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namespace Mapbox.Unity.MeshGeneration.Modifiers
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{
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using System.Collections.Generic;
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using UnityEngine;
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using Mapbox.Unity.MeshGeneration.Data;
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using System;
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[CreateAssetMenu(menuName = "Mapbox/Modifiers/Smooth Height for Buildings Modifier")]
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public class ChamferHeightModifier : MeshModifier
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{
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[SerializeField]
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[Tooltip("Flatten top polygons to prevent unwanted slanted roofs because of the bumpy terrain")]
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private bool _flatTops;
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[SerializeField]
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[Tooltip("Fixed height value for ForceHeight option")]
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private float _height;
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[SerializeField]
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[Tooltip("Fix all features to certain height, suggested to be used for pushing roads above terrain level to prevent z-fighting.")]
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private bool _forceHeight;
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[SerializeField]
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[Range(0.1f,2)]
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[Tooltip("Chamfer width value")]
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private float _offset = 0.2f;
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public override ModifierType Type { get { return ModifierType.Preprocess; } }
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public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
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{
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if (md.Vertices.Count == 0 || feature == null || feature.Points.Count < 1)
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return;
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var minHeight = 0f;
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float hf = _height;
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if (!_forceHeight)
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{
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GetHeightData(feature, tile.TileScale, ref minHeight, ref hf);
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}
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var max = md.Vertices[0].y;
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var min = md.Vertices[0].y;
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if (_flatTops)
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{
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FlattenTops(md, minHeight, ref hf, ref max, ref min);
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}
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else
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{
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for (int i = 0; i < md.Vertices.Count; i++)
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{
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md.Vertices[i] = new Vector3(md.Vertices[i].x, md.Vertices[i].y + minHeight + hf, md.Vertices[i].z);
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}
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}
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var originalVertexCount = md.Vertices.Count;
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Chamfer(feature, md, tile);
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Sides(feature, md, hf, originalVertexCount);
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}
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private void Sides(VectorFeatureUnity feature, MeshData meshData, float hf, int originalVertexCount)
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{
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float d = 0f;
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Vector3 v1;
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Vector3 v2 = Mapbox.Unity.Constants.Math.Vector3Zero;
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int ind = 0;
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var wallTri = new List<int>();
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var wallUv = new List<Vector2>();
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meshData.Vertices.Add(new Vector3(meshData.Vertices[originalVertexCount - 1].x, meshData.Vertices[originalVertexCount - 1].y - hf, meshData.Vertices[originalVertexCount - 1].z));
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meshData.Tangents.Add(meshData.Tangents[originalVertexCount - 1]);
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wallUv.Add(new Vector2(0, -hf));
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meshData.Normals.Add(meshData.Normals[originalVertexCount - 1]);
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for (int i = 0; i < meshData.Edges.Count; i += 2)
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{
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v1 = meshData.Vertices[meshData.Edges[i]];
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v2 = meshData.Vertices[meshData.Edges[i + 1]];
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ind = meshData.Vertices.Count;
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meshData.Vertices.Add(v1);
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meshData.Vertices.Add(v2);
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meshData.Vertices.Add(new Vector3(v1.x, v1.y - hf, v1.z));
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meshData.Vertices.Add(new Vector3(v2.x, v2.y - hf, v2.z));
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meshData.Normals.Add(meshData.Normals[meshData.Edges[i]]);
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meshData.Normals.Add(meshData.Normals[meshData.Edges[i + 1]]);
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meshData.Normals.Add(meshData.Normals[meshData.Edges[i]]);
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meshData.Normals.Add(meshData.Normals[meshData.Edges[i + 1]]);
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meshData.Tangents.Add(v2 - v1.normalized);
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meshData.Tangents.Add(v2 - v1.normalized);
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meshData.Tangents.Add(v2 - v1.normalized);
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meshData.Tangents.Add(v2 - v1.normalized);
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d = (v2 - v1).magnitude;
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wallUv.Add(new Vector2(0, 0));
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wallUv.Add(new Vector2(d, 0));
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wallUv.Add(new Vector2(0, -hf));
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wallUv.Add(new Vector2(d, -hf));
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wallTri.Add(ind);
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wallTri.Add(ind + 1);
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wallTri.Add(ind + 2);
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wallTri.Add(ind + 1);
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wallTri.Add(ind + 3);
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wallTri.Add(ind + 2);
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}
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meshData.Triangles.Add(wallTri);
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meshData.UV[0].AddRange(wallUv);
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}
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private static void FlattenTops(MeshData meshData, float minHeight, ref float hf, ref float max, ref float min)
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{
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for (int i = 0; i < meshData.Vertices.Count; i++)
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{
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if (meshData.Vertices[i].y > max)
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max = meshData.Vertices[i].y;
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else if (meshData.Vertices[i].y < min)
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min = meshData.Vertices[i].y;
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}
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for (int i = 0; i < meshData.Vertices.Count; i++)
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{
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meshData.Vertices[i] = new Vector3(meshData.Vertices[i].x, max + minHeight + hf, meshData.Vertices[i].z);
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}
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hf += max - min;
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}
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private static void GetHeightData(VectorFeatureUnity feature, float scale, ref float minHeight, ref float hf)
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{
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if (feature.Properties.ContainsKey("height"))
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{
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hf = Convert.ToSingle(feature.Properties["height"]);
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hf *= scale;
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if (feature.Properties.ContainsKey("min_height"))
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{
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minHeight = Convert.ToSingle(feature.Properties["min_height"]) * scale;
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hf -= minHeight;
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}
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}
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if (feature.Properties.ContainsKey("ele"))
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{
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hf = Convert.ToSingle(feature.Properties["ele"]);
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hf *= scale;
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}
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}
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public void Chamfer(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
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{
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if (md.Vertices.Count == 0 || feature.Points.Count < 1)
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return;
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List<Vector3> newVertices = new List<Vector3>();
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List<Vector2> newUV = new List<Vector2>();
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md.Normals.Clear();
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md.Edges.Clear();
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md.Tangents.Clear();
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for (int t = 0; t < md.Triangles[0].Count; t++)
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{
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md.Triangles[0][t] *= 3;
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}
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var next = 0; var current = 0; var prev = 0;
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Vector3 v1, v2, n1, n2, pij1, pij2, pjk1, pjk2;
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Vector3 poi, close1, close2;
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var start = 0;
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for (int i = 0; i < feature.Points.Count; i++)
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{
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var count = feature.Points[i].Count;
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var cst = newVertices.Count;
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for (int j = 0; j < count; j++)
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{
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if (j == count - 1)
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{
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newVertices.Add(newVertices[cst]);
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newVertices.Add(newVertices[cst + 1]);
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newVertices.Add(newVertices[cst + 2]);
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newUV.Add(newUV[cst]);
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newUV.Add(newUV[cst + 1]);
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newUV.Add(newUV[cst + 2]);
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md.Normals.Add(md.Normals[cst]);
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md.Normals.Add(md.Normals[cst + 1]);
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md.Normals.Add(md.Normals[cst + 2]);
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md.Tangents.Add(md.Tangents[cst]);
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md.Tangents.Add(md.Tangents[cst + 1]);
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md.Tangents.Add(md.Tangents[cst + 2]);
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continue;
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}
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current = start + j;
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if (j > 0)
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next = start + j - 1;
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else
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next = start + j - 1 + count - 1; //another -1 as last item equals first
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prev = start + j + 1;
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v1 = new Vector3(
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md.Vertices[current].x - md.Vertices[next].x, 0,
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md.Vertices[current].z - md.Vertices[next].z);
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v1.Normalize();
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v1 *= -_offset;
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n1 = new Vector3(-v1.z, 0, v1.x);
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pij1 = new Vector3(
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(float)(md.Vertices[next].x + n1.x), 0,
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(float)(md.Vertices[next].z + n1.z));
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pij2 = new Vector3(
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(float)(md.Vertices[current].x + n1.x), 0,
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(float)(md.Vertices[current].z + n1.z));
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v2 = new Vector3(
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md.Vertices[prev].x - md.Vertices[current].x, 0,
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md.Vertices[prev].z - md.Vertices[current].z);
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v2.Normalize();
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v2 *= -_offset;
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n2 = new Vector3(-v2.z, 0, v2.x);
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pjk1 = new Vector3(
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(float)(md.Vertices[current].x + n2.x), 0,
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(float)(md.Vertices[current].z + n2.z));
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pjk2 = new Vector3(
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(float)(md.Vertices[prev].x + n2.x), 0,
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(float)(md.Vertices[prev].z + n2.z));
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// See where the shifted lines ij and jk intersect.
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bool lines_intersect, segments_intersect;
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FindIntersection(pij1, pij2, pjk1, pjk2,
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out lines_intersect, out segments_intersect,
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out poi, out close1, out close2);
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var d = Vector3.Distance(poi, pij2);
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if (d > 10 * _offset)
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{
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poi = new Vector3((md.Vertices[current].x + (poi - (-v1 - v2)).normalized.x), 0,
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(md.Vertices[current].z + (poi - (-v1 - v2)).normalized.z));
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}
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newVertices.Add(new Vector3(poi.x, poi.y + _offset + md.Vertices[current].y, poi.z));
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newVertices.Add(md.Vertices[current] + v1);
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newVertices.Add(md.Vertices[current] - v2);
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md.Normals.Add(Constants.Math.Vector3Up);
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md.Normals.Add(-n1);
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md.Normals.Add(-n2);
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md.Tangents.Add(v1 - v2);
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md.Tangents.Add(v1 - v2);
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md.Tangents.Add(v1 - v2);
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newUV.Add(md.UV[0][current]);
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newUV.Add(md.UV[0][current]);
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newUV.Add(md.UV[0][current]);
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md.Triangles[0].Add(3 * current);
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md.Triangles[0].Add(3 * current + 1);
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md.Triangles[0].Add(3 * current + 2);
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md.Edges.Add(3 * current + 2);
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md.Edges.Add(3 * current + 1);
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md.Triangles[0].Add(3 * prev);
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md.Triangles[0].Add(3 * current + 2);
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md.Triangles[0].Add(3 * prev + 1);
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md.Triangles[0].Add(3 * current);
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md.Triangles[0].Add(3 * current + 2);
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md.Triangles[0].Add(3 * prev);
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md.Edges.Add(3 * prev + 1);
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md.Edges.Add(3 * current + 2);
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}
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start += count;
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}
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md.Vertices = newVertices;
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md.UV[0] = newUV;
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}
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private List<Vector3> GetEnlargedPolygon(List<Vector3> old_points, float offset)
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{
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List<Vector3> enlarged_points = new List<Vector3>();
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int num_points = old_points.Count;
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for (int j = 0; j < num_points; j++)
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{
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// Find the new location for point j.
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// Find the points before and after j.
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int i = (j - 1);
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if (i < 0) i += num_points;
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int k = (j + 1) % num_points;
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// Move the points by the offset.
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Vector3 v1 = new Vector3(
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old_points[j].x - old_points[i].x, 0,
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old_points[j].z - old_points[i].z);
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v1.Normalize();
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v1 *= offset;
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Vector3 n1 = new Vector3(-v1.z, 0, v1.x);
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Vector3 pij1 = new Vector3(
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(float)(old_points[i].x + n1.x), 0,
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(float)(old_points[i].z + n1.z));
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Vector3 pij2 = new Vector3(
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(float)(old_points[j].x + n1.x), 0,
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(float)(old_points[j].z + n1.z));
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Vector3 v2 = new Vector3(
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old_points[k].x - old_points[j].x, 0,
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old_points[k].z - old_points[j].z);
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v2.Normalize();
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v2 *= offset;
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Vector3 n2 = new Vector3(-v2.z, 0, v2.x);
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Vector3 pjk1 = new Vector3(
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(float)(old_points[j].x + n2.x), 0,
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(float)(old_points[j].z + n2.z));
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Vector3 pjk2 = new Vector3(
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(float)(old_points[k].x + n2.x), 0,
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(float)(old_points[k].z + n2.z));
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// See where the shifted lines ij and jk intersect.
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bool lines_intersect, segments_intersect;
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Vector3 poi, close1, close2;
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FindIntersection(pij1, pij2, pjk1, pjk2,
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out lines_intersect, out segments_intersect,
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out poi, out close1, out close2);
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Debug.Assert(lines_intersect,
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"Edges " + i + "-->" + j + " and " +
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j + "-->" + k + " are parallel");
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enlarged_points.Add(poi);
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}
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return enlarged_points;
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}
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// Find the point of intersection between
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// the lines p1 --> p2 and p3 --> p4.
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private void FindIntersection(
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Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
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out bool lines_intersect, out bool segments_intersect,
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out Vector3 intersection,
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out Vector3 close_p1, out Vector3 close_p2)
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{
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// Get the segments' parameters.
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float dx12 = p2.x - p1.x;
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float dy12 = p2.z - p1.z;
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float dx34 = p4.x - p3.x;
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float dy34 = p4.z - p3.z;
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// Solve for t1 and t2
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float denominator = (dy12 * dx34 - dx12 * dy34);
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float t1 =
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((p1.x - p3.x) * dy34 + (p3.z - p1.z) * dx34)
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/ denominator;
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if (float.IsInfinity(t1))
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{
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// The lines are parallel (or close enough to it).
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lines_intersect = false;
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segments_intersect = false;
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intersection = new Vector3(float.NaN, 0, float.NaN);
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close_p1 = new Vector3(float.NaN, 0, float.NaN);
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close_p2 = new Vector3(float.NaN, 0, float.NaN);
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return;
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}
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lines_intersect = true;
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float t2 =
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((p3.x - p1.x) * dy12 + (p1.z - p3.z) * dx12)
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/ -denominator;
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// Find the point of intersection.
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intersection = new Vector3(p1.x + dx12 * t1, 0, p1.z + dy12 * t1);
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// The segments intersect if t1 and t2 are between 0 and 1.
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segments_intersect =
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((t1 >= 0) && (t1 <= 1) &&
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(t2 >= 0) && (t2 <= 1));
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// Find the closest points on the segments.
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if (t1 < 0)
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{
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t1 = 0;
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}
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else if (t1 > 1)
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{
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t1 = 1;
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}
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if (t2 < 0)
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{
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t2 = 0;
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}
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else if (t2 > 1)
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{
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t2 = 1;
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}
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close_p1 = new Vector3(p1.x + dx12 * t1, 0, p1.z + dy12 * t1);
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close_p2 = new Vector3(p3.x + dx34 * t2, 0, p3.z + dy34 * t2);
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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||||
guid: 232ffe870b9f2df408d25ad59dbfe77c
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||||
timeCreated: 1478553093
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||||
licenseType: Free
|
||||
MonoImporter:
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,766 @@
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using System;
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||||
using System.Collections.Generic;
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using Mapbox.VectorTile.Geometry;
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||||
using UnityEngine;
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||||
|
||||
namespace Assets.Mapbox.Unity.MeshGeneration.Modifiers.MeshModifiers
|
||||
{
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||||
public static class EarcutLibrary
|
||||
{
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||||
public static List<int> Earcut(List<float> data, List<int> holeIndices, int dim)
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||||
{
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||||
dim = Math.Max(dim, 2);
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||||
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||||
var hasHoles = holeIndices.Count;
|
||||
var outerLen = hasHoles > 0 ? holeIndices[0] * dim : data.Count;
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||||
var outerNode = linkedList(data, 0, outerLen, dim, true);
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||||
var triangles = new List<int>((int)(outerNode.i * 1.5));
|
||||
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||||
if (outerNode == null) return triangles;
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||||
var minX = 0f;
|
||||
var minY = 0f;
|
||||
var maxX = 0f;
|
||||
var maxY = 0f;
|
||||
var x = 0f;
|
||||
var y = 0f;
|
||||
var size = 0f;
|
||||
|
||||
if (hasHoles > 0) outerNode = EliminateHoles(data, holeIndices, outerNode, dim);
|
||||
|
||||
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
|
||||
if (data.Count > 80 * dim)
|
||||
{
|
||||
minX = maxX = data[0];
|
||||
minY = maxY = data[1];
|
||||
|
||||
for (var i = dim; i < outerLen; i += dim)
|
||||
{
|
||||
x = data[i];
|
||||
y = data[i + 1];
|
||||
if (x < minX) minX = x;
|
||||
if (y < minY) minY = y;
|
||||
if (x > maxX) maxX = x;
|
||||
if (y > maxY) maxY = y;
|
||||
}
|
||||
|
||||
// minX, minY and size are later used to transform coords into integers for z-order calculation
|
||||
size = Math.Max(maxX - minX, maxY - minY);
|
||||
}
|
||||
|
||||
earcutLinked(outerNode, triangles, dim, minX, minY, size);
|
||||
|
||||
return triangles;
|
||||
}
|
||||
|
||||
private static void earcutLinked(Node ear, List<int> triangles, int dim, float minX, float minY, float size, int pass = 0)
|
||||
{
|
||||
if (ear == null) return;
|
||||
|
||||
// interlink polygon nodes in z-order
|
||||
if (pass == 0 && size > 0) indexCurve(ear, minX, minY, size);
|
||||
|
||||
var stop = ear;
|
||||
Node prev;
|
||||
Node next;
|
||||
|
||||
// iterate through ears, slicing them one by one
|
||||
while (ear.prev != ear.next)
|
||||
{
|
||||
prev = ear.prev;
|
||||
next = ear.next;
|
||||
|
||||
if (size > 0 ? isEarHashed(ear, minX, minY, size) : isEar(ear))
|
||||
{
|
||||
// cut off the triangle
|
||||
triangles.Add(prev.i / dim);
|
||||
triangles.Add(next.i / dim);
|
||||
triangles.Add(ear.i / dim);
|
||||
|
||||
removeNode(ear);
|
||||
|
||||
// skipping the next vertice leads to less sliver triangles
|
||||
ear = next.next;
|
||||
stop = next.next;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
ear = next;
|
||||
|
||||
// if we looped through the whole remaining polygon and can't find any more ears
|
||||
if (ear == stop)
|
||||
{
|
||||
// try filtering points and slicing again
|
||||
if (pass == 0)
|
||||
{
|
||||
earcutLinked(FilterPoints(ear, null), triangles, dim, minX, minY, size, 1);
|
||||
|
||||
// if this didn't work, try curing all small self-intersections locally
|
||||
}
|
||||
else if (pass == 1)
|
||||
{
|
||||
ear = cureLocalIntersections(ear, triangles, dim);
|
||||
earcutLinked(ear, triangles, dim, minX, minY, size, 2);
|
||||
|
||||
// as a last resort, try splitting the remaining polygon into two
|
||||
}
|
||||
else if (pass == 2)
|
||||
{
|
||||
splitEarcut(ear, triangles, dim, minX, minY, size);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static bool isEarHashed(Node ear, float minX, float minY, float size)
|
||||
{
|
||||
var a = ear.prev;
|
||||
var b = ear;
|
||||
var c = ear.next;
|
||||
|
||||
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
|
||||
|
||||
// triangle bbox; min & max are calculated like this for speed
|
||||
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x);
|
||||
var minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y);
|
||||
var maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x);
|
||||
var maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
|
||||
|
||||
// z-order range for the current triangle bbox;
|
||||
var minZ = zOrder(minTX, minTY, minX, minY, size);
|
||||
var maxZ = zOrder(maxTX, maxTY, minX, minY, size);
|
||||
|
||||
// first look for points inside the triangle in increasing z-order
|
||||
var p = ear.nextZ;
|
||||
|
||||
while (p != null && p.mZOrder <= maxZ)
|
||||
{
|
||||
if (p != ear.prev && p != ear.next &&
|
||||
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
||||
area(p.prev, p, p.next) >= 0) return false;
|
||||
p = p.nextZ;
|
||||
}
|
||||
|
||||
// then look for points in decreasing z-order
|
||||
p = ear.prevZ;
|
||||
|
||||
while (p != null && p.mZOrder >= minZ)
|
||||
{
|
||||
if (p != ear.prev && p != ear.next &&
|
||||
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
||||
area(p.prev, p, p.next) >= 0) return false;
|
||||
p = p.prevZ;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static int zOrder(float x, float y, float minX, float minY, float size)
|
||||
{
|
||||
//TODO casting here might be wrong
|
||||
x = 32767 * (x - minX) / size;
|
||||
y = 32767 * (y - minY) / size;
|
||||
|
||||
x = ((int)x | ((int)x << 8)) & 0x00FF00FF;
|
||||
x = ((int)x | ((int)x << 4)) & 0x0F0F0F0F;
|
||||
x = ((int)x | ((int)x << 2)) & 0x33333333;
|
||||
x = ((int)x | ((int)x << 1)) & 0x55555555;
|
||||
|
||||
y = ((int)y | ((int)y << 8)) & 0x00FF00FF;
|
||||
y = ((int)y | ((int)y << 4)) & 0x0F0F0F0F;
|
||||
y = ((int)y | ((int)y << 2)) & 0x33333333;
|
||||
y = ((int)y | ((int)y << 1)) & 0x55555555;
|
||||
|
||||
return (int)x | ((int)y << 1);
|
||||
}
|
||||
|
||||
private static void splitEarcut(Node start, List<int> triangles, int dim, float minX, float minY, float size)
|
||||
{
|
||||
var a = start;
|
||||
do
|
||||
{
|
||||
var b = a.next.next;
|
||||
while (b != a.prev)
|
||||
{
|
||||
if (a.i != b.i && isValidDiagonal(a, b))
|
||||
{
|
||||
// split the polygon in two by the diagonal
|
||||
var c = SplitPolygon(a, b);
|
||||
|
||||
// filter colinear points around the cuts
|
||||
a = FilterPoints(a, a.next);
|
||||
c = FilterPoints(c, c.next);
|
||||
|
||||
// run earcut on each half
|
||||
earcutLinked(a, triangles, dim, minX, minY, size);
|
||||
earcutLinked(c, triangles, dim, minX, minY, size);
|
||||
return;
|
||||
}
|
||||
b = b.next;
|
||||
}
|
||||
a = a.next;
|
||||
} while (a != start);
|
||||
}
|
||||
|
||||
private static bool isValidDiagonal(Node a, Node b)
|
||||
{
|
||||
return a.next.i != b.i && a.prev.i != b.i && !intersectsPolygon(a, b) &&
|
||||
locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);
|
||||
}
|
||||
|
||||
private static bool middleInside(Node a, Node b)
|
||||
{
|
||||
var p = a;
|
||||
var inside = false;
|
||||
var px = (a.x + b.x) / 2;
|
||||
var py = (a.y + b.y) / 2;
|
||||
|
||||
do
|
||||
{
|
||||
if (((p.y > py) != (p.next.y > py)) && p.next.y != p.y &&
|
||||
(px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
|
||||
inside = !inside;
|
||||
p = p.next;
|
||||
} while (p != a);
|
||||
|
||||
return inside;
|
||||
}
|
||||
|
||||
private static bool intersectsPolygon(Node a, Node b)
|
||||
{
|
||||
var p = a;
|
||||
do
|
||||
{
|
||||
if (p.i != a.i && p.next.i != a.i && p.i != b.i && p.next.i != b.i &&
|
||||
intersects(p, p.next, a, b)) return true;
|
||||
p = p.next;
|
||||
} while (p != a);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static Node cureLocalIntersections(Node start, List<int> triangles, int dim)
|
||||
{
|
||||
var p = start;
|
||||
do
|
||||
{
|
||||
var a = p.prev;
|
||||
var b = p.next.next;
|
||||
|
||||
if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a))
|
||||
{
|
||||
|
||||
triangles.Add(a.i / dim);
|
||||
triangles.Add(p.i / dim);
|
||||
triangles.Add(b.i / dim);
|
||||
|
||||
// remove two nodes involved
|
||||
removeNode(p);
|
||||
removeNode(p.next);
|
||||
|
||||
p = start = b;
|
||||
}
|
||||
p = p.next;
|
||||
} while (p != start);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
private static bool intersects(Node p1, Node q1, Node p2, Node q2)
|
||||
{
|
||||
if ((equals(p1, q1) && equals(p2, q2)) ||
|
||||
(equals(p1, q2) && equals(p2, q1))) return true;
|
||||
return area(p1, q1, p2) > 0 != area(p1, q1, q2) > 0 &&
|
||||
area(p2, q2, p1) > 0 != area(p2, q2, q1) > 0;
|
||||
}
|
||||
|
||||
private static bool isEar(Node ear)
|
||||
{
|
||||
var a = ear.prev;
|
||||
var b = ear;
|
||||
var c = ear.next;
|
||||
|
||||
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
|
||||
|
||||
// now make sure we don't have other points inside the potential ear
|
||||
var p = ear.next.next;
|
||||
|
||||
while (p != ear.prev)
|
||||
{
|
||||
if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
||||
area(p.prev, p, p.next) >= 0) return false;
|
||||
p = p.next;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static void indexCurve(Node start, float minX, float minY, float size)
|
||||
{
|
||||
var p = start;
|
||||
do
|
||||
{
|
||||
if (p.mZOrder == 0) p.mZOrder = zOrder(p.x, p.y, minX, minY, size);
|
||||
p.prevZ = p.prev;
|
||||
p.nextZ = p.next;
|
||||
p = p.next;
|
||||
} while (p != start);
|
||||
|
||||
p.prevZ.nextZ = null;
|
||||
p.prevZ = null;
|
||||
|
||||
sortLinked(p);
|
||||
}
|
||||
|
||||
private static Node sortLinked(Node list)
|
||||
{
|
||||
var i = 0;
|
||||
Node p;
|
||||
Node q;
|
||||
Node e;
|
||||
Node tail;
|
||||
var numMerges = 0; ;
|
||||
var pSize = 0;
|
||||
var qSize = 0;
|
||||
var inSize = 1;
|
||||
|
||||
do
|
||||
{
|
||||
p = list;
|
||||
list = null;
|
||||
tail = null;
|
||||
numMerges = 0;
|
||||
|
||||
while (p != null)
|
||||
{
|
||||
numMerges++;
|
||||
q = p;
|
||||
pSize = 0;
|
||||
for (i = 0; i < inSize; i++)
|
||||
{
|
||||
pSize++;
|
||||
q = q.nextZ;
|
||||
if (q == null) break;
|
||||
}
|
||||
qSize = inSize;
|
||||
|
||||
while (pSize > 0 || (qSize > 0 && q != null))
|
||||
{
|
||||
|
||||
if (pSize != 0 && (qSize == 0 || q == null || p.mZOrder <= q.mZOrder))
|
||||
{
|
||||
e = p;
|
||||
p = p.nextZ;
|
||||
pSize--;
|
||||
}
|
||||
else
|
||||
{
|
||||
e = q;
|
||||
q = q.nextZ;
|
||||
qSize--;
|
||||
}
|
||||
|
||||
if (tail != null) tail.nextZ = e;
|
||||
else list = e;
|
||||
|
||||
e.prevZ = tail;
|
||||
tail = e;
|
||||
}
|
||||
|
||||
p = q;
|
||||
}
|
||||
|
||||
tail.nextZ = null;
|
||||
inSize *= 2;
|
||||
|
||||
} while (numMerges > 1);
|
||||
|
||||
return list;
|
||||
}
|
||||
|
||||
private static Node EliminateHoles(List<float> data, List<int> holeIndices, Node outerNode, int dim)
|
||||
{
|
||||
var i = 0;
|
||||
var len = holeIndices.Count;
|
||||
var start = 0;
|
||||
var end = 0;
|
||||
Node list = null;
|
||||
var queue = new List<Node>(len);
|
||||
for (i = 0; i < len; i++)
|
||||
{
|
||||
start = holeIndices[i] * dim;
|
||||
end = i < len - 1 ? holeIndices[i + 1] * dim : data.Count;
|
||||
list = linkedList(data, start, end, dim, false);
|
||||
if (list == list.next) list.steiner = true;
|
||||
queue.Add(getLeftmost(list));
|
||||
}
|
||||
|
||||
queue.Sort(delegate (Node a, Node b)
|
||||
{
|
||||
return (int)Math.Ceiling(a.x - b.x);
|
||||
});
|
||||
|
||||
// process holes from left to right
|
||||
for (i = 0; i < queue.Count; i++)
|
||||
{
|
||||
EliminateHole(queue[i], outerNode);
|
||||
outerNode = FilterPoints(outerNode, outerNode.next);
|
||||
}
|
||||
|
||||
return outerNode;
|
||||
}
|
||||
|
||||
private static void EliminateHole(Node hole, Node outerNode)
|
||||
{
|
||||
outerNode = FindHoleBridge(hole, outerNode);
|
||||
if (outerNode != null)
|
||||
{
|
||||
var b = SplitPolygon(outerNode, hole);
|
||||
FilterPoints(b, b.next);
|
||||
}
|
||||
}
|
||||
|
||||
private static Node FilterPoints(Node start, Node end)
|
||||
{
|
||||
if (start == null) return start;
|
||||
if (end == null) end = start;
|
||||
|
||||
var p = start;
|
||||
bool again = true;
|
||||
do
|
||||
{
|
||||
again = false;
|
||||
|
||||
if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) == 0))
|
||||
{
|
||||
removeNode(p);
|
||||
p = end = p.prev;
|
||||
if (p == p.next) return null;
|
||||
again = true;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
p = p.next;
|
||||
}
|
||||
} while (again || p != end);
|
||||
|
||||
return end;
|
||||
}
|
||||
|
||||
private static Node SplitPolygon(Node a, Node b)
|
||||
{
|
||||
var a2 = new Node(a.i, a.x, a.y);
|
||||
var b2 = new Node(b.i, b.x, b.y);
|
||||
var an = a.next;
|
||||
var bp = b.prev;
|
||||
|
||||
a.next = b;
|
||||
b.prev = a;
|
||||
|
||||
a2.next = an;
|
||||
an.prev = a2;
|
||||
|
||||
b2.next = a2;
|
||||
a2.prev = b2;
|
||||
|
||||
bp.next = b2;
|
||||
b2.prev = bp;
|
||||
|
||||
return b2;
|
||||
}
|
||||
|
||||
private static Node FindHoleBridge(Node hole, Node outerNode)
|
||||
{
|
||||
var p = outerNode;
|
||||
var hx = hole.x;
|
||||
var hy = hole.y;
|
||||
var qx = float.MinValue;
|
||||
Node m = null;
|
||||
|
||||
// find a segment intersected by a ray from the hole's leftmost point to the left;
|
||||
// segment's endpoint with lesser x will be potential connection point
|
||||
do
|
||||
{
|
||||
if (hy <= p.y && hy >= p.next.y && p.next.y != p.y)
|
||||
{
|
||||
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
|
||||
if (x <= hx && x > qx)
|
||||
{
|
||||
qx = x;
|
||||
if (x == hx)
|
||||
{
|
||||
if (hy == p.y) return p;
|
||||
if (hy == p.next.y) return p.next;
|
||||
}
|
||||
m = p.x < p.next.x ? p : p.next;
|
||||
}
|
||||
}
|
||||
p = p.next;
|
||||
} while (p != outerNode);
|
||||
|
||||
if (m == null) return null;
|
||||
|
||||
if (hx == qx) return m.prev; // hole touches outer segment; pick lower endpoint
|
||||
|
||||
// look for points inside the triangle of hole point, segment intersection and endpoint;
|
||||
// if there are no points found, we have a valid connection;
|
||||
// otherwise choose the point of the minimum angle with the ray as connection point
|
||||
|
||||
var stop = m;
|
||||
var mx = m.x;
|
||||
var my = m.y;
|
||||
var tanMin = float.MaxValue;
|
||||
float tan = 0f;
|
||||
|
||||
p = m.next;
|
||||
|
||||
while (p != stop)
|
||||
{
|
||||
if (hx >= p.x && p.x >= mx && hx != p.x &&
|
||||
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y))
|
||||
{
|
||||
|
||||
tan = Math.Abs(hy - p.y) / (hx - p.x); // tangential
|
||||
|
||||
if ((tan < tanMin || (tan == tanMin && p.x > m.x)) && locallyInside(p, hole))
|
||||
{
|
||||
m = p;
|
||||
tanMin = tan;
|
||||
}
|
||||
}
|
||||
|
||||
p = p.next;
|
||||
}
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
private static bool locallyInside(Node a, Node b)
|
||||
{
|
||||
return area(a.prev, a, a.next) < 0 ?
|
||||
area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
|
||||
area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
|
||||
}
|
||||
|
||||
private static float area(Node p, Node q, Node r)
|
||||
{
|
||||
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
|
||||
}
|
||||
|
||||
private static bool pointInTriangle(float ax, float ay, float bx, float by, float cx, float cy, float px, float py)
|
||||
{
|
||||
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
|
||||
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
|
||||
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
|
||||
}
|
||||
|
||||
private static Node getLeftmost(Node start)
|
||||
{
|
||||
var p = start;
|
||||
var leftmost = start;
|
||||
do
|
||||
{
|
||||
if (p.x < leftmost.x) leftmost = p;
|
||||
p = p.next;
|
||||
} while (p != start);
|
||||
|
||||
return leftmost;
|
||||
}
|
||||
|
||||
// create a circular doubly linked list from polygon points in the specified winding order
|
||||
private static Node linkedList(List<float> data, int start, int end, int dim, bool clockwise)
|
||||
{
|
||||
var i = 0;
|
||||
Node last = null;
|
||||
|
||||
if (clockwise == (signedArea(data, start, end, dim) > 0))
|
||||
{
|
||||
for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
|
||||
}
|
||||
|
||||
if (last != null && equals(last, last.next))
|
||||
{
|
||||
removeNode(last);
|
||||
last = last.next;
|
||||
}
|
||||
|
||||
return last;
|
||||
}
|
||||
|
||||
private static void removeNode(Node p)
|
||||
{
|
||||
p.next.prev = p.prev;
|
||||
p.prev.next = p.next;
|
||||
|
||||
if (p.prevZ != null) p.prevZ.nextZ = p.nextZ;
|
||||
if (p.nextZ != null) p.nextZ.prevZ = p.prevZ;
|
||||
}
|
||||
|
||||
private static bool equals(Node p1, Node p2)
|
||||
{
|
||||
return p1.x == p2.x && p1.y == p2.y;
|
||||
}
|
||||
|
||||
private static float signedArea(List<float> data, int start, int end, int dim)
|
||||
{
|
||||
var sum = 0f;
|
||||
var j = end - dim;
|
||||
for (var i = start; i < end; i += dim)
|
||||
{
|
||||
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
|
||||
j = i;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
private static Node insertNode(int i, float x, float y, Node last)
|
||||
{
|
||||
var p = new Node(i, x, y);
|
||||
|
||||
if (last == null)
|
||||
{
|
||||
p.prev = p;
|
||||
p.next = p;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
p.next = last.next;
|
||||
p.prev = last;
|
||||
last.next.prev = p;
|
||||
last.next = p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Data Flatten(List<List<Vector3>> data)
|
||||
{
|
||||
var dataCount = data.Count;
|
||||
var totalVertCount = 0;
|
||||
for (int i = 0; i < dataCount; i++)
|
||||
{
|
||||
totalVertCount += data[i].Count;
|
||||
}
|
||||
|
||||
var result = new Data() { Dim = 2 };
|
||||
result.Vertices = new List<float>(totalVertCount * 2);
|
||||
var holeIndex = 0;
|
||||
|
||||
for (var i = 0; i < dataCount; i++)
|
||||
{
|
||||
var subCount = data[i].Count;
|
||||
for (var j = 0; j < subCount; j++)
|
||||
{
|
||||
result.Vertices.Add(data[i][j][0]);
|
||||
result.Vertices.Add(data[i][j][2]);
|
||||
}
|
||||
if (i > 0)
|
||||
{
|
||||
holeIndex += data[i - 1].Count;
|
||||
result.Holes.Add(holeIndex);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
public class Data
|
||||
{
|
||||
public List<float> Vertices;
|
||||
public List<int> Holes;
|
||||
public int Dim;
|
||||
|
||||
public Data()
|
||||
{
|
||||
Holes = new List<int>();
|
||||
Dim = 2;
|
||||
}
|
||||
}
|
||||
|
||||
public class Node
|
||||
{
|
||||
|
||||
/* Member Variables. */
|
||||
public int i;
|
||||
public float x;
|
||||
public float y;
|
||||
public int mZOrder;
|
||||
public Node prev;
|
||||
public Node next;
|
||||
public Node prevZ;
|
||||
public Node nextZ;
|
||||
public bool steiner;
|
||||
|
||||
public Node(int ind, float pX, float pY)
|
||||
{
|
||||
/* Initialize Member Variables. */
|
||||
this.i = ind;
|
||||
this.x = pX;
|
||||
this.y = pY;
|
||||
this.mZOrder = 0;
|
||||
this.prev = null;
|
||||
this.next = null;
|
||||
this.prevZ = null;
|
||||
this.nextZ = null;
|
||||
}
|
||||
|
||||
protected void setPreviousNode(Node pNode)
|
||||
{
|
||||
this.prev = pNode;
|
||||
}
|
||||
|
||||
protected Node getPreviousNode()
|
||||
{
|
||||
return this.prev;
|
||||
}
|
||||
|
||||
protected void setNextNode(Node pNode)
|
||||
{
|
||||
this.next = pNode;
|
||||
}
|
||||
|
||||
protected Node getNextNode()
|
||||
{
|
||||
return this.next;
|
||||
}
|
||||
|
||||
protected void setZOrder(int pZOrder)
|
||||
{
|
||||
this.mZOrder = pZOrder;
|
||||
}
|
||||
|
||||
protected int getZOrder()
|
||||
{
|
||||
return this.mZOrder;
|
||||
}
|
||||
|
||||
protected void setPreviousZNode(Node pNode)
|
||||
{
|
||||
this.prevZ = pNode;
|
||||
}
|
||||
|
||||
protected Node getPreviousZNode()
|
||||
{
|
||||
return this.prevZ;
|
||||
}
|
||||
|
||||
protected void setNextZNode(Node pNode)
|
||||
{
|
||||
this.nextZ = pNode;
|
||||
}
|
||||
|
||||
protected Node getNextZNode()
|
||||
{
|
||||
return this.nextZ;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e7b04bd1ddccfc64aa5e47acd098a3ef
|
||||
timeCreated: 1499344109
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,288 @@
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
using System;
|
||||
using Mapbox.Unity.Map;
|
||||
|
||||
public class MinMaxPair
|
||||
{
|
||||
public float min, max;
|
||||
|
||||
public static MinMaxPair GetMinMaxHeight(List<Vector3> vertices)
|
||||
{
|
||||
int counter = vertices.Count;
|
||||
MinMaxPair returnValue = new MinMaxPair
|
||||
{
|
||||
max = float.MinValue,
|
||||
min = float.MaxValue
|
||||
};
|
||||
|
||||
for (int i = 0; i < counter; i++)
|
||||
{
|
||||
if (vertices[i].y > returnValue.max)
|
||||
returnValue.max = vertices[i].y;
|
||||
else if (vertices[i].y < returnValue.min)
|
||||
returnValue.min = vertices[i].y;
|
||||
}
|
||||
|
||||
return returnValue;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Height Modifier is responsible for the y axis placement of the feature. It pushes the original vertices upwards by "height" value and creates side walls around that new polygon down to "min_height" value.
|
||||
/// It also checkes for "ele" (elevation) value used for contour lines in Mapbox Terrain data.
|
||||
/// Height Modifier also creates a continuous UV mapping for side walls.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Height Modifier")]
|
||||
public class HeightModifier : MeshModifier
|
||||
{
|
||||
private float _scale = 1;
|
||||
|
||||
GeometryExtrusionOptions _options;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Create side walls as separate submesh.")]
|
||||
private bool _separateSubmesh = true;
|
||||
|
||||
public override ModifierType Type { get { return ModifierType.Preprocess; } }
|
||||
|
||||
private int _counter = 0;
|
||||
float height = 0.0f;
|
||||
|
||||
public override void SetProperties(ModifierProperties properties)
|
||||
{
|
||||
_options = (GeometryExtrusionOptions)properties;
|
||||
_options.PropertyHasChanged += UpdateModifier;
|
||||
}
|
||||
public override void UnbindProperties()
|
||||
{
|
||||
_options.PropertyHasChanged -= UpdateModifier;
|
||||
}
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, float scale)
|
||||
{
|
||||
_scale = scale;
|
||||
Run(feature, md);
|
||||
}
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
|
||||
{
|
||||
_counter = 0;
|
||||
if (md.Vertices.Count == 0 || feature == null || feature.Points.Count < 1)
|
||||
return;
|
||||
|
||||
if (tile != null)
|
||||
_scale = tile.TileScale;
|
||||
|
||||
float maxHeight = 1.0f;
|
||||
float minHeight = 0.0f;
|
||||
|
||||
QueryHeight(feature, md, tile, out maxHeight, out minHeight);
|
||||
|
||||
maxHeight = maxHeight * _options.extrusionScaleFactor * _scale;
|
||||
minHeight = minHeight * _options.extrusionScaleFactor * _scale;
|
||||
height = (maxHeight - minHeight);
|
||||
|
||||
//Set roof height
|
||||
GenerateRoofMesh(md, minHeight, maxHeight);
|
||||
if (_options.extrusionGeometryType == ExtrusionGeometryType.SideOnly)
|
||||
{
|
||||
md.Triangles[0].Clear();
|
||||
}
|
||||
|
||||
GenerateWallMesh(md);
|
||||
|
||||
}
|
||||
|
||||
protected virtual void GenerateWallMesh(MeshData md)
|
||||
{
|
||||
md.Vertices.Capacity = _counter + md.Edges.Count * 2;
|
||||
float d = 0f;
|
||||
Vector3 v1;
|
||||
Vector3 v2;
|
||||
int ind = 0;
|
||||
Vector3 wallDir;
|
||||
|
||||
if (_options.extrusionGeometryType != ExtrusionGeometryType.RoofOnly)
|
||||
{
|
||||
_counter = md.Edges.Count;
|
||||
var wallTri = new List<int>(_counter * 3);
|
||||
var wallUv = new List<Vector2>(_counter * 2);
|
||||
Vector3 norm = Constants.Math.Vector3Zero;
|
||||
|
||||
md.Vertices.Capacity = md.Vertices.Count + _counter * 2;
|
||||
md.Normals.Capacity = md.Normals.Count + _counter * 2;
|
||||
|
||||
for (int i = 0; i < _counter; i += 2)
|
||||
{
|
||||
v1 = md.Vertices[md.Edges[i]];
|
||||
v2 = md.Vertices[md.Edges[i + 1]];
|
||||
ind = md.Vertices.Count;
|
||||
md.Vertices.Add(v1);
|
||||
md.Vertices.Add(v2);
|
||||
md.Vertices.Add(new Vector3(v1.x, v1.y - height, v1.z));
|
||||
md.Vertices.Add(new Vector3(v2.x, v2.y - height, v2.z));
|
||||
|
||||
d = (v2 - v1).magnitude;
|
||||
norm = Vector3.Normalize(Vector3.Cross(v2 - v1, md.Vertices[ind + 2] - v1));
|
||||
md.Normals.Add(norm);
|
||||
md.Normals.Add(norm);
|
||||
md.Normals.Add(norm);
|
||||
md.Normals.Add(norm);
|
||||
|
||||
wallDir = (v2 - v1).normalized;
|
||||
md.Tangents.Add(wallDir);
|
||||
md.Tangents.Add(wallDir);
|
||||
md.Tangents.Add(wallDir);
|
||||
md.Tangents.Add(wallDir);
|
||||
|
||||
wallUv.Add(new Vector2(0, 0));
|
||||
wallUv.Add(new Vector2(d, 0));
|
||||
wallUv.Add(new Vector2(0, -height));
|
||||
wallUv.Add(new Vector2(d, -height));
|
||||
|
||||
wallTri.Add(ind);
|
||||
wallTri.Add(ind + 1);
|
||||
wallTri.Add(ind + 2);
|
||||
|
||||
wallTri.Add(ind + 1);
|
||||
wallTri.Add(ind + 3);
|
||||
wallTri.Add(ind + 2);
|
||||
}
|
||||
|
||||
// TODO: Do we really need this?
|
||||
if (_separateSubmesh)
|
||||
{
|
||||
md.Triangles.Add(wallTri);
|
||||
}
|
||||
else
|
||||
{
|
||||
md.Triangles.Capacity = md.Triangles.Count + wallTri.Count;
|
||||
md.Triangles[0].AddRange(wallTri);
|
||||
}
|
||||
md.UV[0].AddRange(wallUv);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void GenerateRoofMesh(MeshData md, float minHeight, float maxHeight)
|
||||
{
|
||||
_counter = md.Vertices.Count;
|
||||
switch (_options.extrusionType)
|
||||
{
|
||||
case ExtrusionType.None:
|
||||
break;
|
||||
case ExtrusionType.PropertyHeight:
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
md.Vertices[i] = new Vector3(md.Vertices[i].x, md.Vertices[i].y + maxHeight, md.Vertices[i].z);
|
||||
}
|
||||
break;
|
||||
case ExtrusionType.MinHeight:
|
||||
{
|
||||
var minmax = MinMaxPair.GetMinMaxHeight(md.Vertices);
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
md.Vertices[i] = new Vector3(md.Vertices[i].x, minmax.min + maxHeight, md.Vertices[i].z);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ExtrusionType.MaxHeight:
|
||||
{
|
||||
var minmax = MinMaxPair.GetMinMaxHeight(md.Vertices);
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
md.Vertices[i] = new Vector3(md.Vertices[i].x, minmax.max + maxHeight, md.Vertices[i].z);
|
||||
}
|
||||
height += (minmax.max - minmax.min);
|
||||
}
|
||||
break;
|
||||
case ExtrusionType.RangeHeight:
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
md.Vertices[i] = new Vector3(md.Vertices[i].x, md.Vertices[i].y + maxHeight, md.Vertices[i].z);
|
||||
}
|
||||
break;
|
||||
case ExtrusionType.AbsoluteHeight:
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
md.Vertices[i] = new Vector3(md.Vertices[i].x, md.Vertices[i].y + maxHeight, md.Vertices[i].z);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
protected virtual void QueryHeight(VectorFeatureUnity feature, MeshData md, UnityTile tile, out float maxHeight, out float minHeight)
|
||||
{
|
||||
minHeight = 0.0f;
|
||||
maxHeight = 0.0f;
|
||||
|
||||
switch (_options.extrusionType)
|
||||
{
|
||||
case ExtrusionType.None:
|
||||
break;
|
||||
case ExtrusionType.PropertyHeight:
|
||||
case ExtrusionType.MinHeight:
|
||||
case ExtrusionType.MaxHeight:
|
||||
if (feature.Properties.ContainsKey(_options.propertyName))
|
||||
{
|
||||
try
|
||||
{
|
||||
maxHeight = Convert.ToSingle(feature.Properties[_options.propertyName]);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.LogError("Property: '" + _options.propertyName + "' must contain a numerical value for extrusion.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (feature.Properties.ContainsKey("min_height"))
|
||||
{
|
||||
minHeight = Convert.ToSingle(feature.Properties["min_height"]);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ExtrusionType.RangeHeight:
|
||||
if (feature.Properties.ContainsKey(_options.propertyName))
|
||||
{
|
||||
if (_options.minimumHeight > _options.maximumHeight)
|
||||
{
|
||||
Debug.LogError("Maximum Height less than Minimum Height.Swapping values for extrusion.");
|
||||
var temp = _options.minimumHeight;
|
||||
_options.minimumHeight = _options.maximumHeight;
|
||||
_options.maximumHeight = temp;
|
||||
}
|
||||
|
||||
float featureHeight;
|
||||
try
|
||||
{
|
||||
featureHeight = Convert.ToSingle(feature.Properties[_options.propertyName]);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.LogError("Property: '" + _options.propertyName + "' must contain a numerical value for extrusion.");
|
||||
return;
|
||||
}
|
||||
|
||||
maxHeight = Math.Min(Math.Max(_options.minimumHeight, featureHeight), _options.maximumHeight);
|
||||
if (feature.Properties.ContainsKey("min_height"))
|
||||
{
|
||||
var featureMinHeight = Convert.ToSingle(feature.Properties["min_height"]);
|
||||
minHeight = Math.Min(featureMinHeight, _options.maximumHeight);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ExtrusionType.AbsoluteHeight:
|
||||
maxHeight = _options.maximumHeight;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7dfb85d33966074ebf2acd2de263474
|
||||
timeCreated: 1478553093
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,497 @@
|
||||
using System;
|
||||
using Mapbox.Unity.Utilities;
|
||||
using System.Collections.Generic;
|
||||
using Mapbox.Unity.Map;
|
||||
using UnityEngine;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
/// <summary>
|
||||
/// Line Mesh Modifier creates line polygons from a list of vertices. It offsets the original vertices to both sides using Width parameter and triangulates them manually.
|
||||
/// It also creates tiled UV mapping using the line length.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Line Mesh Modifier")]
|
||||
public class LineMeshModifier : MeshModifier
|
||||
{
|
||||
#region Constants
|
||||
|
||||
private readonly float _cosHalfSharpCorner = Mathf.Cos(75f / 2f * (Mathf.PI / 180f));
|
||||
private readonly float _sharpCornerOffset = 15f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Line Parameters
|
||||
|
||||
private LineGeometryOptions _options;
|
||||
|
||||
private float _scaledWidth;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Mesh Generation Fields
|
||||
|
||||
private List<Vector3> _vertexList;
|
||||
private List<Vector3> _normalList;
|
||||
private List<int> _triangleList;
|
||||
private List<Vector2> _uvList;
|
||||
private List<Vector4> _tangentList;
|
||||
|
||||
//triangle indices
|
||||
private int _index1 = -1;
|
||||
private int _index2 = -1;
|
||||
private int _index3 = -1;
|
||||
private float _cornerOffsetA;
|
||||
private float _cornerOffsetB;
|
||||
private bool _startOfLine = true;
|
||||
|
||||
|
||||
private Vector3 _prevVertex;
|
||||
private Vector3 _currentVertex;
|
||||
private Vector3 _nextVertex;
|
||||
private Vector3 _prevNormal;
|
||||
private Vector3 _nextNormal;
|
||||
private float _distance = 0f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Modifier Overrides
|
||||
|
||||
public override ModifierType Type
|
||||
{
|
||||
get { return ModifierType.Preprocess; }
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
_scaledWidth = _options.Width;
|
||||
_vertexList = new List<Vector3>();
|
||||
_normalList = new List<Vector3>();
|
||||
_triangleList = new List<int>();
|
||||
_uvList = new List<Vector2>();
|
||||
_tangentList = new List<Vector4>();
|
||||
}
|
||||
|
||||
public override void SetProperties(ModifierProperties properties)
|
||||
{
|
||||
_options = (LineGeometryOptions) properties;
|
||||
properties.PropertyHasChanged += UpdateModifier;
|
||||
}
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, float scale)
|
||||
{
|
||||
_scaledWidth = _options.Width * scale;
|
||||
ExtrudeLine(feature, md);
|
||||
}
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
|
||||
{
|
||||
_scaledWidth = tile != null ? _options.Width * tile.TileScale : _options.Width;
|
||||
ExtrudeLine(feature, md);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Mesh Generations
|
||||
|
||||
private void ExtrudeLine(VectorFeatureUnity feature, MeshData md)
|
||||
{
|
||||
if (feature.Points.Count < 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var roadSegment in feature.Points)
|
||||
{
|
||||
if (roadSegment.Count < 2)
|
||||
continue;
|
||||
|
||||
ResetFields();
|
||||
|
||||
var roadSegmentCount = roadSegment.Count;
|
||||
for (int i = 0; i < roadSegmentCount; i++)
|
||||
{
|
||||
_nextVertex = i != (roadSegmentCount - 1) ? roadSegment[i + 1] : Constants.Math.Vector3Unused;
|
||||
|
||||
if (_nextNormal != Constants.Math.Vector3Unused)
|
||||
{
|
||||
_prevNormal = _nextNormal;
|
||||
}
|
||||
|
||||
if (_currentVertex != Constants.Math.Vector3Unused)
|
||||
{
|
||||
_prevVertex = _currentVertex;
|
||||
}
|
||||
|
||||
_currentVertex = roadSegment[i];
|
||||
|
||||
_nextNormal = (_nextVertex != Constants.Math.Vector3Unused)
|
||||
? (_nextVertex - _currentVertex).normalized.Perpendicular()
|
||||
: _prevNormal;
|
||||
|
||||
if (_prevNormal == Constants.Math.Vector3Unused)
|
||||
{
|
||||
_prevNormal = _nextNormal;
|
||||
}
|
||||
|
||||
var joinNormal = (_prevNormal + _nextNormal).normalized;
|
||||
|
||||
/* joinNormal prevNormal
|
||||
* ↖ ↑
|
||||
* .________. prevVertex
|
||||
* |
|
||||
* nextNormal ← | currentVertex
|
||||
* |
|
||||
* nextVertex !
|
||||
*
|
||||
*/
|
||||
|
||||
var cosHalfAngle = joinNormal.x * _nextNormal.x + joinNormal.z * _nextNormal.z;
|
||||
var miterLength = cosHalfAngle != 0 ? 1 / cosHalfAngle : float.PositiveInfinity;
|
||||
var isSharpCorner = cosHalfAngle < _cosHalfSharpCorner && _prevVertex != Constants.Math.Vector3Unused && _nextVertex != Constants.Math.Vector3Unused;
|
||||
|
||||
if (isSharpCorner && i > 0)
|
||||
{
|
||||
var prevSegmentLength = Vector3.Distance(_currentVertex, _prevVertex);
|
||||
if (prevSegmentLength > 2 * _sharpCornerOffset)
|
||||
{
|
||||
var dir = (_currentVertex - _prevVertex);
|
||||
var newPrevVertex = _currentVertex - (dir * (_sharpCornerOffset / prevSegmentLength));
|
||||
_distance += Vector3.Distance(newPrevVertex, _prevVertex);
|
||||
AddCurrentVertex(newPrevVertex, _distance, _prevNormal, md);
|
||||
_prevVertex = newPrevVertex;
|
||||
}
|
||||
}
|
||||
|
||||
var middleVertex = _prevVertex != Constants.Math.Vector3Unused && _nextVertex != Constants.Math.Vector3Unused;
|
||||
var currentJoin = middleVertex ? _options.JoinType : _options.CapType;
|
||||
|
||||
if (middleVertex && currentJoin == JoinType.Round)
|
||||
{
|
||||
if (miterLength < _options.RoundLimit)
|
||||
{
|
||||
currentJoin = JoinType.Miter;
|
||||
}
|
||||
else if (miterLength <= 2)
|
||||
{
|
||||
currentJoin = JoinType.Fakeround;
|
||||
}
|
||||
}
|
||||
|
||||
if (currentJoin == JoinType.Miter && miterLength > _options.MiterLimit)
|
||||
{
|
||||
currentJoin = JoinType.Bevel;
|
||||
}
|
||||
|
||||
if (currentJoin == JoinType.Bevel)
|
||||
{
|
||||
// The maximum extrude length is 128 / 63 = 2 times the width of the line
|
||||
// so if miterLength >= 2 we need to draw a different type of bevel here.
|
||||
if (miterLength > 2)
|
||||
{
|
||||
currentJoin = JoinType.Flipbevel;
|
||||
}
|
||||
|
||||
// If the miterLength is really small and the line bevel wouldn't be visible,
|
||||
// just draw a miter join to save a triangle.
|
||||
if (miterLength < _options.MiterLimit)
|
||||
{
|
||||
currentJoin = JoinType.Miter;
|
||||
}
|
||||
}
|
||||
|
||||
if (_prevVertex != Constants.Math.Vector3Unused)
|
||||
{
|
||||
_distance += Vector3.Distance(_currentVertex, _prevVertex);
|
||||
}
|
||||
|
||||
if (currentJoin == JoinType.Miter)
|
||||
{
|
||||
joinNormal *= miterLength;
|
||||
AddCurrentVertex(_currentVertex, _distance, joinNormal, md);
|
||||
}
|
||||
else if (currentJoin == JoinType.Flipbevel)
|
||||
{
|
||||
// miter is too big, flip the direction to make a beveled join
|
||||
|
||||
if (miterLength > 100)
|
||||
{
|
||||
// Almost parallel lines
|
||||
joinNormal = _nextNormal * -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
var direction = (_prevNormal.x * _nextNormal.z - _prevNormal.z * _nextNormal.x) > 0 ? -1 : 1;
|
||||
var bevelLength = miterLength * (_prevNormal + _nextNormal).magnitude / (_prevNormal - _nextNormal).magnitude;
|
||||
joinNormal = joinNormal.Perpendicular() * (bevelLength * direction);
|
||||
}
|
||||
|
||||
AddCurrentVertex(_currentVertex, _distance, joinNormal, md, 0, 0);
|
||||
AddCurrentVertex(_currentVertex, _distance, joinNormal * -1, md, 0, 0);
|
||||
}
|
||||
else if (currentJoin == JoinType.Bevel || currentJoin == JoinType.Fakeround)
|
||||
{
|
||||
var lineTurnsLeft = (_prevNormal.x * _nextNormal.z - _prevNormal.z * _nextNormal.x) > 0;
|
||||
var offset = (float) -Math.Sqrt(miterLength * miterLength - 1);
|
||||
if (lineTurnsLeft)
|
||||
{
|
||||
_cornerOffsetB = 0;
|
||||
_cornerOffsetA = offset;
|
||||
}
|
||||
else
|
||||
{
|
||||
_cornerOffsetA = 0;
|
||||
_cornerOffsetB = offset;
|
||||
}
|
||||
|
||||
// Close previous segment with a bevel
|
||||
if (!_startOfLine)
|
||||
{
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal, md, _cornerOffsetA, _cornerOffsetB);
|
||||
}
|
||||
|
||||
if (currentJoin == JoinType.Fakeround)
|
||||
{
|
||||
// The join angle is sharp enough that a round join would be visible.
|
||||
// Bevel joins fill the gap between segments with a single pie slice triangle.
|
||||
// Create a round join by adding multiple pie slices. The join isn't actually round, but
|
||||
// it looks like it is at the sizes we render lines at.
|
||||
|
||||
// Add more triangles for sharper angles.
|
||||
// This math is just a good enough approximation. It isn't "correct".
|
||||
var n = Mathf.Floor((0.5f - (cosHalfAngle - 0.5f)) * 8);
|
||||
Vector3 approxFractionalJoinNormal;
|
||||
for (var m = 0f; m < n; m++)
|
||||
{
|
||||
approxFractionalJoinNormal = (_nextNormal * ((m + 1f) / (n + 1f)) + (_prevNormal)).normalized;
|
||||
AddPieSliceVertex(_currentVertex, _distance, approxFractionalJoinNormal, lineTurnsLeft, md);
|
||||
}
|
||||
|
||||
AddPieSliceVertex(_currentVertex, _distance, joinNormal, lineTurnsLeft, md);
|
||||
|
||||
//change it to go -1, not sure if it's a good idea but it adds the last vertex in the corner,
|
||||
//as duplicate of next road segment start
|
||||
for (var k = n - 1; k >= -1; k--)
|
||||
{
|
||||
approxFractionalJoinNormal = (_prevNormal * ((k + 1) / (n + 1)) + (_nextNormal)).normalized;
|
||||
AddPieSliceVertex(_currentVertex, _distance, approxFractionalJoinNormal, lineTurnsLeft, md);
|
||||
}
|
||||
|
||||
//ending corner
|
||||
_index1 = -1;
|
||||
_index2 = -1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (_nextVertex != Constants.Math.Vector3Unused)
|
||||
{
|
||||
AddCurrentVertex(_currentVertex, _distance, _nextNormal, md, -_cornerOffsetA, -_cornerOffsetB);
|
||||
}
|
||||
}
|
||||
else if (currentJoin == JoinType.Butt)
|
||||
{
|
||||
if (!_startOfLine)
|
||||
{
|
||||
// Close previous segment with a butt
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal, md, 0, 0);
|
||||
}
|
||||
|
||||
// Start next segment with a butt
|
||||
if (_nextVertex != Constants.Math.Vector3Unused)
|
||||
{
|
||||
AddCurrentVertex(_currentVertex, _distance, _nextNormal, md, 0, 0);
|
||||
}
|
||||
}
|
||||
else if (currentJoin == JoinType.Square)
|
||||
{
|
||||
if (!_startOfLine)
|
||||
{
|
||||
// Close previous segment with a square cap
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal, md, 1, 1);
|
||||
|
||||
// The segment is done. Unset vertices to disconnect segments.
|
||||
_index1 = _index2 = -1;
|
||||
}
|
||||
|
||||
// Start next segment
|
||||
if (_nextVertex != Constants.Math.Vector3Unused)
|
||||
{
|
||||
AddCurrentVertex(_currentVertex, _distance, _nextNormal, md, -1, -1);
|
||||
}
|
||||
}
|
||||
else if (currentJoin == JoinType.Round)
|
||||
{
|
||||
if (_startOfLine)
|
||||
{
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal * 0.33f, md, -2f, -2f);
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal * 0.66f, md, -.7f, -.7f);
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal, md, 0, 0);
|
||||
}
|
||||
else if (_nextVertex == Constants.Math.Vector3Unused)
|
||||
{
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal, md, 0, 0);
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal * 0.66f, md, .7f, .7f);
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal * 0.33f, md, 2f, 2f);
|
||||
_index1 = -1;
|
||||
_index2 = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
AddCurrentVertex(_currentVertex, _distance, _prevNormal, md, 0, 0);
|
||||
AddCurrentVertex(_currentVertex, _distance, _nextNormal, md, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (isSharpCorner && i < roadSegmentCount - 1)
|
||||
{
|
||||
var nextSegmentLength = Vector3.Distance(_currentVertex, _nextVertex);
|
||||
if (nextSegmentLength > 2 * _sharpCornerOffset)
|
||||
{
|
||||
var newCurrentVertex = _currentVertex + ((_nextVertex - _currentVertex) * (_sharpCornerOffset / nextSegmentLength)); //._round()
|
||||
_distance += Vector3.Distance(newCurrentVertex, _currentVertex);
|
||||
AddCurrentVertex(newCurrentVertex, _distance, _nextNormal, md);
|
||||
_currentVertex = newCurrentVertex;
|
||||
}
|
||||
}
|
||||
|
||||
_startOfLine = false;
|
||||
}
|
||||
|
||||
md.Edges.Add(md.Vertices.Count);
|
||||
md.Edges.Add(md.Vertices.Count + 1);
|
||||
md.Edges.Add(md.Vertices.Count + _vertexList.Count - 1);
|
||||
md.Edges.Add(md.Vertices.Count + _vertexList.Count - 2);
|
||||
|
||||
md.Vertices.AddRange(_vertexList);
|
||||
md.Normals.AddRange(_normalList);
|
||||
if (md.Triangles.Count == 0)
|
||||
{
|
||||
md.Triangles.Add(new List<int>());
|
||||
}
|
||||
|
||||
md.Triangles[0].AddRange(_triangleList);
|
||||
md.Tangents.AddRange(_tangentList);
|
||||
md.UV[0].AddRange(_uvList);
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetFields()
|
||||
{
|
||||
_index1 = -1;
|
||||
_index2 = -1;
|
||||
_index3 = -1;
|
||||
_startOfLine = true;
|
||||
_cornerOffsetA = 0f;
|
||||
_cornerOffsetB = 0f;
|
||||
|
||||
_vertexList.Clear();
|
||||
_normalList.Clear();
|
||||
_uvList.Clear();
|
||||
_tangentList.Clear();
|
||||
_triangleList.Clear();
|
||||
|
||||
_prevVertex = Constants.Math.Vector3Unused;
|
||||
_currentVertex = Constants.Math.Vector3Unused;
|
||||
_nextVertex = Constants.Math.Vector3Unused;
|
||||
|
||||
_prevNormal = Constants.Math.Vector3Unused;
|
||||
_nextNormal = Constants.Math.Vector3Unused;
|
||||
_distance = 0f;
|
||||
}
|
||||
|
||||
private void AddPieSliceVertex(Vector3 vertexPosition, float dist, Vector3 normal, bool lineTurnsLeft, MeshData md)
|
||||
{
|
||||
var triIndexStart = md.Vertices.Count;
|
||||
var extrude = normal * (lineTurnsLeft ? -1 : 1);
|
||||
_vertexList.Add(vertexPosition + extrude * _scaledWidth);
|
||||
_normalList.Add(Constants.Math.Vector3Up);
|
||||
_uvList.Add(new Vector2(1, dist));
|
||||
_tangentList.Add(normal.Perpendicular() * -1);
|
||||
|
||||
_index3 = triIndexStart + _vertexList.Count - 1;
|
||||
if (_index1 >= 0 && _index2 >= 0)
|
||||
{
|
||||
_triangleList.Add(_index1);
|
||||
_triangleList.Add(_index3);
|
||||
_triangleList.Add(_index2);
|
||||
if (!lineTurnsLeft)
|
||||
{
|
||||
md.Edges.Add(_index3);
|
||||
md.Edges.Add(_index1);
|
||||
}
|
||||
else
|
||||
{
|
||||
md.Edges.Add(_index2);
|
||||
md.Edges.Add(_index3);
|
||||
}
|
||||
}
|
||||
|
||||
if (lineTurnsLeft)
|
||||
{
|
||||
_index2 = _index3;
|
||||
}
|
||||
else
|
||||
{
|
||||
_index1 = _index3;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void AddCurrentVertex(Vector3 vertexPosition, float dist, Vector3 normal, MeshData md, float endLeft = 0, float endRight = 0)
|
||||
{
|
||||
var triIndexStart = md.Vertices.Count;
|
||||
var extrude = normal;
|
||||
if (endLeft != 0)
|
||||
{
|
||||
extrude -= (normal.Perpendicular() * endLeft);
|
||||
}
|
||||
|
||||
var vert = vertexPosition + extrude * _scaledWidth;
|
||||
_vertexList.Add(vert);
|
||||
_normalList.Add(Constants.Math.Vector3Up);
|
||||
_uvList.Add(new Vector2(1, dist));
|
||||
_tangentList.Add(normal.Perpendicular() * -1);
|
||||
|
||||
_index3 = triIndexStart + _vertexList.Count - 1;
|
||||
if (_index1 >= triIndexStart && _index2 >= triIndexStart)
|
||||
{
|
||||
_triangleList.Add(_index1);
|
||||
_triangleList.Add(_index3);
|
||||
_triangleList.Add(_index2);
|
||||
md.Edges.Add(triIndexStart + _vertexList.Count - 1);
|
||||
md.Edges.Add(triIndexStart + _vertexList.Count - 3);
|
||||
}
|
||||
|
||||
_index1 = _index2;
|
||||
_index2 = _index3;
|
||||
|
||||
|
||||
extrude = normal * -1;
|
||||
if (endRight != 0)
|
||||
{
|
||||
extrude -= normal.Perpendicular() * endRight;
|
||||
}
|
||||
|
||||
_vertexList.Add(vertexPosition + extrude * _scaledWidth);
|
||||
_normalList.Add(Constants.Math.Vector3Up);
|
||||
_uvList.Add(new Vector2(0, dist));
|
||||
_tangentList.Add(normal.Perpendicular() * -1);
|
||||
|
||||
_index3 = triIndexStart + _vertexList.Count - 1;
|
||||
if (_index1 >= triIndexStart && _index2 >= triIndexStart)
|
||||
{
|
||||
_triangleList.Add(_index1);
|
||||
_triangleList.Add(_index2);
|
||||
_triangleList.Add(_index3);
|
||||
md.Edges.Add(triIndexStart + _vertexList.Count - 3);
|
||||
md.Edges.Add(triIndexStart + _vertexList.Count - 1);
|
||||
}
|
||||
|
||||
_index1 = _index2;
|
||||
_index2 = _index3;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e1e9c060b6589e4e8b990a9c709bcdd
|
||||
timeCreated: 1478553093
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,172 @@
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
using Assets.Mapbox.Unity.MeshGeneration.Modifiers.MeshModifiers;
|
||||
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Loft Modifier")]
|
||||
public class LoftModifier : MeshModifier
|
||||
{
|
||||
public override ModifierType Type { get { return ModifierType.Preprocess; } }
|
||||
public GameObject Slice;
|
||||
public bool _closeEdges = false;
|
||||
public float SliceScaleMultiplier = 1;
|
||||
|
||||
private int _counter = 0;
|
||||
private List<Vector3> _slice;
|
||||
private int _sliceCount;
|
||||
private float _sliceTotalMagnitude;
|
||||
private Vector2[] _sliceUvs;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_slice = new List<Vector3>();
|
||||
foreach (Transform tr in Slice.transform)
|
||||
{
|
||||
_slice.Add(tr.position);
|
||||
}
|
||||
_sliceCount = _slice.Count;
|
||||
|
||||
_sliceTotalMagnitude = 0;
|
||||
for (int i = 0; i < _sliceCount - 1; i++)
|
||||
{
|
||||
_sliceTotalMagnitude += (_slice[i + 1] - _slice[i]).magnitude;
|
||||
}
|
||||
_sliceUvs = new Vector2[_sliceCount];
|
||||
_sliceUvs[0] = new Vector2(0, 0);
|
||||
for (int i = 0; i < _sliceCount - 1; i++)
|
||||
{
|
||||
_sliceUvs[i + 1] = new Vector2(0, _sliceUvs[i].y + (_slice[i + 1] - _slice[i]).magnitude / _sliceTotalMagnitude);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
|
||||
{
|
||||
if (feature.Points.Count < 1)
|
||||
return;
|
||||
|
||||
foreach (var roadSegment in feature.Points)
|
||||
{
|
||||
_counter = roadSegment.Count;
|
||||
if (_counter <= 1)
|
||||
continue;
|
||||
|
||||
var vl = new List<Vector3>(_sliceCount * _counter);
|
||||
var edges = new List<Vector3>(_counter);
|
||||
int co = 0;
|
||||
|
||||
for (int j = 0; j < _counter; j++)
|
||||
{
|
||||
var current = Constants.Math.Vector3Zero;
|
||||
|
||||
current = roadSegment[j];
|
||||
Vector3 dirCurrent, dir1, dir2;
|
||||
if (j > 0 && j < (_counter - 1))
|
||||
{
|
||||
dir1 = (roadSegment[j] - roadSegment[j - 1]).normalized;
|
||||
dir2 = (roadSegment[j + 1] - roadSegment[j]).normalized;
|
||||
dirCurrent = (dir2 + dir1).normalized;
|
||||
}
|
||||
else if (j == 0) //first
|
||||
{
|
||||
dirCurrent = (roadSegment[j + 1] - roadSegment[j]).normalized;
|
||||
}
|
||||
else //last
|
||||
{
|
||||
dirCurrent = (roadSegment[j] - roadSegment[j - 1]).normalized;
|
||||
}
|
||||
var q = Quaternion.LookRotation(dirCurrent);
|
||||
|
||||
co = _slice.Count;
|
||||
for (int i = 0; i < co; i++)
|
||||
{
|
||||
var p = (q * _slice[i]) * SliceScaleMultiplier;
|
||||
vl.Add(p + current);
|
||||
if (i == co - 1) //last item capped
|
||||
{
|
||||
edges.Add(p + current);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (md.Triangles.Count == 0)
|
||||
{
|
||||
md.Triangles.Add(new List<int>());
|
||||
}
|
||||
md.Vertices.Capacity = md.Vertices.Count + (vl.Count - _sliceCount) * 4;
|
||||
md.Normals.Capacity = md.Normals.Count + (vl.Count - _sliceCount) * 4;
|
||||
md.Triangles.Capacity = md.Triangles.Count + (vl.Count - _sliceCount) * 6;
|
||||
|
||||
var uvDist = 0f;
|
||||
float edMag = 0f, h = 0f;
|
||||
co = 0;
|
||||
Vector3 norm;
|
||||
|
||||
for (int i = 0; i < _counter - 1; i++)
|
||||
{
|
||||
for (int j = 0; j < _sliceCount - 1; j++)
|
||||
{
|
||||
var ind = i * _sliceCount + j;
|
||||
var ed = vl[ind + _sliceCount] - vl[ind];
|
||||
edMag = ed.magnitude;
|
||||
co = md.Vertices.Count;
|
||||
norm = Vector3.Cross(vl[ind] - vl[ind + 1], vl[ind + _sliceCount] - vl[ind]).normalized;
|
||||
md.Vertices.Add(vl[ind]);
|
||||
md.Vertices.Add(vl[ind + 1]);
|
||||
md.Vertices.Add(vl[ind + _sliceCount]);
|
||||
md.Vertices.Add(vl[ind + _sliceCount + 1]);
|
||||
|
||||
h = (float)j / _sliceCount;
|
||||
|
||||
md.UV[0].Add(new Vector2(uvDist, ((float)j - 1) / _sliceCount));
|
||||
md.UV[0].Add(new Vector2(uvDist, h));
|
||||
md.UV[0].Add(new Vector2(uvDist + edMag, ((float)j - 1) / _sliceCount));
|
||||
md.UV[0].Add(new Vector2(uvDist + edMag, h));
|
||||
|
||||
md.Tangents.Add(new Vector4(ed.normalized.x, ed.normalized.y, ed.normalized.z, 1));
|
||||
md.Tangents.Add(new Vector4(ed.normalized.x, ed.normalized.y, ed.normalized.z, 1));
|
||||
md.Tangents.Add(new Vector4(ed.normalized.x, ed.normalized.y, ed.normalized.z, 1));
|
||||
md.Tangents.Add(new Vector4(ed.normalized.x, ed.normalized.y, ed.normalized.z, 1));
|
||||
|
||||
md.Normals.Add(norm);
|
||||
md.Normals.Add(norm);
|
||||
md.Normals.Add(norm);
|
||||
md.Normals.Add(norm);
|
||||
|
||||
md.Triangles[0].Add(co);
|
||||
md.Triangles[0].Add(co + 2);
|
||||
md.Triangles[0].Add(co + 1);
|
||||
|
||||
md.Triangles[0].Add(co + 1);
|
||||
md.Triangles[0].Add(co + 2);
|
||||
md.Triangles[0].Add(co + 3);
|
||||
}
|
||||
uvDist += edMag;
|
||||
}
|
||||
|
||||
if (_closeEdges && edges.Count > 2)
|
||||
{
|
||||
if (md.Triangles.Count < 2)
|
||||
{
|
||||
md.Triangles.Add(new List<int>());
|
||||
}
|
||||
|
||||
var flatData = EarcutLibrary.Flatten(new List<List<Vector3>>() { edges });
|
||||
var result = EarcutLibrary.Earcut(flatData.Vertices, flatData.Holes, flatData.Dim);
|
||||
|
||||
md.Triangles[1].AddRange(result.Select(x => md.Vertices.Count + x).ToList());
|
||||
for (int i = 0; i < edges.Count; i++)
|
||||
{
|
||||
md.Vertices.Add(edges[i]);
|
||||
md.Normals.Add(Constants.Math.Vector3Up);
|
||||
md.UV[0].Add(new Vector2(edges[i].x, edges[i].z));
|
||||
md.Tangents.Add(new Vector4(1,0,0,1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 634e53b543236f246833fc88fea03aa0
|
||||
timeCreated: 1507750860
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,213 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c7ba03c743d46c4a99f4971c74f7cbd
|
||||
timeCreated: 1478553093
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,147 @@
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
using Mapbox.Unity.Utilities;
|
||||
using Mapbox.Unity.Map;
|
||||
using System;
|
||||
|
||||
[System.Serializable]
|
||||
public class FeatureBundle
|
||||
{
|
||||
//public name param will be displayed in inspector list ui instead of element x...
|
||||
[HideInInspector] public string Name;
|
||||
|
||||
public bool active;
|
||||
|
||||
public GameObject prefab;
|
||||
public bool scaleDownWithWorld = true;
|
||||
|
||||
[Geocode] public List<string> _prefabLocations = new List<string>();
|
||||
|
||||
public List<string> _explicitlyBlockedFeatureIds = new List<string>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ReplaceFeatureCollectionModifier aggregates multiple ReplaceFeatureModifier objects into one modifier.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Replace Feature Collection Modifier")]
|
||||
public class ReplaceFeatureCollectionModifier : GameObjectModifier, IReplacementCriteria
|
||||
{
|
||||
public List<FeatureBundle> features = new List<FeatureBundle>();
|
||||
|
||||
private List<ReplaceFeatureModifier> _replaceFeatureModifiers;
|
||||
|
||||
//update all names to make inspector look better...
|
||||
private void OnValidate()
|
||||
{
|
||||
for (int i = 0; i < features.Count; i++)
|
||||
{
|
||||
features[i].Name = (features[i].prefab == null) ? "Feature" : features[i].prefab.name;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
if (_replaceFeatureModifiers != null && _replaceFeatureModifiers.Count > 0)
|
||||
{
|
||||
foreach (var replaceFeatureModifier in _replaceFeatureModifiers)
|
||||
{
|
||||
if (replaceFeatureModifier != null)
|
||||
{
|
||||
replaceFeatureModifier.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_replaceFeatureModifiers = new List<ReplaceFeatureModifier>();
|
||||
foreach (FeatureBundle feature in features)
|
||||
{
|
||||
ReplaceFeatureModifier replaceFeatureModifier = ScriptableObject.CreateInstance<ReplaceFeatureModifier>();
|
||||
|
||||
replaceFeatureModifier.Active = feature.active;
|
||||
replaceFeatureModifier.SpawnPrefabOptions = new SpawnPrefabOptions()
|
||||
{
|
||||
prefab = feature.prefab,
|
||||
scaleDownWithWorld = feature.scaleDownWithWorld
|
||||
};
|
||||
replaceFeatureModifier.PrefabLocations = new List<string>(feature._prefabLocations);
|
||||
replaceFeatureModifier.BlockedIds = new List<string>(feature._explicitlyBlockedFeatureIds);
|
||||
replaceFeatureModifier.Initialize();
|
||||
|
||||
_replaceFeatureModifiers.Add(replaceFeatureModifier);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FeaturePreProcess(VectorFeatureUnity feature)
|
||||
{
|
||||
foreach (ReplaceFeatureModifier modifier in _replaceFeatureModifiers)
|
||||
{
|
||||
if (modifier == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
modifier.FeaturePreProcess(feature);
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetProperties(ModifierProperties properties)
|
||||
{
|
||||
foreach (ReplaceFeatureModifier modifier in _replaceFeatureModifiers)
|
||||
{
|
||||
if (modifier == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
modifier.SetProperties(properties);
|
||||
}
|
||||
}
|
||||
|
||||
public bool ShouldReplaceFeature(VectorFeatureUnity feature)
|
||||
{
|
||||
foreach (ReplaceFeatureModifier modifier in _replaceFeatureModifiers)
|
||||
{
|
||||
if (modifier == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modifier.ShouldReplaceFeature(feature))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Run(VectorEntity ve, UnityTile tile)
|
||||
{
|
||||
foreach (ReplaceFeatureModifier modifier in _replaceFeatureModifiers)
|
||||
{
|
||||
modifier.Run(ve, tile);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPoolItem(VectorEntity vectorEntity)
|
||||
{
|
||||
foreach (ReplaceFeatureModifier modifier in _replaceFeatureModifiers)
|
||||
{
|
||||
modifier.OnPoolItem(vectorEntity);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
foreach (var subModules in _replaceFeatureModifiers)
|
||||
{
|
||||
subModules.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13ade7ea2a146442b9575619cf724737
|
||||
timeCreated: 1530570387
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,331 @@
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
using System;
|
||||
using Mapbox.Unity.Map;
|
||||
using Mapbox.Utils;
|
||||
using Mapbox.Unity.Utilities;
|
||||
using Mapbox.VectorTile.Geometry;
|
||||
using Mapbox.Unity.MeshGeneration.Interfaces;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// ReplaceBuildingFeatureModifier takes in POIs and checks if the feature layer has those points and deletes them
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Replace Feature Modifier")]
|
||||
public class ReplaceFeatureModifier : GameObjectModifier, IReplacementCriteria
|
||||
{
|
||||
|
||||
private List<Vector2d> _latLonToSpawn;
|
||||
|
||||
private Dictionary<ulong, GameObject> _objects;
|
||||
private Dictionary<ulong, Vector2d> _objectPosition;
|
||||
private static GameObject _poolGameObject;
|
||||
[SerializeField]
|
||||
private SpawnPrefabOptions _options;
|
||||
private List<GameObject> _prefabList = new List<GameObject>();
|
||||
|
||||
[SerializeField]
|
||||
[Geocode]
|
||||
private List<string> _prefabLocations;
|
||||
|
||||
[SerializeField]
|
||||
private List<string> _explicitlyBlockedFeatureIds;
|
||||
//maximum distance to trigger feature replacement ( in tile space )
|
||||
private const float _maxDistanceToBlockFeature_tilespace = 1000f;
|
||||
|
||||
/// <summary>
|
||||
/// List of featureIds to test against.
|
||||
/// We need a list of featureIds per location.
|
||||
/// A list is required since buildings on tile boundary will have multiple id's for the same feature.
|
||||
/// </summary>
|
||||
private List<List<string>> _featureId;
|
||||
private string _tempFeatureId;
|
||||
|
||||
private static AbstractMap _abstractMap;
|
||||
|
||||
public SpawnPrefabOptions SpawnPrefabOptions
|
||||
{
|
||||
set
|
||||
{
|
||||
_options = value;
|
||||
}
|
||||
}
|
||||
|
||||
public List<string> PrefabLocations
|
||||
{
|
||||
set
|
||||
{
|
||||
_prefabLocations = value;
|
||||
}
|
||||
}
|
||||
|
||||
public List<string> BlockedIds
|
||||
{
|
||||
set
|
||||
{
|
||||
_explicitlyBlockedFeatureIds = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
//duplicate the list of lat/lons to track which coordinates have already been spawned
|
||||
|
||||
_featureId = new List<List<string>>();
|
||||
|
||||
for (int i = 0; i < _prefabLocations.Count; i++)
|
||||
{
|
||||
_featureId.Add(new List<string>());
|
||||
}
|
||||
if (_objects == null)
|
||||
{
|
||||
_objects = new Dictionary<ulong, GameObject>();
|
||||
_objectPosition = new Dictionary<ulong, Vector2d>();
|
||||
if(_poolGameObject == null)
|
||||
{
|
||||
_poolGameObject = new GameObject("_inactive_prefabs_pool");
|
||||
}
|
||||
if(_abstractMap == null)
|
||||
{
|
||||
_abstractMap = FindObjectOfType<AbstractMap>();
|
||||
}
|
||||
if(_abstractMap != null)
|
||||
{
|
||||
_poolGameObject.transform.SetParent(_abstractMap.transform, true);
|
||||
}
|
||||
}
|
||||
_latLonToSpawn = new List<Vector2d>();
|
||||
foreach (var loc in _prefabLocations)
|
||||
{
|
||||
_latLonToSpawn.Add(Conversions.StringToLatLon(loc));
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetProperties(ModifierProperties properties)
|
||||
{
|
||||
_options = (SpawnPrefabOptions)properties;
|
||||
}
|
||||
|
||||
public override void FeaturePreProcess(VectorFeatureUnity feature)
|
||||
{
|
||||
int index = -1;
|
||||
foreach (var point in _prefabLocations)
|
||||
{
|
||||
try
|
||||
{
|
||||
index++;
|
||||
var coord = Conversions.StringToLatLon(point);
|
||||
if (feature.ContainsLatLon(coord) && (feature.Data.Id != 0))
|
||||
{
|
||||
_featureId[index] = (_featureId[index] == null) ? new List<string>() : _featureId[index];
|
||||
_tempFeatureId = feature.Data.Id.ToString();
|
||||
string idCandidate = (_tempFeatureId.Length <= 3) ? _tempFeatureId : _tempFeatureId.Substring(0, _tempFeatureId.Length - 3);
|
||||
_featureId[index].Add(idCandidate);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check the feature against the list of lat/lons in the modifier
|
||||
/// </summary>
|
||||
/// <returns><c>true</c>, if the feature overlaps with a lat/lon in the modifier <c>false</c> otherwise.</returns>
|
||||
/// <param name="feature">Feature.</param>
|
||||
public bool ShouldReplaceFeature(VectorFeatureUnity feature)
|
||||
{
|
||||
int index = -1;
|
||||
|
||||
//preventing spawning of explicitly blocked features
|
||||
foreach (var blockedId in _explicitlyBlockedFeatureIds)
|
||||
{
|
||||
if (feature.Data.Id.ToString() == blockedId)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var point in _prefabLocations)
|
||||
{
|
||||
try
|
||||
{
|
||||
index++;
|
||||
if (_featureId[index] != null)
|
||||
{
|
||||
foreach (var featureId in _featureId[index])
|
||||
{
|
||||
var latlngVector = Conversions.StringToLatLon(point);
|
||||
var from = Conversions.LatLonToMeters(latlngVector.x, latlngVector.y);
|
||||
var to = new Vector2d((feature.Points[0][0].x / feature.Tile.TileScale) + feature.Tile.Rect.Center.x, (feature.Points[0][0].z / feature.Tile.TileScale) + feature.Tile.Rect.Center.y);
|
||||
var dist = Vector2d.Distance(from, to);
|
||||
if (dist > 500)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (feature.Data.Id.ToString().StartsWith(featureId, StringComparison.CurrentCulture))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
}
|
||||
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Run(VectorEntity ve, UnityTile tile)
|
||||
{
|
||||
//replace the feature only once per lat/lon
|
||||
Vector2d latLong = Vector2d.zero;
|
||||
if (ShouldSpawnFeature(ve.Feature, out latLong))
|
||||
{
|
||||
SpawnPrefab(ve, tile, latLong);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnPrefab(VectorEntity ve, UnityTile tile, Vector2d latLong)
|
||||
{
|
||||
GameObject go;
|
||||
|
||||
var featureId = ve.Feature.Data.Id;
|
||||
if (_objects.ContainsKey(featureId))
|
||||
{
|
||||
go = _objects[featureId];
|
||||
go.SetActive(true);
|
||||
go.transform.SetParent(ve.GameObject.transform, false);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
go = Instantiate(_options.prefab);
|
||||
_prefabList.Add(go);
|
||||
_objects.Add(featureId, go);
|
||||
_objectPosition.Add(featureId, latLong);
|
||||
go.transform.SetParent(ve.GameObject.transform, false);
|
||||
}
|
||||
|
||||
PositionScaleRectTransform(ve, tile, go, latLong);
|
||||
|
||||
if (_options.AllPrefabsInstatiated != null)
|
||||
{
|
||||
_options.AllPrefabsInstatiated(_prefabList);
|
||||
}
|
||||
}
|
||||
|
||||
public void PositionScaleRectTransform(VectorEntity ve, UnityTile tile, GameObject go, Vector2d latLong)
|
||||
{
|
||||
go.transform.localScale = _options.prefab.transform.localScale;
|
||||
RectTransform goRectTransform;
|
||||
IFeaturePropertySettable settable = null;
|
||||
var latLongPosition = new Vector3();
|
||||
var centroidVector = new Vector3();
|
||||
foreach (var point in ve.Feature.Points[0])
|
||||
{
|
||||
centroidVector += point;
|
||||
}
|
||||
centroidVector = centroidVector / ve.Feature.Points[0].Count;
|
||||
|
||||
latLongPosition = Conversions.LatitudeLongitudeToUnityTilePosition(latLong, tile.CurrentZoom, tile.TileScale, 4096).ToVector3xz();
|
||||
latLongPosition.y = centroidVector.y;
|
||||
|
||||
go.name = ve.Feature.Data.Id.ToString();
|
||||
|
||||
goRectTransform = go.GetComponent<RectTransform>();
|
||||
if (goRectTransform == null)
|
||||
{
|
||||
go.transform.localPosition = centroidVector;
|
||||
}
|
||||
else
|
||||
{
|
||||
goRectTransform.anchoredPosition3D = centroidVector;
|
||||
}
|
||||
|
||||
settable = go.GetComponent<IFeaturePropertySettable>();
|
||||
if (settable != null)
|
||||
{
|
||||
settable.Set(ve.Feature.Properties);
|
||||
}
|
||||
|
||||
if (_options.scaleDownWithWorld)
|
||||
{
|
||||
go.transform.localScale = (go.transform.localScale * (tile.TileScale));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the feature should be used to spawn a prefab, once per lat/lon
|
||||
/// </summary>
|
||||
/// <returns><c>true</c>, if the feature should be spawned <c>false</c> otherwise.</returns>
|
||||
/// <param name="feature">Feature.</param>
|
||||
private bool ShouldSpawnFeature(VectorFeatureUnity feature, out Vector2d latLong)
|
||||
{
|
||||
latLong = Vector2d.zero;
|
||||
if (feature == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_objects.ContainsKey(feature.Data.Id))
|
||||
{
|
||||
_objectPosition.TryGetValue(feature.Data.Id, out latLong);
|
||||
_latLonToSpawn.Remove(latLong);
|
||||
return true;
|
||||
}
|
||||
|
||||
foreach (var point in _latLonToSpawn)
|
||||
{
|
||||
if (feature.ContainsLatLon(point))
|
||||
{
|
||||
_latLonToSpawn.Remove(point);
|
||||
latLong = point;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
public override void OnPoolItem(VectorEntity vectorEntity)
|
||||
{
|
||||
base.OnPoolItem(vectorEntity);
|
||||
var featureId = vectorEntity.Feature.Data.Id;
|
||||
|
||||
if (!_objects.ContainsKey(featureId))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var go = _objects[featureId];
|
||||
if (go == null || _poolGameObject == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
go.SetActive(false);
|
||||
go.transform.SetParent(_poolGameObject.transform, false);
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
foreach (var gameObject in _objects.Values)
|
||||
{
|
||||
gameObject.Destroy();
|
||||
}
|
||||
_objects.Clear();
|
||||
_objectPosition.Clear();
|
||||
_poolGameObject.Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f386309a8f86f48aaabbbd02b9f95059
|
||||
timeCreated: 1525817443
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,46 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Smooth Line Modifier")]
|
||||
public class SmoothLineModifier : MeshModifier
|
||||
{
|
||||
public override ModifierType Type { get { return ModifierType.Preprocess; } }
|
||||
|
||||
public int _maxEdgeSectionCount = 40;
|
||||
public int _preferredEdgeSectionLength = 10;
|
||||
private int _counter, _counter2;
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
|
||||
{
|
||||
_counter = feature.Points.Count;
|
||||
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
var nl = new List<Vector3>();
|
||||
_counter2 = feature.Points[i].Count;
|
||||
for (int j = 1; j < _counter2; j++)
|
||||
{
|
||||
nl.Add(feature.Points[i][j - 1]);
|
||||
var dist = Vector3.Distance(feature.Points[i][j - 1], feature.Points[i][j]);
|
||||
var step = Math.Min(_maxEdgeSectionCount, dist / _preferredEdgeSectionLength);
|
||||
if (step > 1)
|
||||
{
|
||||
var counter = 1;
|
||||
while (counter < step)
|
||||
{
|
||||
var nv = Vector3.Lerp(feature.Points[i][j - 1], feature.Points[i][j], Mathf.Min(1, counter / step));
|
||||
nl.Add(nv);
|
||||
counter++;
|
||||
}
|
||||
}
|
||||
nl.Add(feature.Points[i][j]);
|
||||
}
|
||||
feature.Points[i] = nl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9558f79dbf9b00d488e061a68f8394aa
|
||||
timeCreated: 1492731089
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,46 @@
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
using UnityEngine;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Snap Terrain Modifier")]
|
||||
public class SnapTerrainModifier : MeshModifier
|
||||
{
|
||||
public override ModifierType Type { get { return ModifierType.Preprocess; } }
|
||||
|
||||
private double scaledX;
|
||||
private double scaledY;
|
||||
private int _counter;
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
|
||||
{
|
||||
scaledX = tile.Rect.Size.x * tile.TileScale;
|
||||
scaledY = tile.Rect.Size.y * tile.TileScale;
|
||||
_counter = md.Vertices.Count;
|
||||
if (_counter > 0)
|
||||
{
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
var h = tile.QueryHeightData(
|
||||
(float)((md.Vertices[i].x + md.PositionInTile.x + scaledX / 2) / scaledX),
|
||||
(float)((md.Vertices[i].z + md.PositionInTile.z + scaledY / 2) / scaledY));
|
||||
md.Vertices[i] += new Vector3(0, h, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var sub in feature.Points)
|
||||
{
|
||||
_counter = sub.Count;
|
||||
for (int i = 0; i < _counter; i++)
|
||||
{
|
||||
var h = tile.QueryHeightData(
|
||||
(float)((sub[i].x + md.PositionInTile.x + scaledX / 2) / scaledX),
|
||||
(float)((sub[i].z + md.PositionInTile.z + scaledY / 2) / scaledY));
|
||||
sub[i] += new Vector3(0, h, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40bee3110109c0848bb86c9b5c436039
|
||||
timeCreated: 1492732222
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,54 @@
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
using Mapbox.Unity.Map;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Snap Terrain Raycast Modifier")]
|
||||
public class SnapTerrainRaycastModifier : MeshModifier
|
||||
{
|
||||
private const int RAY_LENGTH = 50;
|
||||
|
||||
[SerializeField]
|
||||
private LayerMask _terrainMask;
|
||||
private double scaledX;
|
||||
private double scaledY;
|
||||
|
||||
public override ModifierType Type
|
||||
{
|
||||
get { return ModifierType.Preprocess; }
|
||||
}
|
||||
|
||||
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
|
||||
{
|
||||
scaledX = tile.Rect.Size.x * tile.TileScale;
|
||||
scaledY = tile.Rect.Size.y * tile.TileScale;
|
||||
|
||||
foreach (var sub in feature.Points)
|
||||
{
|
||||
for (int i = 0; i < sub.Count; i++)
|
||||
{
|
||||
var h = tile.QueryHeightData((float)((sub[i].x + md.PositionInTile.x + scaledX / 2) / scaledX), (float)((sub[i].z + md.PositionInTile.z + scaledY / 2) / scaledY));
|
||||
|
||||
RaycastHit hit;
|
||||
Vector3 rayCenter =
|
||||
new Vector3(sub[i].x + md.PositionInTile.x + tile.transform.position.x,
|
||||
h + RAY_LENGTH / 2,
|
||||
sub[i].z + md.PositionInTile.z + tile.transform.position.z);
|
||||
|
||||
|
||||
|
||||
if (Physics.Raycast(rayCenter, Vector3.down, out hit, RAY_LENGTH * 5, _terrainMask))
|
||||
{
|
||||
sub[i] += new Vector3(0, hit.point.y + md.PositionInTile.y - tile.transform.position.y, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Raycasting sometimes fails at terrain boundaries, fallback to tile height data.
|
||||
sub[i] += new Vector3(0, h, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41aa014e797344c2c99c979bad017646
|
||||
timeCreated: 1492732222
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,121 @@
|
||||
namespace Mapbox.Unity.MeshGeneration.Modifiers
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mapbox.Unity.MeshGeneration.Data;
|
||||
using System;
|
||||
using Mapbox.Unity.Map;
|
||||
using Mapbox.Utils;
|
||||
|
||||
/// <summary>
|
||||
/// UV Modifier works only with (and right after) Polygon Modifier and not with Line Mesh Modifier.
|
||||
/// If UseSatelliteRoof parameter is false, it creates a tiled UV map, otherwise it creates a stretched UV map.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Mapbox/Modifiers/UV Modifier")]
|
||||
public class UvModifier : MeshModifier
|
||||
{
|
||||
UVModifierOptions _options;
|
||||
public override ModifierType Type { get { return ModifierType.Preprocess; } }
|
||||
|
||||
private int _mdVertexCount;
|
||||
private Vector2d _size;
|
||||
private Vector3 _vert;
|
||||
private List<Vector2> _uv = new List<Vector2>();
|
||||
|
||||
#region Atlas Fields
|
||||
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 (md.Vertices.Count == 0 || feature == null || feature.Points.Count < 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_uv.Clear();
|
||||
_mdVertexCount = md.Vertices.Count;
|
||||
_size = md.TileRect.Size;
|
||||
|
||||
if (_options.texturingType != UvMapType.Atlas && _options.texturingType != UvMapType.AtlasWithColorPalette)
|
||||
{
|
||||
for (int i = 0; i < _mdVertexCount; i++)
|
||||
{
|
||||
_vert = md.Vertices[i];
|
||||
|
||||
if (_options.style == StyleTypes.Satellite)
|
||||
{
|
||||
var fromBottomLeft = new Vector2((float)(((_vert.x + md.PositionInTile.x) / tile.TileScale + _size.x / 2) / _size.x),
|
||||
(float)(((_vert.z + md.PositionInTile.z) / tile.TileScale + _size.x / 2) / _size.x));
|
||||
_uv.Add(fromBottomLeft);
|
||||
}
|
||||
else if (_options.texturingType == UvMapType.Tiled)
|
||||
{
|
||||
_uv.Add(new Vector2(_vert.x, _vert.z));
|
||||
}
|
||||
}
|
||||
}
|
||||
else 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[_mdVertexCount];
|
||||
_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 < _mdVertexCount; 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 < _mdVertexCount; i++)
|
||||
{
|
||||
_uv.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));
|
||||
}
|
||||
}
|
||||
|
||||
md.UV[0].AddRange(_uv);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 059a0278fa9c44be087aad07dbf4fdf9
|
||||
timeCreated: 1544732618
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in new issue
Block a user