Unity & CityEngine batch modeling based on building vector data in the map

1. First get the building vector data of the target area

2. Create a new project in City Engine

Project naming

3. Import building vector data into CityEngine

Import building vector data

 

4. Create a new scene

 

5. Drag the shp data file into the scene

6. Select all Shapes and assign a modeling rule

We can also customize a modeling rule. The following is the built-in rule file in CityEngine for reference:

/**
 * 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. Click Generate to generate the building model according to the modeling rules

8. Export .fbx format file

9. Import the exported .fbx file together with the texture into Unity

10. Put the model into the scene to see the effect

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Origin blog.csdn.net/qq_42139931/article/details/124466335