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