概述
1.首先要拿到目标区域的建筑矢量数据
2.在City Engine中新建一个工程
工程命名
3.将建筑矢量数据导入到CityEngine中
导入建筑矢量数据
4.新建一个场景
5.将shp数据文件拖入到场景当中
6.选择所有Shapes,赋予一个建模规则
我们也可以自定义一个建模规则,下面是CityEngine中内置的规则文件,可供参考:
/**
* File: Building_From_Footprint.cga
* Created: 20 Mar 2011 16:42:13 GMT
* Updated: 10 April 2014
* Author: Esri R&D Center Zurich
*/
version "2014.0"
@Hidden(Usage,BuildingHeight,UpperfloorHeight)
import Facade_Textures:"/ESRI.lib/rules/Facades/Facade_Textures.cga" (BuildingHeight=Eave_Ht,UpperfloorHeight=Floor_Ht*unitScale,Usage=Usage)
@Hidden(Usage,UpperfloorHeight)
import Facade_Schematic:"/ESRI.lib/rules/Facades/Facade_Schematic.cga" (UpperfloorHeight=Floor_Ht*unitScale,Usage=Usage)
import Roof_Textures:"/ESRI.lib/rules/Roofs/Roof_Textures.cga"
###################################
# Attributes
#
@Group("Building Settings",1)
@Order(1) @Range(1,400) @Description("Distance from ground to bottom of roof")
attr Eave_Ht = _getInitialEaveHeight
@Order(2) @Range(1,400) @Description("Distance from ground to top of roof")
attr Ridge_Ht = _getInitialRidgeHeight
@Order(3) @Range("Random","Agricultural","Assembly","Educational","Industry","Mercantile","Office","Other","Public","Residential","Service","Transport","Unknown","Utility")
attr Usage = _getInitialUsage
@Order(4) @Range("extrusion","setback top","setback facade","setback base","setback everywhere")
attr Building_Form = _getInitialBuildingForm
@Order(5) @Range("flat","shed","pyramid","gable","hip","half-hip","gablet","gambrel","mansard","gambrel-flat","mansard-flat","vault","dome","saltbox","butterfly") # gable & shed combinations
attr Roof_Form = _getInitialRoofForm
@Order(6) @Range(2.9,5.2) @Description("in Meters")
attr Floor_Ht = 3.7
@Hidden
attr Roof_Ht = (Ridge_Ht - Eave_Ht) * unitScale
@Group("Visualization Options",2)
@Order(1) @Range("realistic with facade textures","schematic facades","solid color")
attr Representation = "realistic with facade textures"
@Order(2) @Range(0,1)
attr Transparency = 0
@Order(3) @Range(0,1)
attr OverwriteColor = "#ffffff"
@Group("Rule Options")
@Order(2) @Range("Meters","Feet") @Description("Unit of Height Attributes")
attr Unit = "Meters"
###################################
# Consts
#
# user-driven constants
const unitScale = case Unit=="Feet": 1/0.3048006096012192 else: 1
# for curved roofs such as dome or vault
const curvedAngleResolution = 10
###################################
# Functions
#
# for curved roofs such as dome or vault
calcSegmentHt(n) = Roof_Ht * (cos(n*curvedAngleResolution) - cos((n+1)*curvedAngleResolution))
_getInitialBuildingForm =
case Eave_Ht*unitScale < 50 : "extrusion"
case Eave_Ht*unitScale > 100: "setback everywhere"
else : 5%:"extrusion" 15%:"setback top" 15%:"setback facade" 15%:"setback base" else:"setback everywhere"
_getInitialUsage =
case Eave_Ht>30: "Random" else: 80%:"Residential" else:"Random"
_getInitialEaveHeight =
case geometry.area < 100 : geometry.area/rand(5,10)
case geometry.area < 1000: geometry.area/rand(15,25)
case geometry.area < 7000: geometry.area/rand(10,25)
else : geometry.area/rand(70,200)
_getInitialRidgeHeight =
case Eave_Ht<30: Eave_Ht+rand(3,6) else: Eave_Ht
_getInitialRoofForm =
case Ridge_Ht < Eave_Ht+1: "flat"
else: 40%: "hip" 50%: "gable" else: "gambrel"
###################################
###################################
#
# RULES
#
###################################
###################################
@StartRule
Generate -->
cleanupGeometry(all,1)
alignScopeToAxes(y) s('1,0,'1) # make it horizontal i.e. scale it flat
alignScopeToGeometry(yUp, 0, longest)
set(Eave_Ht,Eave_Ht*unitScale)
set(Floor_Ht,Floor_Ht*unitScale)
report("Footprint Area (m2)",geometry.area) report("Nbr of Floors",rint(Eave_Ht/Floor_Ht))
set(material.opacity,1-Transparency)
color(OverwriteColor)
Footprint
###################################
# Building Mass
#
Footprint -->
case scope.sz < 10 || scope.sx < 10:
Extrusion(Eave_Ht,true,1)
case Building_Form == "setback top":
SetbackTop
case Building_Form == "setback facade":
SetbackFacade
case Building_Form == "setback base":
SetbackBase
case Building_Form == "setback everywhere":
SetbackAll
else:
Extrusion(Eave_Ht,true,1)
SetbackTop -->
split(x){ 'rand(0.1,0.3): Extrusion(Eave_Ht-rint(rand(3))*Floor_Ht,false,4)
| ~1 : Extrusion(Eave_Ht,true,6)
| 'rand(0.1,0.3): Extrusion(Eave_Ht-rint(rand(3))*Floor_Ht,false,4) }
SetbackFacade -->
split(z){ 'rand(0.03,0.2): Extrusion(Eave_Ht*rand(0.2,0.8),false,2)
| ~1 : Extrusion(Eave_Ht,true,6)
| 'rand(0.03,0.2): Extrusion(Eave_Ht*rand(0.2,0.8),false,2) }
SetbackBase -->
[ extrude(3*Floor_Ht) Mass(false) ]
t(0,3*Floor_Ht,0)
split(x){ 'rand(0.6,0.8): Extrusion(Eave_Ht-3*Floor_Ht,true,6) }
SetbackAll -->
[ extrude(3*Floor_Ht) Mass(false) ]
t(0,3*Floor_Ht,0)
set(Eave_Ht,Eave_Ht-3*Floor_Ht)
split(x){ 'rand(0.6,0.8):
split(z){ '0.2: Extrusion(Eave_Ht*rand(0.2,0.8),false,2)
| ~1 : SetbackTop
| '0.2: Extrusion(Eave_Ht*rand(0.2,0.8),false,2) }
}
Extrusion(height,constructRoof,maxLength) -->
convexify(maxLength)
comp(f){ all: alignScopeToGeometry(yUp, 0, longest) ExtrusionConvexified(height,constructRoof,maxLength) }
ExtrusionConvexified(height,constructRoof,maxLength) -->
case scope.sx < maxLength+1 || scope.sz < maxLength+1: NIL
else:
report("Gross Floor Area (m2)",geometry.area*rint(height/Floor_Ht))
extrude(height) Mass(constructRoof)
Mass(constructRoof) -->
case constructRoof:
comp(f){side : Facade | top : Roof }
else:
comp(f){side : Facade | top : RoofPlane }
###################################
# Roof Generation
#
Roof -->
case Roof_Form == "shed" : ShedRoof
case Roof_Form == "pyramid" : PyramidRoof
case Roof_Form == "gable" : GableRoof
case Roof_Form == "hip" : HipRoof
case Roof_Form == "half-hip" : HalfHipRoof
case Roof_Form == "gablet" : GabletRoof
case Roof_Form == "gambrel" : GambrelRoof
case Roof_Form == "mansard" : MansardRoof
case Roof_Form == "gambrel-flat": GambrelFlatRoof
case Roof_Form == "mansard-flat": MansardFlatRoof
case Roof_Form == "vault" : VaultRoof
case Roof_Form == "dome" : DomeRoof
case Roof_Form == "saltbox" : SaltboxRoof
case Roof_Form == "butterfly" : ButterflyRoof
else : FlatRoof
# basic roof types
ShedRoof -->
roofShed(15) RoofMassScale
GableRoof -->
roofGable(45,0,0,false,0) RoofMassScale
HipRoof -->
roofHip(45) RoofMassScale
PyramidRoof -->
roofPyramid(45) RoofMassScale
# gable & hip combinations
HalfHipRoof -->
roofGable(45,0,0,false,0) s('1,Roof_Ht,'1) # creates a gable roof and sets its height to the given roof height
split(y){ '0.5: RoofMass(true) # ...
comp(f){ bottom: NIL | horizontal: set(Roof_Ht,Roof_Ht*0.5) HipRoof } } # ... and invokes a hip roof on the top
GabletRoof -->
roofHip(45) s('1,Roof_Ht,'1)
split(y){ '0.5: RoofMass(true)
comp(f){ bottom: NIL | horizontal: set(Roof_Ht,Roof_Ht*0.5) GableRoof } }
# gable/hip double-pitched
GambrelRoof -->
roofGable(70,0,0,false,0)
split(y){ Roof_Ht*0.7: RoofMass(true)
comp(f){ bottom: NIL | horizontal: set(Roof_Ht,Roof_Ht*0.3) GableRoof } }
MansardRoof -->
roofHip(70)
split(y){ Roof_Ht*0.7: RoofMass(true)
comp(f){ bottom: NIL | horizontal: set(Roof_Ht,Roof_Ht*0.3) HipRoof } }
# gable/hip with flat top
GambrelFlatRoof -->
roofGable(45,0,0,false,0)
split(y){ Roof_Ht: RoofMass(false) }
MansardFlatRoof -->
roofHip(45)
split(y){ Roof_Ht: RoofMass(false) }
# round roofs
VaultRoof -->
VaultRoof(90/curvedAngleResolution-1)
VaultRoof(n) -->
case n > 0: roofGable(n*curvedAngleResolution,0,0,false,0)
split(y){ (calcSegmentHt(n)): RoofMass(n!=1)
comp(f){ bottom: NIL | horizontal: VaultRoof(n-1) } }
else: NIL
DomeRoof -->
DomeRoof(90/curvedAngleResolution-1)
DomeRoof(n) -->
case n > 0: roofHip(n*curvedAngleResolution)
split(y){ (calcSegmentHt(n)): RoofMass(n!=1)
comp(f){ bottom: NIL | horizontal: DomeRoof(n-1) } }
else: NIL
# gable & shed combinations
SaltboxRoof -->
roofShed(45) s('1,1.5*Roof_Ht,'1)
split(y){ '0.333: RoofMass(true)
comp(f){ bottom: NIL | horizontal: set(Roof_Ht,Roof_Ht*0.5) roofGable(45,0,0,false,geometry.nVertices-1) RoofMassScale } }
ButterflyRoof -->
split(y){ '0.5: roofShed(45,geometry.nVertices/2) RoofMassScale | '0.5: ShedRoof }
# flat roof
FlatRoof -->
case Roof_Ht > 0.1:
RoofPlane offset(-0.4,border) extrude(Roof_Ht) RoofMass(false)
else:
RoofPlane
# roof volume
RoofMassScale -->
s('1,Roof_Ht,'1)
RoofMass(false)
RoofMass(removeBottomAndTop) -->
case removeBottomAndTop:
comp(f){ horizontal: NIL | vertical: Facade | all: RoofPlane }
else: # remove only the bottom face
comp(f){ bottom: NIL | vertical: Facade | all: RoofPlane }
###################################
# Surface Texturing & Coloring
#
RoofPlane -->
case Representation == "realistic with facade textures":
Roof_Textures.Generate
else:
SolidColor
Facade -->
case Representation == "realistic with facade textures":
Facade_Textures.Generate
case Representation == "schematic facades":
case OverwriteColor == "#ffffff":
Facade_Schematic.Generate
else:
set(Facade_Schematic.SecondaryColor,OverwriteColor)
Facade_Schematic.Generate
else:
SolidColor
SolidColor -->
color(OverwriteColor)
7.点击Generate,根据建模规则生成建筑模型
8.导出.fbx格式文件
9.将导出的.fbx文件连同贴图一起导入到Unity中
10.将模型放到场景中查看效果
最后
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