Beispiel #1
0
            public void OnElementLoadedHandler(int tag, long id, string[] tags, int tagCount,
                                               double[] vertices, int vertexCount, string[] styles, int styleCount)
            {
                Element element = MapDataAdapter.AdaptElement(id, tags, vertices, styles);

                foreach (var observer in _observers)
                {
                    observer.OnNext(element);
                }
            }
        private static void OnElementFoundHandler(int tag, long id, IntPtr tagPtr, int tagCount,
                                                  IntPtr vertexPtr, int vertexCount, IntPtr stylePtr, int styleCount)
        {
            // NOTE see note above
            var vertices = MarshalUtils.ReadDoubles(vertexPtr, vertexCount);
            var tags     = MarshalUtils.ReadStrings(tagPtr, tagCount);
            var styles   = MarshalUtils.ReadStrings(stylePtr, styleCount);

            Element element = MapDataAdapter.AdaptElement(id, tags, vertices, styles);

            foreach (var observer in _queryObservers)
            {
                observer.OnNext(element);
            }
        }
        private static void OnElementLoadedHandler(int tag, long id, IntPtr tagPtr, int tagCount,
                                                   IntPtr vertexPtr, int vertexCount, IntPtr stylePtr, int styleCount)
        {
            Tile tile;

            if (!Tiles.TryGetValue(tag, out tile) || tile.IsDisposed)
            {
                return;
            }

            // NOTE see note above
            var vertices = MarshalUtils.ReadDoubles(vertexPtr, vertexCount);
            var tags     = MarshalUtils.ReadStrings(tagPtr, tagCount);
            var styles   = MarshalUtils.ReadStrings(stylePtr, styleCount);

            MapDataAdapter.AdaptElement(tile, _sMaterialProvider, _observers, _trace, id, vertices, tags, styles);
        }
        private static void OnMeshBuiltHandler(int tag, string name, IntPtr vertexPtr, int vertexCount,
                                               IntPtr trianglePtr, int triangleCount, IntPtr colorPtr, int colorCount,
                                               IntPtr uvPtr, int uvCount, IntPtr uvMapPtr, int uvMapCount)
        {
            Tile tile;

            if (!Tiles.TryGetValue(tag, out tile) || tile.IsDisposed)
            {
                return;
            }

            // NOTE ideally, arrays should be marshalled automatically which could enable some optimizations,
            // especially, for il2cpp. However, I was not able to make it work using il2cpp setting: all arrays
            // were passed to this method with just one element. I gave up and decided to use manual marshalling
            // here and in AdaptElement method below.
            var vertices  = MarshalUtils.ReadDoubles(vertexPtr, vertexCount);
            var triangles = MarshalUtils.ReadInts(trianglePtr, triangleCount);
            var colors    = MarshalUtils.ReadInts(colorPtr, colorCount);
            var uvs       = MarshalUtils.ReadDoubles(uvPtr, uvCount);
            var uvMap     = MarshalUtils.ReadInts(uvMapPtr, uvMapCount);

            MapDataAdapter.AdaptMesh(tile, _sMaterialProvider, _observers, _trace, name, vertices, triangles, colors, uvs, uvMap);
        }
Beispiel #5
0
 public void OnElementLoadedHandler(int tag, long id, string[] tags, int tagCount,
                                    double[] vertices, int vertexCount, string[] styles, int styleCount)
 {
     MapDataAdapter.AdaptElement(_tile, _materialProvider, _observers, _trace, id, vertices, tags, styles);
 }
Beispiel #6
0
 public void OnMeshBuiltHandler(int tag, string name, double[] vertices, int vertexCount,
                                int[] triangles, int triangleCount, int[] colors, int colorCount,
                                double[] uvs, int uvCount, int[] uvMap, int uvMapCount)
 {
     MapDataAdapter.AdaptMesh(_tile, _materialProvider, _observers, _trace, name, vertices, triangles, colors, uvs, uvMap);
 }