185 lines
6.9 KiB
Swift
185 lines
6.9 KiB
Swift
//
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/**
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* Copyright (c) 2019 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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import MetalKit
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class Houses: Node {
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var houses: [Model] = []
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enum Rule {
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// gap between houses
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static let minGap: Float = 0.3
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static let maxGap: Float = 1.0
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// number of OBJ files for each type
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static let numberOfGroundFloors = 4
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static let numberOfUpperFloors = 4
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static let numberOfRoofs = 2
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// maximum houses
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static let maxHouses: Int = 5
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// maximum number of floors in a single house
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static let maxFloors: Int = 6
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}
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var floorsRoof: Set<Int> = []
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var remainingHouses: Set<Int> = []
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var housefloors: [[Int]] = []
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struct Floor {
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var houseIndex: Int = 0
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var transform = Transform()
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}
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var floors: [Floor] = []
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override init() {
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super.init()
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houses = loadOBJs()
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let numberOfHouses = 5
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for _ in 0..<numberOfHouses {
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let random = Int.random(in: 0..<Rule.numberOfGroundFloors)
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housefloors.append([random])
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let lastIndex = housefloors.count - 1
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remainingHouses.insert(lastIndex)
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}
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while remainingHouses.count > 0 {
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for i in 0..<housefloors.count {
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if remainingHouses.contains(i) {
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let offset = Rule.numberOfGroundFloors
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let upperBound =
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offset + Rule.numberOfUpperFloors + Rule.numberOfRoofs
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let random = Int.random(in: offset..<upperBound)
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housefloors[i].append(random)
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if floorsRoof.contains(random) ||
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housefloors[i].count >= Rule.maxFloors ||
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Int.random(in: 0...3) == 0 {
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remainingHouses.remove(i)
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}
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}
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}
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}
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var width: Float = 0
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var height: Float = 0
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var depth: Float = 0
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for house in housefloors {
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var houseHeight: Float = 0
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// add inner for loop here to process all the floors
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for floor in house {
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var transform = Transform()
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transform.position.x = width
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transform.position.y = houseHeight
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floors.append(Floor(houseIndex: floor, transform: transform))
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houseHeight += houses[floor].size.y
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}
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let house = houses[house[0]]
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width += house.size.x
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height = max(houseHeight, height)
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depth = max(house.size.z, depth)
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boundingBox.maxBounds = [width, height, depth]
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width += Float.random(in: Rule.minGap...Rule.maxGap)
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}
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}
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func loadOBJs() -> [Model] {
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var houses: [Model] = []
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func loadHouse(name: String) {
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houses.append(Model(name: name + ".obj",
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vertexFunctionName: "vertex_house",
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fragmentFunctionName: "fragment_house"))
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}
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for i in 1...Rule.numberOfGroundFloors {
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loadHouse(name: String(format: "houseGround%d", i))
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}
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for i in 1...Rule.numberOfUpperFloors {
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loadHouse(name: String(format: "houseFloor%d", i))
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}
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for i in 1...Rule.numberOfRoofs {
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loadHouse(name: String(format: "houseRoof%d", i))
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floorsRoof.insert(houses.count-1)
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}
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return houses
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}
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}
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extension Houses: Renderable {
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func render(renderEncoder: MTLRenderCommandEncoder,
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uniforms vertex: Uniforms,
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fragmentUniforms fragment: FragmentUniforms) {
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for floor in floors {
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let house = houses[floor.houseIndex]
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var uniforms = vertex
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var fragmentUniforms = fragment
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uniforms.modelMatrix = modelMatrix * floor.transform.modelMatrix
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uniforms.normalMatrix =
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float3x3(normalFrom4x4: modelMatrix * floor.transform.modelMatrix)
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renderEncoder.setVertexBuffer(house.instanceBuffer, offset: 0,
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index: Int(BufferIndexInstances.rawValue))
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renderEncoder.setFragmentSamplerState(house.samplerState, index: 0)
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renderEncoder.setVertexBytes(&uniforms,
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length: MemoryLayout<Uniforms>.stride,
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index: Int(BufferIndexUniforms.rawValue))
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renderEncoder.setFragmentBytes(&fragmentUniforms,
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length: MemoryLayout<FragmentUniforms>.stride,
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index: Int(BufferIndexFragmentUniforms.rawValue))
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for (index, vertexBuffer) in house.meshes[0].mtkMesh.vertexBuffers.enumerated() {
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renderEncoder.setVertexBuffer(vertexBuffer.buffer,
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offset: 0, index: index)
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}
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var tiling = 1
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renderEncoder.setFragmentBytes(&tiling, length: MemoryLayout<UInt32>.stride, index: 22)
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for submesh in house.meshes[0].submeshes {
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renderEncoder.setRenderPipelineState(submesh.pipelineState)
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var material = submesh.material
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renderEncoder.setFragmentBytes(&material,
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length: MemoryLayout<Material>.stride,
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index: Int(BufferIndexMaterials.rawValue))
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renderEncoder.drawIndexedPrimitives(type: .triangle,
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indexCount: submesh.mtkSubmesh.indexCount,
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indexType: submesh.mtkSubmesh.indexType,
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indexBuffer: submesh.mtkSubmesh.indexBuffer.buffer,
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indexBufferOffset: submesh.mtkSubmesh.indexBuffer.offset,
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instanceCount: house.instanceCount)
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}
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}
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}
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}
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