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6 months ago
using Mapbox.Unity.Map;
namespace Mapbox.Unity.MeshGeneration.Modifiers
{
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Assets.Mapbox.Unity.MeshGeneration.Modifiers.MeshModifiers;
using System;
/// <summary>
/// Polygon modifier creates the polygon (vertex&triangles) using the original vertex list.
/// Currently uses Triangle.Net for triangulation, which occasionally adds extra vertices to maintain a good triangulation so output vertex list might not be exactly same as the original vertex list.
/// </summary>
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Polygon Mesh Modifier")]
public class PolygonMeshModifier : MeshGenerationBase
{
public override ModifierType Type
{
get { return ModifierType.Preprocess; }
}
private UVModifierOptions _options;
private Vector3 _v1, _v2;
#region Atlas Fields
private Vector3 _vert;
private AtlasEntity _currentFacade;
private Quaternion _textureDirection;
private Vector2[] _textureUvCoordinates;
private Vector3 _vertexRelativePos;
private Vector3 _firstVert;
private float minx;
private float miny;
private float maxx;
private float maxy;
#endregion
public override void SetProperties(ModifierProperties properties)
{
_options = (UVModifierOptions) properties;
_options.PropertyHasChanged += UpdateModifier;
}
public override void UnbindProperties()
{
_options.PropertyHasChanged -= UpdateModifier;
}
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
{
if (Criteria != null && Criteria.Count > 0)
{
foreach (var criterion in Criteria)
{
if (criterion.ShouldReplaceFeature(feature))
{
return;
}
}
}
var _counter = feature.Points.Count;
var subset = new List<List<Vector3>>(_counter);
Data flatData = null;
List<int> result = null;
var currentIndex = 0;
int vertCount = 0, polygonVertexCount = 0;
List<int> triList = null;
List<Vector3> sub = null;
for (int i = 0; i < _counter; i++)
{
sub = feature.Points[i];
//earcut is built to handle one polygon with multiple holes
//point data can contain multiple polygons though, so we're handling them separately here
vertCount = md.Vertices.Count;
if (IsClockwise(sub) && vertCount > 0)
{
flatData = EarcutLibrary.Flatten(subset);
result = EarcutLibrary.Earcut(flatData.Vertices, flatData.Holes, flatData.Dim);
polygonVertexCount = result.Count;
if (triList == null)
{
triList = new List<int>(polygonVertexCount);
}
else
{
triList.Capacity = triList.Count + polygonVertexCount;
}
for (int j = 0; j < polygonVertexCount; j++)
{
triList.Add(result[j] + currentIndex);
}
currentIndex = vertCount;
subset.Clear();
}
subset.Add(sub);
polygonVertexCount = sub.Count;
md.Vertices.Capacity = md.Vertices.Count + polygonVertexCount;
md.Normals.Capacity = md.Normals.Count + polygonVertexCount;
md.Edges.Capacity = md.Edges.Count + polygonVertexCount * 2;
var _size = md.TileRect.Size;
for (int j = 0; j < polygonVertexCount; j++)
{
md.Edges.Add(vertCount + ((j + 1) % polygonVertexCount));
md.Edges.Add(vertCount + j);
md.Vertices.Add(sub[j]);
md.Tangents.Add(Constants.Math.Vector3Forward);
md.Normals.Add(Constants.Math.Vector3Up);
if (_options.style == StyleTypes.Satellite)
{
var fromBottomLeft = new Vector2(
(float) (((sub[j].x + md.PositionInTile.x) / tile.TileScale + _size.x / 2) / _size.x),
(float) (((sub[j].z + md.PositionInTile.z) / tile.TileScale + _size.x / 2) / _size.x));
md.UV[0].Add(fromBottomLeft);
}
else if (_options.texturingType == UvMapType.Tiled)
{
md.UV[0].Add(new Vector2(sub[j].x, sub[j].z));
}
}
}
flatData = EarcutLibrary.Flatten(subset);
result = EarcutLibrary.Earcut(flatData.Vertices, flatData.Holes, flatData.Dim);
polygonVertexCount = result.Count;
if (_options.texturingType == UvMapType.Atlas || _options.texturingType == UvMapType.AtlasWithColorPalette)
{
_currentFacade = _options.atlasInfo.Roofs[UnityEngine.Random.Range(0, _options.atlasInfo.Roofs.Count)];
minx = float.MaxValue;
miny = float.MaxValue;
maxx = float.MinValue;
maxy = float.MinValue;
_textureUvCoordinates = new Vector2[md.Vertices.Count];
_textureDirection = Quaternion.FromToRotation((md.Vertices[0] - md.Vertices[1]), Mapbox.Unity.Constants.Math.Vector3Right);
_textureUvCoordinates[0] = new Vector2(0, 0);
_firstVert = md.Vertices[0];
for (int i = 1; i < md.Vertices.Count; i++)
{
_vert = md.Vertices[i];
_vertexRelativePos = _vert - _firstVert;
_vertexRelativePos = _textureDirection * _vertexRelativePos;
_textureUvCoordinates[i] = new Vector2(_vertexRelativePos.x, _vertexRelativePos.z);
if (_vertexRelativePos.x < minx)
minx = _vertexRelativePos.x;
if (_vertexRelativePos.x > maxx)
maxx = _vertexRelativePos.x;
if (_vertexRelativePos.z < miny)
miny = _vertexRelativePos.z;
if (_vertexRelativePos.z > maxy)
maxy = _vertexRelativePos.z;
}
var width = maxx - minx;
var height = maxy - miny;
for (int i = 0; i < md.Vertices.Count; i++)
{
md.UV[0].Add(new Vector2(
(((_textureUvCoordinates[i].x - minx) / width) * _currentFacade.TextureRect.width) + _currentFacade.TextureRect.x,
(((_textureUvCoordinates[i].y - miny) / height) * _currentFacade.TextureRect.height) + _currentFacade.TextureRect.y));
}
}
if (triList == null)
{
triList = new List<int>(polygonVertexCount);
}
else
{
triList.Capacity = triList.Count + polygonVertexCount;
}
for (int i = 0; i < polygonVertexCount; i++)
{
triList.Add(result[i] + currentIndex);
}
md.Triangles.Add(triList);
}
private bool IsClockwise(IList<Vector3> vertices)
{
double sum = 0.0;
var _counter = vertices.Count;
for (int i = 0; i < _counter; i++)
{
_v1 = vertices[i];
_v2 = vertices[(i + 1) % _counter];
sum += (_v2.x - _v1.x) * (_v2.z + _v1.z);
}
return sum > 0.0;
}
}
}