private void UpdateMesh()
        {
            OnlineMapsTileSetControl control = OnlineMapsTileSetControl.instance;

            if (tilesetCollider == null)
            {
                tilesetCollider = control.GetComponent <Collider>();
            }
            Bounds bounds = tilesetCollider.bounds;

            // Clear overlay mesh
            overlayMesh.Clear(true);

            // Init verticles and normals
            float y = bounds.max.y + 0.5f;

            overlayMesh.vertices = new[]
            {
                new Vector3(bounds.min.x, y, bounds.min.z),
                new Vector3(bounds.min.x, y, bounds.max.z),
                new Vector3(bounds.max.x, y, bounds.max.z),
                new Vector3(bounds.max.x, y, bounds.min.z)
            };

            overlayMesh.normals = new[]
            {
                Vector3.up,
                Vector3.up,
                Vector3.up,
                Vector3.up
            };

            // Init overlay UV
            OnlineMaps api                 = OnlineMaps.instance;
            Vector2    topLeftPosition     = api.topLeftPosition;
            Vector2    bottomRightPosition = api.bottomRightPosition;

            Vector2 topLeftTile     = OnlineMapsUtils.LatLongToTilef(topLeftPosition, api.zoom);
            Vector2 bottomRightTile = OnlineMapsUtils.LatLongToTilef(bottomRightPosition, api.zoom);

            int maxTileCount = 1 << api.zoom;

            float uvX1 = topLeftTile.x / maxTileCount;
            float uvX2 = bottomRightTile.x / maxTileCount;

            if (uvX1 > uvX2)
            {
                uvX2 += 1;
            }

            float uvY1 = 1 - topLeftTile.y / maxTileCount;
            float uvY2 = 1 - bottomRightTile.y / maxTileCount;

            overlayMesh.uv = new[]
            {
                new Vector2(uvX2, uvY1),
                new Vector2(uvX2, uvY2),
                new Vector2(uvX1, uvY2),
                new Vector2(uvX1, uvY1)
            };

            // Init triangles
            overlayMesh.SetTriangles(new[]
            {
                0, 1, 2,
                0, 2, 3
            }, 0);

            overlayMesh.RecalculateBounds();
            overlayMesh.RecalculateNormals();
        }
Beispiel #2
0
        private void UpdateMesh()
        {
            OnlineMapsTileSetControl control = OnlineMapsTileSetControl.instance;

            if (tilesetCollider == null)
            {
                tilesetCollider = control.GetComponent <Collider>();
            }
            Bounds bounds = tilesetCollider.bounds;

            // Clear overlay mesh
            overlayMesh.Clear(true);

            // Init verticles and normals
            float y = bounds.max.y + 0.5f;

            overlayMesh.vertices = new[]
            {
                new Vector3(bounds.min.x, y, bounds.min.z),
                new Vector3(bounds.min.x, y, bounds.max.z),
                new Vector3(bounds.max.x, y, bounds.max.z),
                new Vector3(bounds.max.x, y, bounds.min.z)
            };

            overlayMesh.normals = new[]
            {
                Vector3.up,
                Vector3.up,
                Vector3.up,
                Vector3.up
            };

            // Init overlay UV
            OnlineMaps map = OnlineMaps.instance;

            double tlx, tly, brx, bry;

            map.GetTileCorners(out tlx, out tly, out brx, out bry);

            int maxTileCount = 1 << map.zoom;

            float uvX1 = (float)(tlx / maxTileCount);
            float uvX2 = (float)(brx / maxTileCount);

            if (uvX1 > uvX2)
            {
                uvX2 += 1;
            }

            float uvY1 = (float)(1 - tly / maxTileCount);
            float uvY2 = (float)(1 - bry / maxTileCount);

            overlayMesh.uv = new[]
            {
                new Vector2(uvX2, uvY1),
                new Vector2(uvX2, uvY2),
                new Vector2(uvX1, uvY2),
                new Vector2(uvX1, uvY1)
            };

            // Init triangles
            overlayMesh.SetTriangles(new[]
            {
                0, 1, 2,
                0, 2, 3
            }, 0);

            overlayMesh.RecalculateBounds();
            overlayMesh.RecalculateNormals();
        }
Beispiel #3
0
        /// <summary>
        /// This method is called each time the map mesh is updated
        /// </summary>
        private void UpdateSides()
        {
            // Clear baseboard mesh
            mesh.Clear();

            if (mapMesh == null)
            {
                mapMesh = control.GetComponent <MeshFilter>().sharedMesh;
            }

            // Initialize arrays for vertices
            Vector3[] mapVertices = mapMesh.vertices;

            List <Vector3> left   = new List <Vector3>();
            List <Vector3> right  = new List <Vector3>();
            List <Vector3> top    = new List <Vector3>();
            List <Vector3> bottom = new List <Vector3>();

            float minY = float.MaxValue;

            // Iterate over all map points to find border points
            for (int i = 0; i < mapVertices.Length; i++)
            {
                Vector3 v = mapVertices[i];
                if (Mathf.Abs(v.x) <= 0.01f)
                {
                    left.Add(v);
                }
                if (Mathf.Abs(v.x + control.sizeInScene.x) <= 0.01f)
                {
                    right.Add(v);
                }
                if (Mathf.Abs(v.z) <= 0.01f)
                {
                    top.Add(v);
                }
                if (Mathf.Abs(v.z - control.sizeInScene.y) <= 0.01f)
                {
                    bottom.Add(v);
                }
                if (minY > v.y)
                {
                    minY = v.y;
                }
            }

            // Remove duplicates and sort points of sides
            left   = left.Distinct().OrderBy(v => v.z).ToList();
            right  = right.Distinct().OrderBy(v => v.z).Reverse().ToList();
            top    = top.Distinct().OrderBy(v => v.x).ToList();
            bottom = bottom.Distinct().OrderBy(v => v.x).Reverse().ToList();
            minY  -= minHeight;

            // Initialize lists of vertices, uv, normals and trinagles
            List <Vector3> vertices  = new List <Vector3>();
            List <Vector2> uv        = new List <Vector2>();
            List <Vector3> normals   = new List <Vector3>();
            List <int>     triangles = new List <int>();

            // Update each side
            UpdateSide(left, vertices, uv, normals, triangles, Vector3.left, minY);
            UpdateSide(top, vertices, uv, normals, triangles, Vector3.forward, minY);
            UpdateSide(right, vertices, uv, normals, triangles, Vector3.right, minY);
            UpdateSide(bottom, vertices, uv, normals, triangles, Vector3.back, minY);

            int countVertices = vertices.Count;

            // Close bottom if necessary
            if (closeBottom)
            {
                vertices.Add(new Vector3(0, minY, 0));
                vertices.Add(new Vector3(0, minY, control.sizeInScene.y));
                vertices.Add(new Vector3(-control.sizeInScene.x, minY, control.sizeInScene.y));
                vertices.Add(new Vector3(-control.sizeInScene.x, minY, 0));

                uv.Add(new Vector2(0, 0));
                uv.Add(new Vector2(0, 1));
                uv.Add(new Vector2(1, 1));
                uv.Add(new Vector2(1, 0));

                normals.Add(Vector3.down);
                normals.Add(Vector3.down);
                normals.Add(Vector3.down);
                normals.Add(Vector3.down);

                mesh.subMeshCount = 2;
            }

            // Set vertices, uv, normals and triangles to the baseboard mesh
            mesh.vertices = vertices.ToArray();
            mesh.uv       = uv.ToArray();
            mesh.normals  = normals.ToArray();
            mesh.SetTriangles(triangles.ToArray(), 0);

            if (closeBottom)
            {
                mesh.SetTriangles(new[]
                {
                    countVertices,
                    countVertices + 1,
                    countVertices + 2,
                    countVertices,
                    countVertices + 2,
                    countVertices + 3
                }, 1);
            }
        }