Vector2Int vipc = quarter.points[indexC]; //Link the road points up to create the network CarcassonneRoadNetworkPoint roadNode; if (!roadNodes.ContainsKey(vip)) { roadNode = new CarcassonneRoadNetworkPoint(); roadNode.position = vip; roadNodes.Add(vip, roadNode); nodes.Add(roadNode); } else { roadNode = roadNodes[vip]; } if (roadNodes.ContainsKey(vipb)) { CarcassonneRoadNetworkPoint roadNodeb = roadNodes[vipb]; if (!roadNode.link.Contains(roadNodeb)) { roadNode.link.Add(roadNodeb); roadNodeb.link.Add(roadNode); CarcassonneRoad newRoad = new CarcassonneRoad(); CarcassonneQuarter[] connectedQuarters = GetQuarters(vip, vipb); newRoad.pointA = vip; newRoad.pointB = vipb; newRoad.quarterA = connectedQuarters[0]; newRoad.quarterB = connectedQuarters[1]; if (connectedQuarters[0] != null) connectedQuarters[0].roads.Add(newRoad); if (connectedQuarters[1] != null) connectedQuarters[1].roads.Add(newRoad); roads.Add(newRoad); } } if (roadNodes.ContainsKey(vipc)) { CarcassonneRoadNetworkPoint roadNodec = roadNodes[vipc]; if (!roadNode.link.Contains(roadNodec)) { roadNode.link.Add(roadNodec); roadNodec.link.Add(roadNode); CarcassonneQuarter[] connectedQuarters = GetQuarters(vip, vipc); CarcassonneRoad newRoad = new CarcassonneRoad(); newRoad.pointA = vip; newRoad.pointB = vipc; newRoad.quarterA = connectedQuarters[0]; newRoad.quarterB = connectedQuarters[1]; if (connectedQuarters[0] != null) connectedQuarters[0].roads.Add(newRoad); if (connectedQuarters[1] != null) connectedQuarters[1].roads.Add(newRoad); roads.Add(newRoad); } } } quarter.Shrink(_rGen.Range(2, 4)); } |
After the quarters have been created, the roads network will be defined. Each quarter it iterated over to extract the road points that would surround it. As we go through, most of the roads will be flanked by two quarters. The roads and quarters are both assigned to each other for later. The final part we shrink the quarter be a random amount, allowing space for the road to exist in.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 | Dictionary<Vector2Int, int> pointCount = new Dictionary<Vector2Int, int>(); for (int r = 0; r < numberOfQuarters; r++) { CarcassonneQuarter quarter = quarters[r]; int quarterSize = quarter.points.Count; for (int p = 0; p < quarterSize; p++) { Vector2Int vip = quarter[p]; roadNodes[vip].shrunkPoints.Add(quarter.shrunkPoints[p]); if (!quarter.externalQuarter) { if (!pointCount.ContainsKey(quarter.points[p])) pointCount.Add(quarter.points[p], 1); else pointCount[quarter.points[p]]++; int indexB = p < quarterSize - 1 ? p + 1 : 0; int indexC = p > 0 ? p - 1 : quarterSize - 1; Vector2Int vipb = quarter[indexB]; Vector2Int vipc = quarter[indexC]; if (!pointMap.ContainsKey(vip)) pointMap.Add(vip, new List<Vector2Int>()); if (!pointMap[vip].Contains(vipb)) pointMap[vip].Add(vipb); if (!pointMap[vip].Contains(vipc)) pointMap[vip].Add(vipc); foreach (CarcassonneRoad road in quarter.roads) { road.generate = true; } roadNodes[vip].generate = true; } } } |
Now that the roads have been created and the quarters have been shrunk the real physical points of the road can be assigned. Each road has the shrunk points assigned to them so they can generate. This is only done on roads that are internal to the city.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 | List<GenesisPlot> gplots = new List<GenesisPlot>(); unbuiltPlots.Clear(); for (int r = 0; r < numberOfQuarters; r++) { CarcassonneQuarter quarter = quarters[r]; if (quarter.externalQuarter) continue; Plot plot = new Plot(_rGen.generateSeed, quarter.shrunkPoints); plot.minArea = _rGen.OutputRange(30, 50); plot.maxArea = _rGen.OutputRange(64, 96); plot.minimumAspect = _rGen.OutputRange(0.1f, 0.45f); plot.variation = _rGen.OutputRange(0.3f, 0.6f); plot.minimumAccessLengthPercent = _rGen.OutputRange(0.01f, 0.05f); plot.mergeThreashold = 1.0f;//rGen.OutputRange(0.1f, 0.2f); plot.allowTrianglularPlots = true;//rGen.OutputRange(0.1f, 0.2f); plot.Split(); IPlot[] plots = plot.getSubplots; int plotCount = plots.Length; for (int p = 0; p < plotCount; p++) { //Create usable plots from the generated plot data CarcassonnePlot newPlot = new CarcassonnePlot(); if (plots[p].area > 550) { Debug.Log(plots[p].notes); } newPlot.AddPlot(plots[p]); quarter.plots.Add(newPlot); GenesisPlot gPlot = newPlot.GenerateGPlot(); gPlot.landUse = _rGen.OutputRange(0.6f, 1.0f); gPlot.density = _rGen.OutputRange(2, 7); gPlot.generatePlotMesh = true; gplots.Add(gPlot); unbuiltPlots.Add(gPlot); } } |
The quarters will be too big for a single building so we’ll subdivide them into smaller parcels of land. The Plot class is capable of doing this with specific constraints. The min and max area can allow us to define what size is acceptable for the buildings. The subdivision will continue until the plot is within this size. The minimum aspect will stop plots being generated that are too long and thin. Variation will define how far from the centre a subdivision can be made in normalised space. minimumAccessLengthPercent is defined to make sure each plot has a defined amount of access to the external plot of land. The subdivision will not be allowed to generate plots that have no external access. mergeThreashold defines the ability to merge new plot points with existing plot points. This will stop subdivisions creating plot points that are very close together.
Finally the Split() method is called which will create all the subplots. We then take these subplots and create new GenesisPlots to be used in the creation of buildings.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | settings = GenesisSettings.Get(); GRandom.seed = seed; if (!queueGenerateBuildings) { int gplotCount = gplots.Count; for (int gp = 0; gp < gplotCount; gp++) { if (gplots[gp].area > 550) continue; constraints.CheckFacades(); BuildingRuntime building = BuildingGenerator.CreateRuntime(gplots[gp], constraints, settings.defaultGeneratedBuildingName); building.Place(gplots[gp].transform.position); } } |
Finally, take the generated plots and create some buildings from it using the defined building constraints file. The buildings are then placed into the position of the plots.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 | using UnityEngine; using System.Collections.Generic; using BuildR2.Genesis; using BuildR2.csDelaunay; namespace BuildR2 { /// <summary> /// /// Project history /// /// 10th December 2017 /// Worked on getting more consitant look and feel for the city /// Windows now have timber frames thanks to BuildR 2 update /// Roads and land parcels now generate basic geometry /// /// 18th November 2017 /// This is an example of large scale city generation using BuildR 2.0 /// The work is based on Watabou's marvelous Medieval Fantasy City Generator https://watabou.itch.io/medieval-fantasy-city-generator /// This is an ongoing project and is currently unfinished but I feel it's a good example of creating buildings at runtime /// It is therefore a little buggy and these will be addressed in future releases /// Currently we're only generating the buildings. There are no walls, roads or terrain which will follow in a later release of BuildR /// If you have any comments, bugs, suggestions or questions don't hesitate to ask me via /// /// /// /// Email: email@jasperstocker.com /// or /// Twitter: @jasperstocker /// /// Thanks /// Jasper /// </summary> /// /// Known issues /// Some buildings do not generate /// Some roofs do not generate /// There are issues with how the wall is generating /// /// TODO /// Generate walls /// Texture roads /// Implement church buildings /// Implement keep(?) /// Add more facades /// Add more window textures /// Proper setup mode before generate of geomtry - allow uses to define city gen /// Look to started a basic BuildR LOD system - generate LOD levels. Also look into merging whole quarters for distance /// Generate interiors /// Generate colliders public class Carcassonne : MonoBehaviour { public uint seed = 1; public float mapSize = 1000; public int voronoiCount = 45; public bool queueGenerateBuildings = true; //this is a linked point map - each point key is linked to a list of value points as defined within the Voronoi public Dictionary<Vector2Int, List<Vector2Int>> pointMap = new Dictionary<Vector2Int, List<Vector2Int>>(); //Regions are defined areas by the voronoi polygons - each region will contain subplot land parcels for buildings to occupy public List<CarcassonneQuarter> quarters = new List<CarcassonneQuarter>(); public Dictionary<Vector2Int, List<CarcassonneQuarter>> pointQuarters = new Dictionary<Vector2Int, List<CarcassonneQuarter>>(); //The defined outer perimeter wall of the city public CarcassonneWall wall = new CarcassonneWall(); //The road network points dictionary valued with their Vector2Int position public List<CarcassonneRoadNetworkPoint> nodes = new List<CarcassonneRoadNetworkPoint>(); public Dictionary<Vector2Int, CarcassonneRoadNetworkPoint> roadNodes = new Dictionary<Vector2Int, CarcassonneRoadNetworkPoint>(); // public List<CarcassonneRoad> roads = new List<CarcassonneRoad>(); //the building contraint file to be used with BuildR 2's runtime generator public BuildingContraints constraints; private List<GenesisPlot> unbuiltPlots = new List<GenesisPlot>(); private GenesisSettings settings; private VisualPartRuntime _roadMesh; private RandomGen _rGen; private void Execute() { //First we'll create a Voroonoi _rGen = new RandomGen(seed); Rectf map = new Rectf(0, 0, mapSize, mapSize); List<Vector2f> points = new List<Vector2f>(); for (int i = 0; i < voronoiCount; i++) points.Add(new Vector2f(_rGen.Range(0, mapSize), _rGen.Range(0, mapSize))); Voronoi v = new Voronoi(points, map); v.LloydRelaxation(1); //With the Voronoi, we will then create the city quarters and city road layout List<List<Vector2f>> vQuarters = v.Regions(); int numberOfQuarters = vQuarters.Count; for (int r = 0; r < numberOfQuarters; r++) { List<Vector2f> vQuarter = vQuarters[r]; int quarterSize = vQuarter.Count; CarcassonneQuarter newQuarter = new CarcassonneQuarter(); quarters.Add(newQuarter); for (int s = 0; s < quarterSize; s++) { Vector2Int vip = new Vector2Int(vQuarter[s].x, vQuarter[s].y); newQuarter.points.Add(vip); if (!pointQuarters.ContainsKey(vip)) pointQuarters.Add(vip, new List<CarcassonneQuarter>()); pointQuarters[vip].Add(newQuarter); if (!newQuarter.externalQuarter && PointOnEdge(vip)) newQuarter.externalQuarter = true;// } newQuarter.CalculateCenter(); } for (int q = 0; q < numberOfQuarters; q++) { CarcassonneQuarter quarter = quarters[q]; int quarterSize = quarter.points.Count; for (int s = 0; s < quarterSize; s++) { Vector2Int vip = quarter.points[s]; int indexB = s < quarterSize - 1 ? s + 1 : 0; int indexC = s > 0 ? s - 1 : quarterSize - 1; Vector2Int vipb = quarter.points[indexB]; Vector2Int vipc = quarter.points[indexC]; //Link the road points up to create the network CarcassonneRoadNetworkPoint roadNode; if (!roadNodes.ContainsKey(vip)) { roadNode = new CarcassonneRoadNetworkPoint(); roadNode.position = vip; roadNodes.Add(vip, roadNode); nodes.Add(roadNode); } else { roadNode = roadNodes[vip]; } if (roadNodes.ContainsKey(vipb)) { CarcassonneRoadNetworkPoint roadNodeb = roadNodes[vipb]; if (!roadNode.link.Contains(roadNodeb)) { roadNode.link.Add(roadNodeb); roadNodeb.link.Add(roadNode); CarcassonneRoad newRoad = new CarcassonneRoad(); CarcassonneQuarter[] connectedQuarters = GetQuarters(vip, vipb); newRoad.pointA = vip; newRoad.pointB = vipb; newRoad.quarterA = connectedQuarters[0]; newRoad.quarterB = connectedQuarters[1]; if (connectedQuarters[0] != null) connectedQuarters[0].roads.Add(newRoad); if (connectedQuarters[1] != null) connectedQuarters[1].roads.Add(newRoad); roads.Add(newRoad); } } if (roadNodes.ContainsKey(vipc)) { CarcassonneRoadNetworkPoint roadNodec = roadNodes[vipc]; if (!roadNode.link.Contains(roadNodec)) { roadNode.link.Add(roadNodec); roadNodec.link.Add(roadNode); CarcassonneQuarter[] connectedQuarters = GetQuarters(vip, vipc); CarcassonneRoad newRoad = new CarcassonneRoad(); newRoad.pointA = vip; newRoad.pointB = vipc; newRoad.quarterA = connectedQuarters[0]; newRoad.quarterB = connectedQuarters[1]; if (connectedQuarters[0] != null) connectedQuarters[0].roads.Add(newRoad); if (connectedQuarters[1] != null) connectedQuarters[1].roads.Add(newRoad); roads.Add(newRoad); } } } quarter.Shrink(_rGen.Range(2, 4)); } //Build the road network map //make a note of how many connections each point connects to Dictionary<Vector2Int, int> pointCount = new Dictionary<Vector2Int, int>(); for (int r = 0; r < numberOfQuarters; r++) { CarcassonneQuarter quarter = quarters[r]; int quarterSize = quarter.points.Count; for (int p = 0; p < quarterSize; p++) { Vector2Int vip = quarter[p]; roadNodes[vip].shrunkPoints.Add(quarter.shrunkPoints[p]); if (!quarter.externalQuarter) { if (!pointCount.ContainsKey(quarter.points[p])) pointCount.Add(quarter.points[p], 1); else pointCount[quarter.points[p]]++; int indexB = p < quarterSize - 1 ? p + 1 : 0; int indexC = p > 0 ? p - 1 : quarterSize - 1; Vector2Int vipb = quarter[indexB]; Vector2Int vipc = quarter[indexC]; if (!pointMap.ContainsKey(vip)) pointMap.Add(vip, new List<Vector2Int>()); if (!pointMap[vip].Contains(vipb)) pointMap[vip].Add(vipb); if (!pointMap[vip].Contains(vipc)) pointMap[vip].Add(vipc); foreach (CarcassonneRoad road in quarter.roads) { road.generate = true; } roadNodes[vip].generate = true; } } } //Find a point in the network that is on the city limits //This will be a point that has two connections //Internal city points will connect to three points //External points will connect to nothing Vector2Int startPoint = new Vector2Int(); foreach (KeyValuePair<Vector2Int, int> var in pointCount) { if (var.Value == 2) { startPoint = var.Key; break; } } //Iterate through the points to build the external city wall point list if (pointMap.ContainsKey(startPoint)) { List<Vector2Int> wallPoints = new List<Vector2Int>(); Vector2Int currentPoint = startPoint; wallPoints.Add(currentPoint); while (true) { List<Vector2Int> connections = pointMap[currentPoint]; int connectionCount = connections.Count; for (int c = 0; c < connectionCount; c++) { Vector2Int connection = connections[c]; if (pointCount[connection] < 3) { if (!wallPoints.Contains(connection)) { wallPoints.Add(connection); break; } } } if (wallPoints.Count > 0 && wallPoints[wallPoints.Count - 1] == currentPoint) break;//no new connection found if (wallPoints.Count > 1 && wallPoints[wallPoints.Count - 1] == wallPoints[0]) break;//wall circle complete currentPoint = wallPoints[wallPoints.Count - 1]; } wall.points.AddRange(wallPoints); } //Create sub plots from the main quarter shapes //Plot class will subdivide based on the defined variables List<GenesisPlot> gplots = new List<GenesisPlot>(); unbuiltPlots.Clear(); for (int r = 0; r < numberOfQuarters; r++) { CarcassonneQuarter quarter = quarters[r]; if (quarter.externalQuarter) continue; Plot plot = new Plot(_rGen.generateSeed, quarter.shrunkPoints); plot.minArea = _rGen.OutputRange(30, 50); plot.maxArea = _rGen.OutputRange(64, 96); plot.minimumAspect = _rGen.OutputRange(0.1f, 0.45f); plot.variation = _rGen.OutputRange(0.3f, 0.6f); plot.minimumAccessLengthPercent = -1.0f;//rGen.OutputRange(0.1f, 0.2f); plot.minimumAccessLengthPercent = _rGen.OutputRange(0.01f, 0.05f); plot.mergeThreashold = 1.0f;//rGen.OutputRange(0.1f, 0.2f); plot.allowTrianglularPlots = true;//rGen.OutputRange(0.1f, 0.2f); plot.Split(); IPlot[] plots = plot.getSubplots; int plotCount = plots.Length; for (int p = 0; p < plotCount; p++) { //Create usable plots from the generated plot data CarcassonnePlot newPlot = new CarcassonnePlot(); if (plots[p].area > 550) { Debug.Log(plots[p].notes); } newPlot.AddPlot(plots[p]); quarter.plots.Add(newPlot); GenesisPlot gPlot = newPlot.GenerateGPlot(); gPlot.landUse = _rGen.OutputRange(0.6f, 1.0f); gPlot.density = _rGen.OutputRange(2, 7); gPlot.generatePlotMesh = true; gplots.Add(gPlot); unbuiltPlots.Add(gPlot); } } //Generate the buildings from the sub plot shapes and the building contstaints settings = GenesisSettings.Get(); GRandom.seed = seed; if (!queueGenerateBuildings) { int gplotCount = gplots.Count; for (int gp = 0; gp < gplotCount; gp++) { if (gplots[gp].area > 550) continue; constraints.CheckFacades(); BuildingRuntime building = BuildingGenerator.CreateRuntime(gplots[gp], constraints, settings.defaultGeneratedBuildingName); building.Place(gplots[gp].transform.position); } } if (_roadMesh != null) _roadMesh.Clear(); else _roadMesh = VisualPartRuntime.GetPoolItem(); _roadMesh.name = "road mesh"; _roadMesh.transform.parent = null; int roadCount = roads.Count; for (int r = 0; r < roadCount; r++) { if (!roads[r].generate) continue; RawMeshData meshData = roads[r].GenerateRoad(); if (meshData != null) _roadMesh.dynamicMesh.AddData(meshData); } int roadPointCount = nodes.Count; for (int rn = 0; rn < roadPointCount; rn++) { if (!nodes[rn].generate) continue; RawMeshData meshData = nodes[rn].GenerateRoad(); if (meshData != null) _roadMesh.dynamicMesh.AddData(meshData); } int quarterCount = quarters.Count; for (int q = 0; q < quarterCount; q++) { CarcassonneQuarter quarter = quarters[q]; int plotCount = quarter.plots.Count; for (int p = 0; p < plotCount; p++) { if (quarter.plots[p].data == null) continue; RawMeshData meshData = Plot.GeneratePlot(quarter.plots[p].data); if (meshData != null) _roadMesh.dynamicMesh.AddData(meshData); } } _roadMesh.GenerateFromDynamicMesh(); } private void Start() { Invoke("ExecuteTimeMonitored", 0.93f); } private void ExecuteTimeMonitored() { Execute(); } private void Update() { //Display(); //Uncomment to see debug scene output if (queueGenerateBuildings) { int gplotCount = unbuiltPlots.Count; if (gplotCount > 0) { float t = Time.realtimeSinceStartup; while (Time.realtimeSinceStartup - t < 0.030f) { GenesisPlot plot = unbuiltPlots[0]; unbuiltPlots.RemoveAt(0); if (plot.area < 700 && plot.numberOfPoints > 3) { constraints.CheckFacades(); BuildingRuntime building = BuildingGenerator.CreateRuntime(plot, constraints, settings.defaultGeneratedBuildingName); building.Place(plot.transform.position + Vector3.up * 0.1f); } gplotCount--; if (gplotCount == 0) break; } } } } private bool PointOnEdge(Vector2Int point) { if (point.vx == 0) return true; if (point.vx == mapSize) return true; if (point.vy == 0) return true; if (point.vy == mapSize) return true; return false; } private CarcassonneQuarter[] GetQuarters(Vector2Int pointA, Vector2Int pointB) { CarcassonneQuarter[] output = new CarcassonneQuarter[2]; output[0] = null; output[1] = null; List<CarcassonneQuarter> quartersA = pointQuarters[pointA]; List<CarcassonneQuarter> quartersB = pointQuarters[pointB]; int quartersACount = quartersA.Count; int quartersBCount = quartersB.Count; for (int a = 0; a < quartersACount; a++) { CarcassonneQuarter qa = quartersA[a]; for (int b = 0; b < quartersBCount; b++) { CarcassonneQuarter qb = quartersB[b]; if (qa == qb) { if (output[0] == null) output[0] = qa; else if (output[1] == null) output[1] = qa; break; } } } return output; } /// <summary> /// Display the data of the Voronoi/City at runtime /// </summary> private void Display() { int quartersCount = quarters.Count; for (int r = 0; r < quartersCount; r++) { CarcassonneQuarter quarter = quarters[r]; if (quarter.externalQuarter) continue; int quarterSize = quarter.points.Count; int plotCount = quarter.plots.Count; for (int p = 0; p < plotCount; p++) { CarcassonnePlot plot = quarter.plots[p]; int plotSize = plot.points.Count; for (int pp = 0; pp < plotSize; pp++) { int indexB = pp < plotSize - 1 ? pp + 1 : 0; Vector3 p0 = plot.points[pp].vector3XZ; Vector3 p1 = plot.points[indexB].vector3XZ; Debug.DrawLine(p0, p1, Color.blue); } } for (int s = 0; s < quarterSize; s++) { Vector3 p0 = quarter.shrunkPoints[s]; int indexB = s < quarterSize - 1 ? s + 1 : 0; Vector3 p1 = quarter.shrunkPoints[indexB]; p0.z = p0.y; p1.z = p1.y; p0.y = 0; p1.y = 0; Debug.DrawLine(p0, p1, Color.red); } } int wallLength = wall.points.Count; for (int w = 0; w < wallLength; w++) { int indexB = w < wallLength - 1 ? w + 1 : 0; Vector3 p0 = wall.points[w].vector3XZ; Vector3 p1 = wall.points[indexB].vector3XZ; Debug.DrawLine(p0, p1, Color.green); } foreach (KeyValuePair<Vector2Int, List<CarcassonneQuarter>> var in pointQuarters) { Color col = new Color(var.Key.vx % 1f, var.Key.vx * var.Key.vy % 1, var.Key.vy % 1f); foreach (CarcassonneQuarter q in var.Value) { Debug.DrawLine(var.Key.vector3XZ, q.center.vector3XZ, col); } } } } } |