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https://github.com/appen-isen/jeu-sans-image.git
synced 2026-01-18 16:47:37 +01:00
Map creation: Front and back face collision
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@@ -87,14 +87,21 @@ public class SvgToFlatMeshEditor : EditorWindow
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// Gather shapes by fill color. We'll traverse the scene tree.
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var shapesByColor = new Dictionary<Color, List<SceneNodeShapeEntry>>(new ColorEqualityComparer());
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var wallsByColor = new Dictionary<Color, List<BezierPathSegment[]>>(new ColorEqualityComparer());
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TraverseAndCollectShapes(sceneInfo.Scene.Root, Matrix2D.identity, shapesByColor);
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TraverseAndCollectShapes(sceneInfo.Scene.Root, Matrix2D.identity, shapesByColor, wallsByColor);
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if (shapesByColor.Count == 0) {
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EditorUtility.DisplayDialog("Result", "No filled shapes found in the SVG.", "OK");
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return;
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}
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if (wallsByColor.Count == 0)
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{
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EditorUtility.DisplayDialog("Result", "No wall shapes found in the SVG.", "OK");
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return;
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}
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// Create parent container
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GameObject container = new GameObject(Path.GetFileNameWithoutExtension(svgFile.name) + "_SVG_Meshes");
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if (parentTransform != null) {
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@@ -105,23 +112,7 @@ public class SvgToFlatMeshEditor : EditorWindow
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foreach (var kv in shapesByColor) {
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Color color = kv.Key;
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List<SceneNodeShapeEntry> entries = kv.Value;
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// Build a temporary scene that contains all these shapes combined (preserving transforms)
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Scene tmpScene = new Scene();
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tmpScene.Root = new SceneNode();
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tmpScene.Root.Children = new List<SceneNode>();
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foreach (var entry in entries) {
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// create a shallow copy Node with transform and the original shapes (the shape objects can be reused)
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SceneNode copyNode = new SceneNode() {
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Transform = entry.Node.Transform, // keep transform
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Shapes = new List<Shape>() { entry.Shape }
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};
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tmpScene.Root.Children.Add(copyNode);
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}
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// Tessellate the tmpScene
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var geoms = VectorUtils.TessellateScene(tmpScene, tessOptions);
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List<VectorUtils.Geometry> geoms = TesselateIntoGeometries(entries);
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if (geoms == null || geoms.Count == 0) {
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Debug.LogWarning($"No geometry generated for color {color} (skipping).");
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@@ -132,42 +123,21 @@ public class SvgToFlatMeshEditor : EditorWindow
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Mesh mesh = BuildMeshFromGeometries(geoms, sceneCenter, meshScale);
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// Create GameObject for this color region
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string colorName = ColorToName(color);
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GameObject go = new GameObject($"Region_{colorName}");
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go.transform.SetParent(container.transform, false);
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string objectName = BuildObjectName(color, "Floor");
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BuildGameObject(objectName, color, mesh, container);
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}
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var mf = go.AddComponent<MeshFilter>();
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mf.sharedMesh = mesh;
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foreach (var kv in wallsByColor)
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{
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Color color = kv.Key;
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List<BezierPathSegment[]> entries = kv.Value;
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var mr = go.AddComponent<MeshRenderer>();
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// Build Mesh from
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Mesh mesh = BuildExtrudedMeshFromBeziers(entries, sceneCenter, meshScale, 5.0f);
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if (editorMaterial != null) {
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// instantiate a material so each region can have its own color without overwriting the original asset
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Material matInstance = new Material(editorMaterial);
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matInstance.color = color;
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mr.sharedMaterial = matInstance;
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}
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else {
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// Create a quick default material
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var mat = new Material(Shader.Find("Standard"));
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mat.color = color;
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mr.sharedMaterial = mat;
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}
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// Generate collider
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var mc = go.AddComponent<MeshCollider>();
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mc.sharedMesh = mesh;
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mc.convex = false; // keep non-convex for flat terrain; set to true if needed for rigidbodies
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// Add tag to disable mesh renderer before build
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go.tag = "EditorOnlyMeshRenderer";
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// Automatically assign audio triggers based on color
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string folder = colorFolderMap.GetFolder(color);
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if (folder != null)
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{
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// TODO: automatically assign audio triggers
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}
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// Create GameObject for this wall color region
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string objectName = BuildObjectName(color, "Wall");
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BuildGameObject(objectName, color, mesh, container);
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}
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// Focus selection on created container
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@@ -175,8 +145,73 @@ public class SvgToFlatMeshEditor : EditorWindow
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EditorUtility.DisplayDialog("Done", $"Generated {shapesByColor.Count} region GameObjects under '{container.name}'.", "OK");
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}
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// Recursively traverse scene nodes and collect filled shapes
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void TraverseAndCollectShapes(SceneNode node, Matrix2D parentTransform, Dictionary<Color, List<SceneNodeShapeEntry>> shapesByColor) {
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// Tesselate a list of SceneNodeShapeEntry into VectorUtils.Geometry list
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List<VectorUtils.Geometry> TesselateIntoGeometries(List<SceneNodeShapeEntry> entries) {
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// Build a temporary scene that contains all these shapes combined (preserving transforms)
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Scene tmpScene = new Scene();
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tmpScene.Root = new SceneNode();
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tmpScene.Root.Children = new List<SceneNode>();
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foreach (var entry in entries) {
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// create a shallow copy Node with transform and the original shapes (the shape objects can be reused)
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SceneNode copyNode = new SceneNode() {
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Transform = entry.Node.Transform, // keep transform
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Shapes = new List<Shape>() { entry.Shape }
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};
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tmpScene.Root.Children.Add(copyNode);
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}
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// Tessellate the tmpScene
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return VectorUtils.TessellateScene(tmpScene, tessOptions);
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}
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string BuildObjectName(Color color, string prefix)
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{
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string colorName = ColorToName(color);
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return $"{prefix}_{colorName}";
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}
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void BuildGameObject(string objectName, Color color, Mesh mesh, GameObject container)
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{
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GameObject go = new GameObject(objectName);
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go.transform.SetParent(container.transform, false);
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MeshFilter mf = go.AddComponent<MeshFilter>();
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mf.sharedMesh = mesh;
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MeshRenderer mr = go.AddComponent<MeshRenderer>();
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if (editorMaterial != null) {
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// instantiate a material so each region can have its own color without overwriting the original asset
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Material matInstance = new Material(editorMaterial);
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matInstance.color = color;
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mr.sharedMaterial = matInstance;
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}
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else {
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// Create a quick default material
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Material mat = new Material(Shader.Find("Standard"));
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mat.color = color;
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mr.sharedMaterial = mat;
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}
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// Generate collider
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var mc = go.AddComponent<MeshCollider>();
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mc.sharedMesh = mesh;
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mc.convex = false; // keep non-convex for flat terrain; set to true if needed for rigidbodies
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// Add tag to disable mesh renderer before build
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go.tag = "EditorOnlyMeshRenderer";
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// Automatically assign audio triggers based on color
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string folder = colorFolderMap.GetFolder(color);
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if (folder != null)
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{
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// TODO: automatically assign audio triggers
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}
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}
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// Recursively traverse scene nodes and collect filled shapes and walls by color
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void TraverseAndCollectShapes(SceneNode node, Matrix2D parentTransform, Dictionary<Color, List<SceneNodeShapeEntry>> shapesByColor, Dictionary<Color, List<BezierPathSegment[]>> wallsByColor) {
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if (node == null) {
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return;
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}
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@@ -189,7 +224,7 @@ public class SvgToFlatMeshEditor : EditorWindow
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if (shape == null) {
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continue;
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}
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// Only treat fills (SolidFill)
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// Only treat fills (SolidFill) for floors
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if (shape.Fill is SolidFill sf) {
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Color col = sf.Color;
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// Note: color comes as linear RGBA. Convert to Unity's Color (already same type)
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@@ -205,43 +240,51 @@ public class SvgToFlatMeshEditor : EditorWindow
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};
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list.Add(new SceneNodeShapeEntry() { Node = fakeNode, Shape = shape });
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}
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// Treat contours as walls, and only those with stroke color defined
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if (shape.Contours != null && shape.Contours.Length > 0 && shape.PathProps.Stroke != null)
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{
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Color wallColor = shape.PathProps.Stroke.Color;
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if (!wallsByColor.TryGetValue(wallColor, out List<BezierPathSegment[]> wallList)) {
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wallList = new List<BezierPathSegment[]>();
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wallsByColor[wallColor] = wallList;
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}
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// Add all contours as wall segments
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foreach (BezierContour contour in shape.Contours)
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{
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wallList.Add(contour.Segments);
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}
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}
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}
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}
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if (node.Children != null && node.Children.Count > 0) {
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foreach (var c in node.Children) {
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TraverseAndCollectShapes(c, currentTransform, shapesByColor);
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TraverseAndCollectShapes(c, currentTransform, shapesByColor, wallsByColor);
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}
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}
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}
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// Build a Mesh from VectorUtils.Geometry list
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Mesh BuildMeshFromGeometries(List<VectorUtils.Geometry> geoms, Vector2 geomsCenter, float globalScale) {
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var verts = new List<Vector3>();
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var uvs = new List<Vector2>();
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var indices = new List<int>();
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// Forget about UVs (unnecessary for our use case)
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List<Vector3> verts = new List<Vector3>();
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List<int> indices = new List<int>();
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int baseIndex = 0;
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foreach (var g in geoms) {
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foreach (VectorUtils.Geometry g in geoms) {
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if (g == null || g.Vertices == null || g.Indices == null) {
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continue;
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}
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// Add vertices (VectorUtils uses Vector2 for geometry XY)
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for (int i = 0; i < g.Vertices.Length; i++) {
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var v2 = g.Vertices[i];
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Vector2 v2 = g.Vertices[i];
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// Map XY -> XZ plane; Y = 0
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Vector3 v3 = new Vector3(v2.x-geomsCenter.x, 0f, -v2.y+geomsCenter.y) * globalScale;
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verts.Add(v3);
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// UVs: If geometry provides UV, use it; otherwise use XY mapped to UV
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if (g.UVs != null && g.UVs.Length == g.Vertices.Length) {
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uvs.Add(g.UVs[i]);
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}
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else {
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uvs.Add(new Vector2(v2.x, -v2.y));
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}
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}
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// Add indices (triangles)
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@@ -261,8 +304,6 @@ public class SvgToFlatMeshEditor : EditorWindow
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mesh.indexFormat = (verts.Count > 65535) ? UnityEngine.Rendering.IndexFormat.UInt32 : UnityEngine.Rendering.IndexFormat.UInt16;
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mesh.SetVertices(verts);
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mesh.SetTriangles(indices, 0);
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if (uvs != null && uvs.Count == verts.Count)
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mesh.SetUVs(0, uvs);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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@@ -270,6 +311,74 @@ public class SvgToFlatMeshEditor : EditorWindow
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return mesh;
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}
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// Build an extruded Mesh from geometries
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Mesh BuildExtrudedMeshFromBeziers(List<BezierPathSegment[]> beziers, Vector2 geomsCenter, float globalScale, float height){
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// Forget about UVs (unnecessary for our use case)
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List<Vector3> verts = new List<Vector3>();
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List<int> indices = new List<int>();
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Vector3 geomsCenter3D = new Vector3(geomsCenter.x, 0f, -geomsCenter.y);
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// Treat each path separately as a closed shape to extrude
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foreach (BezierPathSegment[] bezier in beziers)
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{
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// Add vertices: low and high for each point
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for (int i=0; i<bezier.Length; i++)
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{
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Vector2 v2 = bezier[i].P0;
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Vector3 v3_low = (new Vector3(v2.x, 0f, -v2.y) - geomsCenter3D) * globalScale;
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Vector3 v3_high = (new Vector3(v2.x, height, -v2.y) - geomsCenter3D) * globalScale;
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verts.Add(v3_low);
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verts.Add(v3_low); // Back face duplicate
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verts.Add(v3_high);
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verts.Add(v3_high); // Back face duplicate
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}
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// Add indices for triangles
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for (int i = 0; i < bezier.Length; i++)
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{
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int next_i = (i + 1) % bezier.Length;
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// Each quad between points i and nextI is made of two triangles, double sided
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int low0 = i*4;
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int high0 = i*4 +2;
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int low1 = next_i*4;
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int high1 = next_i*4 +2;
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// Triangle 1
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indices.Add(low0);
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indices.Add(high0);
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indices.Add(low1);
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// Triangle 2
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indices.Add(high0);
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indices.Add(high1);
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indices.Add(low1);
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// Triangle 1 (back face)
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indices.Add(low1 +1);
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indices.Add(high0 +1);
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indices.Add(low0 +1);
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// Triangle 2 (back face)
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indices.Add(low1 +1);
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indices.Add(high1 +1);
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indices.Add(high0 +1);
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}
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}
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Mesh mesh = new Mesh();
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mesh.name = "SVG_ExtrudedMesh";
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mesh.indexFormat = (verts.Count > 65535) ? UnityEngine.Rendering.IndexFormat.UInt32 : UnityEngine.Rendering.IndexFormat.UInt16;
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mesh.SetVertices(verts);
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mesh.SetTriangles(indices, 0);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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// Helper to produce a safe string for color names
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string ColorToName(Color c) {
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// Try to present RGBA hex
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