Map creation: Front and back face collision

This commit is contained in:
Banane_Rotative
2025-12-01 14:00:10 +01:00
parent 8c1cb3e3ef
commit 03e28d389b

View File

@@ -87,14 +87,21 @@ public class SvgToFlatMeshEditor : EditorWindow
// Gather shapes by fill color. We'll traverse the scene tree.
var shapesByColor = new Dictionary<Color, List<SceneNodeShapeEntry>>(new ColorEqualityComparer());
var wallsByColor = new Dictionary<Color, List<BezierPathSegment[]>>(new ColorEqualityComparer());
TraverseAndCollectShapes(sceneInfo.Scene.Root, Matrix2D.identity, shapesByColor);
TraverseAndCollectShapes(sceneInfo.Scene.Root, Matrix2D.identity, shapesByColor, wallsByColor);
if (shapesByColor.Count == 0) {
EditorUtility.DisplayDialog("Result", "No filled shapes found in the SVG.", "OK");
return;
}
if (wallsByColor.Count == 0)
{
EditorUtility.DisplayDialog("Result", "No wall shapes found in the SVG.", "OK");
return;
}
// Create parent container
GameObject container = new GameObject(Path.GetFileNameWithoutExtension(svgFile.name) + "_SVG_Meshes");
if (parentTransform != null) {
@@ -105,23 +112,7 @@ public class SvgToFlatMeshEditor : EditorWindow
foreach (var kv in shapesByColor) {
Color color = kv.Key;
List<SceneNodeShapeEntry> entries = kv.Value;
// Build a temporary scene that contains all these shapes combined (preserving transforms)
Scene tmpScene = new Scene();
tmpScene.Root = new SceneNode();
tmpScene.Root.Children = new List<SceneNode>();
foreach (var entry in entries) {
// create a shallow copy Node with transform and the original shapes (the shape objects can be reused)
SceneNode copyNode = new SceneNode() {
Transform = entry.Node.Transform, // keep transform
Shapes = new List<Shape>() { entry.Shape }
};
tmpScene.Root.Children.Add(copyNode);
}
// Tessellate the tmpScene
var geoms = VectorUtils.TessellateScene(tmpScene, tessOptions);
List<VectorUtils.Geometry> geoms = TesselateIntoGeometries(entries);
if (geoms == null || geoms.Count == 0) {
Debug.LogWarning($"No geometry generated for color {color} (skipping).");
@@ -132,42 +123,21 @@ public class SvgToFlatMeshEditor : EditorWindow
Mesh mesh = BuildMeshFromGeometries(geoms, sceneCenter, meshScale);
// Create GameObject for this color region
string colorName = ColorToName(color);
GameObject go = new GameObject($"Region_{colorName}");
go.transform.SetParent(container.transform, false);
string objectName = BuildObjectName(color, "Floor");
BuildGameObject(objectName, color, mesh, container);
}
var mf = go.AddComponent<MeshFilter>();
mf.sharedMesh = mesh;
foreach (var kv in wallsByColor)
{
Color color = kv.Key;
List<BezierPathSegment[]> entries = kv.Value;
var mr = go.AddComponent<MeshRenderer>();
// Build Mesh from
Mesh mesh = BuildExtrudedMeshFromBeziers(entries, sceneCenter, meshScale, 5.0f);
if (editorMaterial != null) {
// instantiate a material so each region can have its own color without overwriting the original asset
Material matInstance = new Material(editorMaterial);
matInstance.color = color;
mr.sharedMaterial = matInstance;
}
else {
// Create a quick default material
var mat = new Material(Shader.Find("Standard"));
mat.color = color;
mr.sharedMaterial = mat;
}
// Generate collider
var mc = go.AddComponent<MeshCollider>();
mc.sharedMesh = mesh;
mc.convex = false; // keep non-convex for flat terrain; set to true if needed for rigidbodies
// Add tag to disable mesh renderer before build
go.tag = "EditorOnlyMeshRenderer";
// Automatically assign audio triggers based on color
string folder = colorFolderMap.GetFolder(color);
if (folder != null)
{
// TODO: automatically assign audio triggers
}
// Create GameObject for this wall color region
string objectName = BuildObjectName(color, "Wall");
BuildGameObject(objectName, color, mesh, container);
}
// Focus selection on created container
@@ -175,8 +145,73 @@ public class SvgToFlatMeshEditor : EditorWindow
EditorUtility.DisplayDialog("Done", $"Generated {shapesByColor.Count} region GameObjects under '{container.name}'.", "OK");
}
// Recursively traverse scene nodes and collect filled shapes
void TraverseAndCollectShapes(SceneNode node, Matrix2D parentTransform, Dictionary<Color, List<SceneNodeShapeEntry>> shapesByColor) {
// Tesselate a list of SceneNodeShapeEntry into VectorUtils.Geometry list
List<VectorUtils.Geometry> TesselateIntoGeometries(List<SceneNodeShapeEntry> entries) {
// Build a temporary scene that contains all these shapes combined (preserving transforms)
Scene tmpScene = new Scene();
tmpScene.Root = new SceneNode();
tmpScene.Root.Children = new List<SceneNode>();
foreach (var entry in entries) {
// create a shallow copy Node with transform and the original shapes (the shape objects can be reused)
SceneNode copyNode = new SceneNode() {
Transform = entry.Node.Transform, // keep transform
Shapes = new List<Shape>() { entry.Shape }
};
tmpScene.Root.Children.Add(copyNode);
}
// Tessellate the tmpScene
return VectorUtils.TessellateScene(tmpScene, tessOptions);
}
string BuildObjectName(Color color, string prefix)
{
string colorName = ColorToName(color);
return $"{prefix}_{colorName}";
}
void BuildGameObject(string objectName, Color color, Mesh mesh, GameObject container)
{
GameObject go = new GameObject(objectName);
go.transform.SetParent(container.transform, false);
MeshFilter mf = go.AddComponent<MeshFilter>();
mf.sharedMesh = mesh;
MeshRenderer mr = go.AddComponent<MeshRenderer>();
if (editorMaterial != null) {
// instantiate a material so each region can have its own color without overwriting the original asset
Material matInstance = new Material(editorMaterial);
matInstance.color = color;
mr.sharedMaterial = matInstance;
}
else {
// Create a quick default material
Material mat = new Material(Shader.Find("Standard"));
mat.color = color;
mr.sharedMaterial = mat;
}
// Generate collider
var mc = go.AddComponent<MeshCollider>();
mc.sharedMesh = mesh;
mc.convex = false; // keep non-convex for flat terrain; set to true if needed for rigidbodies
// Add tag to disable mesh renderer before build
go.tag = "EditorOnlyMeshRenderer";
// Automatically assign audio triggers based on color
string folder = colorFolderMap.GetFolder(color);
if (folder != null)
{
// TODO: automatically assign audio triggers
}
}
// Recursively traverse scene nodes and collect filled shapes and walls by color
void TraverseAndCollectShapes(SceneNode node, Matrix2D parentTransform, Dictionary<Color, List<SceneNodeShapeEntry>> shapesByColor, Dictionary<Color, List<BezierPathSegment[]>> wallsByColor) {
if (node == null) {
return;
}
@@ -189,7 +224,7 @@ public class SvgToFlatMeshEditor : EditorWindow
if (shape == null) {
continue;
}
// Only treat fills (SolidFill)
// Only treat fills (SolidFill) for floors
if (shape.Fill is SolidFill sf) {
Color col = sf.Color;
// Note: color comes as linear RGBA. Convert to Unity's Color (already same type)
@@ -205,43 +240,51 @@ public class SvgToFlatMeshEditor : EditorWindow
};
list.Add(new SceneNodeShapeEntry() { Node = fakeNode, Shape = shape });
}
// Treat contours as walls, and only those with stroke color defined
if (shape.Contours != null && shape.Contours.Length > 0 && shape.PathProps.Stroke != null)
{
Color wallColor = shape.PathProps.Stroke.Color;
if (!wallsByColor.TryGetValue(wallColor, out List<BezierPathSegment[]> wallList)) {
wallList = new List<BezierPathSegment[]>();
wallsByColor[wallColor] = wallList;
}
// Add all contours as wall segments
foreach (BezierContour contour in shape.Contours)
{
wallList.Add(contour.Segments);
}
}
}
}
if (node.Children != null && node.Children.Count > 0) {
foreach (var c in node.Children) {
TraverseAndCollectShapes(c, currentTransform, shapesByColor);
TraverseAndCollectShapes(c, currentTransform, shapesByColor, wallsByColor);
}
}
}
// Build a Mesh from VectorUtils.Geometry list
Mesh BuildMeshFromGeometries(List<VectorUtils.Geometry> geoms, Vector2 geomsCenter, float globalScale) {
var verts = new List<Vector3>();
var uvs = new List<Vector2>();
var indices = new List<int>();
// Forget about UVs (unnecessary for our use case)
List<Vector3> verts = new List<Vector3>();
List<int> indices = new List<int>();
int baseIndex = 0;
foreach (var g in geoms) {
foreach (VectorUtils.Geometry g in geoms) {
if (g == null || g.Vertices == null || g.Indices == null) {
continue;
}
// Add vertices (VectorUtils uses Vector2 for geometry XY)
for (int i = 0; i < g.Vertices.Length; i++) {
var v2 = g.Vertices[i];
Vector2 v2 = g.Vertices[i];
// Map XY -> XZ plane; Y = 0
Vector3 v3 = new Vector3(v2.x-geomsCenter.x, 0f, -v2.y+geomsCenter.y) * globalScale;
verts.Add(v3);
// UVs: If geometry provides UV, use it; otherwise use XY mapped to UV
if (g.UVs != null && g.UVs.Length == g.Vertices.Length) {
uvs.Add(g.UVs[i]);
}
else {
uvs.Add(new Vector2(v2.x, -v2.y));
}
}
// Add indices (triangles)
@@ -261,8 +304,6 @@ public class SvgToFlatMeshEditor : EditorWindow
mesh.indexFormat = (verts.Count > 65535) ? UnityEngine.Rendering.IndexFormat.UInt32 : UnityEngine.Rendering.IndexFormat.UInt16;
mesh.SetVertices(verts);
mesh.SetTriangles(indices, 0);
if (uvs != null && uvs.Count == verts.Count)
mesh.SetUVs(0, uvs);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
@@ -270,6 +311,74 @@ public class SvgToFlatMeshEditor : EditorWindow
return mesh;
}
// Build an extruded Mesh from geometries
Mesh BuildExtrudedMeshFromBeziers(List<BezierPathSegment[]> beziers, Vector2 geomsCenter, float globalScale, float height){
// Forget about UVs (unnecessary for our use case)
List<Vector3> verts = new List<Vector3>();
List<int> indices = new List<int>();
Vector3 geomsCenter3D = new Vector3(geomsCenter.x, 0f, -geomsCenter.y);
// Treat each path separately as a closed shape to extrude
foreach (BezierPathSegment[] bezier in beziers)
{
// Add vertices: low and high for each point
for (int i=0; i<bezier.Length; i++)
{
Vector2 v2 = bezier[i].P0;
Vector3 v3_low = (new Vector3(v2.x, 0f, -v2.y) - geomsCenter3D) * globalScale;
Vector3 v3_high = (new Vector3(v2.x, height, -v2.y) - geomsCenter3D) * globalScale;
verts.Add(v3_low);
verts.Add(v3_low); // Back face duplicate
verts.Add(v3_high);
verts.Add(v3_high); // Back face duplicate
}
// Add indices for triangles
for (int i = 0; i < bezier.Length; i++)
{
int next_i = (i + 1) % bezier.Length;
// Each quad between points i and nextI is made of two triangles, double sided
int low0 = i*4;
int high0 = i*4 +2;
int low1 = next_i*4;
int high1 = next_i*4 +2;
// Triangle 1
indices.Add(low0);
indices.Add(high0);
indices.Add(low1);
// Triangle 2
indices.Add(high0);
indices.Add(high1);
indices.Add(low1);
// Triangle 1 (back face)
indices.Add(low1 +1);
indices.Add(high0 +1);
indices.Add(low0 +1);
// Triangle 2 (back face)
indices.Add(low1 +1);
indices.Add(high1 +1);
indices.Add(high0 +1);
}
}
Mesh mesh = new Mesh();
mesh.name = "SVG_ExtrudedMesh";
mesh.indexFormat = (verts.Count > 65535) ? UnityEngine.Rendering.IndexFormat.UInt32 : UnityEngine.Rendering.IndexFormat.UInt16;
mesh.SetVertices(verts);
mesh.SetTriangles(indices, 0);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
// Helper to produce a safe string for color names
string ColorToName(Color c) {
// Try to present RGBA hex