[TASK] Initial commit with basic product setup

This commit is contained in:
2019-08-18 13:50:14 +02:00
commit 01a66a8e1f
2548 changed files with 167528 additions and 0 deletions

View File

@@ -0,0 +1,140 @@
namespace Mapbox.Unity.MeshGeneration.Factories
{
using Mapbox.Platform;
using Mapbox.Unity.MeshGeneration.Data;
using System;
using UnityEngine;
using Mapbox.Unity.Map;
using Mapbox.Map;
using System.Collections.Generic;
/// <summary>
/// Factories
/// Factories corresponds to Mapbox Api endpoints for the most part.Terrain factory uses terrain rgb api,
/// Image factory uses raster image api and vector tile factory uses vector data api.
/// Only exception to this at the moment is Directions factory, which is a monobehaviour in Drive demo scene
/// but well probably rework that in the future as well.
/// Factories do the api calls.They are responsible for reporting progress and logging/reporting any network issue.
/// They can also keep track of tiles if necessary (i.e.update/refresh data after initial creation)
/// Factories processes the received data in different ways.
/// Terrain factories creates the mesh from the received data (or a flat terrain depending the settings)
/// MapImage factory applies received image to tile game object.
/// Vector Tile Factory deals with a much more complex and detailed data compared to other two so it doesnt do the
/// whole processing itself and uses some subclasses (LayerVisualizers) to do it.
/// Creating a custom factory is a good idea if you want to fetch raw data and process is in a totally different
/// custom way, like creating terrain and then cut off water areas from terrain mesh.
/// Vector Tile factory, for example, is built to be flexible and work with multiple vector layers. But if you
/// dont need that all, you can create a custom version of it and process what you need in a much more concrete
/// and performant way.
/// Another example here would be custom terrain mesh. Current terrain factories work with a custom sized grid
/// and apply height data on that. By creating a custom terrain factory, you can have a custom mesh instead of a grid,
/// optimize and minimize vertex count etc.
/// </summary>
public abstract class AbstractTileFactory : ScriptableObject
{
protected IFileSource _fileSource;
protected LayerProperties _options;
public LayerProperties Options
{
get
{
return _options;
}
}
protected HashSet<UnityTile> _tilesWaitingResponse;
protected HashSet<UnityTile> _tilesWaitingProcessing;
/// <summary>
/// The <c>OnTileError</c> event triggers when there's <c>Tile</c> error.
/// Returns a <see cref="T:Mapbox.Map.TileErrorEventArgs"/> instance as a parameter, for the tile on which error occurred.
/// </summary>
public virtual void SetOptions(LayerProperties options)
{
_options = options;
}
protected virtual void OnErrorOccurred(UnityTile tile, TileErrorEventArgs e)
{
EventHandler<TileErrorEventArgs> handler = OnTileError;
if (handler != null)
{
handler(this, e);
}
}
public virtual void Initialize(IFileSource fileSource)
{
_fileSource = fileSource;
_tilesWaitingResponse = new HashSet<UnityTile>();
_tilesWaitingProcessing = new HashSet<UnityTile>();
OnInitialized();
}
public virtual void Register(UnityTile tile)
{
OnRegistered(tile);
}
public virtual void PostProcess(UnityTile tile)
{
OnPostProcess(tile);
}
public virtual void Unregister(UnityTile tile)
{
OnUnregistered(tile);
}
public virtual void UnbindEvents()
{
OnUnbindEvents();
}
public virtual void UpdateTileProperty(UnityTile tile, LayerUpdateArgs updateArgs)
{
updateArgs.property.UpdateProperty(tile);
if (updateArgs.property.NeedsForceUpdate())
{
Register(tile);
}
}
public virtual void Reset()
{
}
protected abstract void OnInitialized();
protected abstract void OnRegistered(UnityTile tile);
protected abstract void OnPostProcess(UnityTile tile);
protected abstract void OnUnregistered(UnityTile tile);
protected abstract void OnUnbindEvents();
#region Events
public event EventHandler<TileErrorEventArgs> OnTileError;
protected virtual void OnErrorOccurred(TileErrorEventArgs e)
{
EventHandler<TileErrorEventArgs> handler = OnTileError;
if (handler != null)
{
handler(this, e);
}
}
public event EventHandler TileFactoryHasChanged;
protected virtual void UpdateTileFactory(object sender, System.EventArgs args)
{
System.EventHandler handler = TileFactoryHasChanged;
if (handler != null)
{
handler(this, args);
}
}
#endregion
}
}

View File

@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 14c4d9b107de24a028e1bd452df7ae29
timeCreated: 1494972519
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,165 @@
namespace Mapbox.Unity.MeshGeneration.Factories
{
using UnityEngine;
using Mapbox.Directions;
using System.Collections.Generic;
using System.Linq;
using Mapbox.Unity.Map;
using Data;
using Modifiers;
using Mapbox.Utils;
using Mapbox.Unity.Utilities;
using System.Collections;
public class DirectionsFactory : MonoBehaviour
{
[SerializeField]
AbstractMap _map;
[SerializeField]
MeshModifier[] MeshModifiers;
[SerializeField]
Material _material;
[SerializeField]
Transform[] _waypoints;
private List<Vector3> _cachedWaypoints;
[SerializeField]
[Range(1,10)]
private float UpdateFrequency = 2;
private Directions _directions;
private int _counter;
GameObject _directionsGO;
private bool _recalculateNext;
protected virtual void Awake()
{
if (_map == null)
{
_map = FindObjectOfType<AbstractMap>();
}
_directions = MapboxAccess.Instance.Directions;
_map.OnInitialized += Query;
_map.OnUpdated += Query;
}
public void Start()
{
_cachedWaypoints = new List<Vector3>(_waypoints.Length);
foreach (var item in _waypoints)
{
_cachedWaypoints.Add(item.position);
}
_recalculateNext = false;
foreach (var modifier in MeshModifiers)
{
modifier.Initialize();
}
StartCoroutine(QueryTimer());
}
protected virtual void OnDestroy()
{
_map.OnInitialized -= Query;
_map.OnUpdated -= Query;
}
void Query()
{
var count = _waypoints.Length;
var wp = new Vector2d[count];
for (int i = 0; i < count; i++)
{
wp[i] = _waypoints[i].GetGeoPosition(_map.CenterMercator, _map.WorldRelativeScale);
}
var _directionResource = new DirectionResource(wp, RoutingProfile.Driving);
_directionResource.Steps = true;
_directions.Query(_directionResource, HandleDirectionsResponse);
}
public IEnumerator QueryTimer()
{
while (true)
{
yield return new WaitForSeconds(UpdateFrequency);
for (int i = 0; i < _waypoints.Length; i++)
{
if (_waypoints[i].position != _cachedWaypoints[i])
{
_recalculateNext = true;
_cachedWaypoints[i] = _waypoints[i].position;
}
}
if (_recalculateNext)
{
Query();
_recalculateNext = false;
}
}
}
void HandleDirectionsResponse(DirectionsResponse response)
{
if (response == null || null == response.Routes || response.Routes.Count < 1)
{
return;
}
var meshData = new MeshData();
var dat = new List<Vector3>();
foreach (var point in response.Routes[0].Geometry)
{
dat.Add(Conversions.GeoToWorldPosition(point.x, point.y, _map.CenterMercator, _map.WorldRelativeScale).ToVector3xz());
}
var feat = new VectorFeatureUnity();
feat.Points.Add(dat);
foreach (MeshModifier mod in MeshModifiers.Where(x => x.Active))
{
mod.Run(feat, meshData, _map.WorldRelativeScale);
}
CreateGameObject(meshData);
}
GameObject CreateGameObject(MeshData data)
{
if (_directionsGO != null)
{
Destroy(_directionsGO);
}
_directionsGO = new GameObject("direction waypoint " + " entity");
var mesh = _directionsGO.AddComponent<MeshFilter>().mesh;
mesh.subMeshCount = data.Triangles.Count;
mesh.SetVertices(data.Vertices);
_counter = data.Triangles.Count;
for (int i = 0; i < _counter; i++)
{
var triangle = data.Triangles[i];
mesh.SetTriangles(triangle, i);
}
_counter = data.UV.Count;
for (int i = 0; i < _counter; i++)
{
var uv = data.UV[i];
mesh.SetUVs(i, uv);
}
mesh.RecalculateNormals();
_directionsGO.AddComponent<MeshRenderer>().material = _material;
return _directionsGO;
}
}
}

View File

@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 44d601772d842a94cb5ab933dca6bd4f
timeCreated: 1485217963
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,54 @@
using Mapbox.Map;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.MeshGeneration.Enums;
using System;
using System.Collections.Generic;
public class ImageDataFetcher : DataFetcher
{
public Action<UnityTile, RasterTile> DataRecieved = (t, s) => { };
public Action<UnityTile, RasterTile, TileErrorEventArgs> FetchingError = (t, r, s) => { };
//tile here should be totally optional and used only not to have keep a dictionary in terrain factory base
public override void FetchData(DataFetcherParameters parameters)
{
var imageDataParameters = parameters as ImageDataFetcherParameters;
if(imageDataParameters == null)
{
return;
}
RasterTile rasterTile;
if (imageDataParameters.mapid.StartsWith("mapbox://", StringComparison.Ordinal))
{
rasterTile = imageDataParameters.useRetina ? new RetinaRasterTile() : new RasterTile();
}
else
{
rasterTile = imageDataParameters.useRetina ? new ClassicRetinaRasterTile() : new ClassicRasterTile();
}
if (imageDataParameters.tile != null)
{
imageDataParameters.tile.AddTile(rasterTile);
}
rasterTile.Initialize(_fileSource, imageDataParameters.tile.CanonicalTileId, imageDataParameters.mapid, () =>
{
if (imageDataParameters.tile.CanonicalTileId != rasterTile.Id)
{
//this means tile object is recycled and reused. Returned data doesn't belong to this tile but probably the previous one. So we're trashing it.
return;
}
if (rasterTile.HasError)
{
FetchingError(imageDataParameters.tile, rasterTile, new TileErrorEventArgs(imageDataParameters.tile.CanonicalTileId, rasterTile.GetType(), imageDataParameters.tile, rasterTile.Exceptions));
}
else
{
DataRecieved(imageDataParameters.tile, rasterTile);
}
});
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 6293dc8bcca4970409cf9f4e93d178b5
timeCreated: 1524268181
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,166 @@
namespace Mapbox.Unity.MeshGeneration.Factories
{
using System;
using Mapbox.Map;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Enums;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Utilities;
using Mapbox.Unity.Map;
using System.Collections.Generic;
public enum MapImageType
{
BasicMapboxStyle,
Custom,
None
}
/// <summary>
/// Uses raster image services to create materials & textures for terrain
/// </summary>
[CreateAssetMenu(menuName = "Mapbox/Factories/Image Factory")]
public class MapImageFactory : AbstractTileFactory
{
[SerializeField]
ImageryLayerProperties _properties;
protected ImageDataFetcher DataFetcher;
public ImageryLayerProperties Properties
{
get
{
return _properties;
}
}
public string MapId
{
get
{
return _properties.sourceOptions.Id;
}
set
{
_properties.sourceOptions.Id = value;
}
}
#region UnityMethods
protected virtual void OnDestroy()
{
//unregister events
if (DataFetcher != null)
{
DataFetcher.DataRecieved -= OnImageRecieved;
DataFetcher.FetchingError -= OnDataError;
}
}
#endregion
#region DataFetcherEvents
private void OnImageRecieved(UnityTile tile, RasterTile rasterTile)
{
if (tile != null)
{
if (tile.RasterDataState != TilePropertyState.Unregistered)
{
_tilesWaitingResponse.Remove(tile);
tile.SetRasterData(rasterTile.Data, _properties.rasterOptions.useMipMap, _properties.rasterOptions.useCompression);
}
}
}
//merge this with OnErrorOccurred?
protected virtual void OnDataError(UnityTile tile, RasterTile rasterTile, TileErrorEventArgs e)
{
if (tile != null)
{
if (tile.RasterDataState != TilePropertyState.Unregistered)
{
tile.RasterDataState = TilePropertyState.Error;
_tilesWaitingResponse.Remove(tile);
OnErrorOccurred(e);
}
}
}
#endregion
#region AbstractFactoryOverrides
protected override void OnInitialized()
{
DataFetcher = ScriptableObject.CreateInstance<ImageDataFetcher>();
DataFetcher.DataRecieved += OnImageRecieved;
DataFetcher.FetchingError += OnDataError;
}
public override void SetOptions(LayerProperties options)
{
_properties = (ImageryLayerProperties)options;
}
protected override void OnRegistered(UnityTile tile)
{
if (_properties.sourceType == ImagerySourceType.None)
{
tile.SetRasterData(null);
tile.RasterDataState = TilePropertyState.None;
return;
}
else
{
tile.RasterDataState = TilePropertyState.Loading;
if (_properties.sourceType != ImagerySourceType.Custom)
{
_properties.sourceOptions.layerSource = MapboxDefaultImagery.GetParameters(_properties.sourceType);
}
ImageDataFetcherParameters parameters = new ImageDataFetcherParameters()
{
canonicalTileId = tile.CanonicalTileId,
tile = tile,
mapid = MapId,
useRetina = _properties.rasterOptions.useRetina
};
DataFetcher.FetchData(parameters);
}
}
/// <summary>
/// Method to be called when a tile error has occurred.
/// </summary>
/// <param name="e"><see cref="T:Mapbox.Map.TileErrorEventArgs"/> instance/</param>
protected override void OnErrorOccurred(UnityTile tile, TileErrorEventArgs e)
{
base.OnErrorOccurred(tile, e);
if (tile != null)
{
tile.RasterDataState = TilePropertyState.Error;
}
}
protected override void OnUnregistered(UnityTile tile)
{
if (_tilesWaitingResponse != null && _tilesWaitingResponse.Contains(tile))
{
_tilesWaitingResponse.Remove(tile);
}
}
protected override void OnPostProcess(UnityTile tile)
{
}
public override void UnbindEvents()
{
base.UnbindEvents();
}
protected override void OnUnbindEvents()
{
}
#endregion
}
}

View File

@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 2b10536479dade041b6db9893fdf723a
timeCreated: 1481718773
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {fileID: 2800000, guid: 2ac69ccfbca692443a02f68e1a689694, type: 3}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,77 @@
using Mapbox.Map;
using Mapbox.Unity;
using Mapbox.Unity.Map;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.MeshGeneration.Enums;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataFetcherParameters
{
public CanonicalTileId canonicalTileId;
public string mapid;
public UnityTile tile;
}
public class ImageDataFetcherParameters : DataFetcherParameters
{
public bool useRetina = true;
}
public class TerrainDataFetcherParameters : DataFetcherParameters
{
}
public class VectorDataFetcherParameters : DataFetcherParameters
{
public bool useOptimizedStyle = false;
public Style style = null;
}
public abstract class DataFetcher : ScriptableObject
{
protected MapboxAccess _fileSource;
public void OnEnable()
{
_fileSource = MapboxAccess.Instance;
}
public abstract void FetchData(DataFetcherParameters parameters);
}
public class TerrainDataFetcher : DataFetcher
{
public Action<UnityTile, RawPngRasterTile> DataRecieved = (t, s) => { };
public Action<UnityTile, RawPngRasterTile, TileErrorEventArgs> FetchingError = (t, r, s) => { };
//tile here should be totally optional and used only not to have keep a dictionary in terrain factory base
public override void FetchData(DataFetcherParameters parameters)
{
var terrainDataParameters = parameters as TerrainDataFetcherParameters;
if(terrainDataParameters == null)
{
return;
}
var pngRasterTile = new RawPngRasterTile();
pngRasterTile.Initialize(_fileSource, terrainDataParameters.canonicalTileId, terrainDataParameters.mapid, () =>
{
if (terrainDataParameters.tile.CanonicalTileId != pngRasterTile.Id)
{
//this means tile object is recycled and reused. Returned data doesn't belong to this tile but probably the previous one. So we're trashing it.
return;
}
if (pngRasterTile.HasError)
{
FetchingError(terrainDataParameters.tile, pngRasterTile, new TileErrorEventArgs(terrainDataParameters.canonicalTileId, pngRasterTile.GetType(), null, pngRasterTile.Exceptions));
}
else
{
DataRecieved(terrainDataParameters.tile, pngRasterTile);
}
});
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: c823321064d5b2f4db21c4fdbd6b1c1f
timeCreated: 1523880895
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,170 @@
using Mapbox.Unity.MeshGeneration.Factories;
using System.Collections;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Map;
using Mapbox.Map;
using Mapbox.Unity.MeshGeneration.Enums;
using Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies;
using System;
using System.Collections.Generic;
namespace Mapbox.Unity.MeshGeneration.Factories
{
public class TerrainFactoryBase : AbstractTileFactory
{
public TerrainStrategy Strategy;
[SerializeField]
protected ElevationLayerProperties _elevationOptions = new ElevationLayerProperties();
protected TerrainDataFetcher DataFetcher;
public TerrainDataFetcher GetFetcher()
{
return DataFetcher;
}
public ElevationLayerProperties Properties
{
get
{
return _elevationOptions;
}
}
#region UnityMethods
private void OnDestroy()
{
if (DataFetcher != null)
{
DataFetcher.DataRecieved -= OnTerrainRecieved;
DataFetcher.FetchingError -= OnDataError;
}
}
#endregion
#region AbstractFactoryOverrides
protected override void OnInitialized()
{
Strategy.Initialize(_elevationOptions);
DataFetcher = ScriptableObject.CreateInstance<TerrainDataFetcher>();
DataFetcher.DataRecieved += OnTerrainRecieved;
DataFetcher.FetchingError += OnDataError;
}
public override void SetOptions(LayerProperties options)
{
_elevationOptions = (ElevationLayerProperties)options;
Strategy.Initialize(_elevationOptions);
}
protected override void OnRegistered(UnityTile tile)
{
if (Properties.sourceType == ElevationSourceType.None)
{
tile.SetHeightData(null);
tile.MeshFilter.mesh.Clear();
tile.ElevationType = TileTerrainType.None;
return;
}
if (Strategy is IElevationBasedTerrainStrategy)
{
tile.HeightDataState = TilePropertyState.Loading;
TerrainDataFetcherParameters parameters = new TerrainDataFetcherParameters()
{
canonicalTileId = tile.CanonicalTileId,
mapid = _elevationOptions.sourceOptions.Id,
tile = tile
};
DataFetcher.FetchData(parameters);
}
else
{
//reseting height data
tile.SetHeightData(null);
Strategy.RegisterTile(tile);
tile.HeightDataState = TilePropertyState.Loaded;
}
}
protected override void OnUnregistered(UnityTile tile)
{
if (_tilesWaitingResponse != null && _tilesWaitingResponse.Contains(tile))
{
_tilesWaitingResponse.Remove(tile);
}
Strategy.UnregisterTile(tile);
}
protected override void OnPostProcess(UnityTile tile)
{
Strategy.PostProcessTile(tile);
}
public override void UnbindEvents()
{
base.UnbindEvents();
}
protected override void OnUnbindEvents()
{
}
//public override void UpdateTileProperty(UnityTile tile, LayerUpdateArgs updateArgs)
//{
// updateArgs.property.UpdateProperty(tile);
// if (updateArgs.property.NeedsForceUpdate())
// {
// Register(tile);
// }
// //if (updateArgs.property is TerrainColliderOptions)
// //{
// // var existingCollider = tileBundleValue.Collider;
// // if (Properties.colliderOptions.addCollider)
// // {
// // if (existingCollider == null)
// // {
// // tileBundleValue.gameObject.AddComponent<MeshCollider>();
// // }
// // }
// // else
// // {
// // Destroy(tileBundleValue.Collider);
// // }
// //}
//}
#endregion
#region DataFetcherEvents
private void OnTerrainRecieved(UnityTile tile, RawPngRasterTile pngRasterTile)
{
if (tile != null)
{
_tilesWaitingResponse.Remove(tile);
if (tile.HeightDataState != TilePropertyState.Unregistered)
{
tile.SetHeightData(pngRasterTile.Data, _elevationOptions.requiredOptions.exaggerationFactor, _elevationOptions.modificationOptions.useRelativeHeight, _elevationOptions.colliderOptions.addCollider);
Strategy.RegisterTile(tile);
}
}
}
private void OnDataError(UnityTile tile, RawPngRasterTile rawTile, TileErrorEventArgs e)
{
base.OnErrorOccurred(tile, e);
if (tile != null)
{
_tilesWaitingResponse.Remove(tile);
if (tile.HeightDataState != TilePropertyState.Unregistered)
{
Strategy.DataErrorOccurred(tile, e);
tile.HeightDataState = TilePropertyState.Error;
}
}
}
#endregion
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: af9867f09d360f2409d9d08a0ff16906
timeCreated: 1522684959
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 9a7ab3f3c54be5140aecaed29e7e4f65
folderAsset: yes
timeCreated: 1522755730
licenseType: Free
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,401 @@
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Map;
using Mapbox.Map;
using Mapbox.Utils;
namespace Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies
{
public class ElevatedTerrainStrategy : TerrainStrategy, IElevationBasedTerrainStrategy
{
Mesh _stitchTarget;
protected Dictionary<UnwrappedTileId, Mesh> _meshData;
private MeshData _currentTileMeshData;
private MeshData _stitchTargetMeshData;
private List<Vector3> _newVertexList;
private List<Vector3> _newNormalList;
private List<Vector2> _newUvList;
private List<int> _newTriangleList;
private Vector3 _newDir;
private int _vertA, _vertB, _vertC;
private int _counter;
public override int RequiredVertexCount
{
get { return _elevationOptions.modificationOptions.sampleCount * _elevationOptions.modificationOptions.sampleCount; }
}
public override void Initialize(ElevationLayerProperties elOptions)
{
base.Initialize(elOptions);
_meshData = new Dictionary<UnwrappedTileId, Mesh>();
_currentTileMeshData = new MeshData();
_stitchTargetMeshData = new MeshData();
var sampleCountSquare = _elevationOptions.modificationOptions.sampleCount * _elevationOptions.modificationOptions.sampleCount;
_newVertexList = new List<Vector3>(sampleCountSquare);
_newNormalList = new List<Vector3>(sampleCountSquare);
_newUvList = new List<Vector2>(sampleCountSquare);
_newTriangleList = new List<int>();
}
public override void RegisterTile(UnityTile tile)
{
if (_elevationOptions.unityLayerOptions.addToLayer && tile.gameObject.layer != _elevationOptions.unityLayerOptions.layerId)
{
tile.gameObject.layer = _elevationOptions.unityLayerOptions.layerId;
}
if ((int)tile.ElevationType != (int)ElevationLayerType.TerrainWithElevation ||
tile.MeshFilter.mesh.vertexCount != RequiredVertexCount)
{
tile.MeshFilter.mesh.Clear();
CreateBaseMesh(tile);
tile.ElevationType = TileTerrainType.Elevated;
}
GenerateTerrainMesh(tile);
}
public override void UnregisterTile(UnityTile tile)
{
_meshData.Remove(tile.UnwrappedTileId);
}
public override void DataErrorOccurred(UnityTile t, TileErrorEventArgs e)
{
ResetToFlatMesh(t);
}
public override void PostProcessTile(UnityTile tile)
{
//if (_meshData.ContainsKey(tile.UnwrappedTileId))
//{
// FixStitches(tile.UnwrappedTileId, _meshData[tile.UnwrappedTileId]);
// tile.MeshFilter.mesh.RecalculateBounds();
//}
}
#region mesh gen
private void CreateBaseMesh(UnityTile tile)
{
//TODO use arrays instead of lists
_newVertexList.Clear();
_newNormalList.Clear();
_newUvList.Clear();
_newTriangleList.Clear();
var _sampleCount = _elevationOptions.modificationOptions.sampleCount;
for (float y = 0; y < _sampleCount; y++)
{
var yrat = y / (_sampleCount - 1);
for (float x = 0; x < _sampleCount; x++)
{
var xrat = x / (_sampleCount - 1);
var xx = Mathd.Lerp(tile.Rect.Min.x, tile.Rect.Max.x, xrat);
var yy = Mathd.Lerp(tile.Rect.Min.y, tile.Rect.Max.y, yrat);
_newVertexList.Add(new Vector3(
(float)(xx - tile.Rect.Center.x) * tile.TileScale,
0,
(float)(yy - tile.Rect.Center.y) * tile.TileScale));
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
_newUvList.Add(new Vector2(x * 1f / (_sampleCount - 1), 1 - (y * 1f / (_sampleCount - 1))));
}
}
int vertA, vertB, vertC;
for (int y = 0; y < _sampleCount - 1; y++)
{
for (int x = 0; x < _sampleCount - 1; x++)
{
vertA = (y * _sampleCount) + x;
vertB = (y * _sampleCount) + x + _sampleCount + 1;
vertC = (y * _sampleCount) + x + _sampleCount;
_newTriangleList.Add(vertA);
_newTriangleList.Add(vertB);
_newTriangleList.Add(vertC);
vertA = (y * _sampleCount) + x;
vertB = (y * _sampleCount) + x + 1;
vertC = (y * _sampleCount) + x + _sampleCount + 1;
_newTriangleList.Add(vertA);
_newTriangleList.Add(vertB);
_newTriangleList.Add(vertC);
}
}
var mesh = tile.MeshFilter.mesh;
mesh.SetVertices(_newVertexList);
mesh.SetNormals(_newNormalList);
mesh.SetUVs(0, _newUvList);
mesh.SetTriangles(_newTriangleList, 0);
}
private void GenerateTerrainMesh(UnityTile tile)
{
tile.MeshFilter.mesh.GetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.GetNormals(_currentTileMeshData.Normals);
var _sampleCount = _elevationOptions.modificationOptions.sampleCount;
for (float y = 0; y < _sampleCount; y++)
{
for (float x = 0; x < _sampleCount; x++)
{
_currentTileMeshData.Vertices[(int)(y * _sampleCount + x)] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * _sampleCount + x)].x,
tile.QueryHeightData(x / (_sampleCount - 1), 1 - y / (_sampleCount - 1)),
_currentTileMeshData.Vertices[(int)(y * _sampleCount + x)].z);
_currentTileMeshData.Normals[(int)(y * _sampleCount + x)] = Mapbox.Unity.Constants.Math.Vector3Zero;
}
}
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
for (int y = 0; y < _sampleCount - 1; y++)
{
for (int x = 0; x < _sampleCount - 1; x++)
{
_vertA = (y * _sampleCount) + x;
_vertB = (y * _sampleCount) + x + _sampleCount + 1;
_vertC = (y * _sampleCount) + x + _sampleCount;
_newDir = Vector3.Cross(_currentTileMeshData.Vertices[_vertB] - _currentTileMeshData.Vertices[_vertA], _currentTileMeshData.Vertices[_vertC] - _currentTileMeshData.Vertices[_vertA]);
_currentTileMeshData.Normals[_vertA] += _newDir;
_currentTileMeshData.Normals[_vertB] += _newDir;
_currentTileMeshData.Normals[_vertC] += _newDir;
_vertA = (y * _sampleCount) + x;
_vertB = (y * _sampleCount) + x + 1;
_vertC = (y * _sampleCount) + x + _sampleCount + 1;
_newDir = Vector3.Cross(_currentTileMeshData.Vertices[_vertB] - _currentTileMeshData.Vertices[_vertA], _currentTileMeshData.Vertices[_vertC] - _currentTileMeshData.Vertices[_vertA]);
_currentTileMeshData.Normals[_vertA] += _newDir;
_currentTileMeshData.Normals[_vertB] += _newDir;
_currentTileMeshData.Normals[_vertC] += _newDir;
}
}
FixStitches(tile.UnwrappedTileId, _currentTileMeshData);
tile.MeshFilter.mesh.SetNormals(_currentTileMeshData.Normals);
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.RecalculateBounds();
if (!_meshData.ContainsKey(tile.UnwrappedTileId))
{
_meshData.Add(tile.UnwrappedTileId, tile.MeshFilter.mesh);
}
if (_elevationOptions.colliderOptions.addCollider)
{
var meshCollider = tile.Collider as MeshCollider;
if (meshCollider)
{
meshCollider.sharedMesh = tile.MeshFilter.mesh;
}
}
}
private void ResetToFlatMesh(UnityTile tile)
{
if (tile.MeshFilter.mesh.vertexCount == 0)
{
CreateBaseMesh(tile);
}
else
{
tile.MeshFilter.mesh.GetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.GetNormals(_currentTileMeshData.Normals);
_counter = _currentTileMeshData.Vertices.Count;
for (int i = 0; i < _counter; i++)
{
_currentTileMeshData.Vertices[i] = new Vector3(
_currentTileMeshData.Vertices[i].x,
0,
_currentTileMeshData.Vertices[i].z);
_currentTileMeshData.Normals[i] = Mapbox.Unity.Constants.Math.Vector3Up;
}
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.SetNormals(_currentTileMeshData.Normals);
tile.MeshFilter.mesh.RecalculateBounds();
}
}
/// <summary>
/// Checkes all neighbours of the given tile and stitches the edges to achieve a smooth mesh surface.
/// </summary>
/// <param name="tileId">UnwrappedTileId of the tile being processed.</param>
/// <param name="mesh"></param>
private void FixStitches(UnwrappedTileId tileId, MeshData mesh)
{
var _sampleCount = _elevationOptions.modificationOptions.sampleCount;
var meshVertCount = mesh.Vertices.Count;
_stitchTarget = null;
_meshData.TryGetValue(tileId.North, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
//just snapping the y because vertex pos is relative and we'll have to do tile pos + vertex pos for x&z otherwise
mesh.Vertices[i] = new Vector3(
mesh.Vertices[i].x,
_stitchTargetMeshData.Vertices[meshVertCount - _sampleCount + i].y,
mesh.Vertices[i].z);
mesh.Normals[i] = new Vector3(_stitchTargetMeshData.Normals[meshVertCount - _sampleCount + i].x,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount + i].y,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount + i].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.South, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
mesh.Vertices[meshVertCount - _sampleCount + i] = new Vector3(
mesh.Vertices[meshVertCount - _sampleCount + i].x,
_stitchTargetMeshData.Vertices[i].y,
mesh.Vertices[meshVertCount - _sampleCount + i].z);
mesh.Normals[meshVertCount - _sampleCount + i] = new Vector3(
_stitchTargetMeshData.Normals[i].x,
_stitchTargetMeshData.Normals[i].y,
_stitchTargetMeshData.Normals[i].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.West, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
mesh.Vertices[i * _sampleCount] = new Vector3(
mesh.Vertices[i * _sampleCount].x,
_stitchTargetMeshData.Vertices[i * _sampleCount + _sampleCount - 1].y,
mesh.Vertices[i * _sampleCount].z);
mesh.Normals[i * _sampleCount] = new Vector3(
_stitchTargetMeshData.Normals[i * _sampleCount + _sampleCount - 1].x,
_stitchTargetMeshData.Normals[i * _sampleCount + _sampleCount - 1].y,
_stitchTargetMeshData.Normals[i * _sampleCount + _sampleCount - 1].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.East, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
mesh.Vertices[i * _sampleCount + _sampleCount - 1] = new Vector3(
mesh.Vertices[i * _sampleCount + _sampleCount - 1].x,
_stitchTargetMeshData.Vertices[i * _sampleCount].y,
mesh.Vertices[i * _sampleCount + _sampleCount - 1].z);
mesh.Normals[i * _sampleCount + _sampleCount - 1] = new Vector3(
_stitchTargetMeshData.Normals[i * _sampleCount].x,
_stitchTargetMeshData.Normals[i * _sampleCount].y,
_stitchTargetMeshData.Normals[i * _sampleCount].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.NorthWest, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[0] = new Vector3(
mesh.Vertices[0].x,
_stitchTargetMeshData.Vertices[meshVertCount - 1].y,
mesh.Vertices[0].z);
mesh.Normals[0] = new Vector3(
_stitchTargetMeshData.Normals[meshVertCount - 1].x,
_stitchTargetMeshData.Normals[meshVertCount - 1].y,
_stitchTargetMeshData.Normals[meshVertCount - 1].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.NorthEast, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[_sampleCount - 1] = new Vector3(
mesh.Vertices[_sampleCount - 1].x,
_stitchTargetMeshData.Vertices[meshVertCount - _sampleCount].y,
mesh.Vertices[_sampleCount - 1].z);
mesh.Normals[_sampleCount - 1] = new Vector3(
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount].x,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount].y,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.SouthWest, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[meshVertCount - _sampleCount] = new Vector3(
mesh.Vertices[meshVertCount - _sampleCount].x,
_stitchTargetMeshData.Vertices[_sampleCount - 1].y,
mesh.Vertices[meshVertCount - _sampleCount].z);
mesh.Normals[meshVertCount - _sampleCount] = new Vector3(
_stitchTargetMeshData.Normals[_sampleCount - 1].x,
_stitchTargetMeshData.Normals[_sampleCount - 1].y,
_stitchTargetMeshData.Normals[_sampleCount - 1].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.SouthEast, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[meshVertCount - 1] = new Vector3(
mesh.Vertices[meshVertCount - 1].x,
_stitchTargetMeshData.Vertices[0].y,
mesh.Vertices[meshVertCount - 1].z);
mesh.Normals[meshVertCount - 1] = new Vector3(
_stitchTargetMeshData.Normals[0].x,
_stitchTargetMeshData.Normals[0].y,
_stitchTargetMeshData.Normals[0].z);
}
}
#endregion
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: ea9b70aa9455c614f8701116ede4599d
timeCreated: 1522755494
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,534 @@
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Map;
using Mapbox.Map;
using Mapbox.Utils;
namespace Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies
{
public class ElevatedTerrainWithSidesStrategy : TerrainStrategy, IElevationBasedTerrainStrategy
{
Mesh _stitchTarget;
protected Dictionary<UnwrappedTileId, Mesh> _meshData;
private MeshData _currentTileMeshData;
private MeshData _stitchTargetMeshData;
private List<Vector3> _newVertexList;
private List<Vector3> _newNormalList;
private List<Vector2> _newUvList;
private List<int> _newTriangleList;
private Vector3 _newDir;
private int _vertA, _vertB, _vertC;
private int _counter;
public override int RequiredVertexCount
{
get { return _elevationOptions.modificationOptions.sampleCount * _elevationOptions.modificationOptions.sampleCount
+ (4 * _elevationOptions.modificationOptions.sampleCount); }
}
public override void Initialize(ElevationLayerProperties elOptions)
{
_elevationOptions = elOptions;
_meshData = new Dictionary<UnwrappedTileId, Mesh>();
_currentTileMeshData = new MeshData();
_stitchTargetMeshData = new MeshData();
var sampleCountSquare = _elevationOptions.modificationOptions.sampleCount * _elevationOptions.modificationOptions.sampleCount;
_newVertexList = new List<Vector3>(sampleCountSquare);
_newNormalList = new List<Vector3>(sampleCountSquare);
_newUvList = new List<Vector2>(sampleCountSquare);
_newTriangleList = new List<int>();
}
public override void RegisterTile(UnityTile tile)
{
if (_elevationOptions.unityLayerOptions.addToLayer && tile.gameObject.layer != _elevationOptions.unityLayerOptions.layerId)
{
tile.gameObject.layer = _elevationOptions.unityLayerOptions.layerId;
}
if (tile.RasterDataState != Enums.TilePropertyState.Loaded)
{
if (_elevationOptions.sideWallOptions.isActive)
{
var firstMat = tile.MeshRenderer.materials[0];
tile.MeshRenderer.materials = new Material[2]
{
firstMat,
_elevationOptions.sideWallOptions.wallMaterial
};
}
}
if (tile.MeshFilter.mesh.vertexCount != RequiredVertexCount)
{
CreateBaseMesh(tile);
}
if (_elevationOptions.colliderOptions.addCollider && tile.Collider == null)
{
tile.gameObject.AddComponent<MeshCollider>();
}
GenerateTerrainMesh(tile);
}
public override void DataErrorOccurred(UnityTile t, TileErrorEventArgs e)
{
ResetToFlatMesh(t);
}
private void CreateBaseMesh(UnityTile tile)
{
//TODO use arrays instead of lists
_newVertexList.Clear();
_newNormalList.Clear();
_newUvList.Clear();
_newTriangleList.Clear();
var _sampleCount = _elevationOptions.modificationOptions.sampleCount;
for (float y = 0; y < _sampleCount; y++)
{
var yrat = y / (_sampleCount - 1);
for (float x = 0; x < _sampleCount; x++)
{
var xrat = x / (_sampleCount - 1);
var xx = Mathd.Lerp(tile.Rect.Min.x, tile.Rect.Max.x, xrat);
var yy = Mathd.Lerp(tile.Rect.Min.y, tile.Rect.Max.y, yrat);
_newVertexList.Add(new Vector3(
(float)(xx - tile.Rect.Center.x) * tile.TileScale,
0,
(float)(yy - tile.Rect.Center.y) * tile.TileScale));
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
_newUvList.Add(new Vector2(x * 1f / (_sampleCount - 1), 1 - (y * 1f / (_sampleCount - 1))));
}
}
int vertA, vertB, vertC;
for (int y = 0; y < _sampleCount - 1; y++)
{
for (int x = 0; x < _sampleCount - 1; x++)
{
vertA = (y * _sampleCount) + x;
vertB = (y * _sampleCount) + x + _sampleCount + 1;
vertC = (y * _sampleCount) + x + _sampleCount;
_newTriangleList.Add(vertA);
_newTriangleList.Add(vertB);
_newTriangleList.Add(vertC);
vertA = (y * _sampleCount) + x;
vertB = (y * _sampleCount) + x + 1;
vertC = (y * _sampleCount) + x + _sampleCount + 1;
_newTriangleList.Add(vertA);
_newTriangleList.Add(vertB);
_newTriangleList.Add(vertC);
}
}
var sideVertBase = _newVertexList.Count;
var lastRow = (_sampleCount - 1) * _sampleCount;
var baseTriList = new List<int>();
for (int x = 0; x < _sampleCount; x++)
{
//side wall
//024
//135
_newVertexList.Add(_newVertexList[x]);
_newVertexList.Add(new Vector3(
_newVertexList[x].x,
-_elevationOptions.sideWallOptions.wallHeight,
_newVertexList[x].z));
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Forward);
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Forward);
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 1));
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 0));
//---
_newVertexList.Add(_newVertexList[x * _sampleCount]);
_newVertexList.Add(new Vector3(
_newVertexList[x * _sampleCount].x,
-_elevationOptions.sideWallOptions.wallHeight,
_newVertexList[x * _sampleCount].z));
_newNormalList.Add(Vector3.left);
_newNormalList.Add(Vector3.left);
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 1));
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 0));
//---
_newVertexList.Add(_newVertexList[(x + 1) * _sampleCount - 1]);
_newVertexList.Add(new Vector3(
_newVertexList[(x + 1) * _sampleCount - 1].x,
-_elevationOptions.sideWallOptions.wallHeight,
_newVertexList[(x + 1) * _sampleCount - 1].z));
_newNormalList.Add(Vector3.right);
_newNormalList.Add(Vector3.right);
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 1));
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 0));
//---
_newVertexList.Add(_newVertexList[lastRow + x]);
_newVertexList.Add(new Vector3(
_newVertexList[lastRow + x].x,
-_elevationOptions.sideWallOptions.wallHeight,
_newVertexList[lastRow + x].z));
_newNormalList.Add(Vector3.back);
_newNormalList.Add(Vector3.back);
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 1));
_newUvList.Add(new Vector2(_newUvList[x * _sampleCount].y, 0));
if (x > 0)
{
baseTriList.Add(sideVertBase + 8 * x);
baseTriList.Add(sideVertBase + 8 * x - 8);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1);
baseTriList.Add(sideVertBase + 8 * x);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1);
baseTriList.Add(sideVertBase + 8 * x + 1);
//---
baseTriList.Add(sideVertBase + 8 * x + 2);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1 + 2);
baseTriList.Add(sideVertBase + 8 * x - 8 + 2);
baseTriList.Add(sideVertBase + 8 * x + 2);
baseTriList.Add(sideVertBase + 8 * x + 1 + 2);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1 + 2);
//---
baseTriList.Add(sideVertBase + 8 * x + 4);
baseTriList.Add(sideVertBase + 8 * x - 8 + 4);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1 + 4);
baseTriList.Add(sideVertBase + 8 * x + 4);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1 + 4);
baseTriList.Add(sideVertBase + 8 * x + 1 + 4);
//---
baseTriList.Add(sideVertBase + 8 * x + 6);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1 + 6);
baseTriList.Add(sideVertBase + 8 * x - 8 + 6);
baseTriList.Add(sideVertBase + 8 * x + 6);
baseTriList.Add(sideVertBase + 8 * x + 1 + 6);
baseTriList.Add(sideVertBase + 8 * x - 8 + 1 + 6);
}
}
var mesh = tile.MeshFilter.mesh;
mesh.SetVertices(_newVertexList);
mesh.SetNormals(_newNormalList);
mesh.SetUVs(0, _newUvList);
mesh.subMeshCount = 2;
mesh.SetTriangles(_newTriangleList, 0);
mesh.SetTriangles(baseTriList, 1);
}
public override void UnregisterTile(UnityTile tile)
{
_meshData.Remove(tile.UnwrappedTileId);
}
/// <summary>
/// Creates the non-flat terrain mesh, using a grid by defined resolution (_sampleCount). Vertex order goes right & up. Normals are calculated manually and UV map is fitted/stretched 1-1.
/// Any additional scripts or logic, like MeshCollider or setting layer, can be done here.
/// </summary>
/// <param name="tile"></param>
// <param name="heightMultiplier">Multiplier for queried height value</param>
private void GenerateTerrainMesh(UnityTile tile)
{
tile.MeshFilter.mesh.GetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.GetNormals(_currentTileMeshData.Normals);
var _sampleCount = _elevationOptions.modificationOptions.sampleCount;
int sideStart = _sampleCount * _sampleCount;
for (float y = 0; y < _sampleCount; y++)
{
for (float x = 0; x < _sampleCount; x++)
{
_currentTileMeshData.Vertices[(int)(y * _sampleCount + x)] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * _sampleCount + x)].x,
tile.QueryHeightData(x / (_sampleCount - 1), 1 - y / (_sampleCount - 1)),
_currentTileMeshData.Vertices[(int)(y * _sampleCount + x)].z);
_currentTileMeshData.Normals[(int)(y * _sampleCount + x)] = Mapbox.Unity.Constants.Math.Vector3Zero;
if (y == 0)
{
_currentTileMeshData.Vertices[(int)(sideStart + 8 * x)] = _currentTileMeshData.Vertices[(int)(y * _sampleCount + x)];
}
else if (y == _sampleCount - 1)
{
_currentTileMeshData.Vertices[(int)(sideStart + 8 * x + 6)] = _currentTileMeshData.Vertices[(int)(y * _sampleCount + x)];
}
if (x == 0)
{
_currentTileMeshData.Vertices[(int)(sideStart + 8 * y + 2)] = _currentTileMeshData.Vertices[(int)(y * _sampleCount + x)];
}
else if (x == _sampleCount - 1)
{
_currentTileMeshData.Vertices[(int)(sideStart + 8 * y + 4)] = _currentTileMeshData.Vertices[(int)(y * _sampleCount + x)];
}
}
}
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
for (int y = 0; y < _sampleCount - 1; y++)
{
for (int x = 0; x < _sampleCount - 1; x++)
{
_vertA = (y * _sampleCount) + x;
_vertB = (y * _sampleCount) + x + _sampleCount + 1;
_vertC = (y * _sampleCount) + x + _sampleCount;
_newDir = Vector3.Cross(_currentTileMeshData.Vertices[_vertB] - _currentTileMeshData.Vertices[_vertA], _currentTileMeshData.Vertices[_vertC] - _currentTileMeshData.Vertices[_vertA]);
_currentTileMeshData.Normals[_vertA] += _newDir;
_currentTileMeshData.Normals[_vertB] += _newDir;
_currentTileMeshData.Normals[_vertC] += _newDir;
_vertA = (y * _sampleCount) + x;
_vertB = (y * _sampleCount) + x + 1;
_vertC = (y * _sampleCount) + x + _sampleCount + 1;
_newDir = Vector3.Cross(_currentTileMeshData.Vertices[_vertB] - _currentTileMeshData.Vertices[_vertA], _currentTileMeshData.Vertices[_vertC] - _currentTileMeshData.Vertices[_vertA]);
_currentTileMeshData.Normals[_vertA] += _newDir;
_currentTileMeshData.Normals[_vertB] += _newDir;
_currentTileMeshData.Normals[_vertC] += _newDir;
}
}
FixStitches(tile.UnwrappedTileId, _currentTileMeshData);
tile.MeshFilter.mesh.SetNormals(_currentTileMeshData.Normals);
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.RecalculateBounds();
if (!_meshData.ContainsKey(tile.UnwrappedTileId))
{
_meshData.Add(tile.UnwrappedTileId, tile.MeshFilter.mesh);
}
if (_elevationOptions.colliderOptions.addCollider)
{
var meshCollider = tile.Collider as MeshCollider;
if (meshCollider)
{
meshCollider.sharedMesh = tile.MeshFilter.mesh;
}
}
}
private void ResetToFlatMesh(UnityTile tile)
{
if (tile.MeshFilter.mesh.vertexCount == 0)
{
CreateBaseMesh(tile);
}
else
{
tile.MeshFilter.mesh.GetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.GetNormals(_currentTileMeshData.Normals);
_counter = _currentTileMeshData.Vertices.Count;
for (int i = 0; i < _counter; i++)
{
_currentTileMeshData.Vertices[i] = new Vector3(
_currentTileMeshData.Vertices[i].x,
0,
_currentTileMeshData.Vertices[i].z);
_currentTileMeshData.Normals[i] = Mapbox.Unity.Constants.Math.Vector3Up;
}
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.SetNormals(_currentTileMeshData.Normals);
tile.MeshFilter.mesh.RecalculateBounds();
}
}
/// <summary>
/// Checkes all neighbours of the given tile and stitches the edges to achieve a smooth mesh surface.
/// </summary>
/// <param name="tileId"></param>
/// <param name="mesh"></param>
private void FixStitches(UnwrappedTileId tileId, MeshData mesh)
{
var _sampleCount = _elevationOptions.modificationOptions.sampleCount;
var meshVertCount = _sampleCount * _sampleCount;
_stitchTarget = null;
_meshData.TryGetValue(tileId.North, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
//just snapping the y because vertex pos is relative and we'll have to do tile pos + vertex pos for x&z otherwise
mesh.Vertices[i] = new Vector3(
mesh.Vertices[i].x,
_stitchTargetMeshData.Vertices[meshVertCount - _sampleCount + i].y,
mesh.Vertices[i].z);
mesh.Vertices[meshVertCount + (8 * i)] = mesh.Vertices[i];
mesh.Normals[i] = new Vector3(_stitchTargetMeshData.Normals[meshVertCount - _sampleCount + i].x,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount + i].y,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount + i].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.South, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
mesh.Vertices[meshVertCount - _sampleCount + i] = new Vector3(
mesh.Vertices[meshVertCount - _sampleCount + i].x,
_stitchTargetMeshData.Vertices[i].y,
mesh.Vertices[meshVertCount - _sampleCount + i].z);
mesh.Vertices[meshVertCount + 6 + (8 * i)] = mesh.Vertices[meshVertCount - _sampleCount + i];
mesh.Normals[meshVertCount - _sampleCount + i] = new Vector3(
_stitchTargetMeshData.Normals[i].x,
_stitchTargetMeshData.Normals[i].y,
_stitchTargetMeshData.Normals[i].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.West, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
mesh.Vertices[i * _sampleCount] = new Vector3(
mesh.Vertices[i * _sampleCount].x,
_stitchTargetMeshData.Vertices[i * _sampleCount + _sampleCount - 1].y,
mesh.Vertices[i * _sampleCount].z);
mesh.Vertices[meshVertCount + 2 + (8 * i)] = mesh.Vertices[i * _sampleCount];
mesh.Normals[i * _sampleCount] = new Vector3(
_stitchTargetMeshData.Normals[i * _sampleCount + _sampleCount - 1].x,
_stitchTargetMeshData.Normals[i * _sampleCount + _sampleCount - 1].y,
_stitchTargetMeshData.Normals[i * _sampleCount + _sampleCount - 1].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.East, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < _sampleCount; i++)
{
mesh.Vertices[i * _sampleCount + _sampleCount - 1] = new Vector3(
mesh.Vertices[i * _sampleCount + _sampleCount - 1].x,
_stitchTargetMeshData.Vertices[i * _sampleCount].y,
mesh.Vertices[i * _sampleCount + _sampleCount - 1].z);
mesh.Vertices[meshVertCount + 4 + (8 * i)] = mesh.Vertices[i * _sampleCount + _sampleCount - 1];
mesh.Normals[i * _sampleCount + _sampleCount - 1] = new Vector3(
_stitchTargetMeshData.Normals[i * _sampleCount].x,
_stitchTargetMeshData.Normals[i * _sampleCount].y,
_stitchTargetMeshData.Normals[i * _sampleCount].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.NorthWest, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[0] = new Vector3(
mesh.Vertices[0].x,
_stitchTargetMeshData.Vertices[meshVertCount - 1].y,
mesh.Vertices[0].z);
mesh.Normals[0] = new Vector3(
_stitchTargetMeshData.Normals[meshVertCount - 1].x,
_stitchTargetMeshData.Normals[meshVertCount - 1].y,
_stitchTargetMeshData.Normals[meshVertCount - 1].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.NorthEast, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[_sampleCount - 1] = new Vector3(
mesh.Vertices[_sampleCount - 1].x,
_stitchTargetMeshData.Vertices[meshVertCount - _sampleCount].y,
mesh.Vertices[_sampleCount - 1].z);
mesh.Normals[_sampleCount - 1] = new Vector3(
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount].x,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount].y,
_stitchTargetMeshData.Normals[meshVertCount - _sampleCount].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.SouthWest, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[meshVertCount - _sampleCount] = new Vector3(
mesh.Vertices[meshVertCount - _sampleCount].x,
_stitchTargetMeshData.Vertices[_sampleCount - 1].y,
mesh.Vertices[meshVertCount - _sampleCount].z);
mesh.Normals[meshVertCount - _sampleCount] = new Vector3(
_stitchTargetMeshData.Normals[_sampleCount - 1].x,
_stitchTargetMeshData.Normals[_sampleCount - 1].y,
_stitchTargetMeshData.Normals[_sampleCount - 1].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.SouthEast, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[meshVertCount - 1] = new Vector3(
mesh.Vertices[meshVertCount - 1].x,
_stitchTargetMeshData.Vertices[0].y,
mesh.Vertices[meshVertCount - 1].z);
mesh.Normals[meshVertCount - 1] = new Vector3(
_stitchTargetMeshData.Normals[0].x,
_stitchTargetMeshData.Normals[0].y,
_stitchTargetMeshData.Normals[0].z);
}
}
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 3d67aa1b17136294b92c1a5f4d9d867a
timeCreated: 1522755493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,4 @@
public interface IElevationBasedTerrainStrategy
{
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 0629e9d95db9602439cbd191b7c35260
timeCreated: 1522756350
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,109 @@
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Map;
using Mapbox.Utils;
using Mapbox.Unity.Utilities;
namespace Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies
{
public class FlatSphereTerrainStrategy : TerrainStrategy
{
public float Radius { get { return _elevationOptions.modificationOptions.earthRadius; } }
public override int RequiredVertexCount
{
get { return _elevationOptions.modificationOptions.sampleCount * _elevationOptions.modificationOptions.sampleCount; }
}
public override void Initialize(ElevationLayerProperties elOptions)
{
_elevationOptions = elOptions;
}
public override void RegisterTile(UnityTile tile)
{
if (_elevationOptions.unityLayerOptions.addToLayer && tile.gameObject.layer != _elevationOptions.unityLayerOptions.layerId)
{
tile.gameObject.layer = _elevationOptions.unityLayerOptions.layerId;
}
if ((int)tile.ElevationType != (int)ElevationLayerType.GlobeTerrain ||
tile.MeshFilter.mesh.vertexCount != RequiredVertexCount)
{
tile.MeshFilter.mesh.Clear();
tile.ElevationType = TileTerrainType.Globe;
}
GenerateTerrainMesh(tile);
}
void GenerateTerrainMesh(UnityTile tile)
{
var verts = new List<Vector3>();
var _sampleCount = _elevationOptions.modificationOptions.sampleCount;
var _radius = _elevationOptions.modificationOptions.earthRadius;
for (float x = 0; x < _sampleCount; x++)
{
for (float y = 0; y < _sampleCount; y++)
{
var xx = Mathf.Lerp((float)tile.Rect.Min.x, ((float)tile.Rect.Min.x + (float)tile.Rect.Size.x),
x / (_sampleCount - 1));
var yy = Mathf.Lerp((float)tile.Rect.Max.y, ((float)tile.Rect.Max.y + (float)tile.Rect.Size.y),
y / (_sampleCount - 1));
var ll = Conversions.MetersToLatLon(new Vector2d(xx, yy));
var latitude = (float)(Mathf.Deg2Rad * ll.x);
var longitude = (float)(Mathf.Deg2Rad * ll.y);
float xPos = (_radius) * Mathf.Cos(latitude) * Mathf.Cos(longitude);
float zPos = (_radius) * Mathf.Cos(latitude) * Mathf.Sin(longitude);
float yPos = (_radius) * Mathf.Sin(latitude);
var pp = new Vector3(xPos, yPos, zPos);
verts.Add(pp);
}
}
var trilist = new List<int>();
for (int y = 0; y < _sampleCount - 1; y++)
{
for (int x = 0; x < _sampleCount - 1; x++)
{
trilist.Add((y * _sampleCount) + x);
trilist.Add((y * _sampleCount) + x + _sampleCount + 1);
trilist.Add((y * _sampleCount) + x + _sampleCount);
trilist.Add((y * _sampleCount) + x);
trilist.Add((y * _sampleCount) + x + 1);
trilist.Add((y * _sampleCount) + x + _sampleCount + 1);
}
}
var uvlist = new List<Vector2>();
var step = 1f / (_sampleCount - 1);
for (int i = 0; i < _sampleCount; i++)
{
for (int j = 0; j < _sampleCount; j++)
{
uvlist.Add(new Vector2(i * step, (j * step)));
}
}
tile.MeshFilter.mesh.SetVertices(verts);
tile.MeshFilter.mesh.SetTriangles(trilist, 0);
tile.MeshFilter.mesh.SetUVs(0, uvlist);
tile.MeshFilter.mesh.RecalculateBounds();
tile.MeshFilter.mesh.RecalculateNormals();
tile.transform.localPosition = Mapbox.Unity.Constants.Math.Vector3Zero;
}
public override void UnregisterTile(UnityTile tile)
{
}
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 830e93932f0e72840a1f6d588dce1a4a
timeCreated: 1522755493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,168 @@
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Map;
using Mapbox.Unity.Utilities;
namespace Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies
{
public class FlatTerrainStrategy : TerrainStrategy
{
Mesh _cachedQuad;
public override int RequiredVertexCount
{
get { return 4; }
}
public override void Initialize(ElevationLayerProperties elOptions)
{
_elevationOptions = elOptions;
}
public override void RegisterTile(UnityTile tile)
{
if (_elevationOptions.unityLayerOptions.addToLayer && tile.gameObject.layer != _elevationOptions.unityLayerOptions.layerId)
{
tile.gameObject.layer = _elevationOptions.unityLayerOptions.layerId;
}
if (tile.RasterDataState != Enums.TilePropertyState.Loaded ||
tile.MeshFilter.mesh.vertexCount != RequiredVertexCount)
{
if (_elevationOptions.sideWallOptions.isActive)
{
var firstMat = tile.MeshRenderer.materials[0];
tile.MeshRenderer.materials = new Material[2]
{
firstMat,
_elevationOptions.sideWallOptions.wallMaterial
};
}
}
if ((int)tile.ElevationType != (int)ElevationLayerType.FlatTerrain)
{
tile.MeshFilter.mesh.Clear();
// HACK: This is here in to make the system trigger a finished state.
tile.MeshFilter.sharedMesh = GetQuad(tile, _elevationOptions.sideWallOptions.isActive);
tile.ElevationType = TileTerrainType.Flat;
}
}
private Mesh GetQuad(UnityTile tile, bool buildSide)
{
if (_cachedQuad != null)
{
return _cachedQuad;
}
return buildSide ? BuildQuadWithSides(tile) : BuildQuad(tile);
}
Mesh BuildQuad(UnityTile tile)
{
var unityMesh = new Mesh();
var verts = new Vector3[4];
var norms = new Vector3[4];
verts[0] = tile.TileScale * ((tile.Rect.Min - tile.Rect.Center).ToVector3xz());
verts[1] = tile.TileScale * (new Vector3((float)(tile.Rect.Max.x - tile.Rect.Center.x), 0, (float)(tile.Rect.Min.y - tile.Rect.Center.y)));
verts[2] = tile.TileScale * ((tile.Rect.Max - tile.Rect.Center).ToVector3xz());
verts[3] = tile.TileScale * (new Vector3((float)(tile.Rect.Min.x - tile.Rect.Center.x), 0, (float)(tile.Rect.Max.y - tile.Rect.Center.y)));
norms[0] = Mapbox.Unity.Constants.Math.Vector3Up;
norms[1] = Mapbox.Unity.Constants.Math.Vector3Up;
norms[2] = Mapbox.Unity.Constants.Math.Vector3Up;
norms[3] = Mapbox.Unity.Constants.Math.Vector3Up;
unityMesh.vertices = verts;
unityMesh.normals = norms;
var trilist = new int[6] { 0, 1, 2, 0, 2, 3 };
unityMesh.SetTriangles(trilist, 0);
var uvlist = new Vector2[4]
{
new Vector2(0,1),
new Vector2(1,1),
new Vector2(1,0),
new Vector2(0,0)
};
unityMesh.uv = uvlist;
tile.MeshFilter.sharedMesh = unityMesh;
_cachedQuad = unityMesh;
return unityMesh;
}
private Mesh BuildQuadWithSides(UnityTile tile)
{
var unityMesh = new Mesh();
var verts = new Vector3[20];
var norms = new Vector3[20];
verts[0] = tile.TileScale * ((tile.Rect.Min - tile.Rect.Center).ToVector3xz());
verts[1] = tile.TileScale * (new Vector3((float)(tile.Rect.Max.x - tile.Rect.Center.x), 0, (float)(tile.Rect.Min.y - tile.Rect.Center.y)));
verts[2] = tile.TileScale * ((tile.Rect.Max - tile.Rect.Center).ToVector3xz());
verts[3] = tile.TileScale * (new Vector3((float)(tile.Rect.Min.x - tile.Rect.Center.x), 0, (float)(tile.Rect.Max.y - tile.Rect.Center.y)));
norms[0] = Mapbox.Unity.Constants.Math.Vector3Up;
norms[1] = Mapbox.Unity.Constants.Math.Vector3Up;
norms[2] = Mapbox.Unity.Constants.Math.Vector3Up;
norms[3] = Mapbox.Unity.Constants.Math.Vector3Up;
//verts goes
//01
//32
unityMesh.subMeshCount = 2;
Vector3 norm = Mapbox.Unity.Constants.Math.Vector3Up;
for (int i = 0; i < 4; i++)
{
verts[4 * (i + 1)] = verts[i];
verts[4 * (i + 1) + 1] = verts[i + 1];
verts[4 * (i + 1) + 2] = verts[i] + new Vector3(0, -_elevationOptions.sideWallOptions.wallHeight, 0);
verts[4 * (i + 1) + 3] = verts[i + 1] + new Vector3(0, -_elevationOptions.sideWallOptions.wallHeight, 0);
norm = Vector3.Cross(verts[4 * (i + 1) + 1] - verts[4 * (i + 1) + 2], verts[4 * (i + 1)] - verts[4 * (i + 1) + 1]).normalized;
norms[4 * (i + 1)] = norm;
norms[4 * (i + 1) + 1] = norm;
norms[4 * (i + 1) + 2] = norm;
norms[4 * (i + 1) + 3] = norm;
}
unityMesh.vertices = verts;
unityMesh.normals = norms;
var trilist = new List<int>(6) { 0, 1, 2, 0, 2, 3 };
unityMesh.SetTriangles(trilist, 0);
trilist = new List<int>(8);
for (int i = 0; i < 4; i++)
{
trilist.Add(4 * (i + 1));
trilist.Add(4 * (i + 1) + 2);
trilist.Add(4 * (i + 1) + 1);
trilist.Add(4 * (i + 1) + 1);
trilist.Add(4 * (i + 1) + 2);
trilist.Add(4 * (i + 1) + 3);
}
unityMesh.SetTriangles(trilist, 1);
var uvlist = new Vector2[20];
uvlist[0] = new Vector2(0, 1);
uvlist[1] = new Vector2(1, 1);
uvlist[2] = new Vector2(1, 0);
uvlist[3] = new Vector2(0, 0);
for (int i = 4; i < 20; i += 4)
{
uvlist[i] = new Vector2(1, 1);
uvlist[i + 1] = new Vector2(0, 1);
uvlist[i + 2] = new Vector2(1, 0);
uvlist[i + 3] = new Vector2(0, 0);
}
unityMesh.uv = uvlist;
tile.MeshFilter.sharedMesh = unityMesh;
_cachedQuad = unityMesh;
return unityMesh;
}
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: dc77d6f0c5be2cb49bf8014f58feeb43
timeCreated: 1522755493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,403 @@
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Map;
using Mapbox.Map;
using Mapbox.Utils;
using UnityEngine.Rendering;
namespace Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies
{
public class LowPolyTerrainStrategy : TerrainStrategy, IElevationBasedTerrainStrategy
{
protected Dictionary<UnwrappedTileId, Mesh> _meshData;
private Mesh _stitchTarget;
private MeshData _currentTileMeshData;
private MeshData _stitchTargetMeshData;
private List<Vector3> _newVertexList;
private List<Vector3> _newNormalList;
private List<Vector2> _newUvList;
private List<int> _newTriangleList;
private Vector3 _newDir;
private int _vertA, _vertB, _vertC;
private int _counter;
public override void Initialize(ElevationLayerProperties elOptions)
{
_elevationOptions = elOptions;
_meshData = new Dictionary<UnwrappedTileId, Mesh>();
_currentTileMeshData = new MeshData();
_stitchTargetMeshData = new MeshData();
var sampleCountSquare = _elevationOptions.modificationOptions.sampleCount * _elevationOptions.modificationOptions.sampleCount;
_newVertexList = new List<Vector3>(sampleCountSquare);
_newNormalList = new List<Vector3>(sampleCountSquare);
_newUvList = new List<Vector2>(sampleCountSquare);
_newTriangleList = new List<int>();
}
public override void UnregisterTile(UnityTile tile)
{
_meshData.Remove(tile.UnwrappedTileId);
}
public override void RegisterTile(UnityTile tile)
{
if (_elevationOptions.unityLayerOptions.addToLayer && tile.gameObject.layer != _elevationOptions.unityLayerOptions.layerId)
{
tile.gameObject.layer = _elevationOptions.unityLayerOptions.layerId;
}
if ((int)tile.ElevationType != (int)ElevationLayerType.LowPolygonTerrain ||
tile.MeshFilter.mesh.vertexCount != RequiredVertexCount)
{
tile.MeshFilter.mesh.Clear();
CreateBaseMesh(tile);
tile.ElevationType = TileTerrainType.LowPoly;
}
GenerateTerrainMesh(tile);
}
private void CreateBaseMesh(UnityTile tile)
{
//TODO use arrays instead of lists
_newVertexList.Clear();
_newNormalList.Clear();
_newUvList.Clear();
_newTriangleList.Clear();
var cap = (_elevationOptions.modificationOptions.sampleCount - 1);
for (float y = 0; y < cap; y++)
{
for (float x = 0; x < cap; x++)
{
var x1 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.x, tile.Rect.Max.x, x / cap) - tile.Rect.Center.x);
var y1 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.y, tile.Rect.Max.y, y / cap) - tile.Rect.Center.y);
var x2 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.x, tile.Rect.Max.x, (x + 1) / cap) - tile.Rect.Center.x);
var y2 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.y, tile.Rect.Max.y, (y + 1) / cap) - tile.Rect.Center.y);
var triStart = _newVertexList.Count;
_newVertexList.Add(new Vector3(x1, 0, y1));
_newVertexList.Add(new Vector3(x2, 0, y1));
_newVertexList.Add(new Vector3(x1, 0, y2));
//--
_newVertexList.Add(new Vector3(x2, 0, y1));
_newVertexList.Add(new Vector3(x2, 0, y2));
_newVertexList.Add(new Vector3(x1, 0, y2));
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
//--
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
_newUvList.Add(new Vector2(x / cap, 1 - y / cap));
_newUvList.Add(new Vector2((x + 1) / cap, 1 - y / cap));
_newUvList.Add(new Vector2(x / cap, 1 - (y + 1) / cap));
//--
_newUvList.Add(new Vector2((x + 1) / cap, 1 - y / cap));
_newUvList.Add(new Vector2((x + 1) / cap, 1 - (y + 1) / cap));
_newUvList.Add(new Vector2(x / cap, 1 - (y + 1) / cap));
_newTriangleList.Add(triStart);
_newTriangleList.Add(triStart + 1);
_newTriangleList.Add(triStart + 2);
//--
_newTriangleList.Add(triStart + 3);
_newTriangleList.Add(triStart + 4);
_newTriangleList.Add(triStart + 5);
}
}
var mesh = tile.MeshFilter.mesh;
mesh.indexFormat = IndexFormat.UInt32;
mesh.SetVertices(_newVertexList);
mesh.SetNormals(_newNormalList);
mesh.SetUVs(0, _newUvList);
mesh.SetTriangles(_newTriangleList, 0);
mesh.RecalculateBounds();
}
/// <summary>
/// Creates the non-flat terrain mesh, using a grid by defined resolution (_sampleCount). Vertex order goes right & up. Normals are calculated manually and UV map is fitted/stretched 1-1.
/// Any additional scripts or logic, like MeshCollider or setting layer, can be done here.
/// </summary>
/// <param name="tile"></param>
// <param name="heightMultiplier">Multiplier for queried height value</param>
private void GenerateTerrainMesh(UnityTile tile)
{
tile.MeshFilter.mesh.GetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.GetNormals(_currentTileMeshData.Normals);
var cap = (_elevationOptions.modificationOptions.sampleCount - 1);
for (float y = 0; y < cap; y++)
{
for (float x = 0; x < cap; x++)
{
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6].x,
tile.QueryHeightData(x / cap, 1 - y / cap),
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6].z);
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1].x,
tile.QueryHeightData((x + 1) / cap, 1 - y / cap),
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1].z);
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2].x,
tile.QueryHeightData(x / cap, 1 - (y + 1) / cap),
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2].z);
//--
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3].x,
tile.QueryHeightData((x + 1) / cap, 1 - y / cap),
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3].z);
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4].x,
tile.QueryHeightData((x + 1) / cap, 1 - (y + 1) / cap),
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4].z);
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5] = new Vector3(
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5].x,
tile.QueryHeightData(x / cap, 1 - (y + 1) / cap),
_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5].z);
_newDir = Vector3.Cross(_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6], _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6]);
_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 0] = _newDir;
_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 1] = _newDir;
_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 2] = _newDir;
//--
_newDir = Vector3.Cross(_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3], _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3]);
_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 3] = _newDir;
_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 4] = _newDir;
_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 5] = _newDir;
}
}
FixStitches(tile.UnwrappedTileId, _currentTileMeshData);
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.SetNormals(_currentTileMeshData.Normals);
tile.MeshFilter.mesh.RecalculateBounds();
if (!_meshData.ContainsKey(tile.UnwrappedTileId))
{
_meshData.Add(tile.UnwrappedTileId, tile.MeshFilter.mesh);
}
if (_elevationOptions.colliderOptions.addCollider)
{
var meshCollider = tile.Collider as MeshCollider;
if (meshCollider)
{
meshCollider.sharedMesh = tile.MeshFilter.mesh;
}
}
}
private void ResetToFlatMesh(UnityTile tile)
{
tile.MeshFilter.mesh.GetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.GetNormals(_currentTileMeshData.Normals);
_counter = _currentTileMeshData.Vertices.Count;
for (int i = 0; i < _counter; i++)
{
_currentTileMeshData.Vertices[i] = new Vector3(
_currentTileMeshData.Vertices[i].x,
0,
_currentTileMeshData.Vertices[i].z);
_currentTileMeshData.Normals[i] = Mapbox.Unity.Constants.Math.Vector3Up;
}
tile.MeshFilter.mesh.SetVertices(_currentTileMeshData.Vertices);
tile.MeshFilter.mesh.SetNormals(_currentTileMeshData.Normals);
}
/// <summary>
/// Checkes all neighbours of the given tile and stitches the edges to achieve a smooth mesh surface.
/// </summary>
/// <param name="tileId"></param>
/// <param name="mesh"></param>
private void FixStitches(UnwrappedTileId tileId, MeshData mesh)
{
var meshVertCount = mesh.Vertices.Count;
_stitchTarget = null;
_meshData.TryGetValue(tileId.North, out _stitchTarget);
var cap = _elevationOptions.modificationOptions.sampleCount - 1;
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < cap; i++)
{
mesh.Vertices[6 * i] = new Vector3(
mesh.Vertices[6 * i].x,
_stitchTargetMeshData.Vertices[6 * cap * (cap - 1) + 6 * i + 2].y,
mesh.Vertices[6 * i].z);
mesh.Vertices[6 * i + 1] = new Vector3(
mesh.Vertices[6 * i + 1].x,
_stitchTargetMeshData.Vertices[6 * cap * (cap - 1) + 6 * i + 4].y,
mesh.Vertices[6 * i + 1].z);
mesh.Vertices[6 * i + 3] = new Vector3(
mesh.Vertices[6 * i + 3].x,
_stitchTargetMeshData.Vertices[6 * cap * (cap - 1) + 6 * i + 4].y,
mesh.Vertices[6 * i + 3].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.South, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < cap; i++)
{
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 2] = new Vector3(
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 2].x,
_stitchTargetMeshData.Vertices[6 * i].y,
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 2].z);
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 5] = new Vector3(
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 5].x,
_stitchTargetMeshData.Vertices[6 * i].y,
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 5].z);
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 4] = new Vector3(
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 4].x,
_stitchTargetMeshData.Vertices[6 * i + 3].y,
mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 4].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.West, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < cap; i++)
{
mesh.Vertices[6 * cap * i] = new Vector3(
mesh.Vertices[6 * cap * i].x,
_stitchTargetMeshData.Vertices[6 * cap * i + 6 * cap - 5].y,
mesh.Vertices[6 * cap * i].z);
mesh.Vertices[6 * cap * i + 2] = new Vector3(
mesh.Vertices[6 * cap * i + 2].x,
_stitchTargetMeshData.Vertices[6 * cap * i + 6 * cap - 2].y,
mesh.Vertices[6 * cap * i + 2].z);
mesh.Vertices[6 * cap * i + 5] = new Vector3(
mesh.Vertices[6 * cap * i + 5].x,
_stitchTargetMeshData.Vertices[6 * cap * i + 6 * cap - 2].y,
mesh.Vertices[6 * cap * i + 5].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.East, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
for (int i = 0; i < cap; i++)
{
mesh.Vertices[6 * cap * i + 6 * cap - 5] = new Vector3(
mesh.Vertices[6 * cap * i + 6 * cap - 5].x,
_stitchTargetMeshData.Vertices[6 * cap * i].y,
mesh.Vertices[6 * cap * i + 6 * cap - 5].z);
mesh.Vertices[6 * cap * i + 6 * cap - 3] = new Vector3(
mesh.Vertices[6 * cap * i + 6 * cap - 3].x,
_stitchTargetMeshData.Vertices[6 * cap * i].y,
mesh.Vertices[6 * cap * i + 6 * cap - 3].z);
mesh.Vertices[6 * cap * i + 6 * cap - 2] = new Vector3(
mesh.Vertices[6 * cap * i + 6 * cap - 2].x,
_stitchTargetMeshData.Vertices[6 * cap * i + 5].y,
mesh.Vertices[6 * cap * i + 6 * cap - 2].z);
}
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.NorthWest, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[0] = new Vector3(
mesh.Vertices[0].x,
_stitchTargetMeshData.Vertices[meshVertCount - 2].y,
mesh.Vertices[0].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.NorthEast, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[6 * cap - 5] = new Vector3(
mesh.Vertices[6 * cap - 5].x,
_stitchTargetMeshData.Vertices[6 * (cap - 1) * cap + 2].y,
mesh.Vertices[6 * cap - 5].z);
mesh.Vertices[6 * cap - 3] = new Vector3(
mesh.Vertices[6 * cap - 3].x,
_stitchTargetMeshData.Vertices[6 * (cap - 1) * cap + 2].y,
mesh.Vertices[6 * cap - 3].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.SouthWest, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[6 * (cap - 1) * cap + 2] = new Vector3(
mesh.Vertices[6 * (cap - 1) * cap + 2].x,
_stitchTargetMeshData.Vertices[6 * cap - 5].y,
mesh.Vertices[6 * (cap - 1) * cap + 2].z);
mesh.Vertices[6 * (cap - 1) * cap + 5] = new Vector3(
mesh.Vertices[6 * (cap - 1) * cap + 5].x,
_stitchTargetMeshData.Vertices[6 * cap - 5].y,
mesh.Vertices[6 * (cap - 1) * cap + 5].z);
}
_stitchTarget = null;
_meshData.TryGetValue(tileId.SouthEast, out _stitchTarget);
if (_stitchTarget != null)
{
_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
mesh.Vertices[6 * cap * cap - 2] = new Vector3(
mesh.Vertices[6 * cap * cap - 2].x,
_stitchTargetMeshData.Vertices[0].y,
mesh.Vertices[6 * cap * cap - 2].z);
}
}
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 2e1d75acbfaded5459635c6030b0f915
timeCreated: 1522755493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,45 @@
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using System;
using Mapbox.Unity.Map;
using System.Collections.ObjectModel;
using Mapbox.Map;
namespace Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies
{
public class TerrainStrategy
{
[SerializeField]
protected ElevationLayerProperties _elevationOptions = new ElevationLayerProperties();
public virtual int RequiredVertexCount
{
get { return 0; }
}
public virtual void Initialize(ElevationLayerProperties elOptions)
{
_elevationOptions = elOptions;
}
public virtual void RegisterTile(UnityTile tile)
{
}
public virtual void PostProcessTile(UnityTile tile)
{
}
public virtual void UnregisterTile(UnityTile tile)
{
}
public virtual void DataErrorOccurred(UnityTile tile, TileErrorEventArgs e)
{
}
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 33b4040c296ec314793ac7182cc3e81c
timeCreated: 1522755493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,17 @@
namespace Mapbox.Unity.MeshGeneration.Factories
{
using Mapbox.Unity.MeshGeneration.Data;
using System;
public class TileProcessFinishedEventArgs : EventArgs
{
public AbstractTileFactory Factory;
public UnityTile Tile;
public TileProcessFinishedEventArgs(AbstractTileFactory vectorTileFactory, UnityTile tile)
{
Factory = vectorTileFactory;
Tile = tile;
}
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 2e9e504493544ff4baa22317cd678f87
timeCreated: 1532126963
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,38 @@
using Mapbox.Map;
using Mapbox.Unity.Map;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.MeshGeneration.Enums;
using System;
public class VectorDataFetcher : DataFetcher
{
public Action<UnityTile, VectorTile> DataRecieved = (t, s) => { };
public Action<UnityTile, VectorTile, TileErrorEventArgs> FetchingError = (t, r, s) => { };
//tile here should be totally optional and used only not to have keep a dictionary in terrain factory base
public override void FetchData(DataFetcherParameters parameters)
{
var vectorDaraParameters = parameters as VectorDataFetcherParameters;
if(vectorDaraParameters == null)
{
return;
}
var vectorTile = (vectorDaraParameters.useOptimizedStyle) ? new VectorTile(vectorDaraParameters.style.Id, vectorDaraParameters.style.Modified) : new VectorTile();
vectorDaraParameters.tile.AddTile(vectorTile);
vectorTile.Initialize(_fileSource, vectorDaraParameters.tile.CanonicalTileId, vectorDaraParameters.mapid, () =>
{
if (vectorDaraParameters.tile.CanonicalTileId != vectorTile.Id)
{
//this means tile object is recycled and reused. Returned data doesn't belong to this tile but probably the previous one. So we're trashing it.
return;
}
if (vectorTile.HasError)
{
FetchingError(vectorDaraParameters.tile, vectorTile, new TileErrorEventArgs(vectorDaraParameters.tile.CanonicalTileId, vectorTile.GetType(), vectorDaraParameters.tile, vectorTile.Exceptions));
}
else
{
DataRecieved(vectorDaraParameters.tile, vectorTile);
}
});
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: b666b1dbd8d5d6444a8fc9945c0106ce
timeCreated: 1524487271
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,475 @@
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Enums;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.MeshGeneration.Interfaces;
using Mapbox.Map;
using Mapbox.Unity.Map;
using System;
namespace Mapbox.Unity.MeshGeneration.Factories
{
/// <summary>
/// Vector Tile Factory
/// Vector data is much more detailed compared to terrain and image data so we have a different structure to process
/// vector data(compared to other factories). First of all, how does the vector data itself structured? Vector tile
/// data contains 'vector layers' as immediate children.And then each of these vector layers contains a number of
/// 'features' inside.I.e.vector data for a tile has 'building', 'road', 'landuse' etc layers. Then building layer
/// has a number of polygon features, road layer has line features etc.
/// Similar to this, vector tile factory contains bunch of 'layer visualizers' and each one of them corresponds to
/// one (or more) vector layers in data.So when data is received, factory goes through all layers inside and passes
/// them to designated layer visualizers.We're using layer name as key here, to find the designated layer visualizer,
/// like 'building', 'road'. (vector tile factory visual would help here). If it can't find a layer visualizer for
/// that layer, it'll be skipped and not processed at all.If all you need is 1-2 layers, it's indeed a big waste to
/// pull whole vector data and you can use 'Style Optimized Vector Tile Factory' to pull only the layer you want to use.
/// </summary>
//[CreateAssetMenu(menuName = "Mapbox/Factories/Vector Tile Factory")]
public class VectorTileFactory : AbstractTileFactory
{
#region Private/Protected Fields
private Dictionary<string, List<LayerVisualizerBase>> _layerBuilder;
private VectorLayerProperties _properties;
private Dictionary<UnityTile, HashSet<LayerVisualizerBase>> _layerProgress;
protected VectorDataFetcher DataFetcher;
#endregion
#region Properties
public string MapId
{
get
{
return _properties.sourceOptions.Id;
}
set
{
_properties.sourceOptions.Id = value;
}
}
public VectorLayerProperties Properties
{
get
{
return _properties;
}
}
#endregion
#region Public Methods
public void RedrawSubLayer(UnityTile tile, LayerVisualizerBase visualizer)
{
CreateFeatureWithBuilder(tile, visualizer.SubLayerProperties.coreOptions.layerName, visualizer);
}
public void UnregisterLayer(UnityTile tile, LayerVisualizerBase visualizer)
{
if (_layerProgress.ContainsKey(tile))
{
_layerProgress.Remove(tile);
}
if (_tilesWaitingProcessing.Contains(tile))
{
_tilesWaitingProcessing.Remove(tile);
}
if (visualizer != null)
{
visualizer.UnregisterTile(tile);
}
}
#endregion
#region Public Layer Operation Api Methods for
public virtual LayerVisualizerBase AddVectorLayerVisualizer(VectorSubLayerProperties subLayer)
{
//if its of type prefabitemoptions then separate the visualizer type
LayerVisualizerBase visualizer = CreateInstance<VectorLayerVisualizer>();
//TODO : FIX THIS !!
visualizer.LayerVisualizerHasChanged += UpdateTileFactory;
// Set honorBuildingSettings - need to set here in addition to the UI.
// Not setting it here can lead to wrong filtering.
bool isPrimitiveTypeValidForBuidingIds = (subLayer.coreOptions.geometryType == VectorPrimitiveType.Polygon) || (subLayer.coreOptions.geometryType == VectorPrimitiveType.Custom);
bool isSourceValidForBuildingIds = _properties.sourceType != VectorSourceType.MapboxStreets;
subLayer.honorBuildingIdSetting = isPrimitiveTypeValidForBuidingIds && isSourceValidForBuildingIds;
// Setup visualizer.
((VectorLayerVisualizer)visualizer).SetProperties(subLayer);
visualizer.Initialize();
if (visualizer == null)
{
return visualizer;
}
if (_layerBuilder.ContainsKey(visualizer.Key))
{
_layerBuilder[visualizer.Key].Add(visualizer);
}
else
{
_layerBuilder.Add(visualizer.Key, new List<LayerVisualizerBase> { visualizer });
}
return visualizer;
}
public virtual LayerVisualizerBase AddPOIVectorLayerVisualizer(PrefabItemOptions poiSubLayer)
{
LayerVisualizerBase visualizer = CreateInstance<LocationPrefabsLayerVisualizer>();
poiSubLayer.performanceOptions = _properties.performanceOptions;
((LocationPrefabsLayerVisualizer)visualizer).SetProperties((PrefabItemOptions)poiSubLayer);
visualizer.LayerVisualizerHasChanged += UpdateTileFactory;
visualizer.Initialize();
if (visualizer == null)
{
return null;
}
if (_layerBuilder.ContainsKey(visualizer.Key))
{
_layerBuilder[visualizer.Key].Add(visualizer);
}
else
{
_layerBuilder.Add(visualizer.Key, new List<LayerVisualizerBase>() { visualizer });
}
return visualizer;
}
public virtual LayerVisualizerBase FindVectorLayerVisualizer(VectorSubLayerProperties subLayer)
{
if (_layerBuilder.ContainsKey(subLayer.Key))
{
var visualizer = _layerBuilder[subLayer.Key].Find((obj) => obj.SubLayerProperties == subLayer);
return visualizer;
}
return null;
}
public virtual void RemoveVectorLayerVisualizer(LayerVisualizerBase subLayer)
{
subLayer.ClearCaches();
if (_layerBuilder.ContainsKey(subLayer.Key))
{
if (Properties.vectorSubLayers.Contains(subLayer.SubLayerProperties))
{
Properties.vectorSubLayers.Remove(subLayer.SubLayerProperties);
}
else if (subLayer.SubLayerProperties is PrefabItemOptions && Properties.locationPrefabList.Contains(subLayer.SubLayerProperties as PrefabItemOptions))
{
Properties.locationPrefabList.Remove(subLayer.SubLayerProperties as PrefabItemOptions);
}
subLayer.LayerVisualizerHasChanged -= UpdateTileFactory;
subLayer.UnbindSubLayerEvents();
_layerBuilder[subLayer.Key].Remove(subLayer);
}
}
#endregion
#region AbstractFactoryOverrides
/// <summary>
/// Set up sublayers using VectorLayerVisualizers.
/// </summary>
protected override void OnInitialized()
{
_layerProgress = new Dictionary<UnityTile, HashSet<LayerVisualizerBase>>();
_layerBuilder = new Dictionary<string, List<LayerVisualizerBase>>();
DataFetcher = ScriptableObject.CreateInstance<VectorDataFetcher>();
DataFetcher.DataRecieved += OnVectorDataRecieved;
DataFetcher.FetchingError += OnDataError;
CreatePOILayerVisualizers();
CreateLayerVisualizers();
}
protected override void OnRegistered(UnityTile tile)
{
if (string.IsNullOrEmpty(MapId) || _properties.sourceOptions.isActive == false || (_properties.vectorSubLayers.Count + _properties.locationPrefabList.Count) == 0)
{
tile.VectorDataState = TilePropertyState.None;
return;
}
tile.VectorDataState = TilePropertyState.Loading;
_tilesWaitingResponse.Add(tile);
VectorDataFetcherParameters parameters = new VectorDataFetcherParameters()
{
canonicalTileId = tile.CanonicalTileId,
mapid = MapId,
tile = tile,
useOptimizedStyle = _properties.useOptimizedStyle,
style = _properties.optimizedStyle
};
DataFetcher.FetchData(parameters);
}
protected override void OnUnregistered(UnityTile tile)
{
if (_layerProgress != null && _layerProgress.ContainsKey(tile))
{
_layerProgress.Remove(tile);
}
if (_tilesWaitingResponse != null && _tilesWaitingProcessing.Contains(tile))
{
_tilesWaitingProcessing.Remove(tile);
}
if (_layerBuilder != null)
{
foreach (var layer in _layerBuilder.Values)
{
foreach (var visualizer in layer)
{
visualizer.UnregisterTile(tile);
//visualizer.LayerVisualizerHasChanged -= UpdateTileFactory;
}
}
}
}
public override void Reset()
{
foreach (var layerList in _layerBuilder.Values)
{
foreach (var layerVisualizerBase in layerList)
{
layerVisualizerBase.ClearCaches();
}
}
_layerProgress.Clear();
_tilesWaitingResponse.Clear();
_tilesWaitingProcessing.Clear();
}
public override void SetOptions(LayerProperties options)
{
_properties = (VectorLayerProperties)options;
if (_layerBuilder != null)
{
RemoveAllLayerVisualiers();
CreatePOILayerVisualizers();
CreateLayerVisualizers();
}
}
public override void UpdateTileProperty(UnityTile tile, LayerUpdateArgs updateArgs)
{
updateArgs.property.UpdateProperty(tile);
if (updateArgs.property.NeedsForceUpdate())
{
Unregister(tile);
}
Register(tile);
}
protected override void UpdateTileFactory(object sender, EventArgs args)
{
VectorLayerUpdateArgs layerUpdateArgs = args as VectorLayerUpdateArgs;
layerUpdateArgs.factory = this;
base.UpdateTileFactory(sender, layerUpdateArgs);
}
/// <summary>
/// Method to be called when a tile error has occurred.
/// </summary>
/// <param name="e"><see cref="T:Mapbox.Map.TileErrorEventArgs"/> instance/</param>
protected override void OnErrorOccurred(UnityTile tile, TileErrorEventArgs e)
{
base.OnErrorOccurred(tile, e);
}
protected override void OnPostProcess(UnityTile tile)
{
}
public override void UnbindEvents()
{
base.UnbindEvents();
}
protected override void OnUnbindEvents()
{
if (_layerBuilder != null)
{
foreach (var layer in _layerBuilder.Values)
{
foreach (var visualizer in layer)
{
visualizer.LayerVisualizerHasChanged -= UpdateTileFactory;
visualizer.UnbindSubLayerEvents();
}
}
}
}
#endregion
#region DataFetcherEvents
private void OnVectorDataRecieved(UnityTile tile, Mapbox.Map.VectorTile vectorTile)
{
if (tile != null)
{
_tilesWaitingResponse.Remove(tile);
if (tile.VectorDataState != TilePropertyState.Unregistered)
{
tile.SetVectorData(vectorTile);
// FIXME: we can make the request BEFORE getting a response from these!
if (tile.HeightDataState == TilePropertyState.Loading ||
tile.RasterDataState == TilePropertyState.Loading)
{
tile.OnHeightDataChanged += DataChangedHandler;
tile.OnRasterDataChanged += DataChangedHandler;
}
else
{
CreateMeshes(tile);
}
}
}
}
private void DataChangedHandler(UnityTile tile)
{
if (tile.VectorDataState != TilePropertyState.Unregistered &&
tile.RasterDataState != TilePropertyState.Loading &&
tile.HeightDataState != TilePropertyState.Loading)
{
CreateMeshes(tile);
}
}
private void OnDataError(UnityTile tile, Mapbox.Map.VectorTile vectorTile, TileErrorEventArgs e)
{
if (tile != null)
{
_tilesWaitingResponse.Remove(tile);
if (tile.VectorDataState != TilePropertyState.Unregistered)
{
tile.SetVectorData(null);
tile.VectorDataState = TilePropertyState.Error;
OnErrorOccurred(e);
}
}
}
#endregion
#region Private Methods
private void CreateMeshes(UnityTile tile)
{
foreach (var layerName in tile.VectorData.Data.LayerNames())
{
if (_layerBuilder.ContainsKey(layerName))
{
foreach (var builder in _layerBuilder[layerName])
{
CreateFeatureWithBuilder(tile, layerName, builder);
}
}
}
//emptylayer for visualizers that don't depend on outside data sources
string emptyLayer = "";
if (_layerBuilder.ContainsKey(emptyLayer))
{
foreach (var builder in _layerBuilder[emptyLayer])
{
CreateFeatureWithBuilder(tile, emptyLayer, builder);
}
}
if (!_layerProgress.ContainsKey(tile))
{
tile.VectorDataState = TilePropertyState.Loaded;
}
}
private void CreateFeatureWithBuilder(UnityTile tile, string layerName, LayerVisualizerBase builder)
{
if (builder.Active)
{
if (_layerProgress.ContainsKey(tile))
{
_layerProgress[tile].Add(builder);
}
else
{
_layerProgress.Add(tile, new HashSet<LayerVisualizerBase> { builder });
if (!_tilesWaitingProcessing.Contains(tile))
{
_tilesWaitingProcessing.Add(tile);
}
}
if (layerName != "")
{
builder.Create(tile.VectorData.Data.GetLayer(layerName), tile, DecreaseProgressCounter);
}
else
{
//just pass the first available layer - we should create a static null layer for this
builder.Create(tile.VectorData.Data.GetLayer(tile.VectorData.Data.LayerNames()[0]), tile, DecreaseProgressCounter);
}
}
}
private void DecreaseProgressCounter(UnityTile tile, LayerVisualizerBase builder)
{
if (_layerProgress.ContainsKey(tile))
{
if (_layerProgress[tile].Contains(builder))
{
_layerProgress[tile].Remove(builder);
}
if (_layerProgress[tile].Count == 0)
{
_layerProgress.Remove(tile);
_tilesWaitingProcessing.Remove(tile);
tile.VectorDataState = TilePropertyState.Loaded;
}
}
}
private void CreatePOILayerVisualizers()
{
foreach (var item in _properties.locationPrefabList)
{
AddPOIVectorLayerVisualizer(item);
}
}
private void CreateLayerVisualizers()
{
foreach (var sublayer in _properties.vectorSubLayers)
{
AddVectorLayerVisualizer(sublayer);
}
}
private void RemoveAllLayerVisualiers()
{
//Clearing gameobjects pooled and managed by modifiers to prevent zombie gameobjects.
foreach (var pairs in _layerBuilder)
{
foreach (var layerVisualizerBase in pairs.Value)
{
layerVisualizerBase.ClearCaches();
}
}
_layerBuilder.Clear();
}
#endregion
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 63d97cb1cfb3f1b499c24763afa54873
timeCreated: 1520300453
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: