RealWorldTerrainPrefsBase.Buildings.cs 3.6 KB

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  1. /* INFINITY CODE */
  2. /* https://infinity-code.com */
  3. using System.Collections.Generic;
  4. #if PROCEDURAL_TOOLKIT
  5. using ProceduralToolkit.Buildings;
  6. #endif
  7. namespace InfinityCode.RealWorldTerrain
  8. {
  9. public partial class RealWorldTerrainPrefsBase
  10. {
  11. /// <summary>
  12. /// Building depth below ground level
  13. /// </summary>
  14. public float buildingBasementDepth = 0;
  15. /// <summary>
  16. /// Where to take height of the bottom points
  17. /// </summary>
  18. public RealWorldTerrainBuildingBottomMode buildingBottomMode = RealWorldTerrainBuildingBottomMode.followRealWorldData;
  19. /// <summary>
  20. /// Height of the floor.
  21. /// </summary>
  22. public float buildingFloorHeight = 3.5f;
  23. /// <summary>
  24. /// Range the number of floors buildings.
  25. /// </summary>
  26. public RealWorldTerrainRangeI buildingFloorLimits = new RealWorldTerrainRangeI(5, 7, 1, 50);
  27. /// <summary>
  28. /// Index of building generator.
  29. /// 0 - Built-in
  30. /// 1 - BuildR
  31. /// 2 - BuildR2
  32. /// 3 - Instantiate prefabs
  33. /// </summary>
  34. public int buildingGenerator = 0;
  35. /// <summary>
  36. /// List of buildings materials.
  37. /// </summary>
  38. public List<RealWorldTerrainBuildingMaterial> buildingMaterials;
  39. /// <summary>
  40. /// List of prefabs to instantiate
  41. /// </summary>
  42. public List<RealWorldTerrainBuildingPrefab> buildingPrefabs;
  43. /// <summary>
  44. /// Whether to save meshes and materials of buildings in the assets folder.
  45. /// When false, meshes and materials may be lost when the scene is saved.
  46. /// </summary>
  47. public bool buildingSaveInResult = true;
  48. /// <summary>
  49. /// TRUE - All buildings will be loaded in one request to OSM Overpass, FALSE - buildings will be loaded in several requests (useful for megacities).
  50. /// </summary>
  51. public bool buildingSingleRequest = true;
  52. /// <summary>
  53. /// Use colors from OSM?
  54. /// </summary>
  55. public bool buildingUseColorTags = false;
  56. /// <summary>
  57. /// Type of collider for BuildR buildings.
  58. /// </summary>
  59. public RealWorldTerrainBuildR2Collider buildRCollider = RealWorldTerrainBuildR2Collider.none;
  60. /// <summary>
  61. /// Generate colliders for BuildR3.
  62. /// </summary>
  63. public bool buildR3Collider = false;
  64. /// <summary>
  65. /// Render mode for BuildR buildings.
  66. /// </summary>
  67. public RealWorldTerrainBuildR2RenderMode buildRRenderMode = RealWorldTerrainBuildR2RenderMode.full;
  68. public List<RealWorldTerrainBuildR2Material> buildR2Materials;
  69. public List<RealWorldTerrainBuildR3Material> buildR3Materials;
  70. /// <summary>
  71. /// Instance ID of BuildR generator style.
  72. /// </summary>
  73. public int customBuildRGeneratorStyle = 0;
  74. /// <summary>
  75. /// Instance ID of BuildR generator texture pack.
  76. /// </summary>
  77. public int customBuildRGeneratorTexturePack = 0;
  78. /// <summary>
  79. /// Array of BuildR presets.
  80. /// </summary>
  81. public RealWorldTerrainBuildRPresetsItem[] customBuildRPresets;
  82. public bool dynamicBuildings = true;
  83. #if PROCEDURAL_TOOLKIT
  84. public FacadePlanningStrategy ptFacadePlanningStrategy;
  85. public FacadeConstructionStrategy ptFacadeConstructionStrategy;
  86. public RoofPlanningStrategy ptRoofPlanningStrategy;
  87. public RoofConstructionStrategy ptRoofConstructionStrategy;
  88. #endif
  89. }
  90. }