Example #1
0
        private bool ProcessFeature(int index, UnityTile tile, VectorLayerVisualizerProperties layerProperties, float layerExtent)
        {
            var fe = layerProperties.vectorTileLayer.GetFeature(index);
            List <List <Point2d <float> > > geom;

            if (layerProperties.buildingsWithUniqueIds == true) //ids from building dataset is big ulongs
            {
                geom = fe.Geometry <float>();                   //and we're not clipping by passing no parameters

                if (geom[0][0].X <0 || geom[0][0].X> layerExtent || geom[0][0].Y <0 || geom[0][0].Y> layerExtent)
                {
                    return(false);
                }
            }
            else                               //streets ids, will require clipping
            {
                geom = fe.Geometry <float>(0); //passing zero means clip at tile edge
            }

            var feature = new VectorFeatureUnity(layerProperties.vectorTileLayer.GetFeature(index),
                                                 geom,
                                                 tile,
                                                 layerProperties.vectorTileLayer.Extent,
                                                 layerProperties.buildingsWithUniqueIds);


            if (IsFeatureEligibleAfterFiltering(feature, tile, layerProperties))
            {
                if (tile != null && tile.gameObject != null && tile.VectorDataState != Enums.TilePropertyState.Cancelled)
                {
                    switch (layerProperties.featureProcessingStage)
                    {
                    case FeatureProcessingStage.PreProcess:
                        //pre process features.
                        PreProcessFeatures(feature, tile, tile.gameObject);
                        break;

                    case FeatureProcessingStage.Process:
                        //skip existing features, only works on tilesets with unique ids
                        if (ShouldSkipProcessingFeatureWithId(feature.Data.Id, tile, layerProperties))
                        {
                            return(false);
                        }
                        //feature not skipped. Add to pool only if features are in preprocess stage.
                        AddFeatureToTileObjectPool(feature, tile);
                        Build(feature, tile, tile.gameObject);
                        break;

                    case FeatureProcessingStage.PostProcess:
                        break;

                    default:
                        break;
                    }
                    _entityInCurrentCoroutine++;
                }
            }
            return(true);
        }
Example #2
0
        private bool ProcessFeature(int index, UnityTile tile, VectorLayerVisualizerProperties layerProperties)
        {
            var feature = GetFeatureinTileAtIndex(index, tile, layerProperties);

            if (IsFeatureEligibleAfterFiltering(feature, tile, layerProperties))
            {
                if (tile != null && tile.gameObject != null && tile.VectorDataState != Enums.TilePropertyState.Cancelled)
                {
                    switch (layerProperties.featureProcessingStage)
                    {
                    case FeatureProcessingStage.PreProcess:
                        //pre process features.
                        PreProcessFeatures(feature, tile, tile.gameObject);
                        break;

                    case FeatureProcessingStage.Process:
                        //skip existing features, only works on tilesets with unique ids
                        if (ShouldSkipProcessingFeatureWithId(feature.Data.Id, tile, layerProperties))
                        {
                            return(false);
                        }
                        //feature not skipped. Add to pool only if features are in preprocess stage.
                        AddFeatureToTileObjectPool(feature, tile);
                        Build(feature, tile, tile.gameObject);
                        break;

                    case FeatureProcessingStage.PostProcess:
                        break;

                    default:
                        break;
                    }
                    _entityInCurrentCoroutine++;
                }
            }
            return(true);
        }
Example #3
0
        protected IEnumerator ProcessLayer(VectorTileLayer layer, UnityTile tile, UnwrappedTileId tileId, Action <UnityTile, LayerVisualizerBase> callback = null)
        {
            if (tile == null)
            {
                yield break;
            }

            VectorLayerVisualizerProperties tempLayerProperties = new VectorLayerVisualizerProperties();

            tempLayerProperties.vectorTileLayer        = layer;
            tempLayerProperties.featureProcessingStage = FeatureProcessingStage.PreProcess;

            //Get all filters in the array.
            tempLayerProperties.layerFeatureFilters = _layerProperties.filterOptions.filters.Select(m => m.GetFilterComparer()).ToArray();

            // Pass them to the combiner
            tempLayerProperties.layerFeatureFilterCombiner = new Filters.LayerFilterComparer();
            switch (_layerProperties.filterOptions.combinerType)
            {
            case Filters.LayerFilterCombinerOperationType.Any:
                tempLayerProperties.layerFeatureFilterCombiner = Filters.LayerFilterComparer.AnyOf(tempLayerProperties.layerFeatureFilters);
                break;

            case Filters.LayerFilterCombinerOperationType.All:
                tempLayerProperties.layerFeatureFilterCombiner = Filters.LayerFilterComparer.AllOf(tempLayerProperties.layerFeatureFilters);
                break;

            case Filters.LayerFilterCombinerOperationType.None:
                tempLayerProperties.layerFeatureFilterCombiner = Filters.LayerFilterComparer.NoneOf(tempLayerProperties.layerFeatureFilters);
                break;

            default:
                break;
            }

            tempLayerProperties.buildingsWithUniqueIds = (_layerProperties.honorBuildingIdSetting) && _layerProperties.buildingsWithUniqueIds;

            //find any replacement criteria and assign them
            foreach (var goModifier in _defaultStack.GoModifiers)
            {
                if (goModifier is IReplacementCriteria && goModifier.Active)
                {
                    SetReplacementCriteria((IReplacementCriteria)goModifier);
                }
            }

            #region PreProcess & Process.

            var featureCount = (tempLayerProperties.vectorTileLayer == null) ? 0 : tempLayerProperties.vectorTileLayer.FeatureCount();
            do
            {
                for (int i = 0; i < featureCount; i++)
                {
                    //checking if tile is recycled and changed
                    if (tile.UnwrappedTileId != tileId || !_activeCoroutines.ContainsKey(tile) || tile.TileState == Enums.TilePropertyState.Unregistered)
                    {
                        yield break;
                    }

                    ProcessFeature(i, tile, tempLayerProperties, layer.Extent);

                    if (IsCoroutineBucketFull && !(Application.isEditor && !Application.isPlaying))
                    {
                        //Reset bucket..
                        _entityInCurrentCoroutine = 0;
                        yield return(null);
                    }
                }
                // move processing to next stage.
                tempLayerProperties.featureProcessingStage++;
            } while (tempLayerProperties.featureProcessingStage == FeatureProcessingStage.PreProcess ||
                     tempLayerProperties.featureProcessingStage == FeatureProcessingStage.Process);

            #endregion

            #region PostProcess
            // TODO : Clean this up to follow the same pattern.
            var mergedStack = _defaultStack as MergedModifierStack;
            if (mergedStack != null && tile != null)
            {
                mergedStack.End(tile, tile.gameObject, layer.Name);
            }
            #endregion

            if (callback != null)
            {
                callback(tile, this);
            }
        }
Example #4
0
 /// <summary>
 /// Function to check if the feature is already in the active Id pool, features already in active Id pool should be skipped from processing.
 /// </summary>
 /// <returns><c>true</c>, if feature is already in activeId pool or if the layer has buildingsWithUniqueId flag set to <see langword="true"/>, <c>false</c> otherwise.</returns>
 /// <param name="featureId">Feature identifier.</param>
 private bool ShouldSkipProcessingFeatureWithId(ulong featureId, UnityTile tile, VectorLayerVisualizerProperties layerProperties)
 {
     return(layerProperties.buildingsWithUniqueIds && _activeIds.Contains(featureId));
 }
Example #5
0
 /// <summary>
 /// Function to fetch feature in vector tile at the index specified.
 /// </summary>
 /// <returns>The feature in tile at the index requested.</returns>
 /// <param name="tile">Unity Tile containing the feature.</param>
 /// <param name="index">Index of the vector feature being requested.</param>
 private VectorFeatureUnity GetFeatureinTileAtIndex(int index, UnityTile tile, VectorLayerVisualizerProperties layerProperties)
 {
     return(new VectorFeatureUnity(layerProperties.vectorTileLayer.GetFeature(index),
                                   tile,
                                   layerProperties.vectorTileLayer.Extent,
                                   layerProperties.buildingsWithUniqueIds));
 }
Example #6
0
 /// <summary>
 /// Apply filters to the layer and check if the current feature is eleigible for rendering.
 /// </summary>
 /// <returns><c>true</c>, if feature eligible after filtering was applied, <c>false</c> otherwise.</returns>
 /// <param name="feature">Feature.</param>
 private bool IsFeatureEligibleAfterFiltering(VectorFeatureUnity feature, UnityTile tile, VectorLayerVisualizerProperties layerProperties)
 {
     if (layerProperties.layerFeatureFilters.Count() == 0)
     {
         return(true);
     }
     else
     {
         // build features only if the filter returns true.
         if (layerProperties.layerFeatureFilterCombiner.Try(feature))
         {
             return(true);
         }
     }
     return(false);
 }
Example #7
0
        protected IEnumerator ProcessLayer(VectorTileLayer layer, UnityTile tile, Action callback = null)
        {
            //HACK to prevent request finishing on same frame which breaks modules started/finished events
            yield return(null);

            if (tile == null)
            {
                yield break;
            }

            VectorLayerVisualizerProperties tempLayerProperties = new VectorLayerVisualizerProperties();

            tempLayerProperties.vectorTileLayer        = layer;
            tempLayerProperties.featureProcessingStage = FeatureProcessingStage.PreProcess;

            //Get all filters in the array.
            tempLayerProperties.layerFeatureFilters = _layerProperties.filterOptions.filters.Select(m => m.GetFilterComparer()).ToArray();

            // Pass them to the combiner
            tempLayerProperties.layerFeatureFilterCombiner = new Filters.LayerFilterComparer();
            switch (_layerProperties.filterOptions.combinerType)
            {
            case Filters.LayerFilterCombinerOperationType.Any:
                tempLayerProperties.layerFeatureFilterCombiner = Filters.LayerFilterComparer.AnyOf(tempLayerProperties.layerFeatureFilters);
                break;

            case Filters.LayerFilterCombinerOperationType.All:
                tempLayerProperties.layerFeatureFilterCombiner = Filters.LayerFilterComparer.AllOf(tempLayerProperties.layerFeatureFilters);
                break;

            case Filters.LayerFilterCombinerOperationType.None:
                tempLayerProperties.layerFeatureFilterCombiner = Filters.LayerFilterComparer.NoneOf(tempLayerProperties.layerFeatureFilters);
                break;

            default:
                break;
            }

            tempLayerProperties.buildingsWithUniqueIds = (_layerProperties.honorBuildingIdSetting) && _layerProperties.buildingsWithUniqueIds;

            ////find any replacement criteria and assign them
            foreach (var goModifier in _defaultStack.GoModifiers)
            {
                if (goModifier is IReplacementCriteria && goModifier.Active)
                {
                    SetReplacementCriteria((IReplacementCriteria)goModifier);
                }
            }

            #region PreProcess & Process.

            var featureCount = tempLayerProperties.vectorTileLayer.FeatureCount();
            do
            {
                for (int i = 0; i < featureCount; i++)
                {
                    ProcessFeature(i, tile, tempLayerProperties);

                    if (IsCoroutineBucketFull)
                    {
                        //Reset bucket..
                        _entityInCurrentCoroutine = 0;
                        yield return(null);
                    }
                }
                // move processing to next stage.
                tempLayerProperties.featureProcessingStage++;
            } while (tempLayerProperties.featureProcessingStage == FeatureProcessingStage.PreProcess ||
                     tempLayerProperties.featureProcessingStage == FeatureProcessingStage.Process);

            #endregion

            #region PostProcess
            // TODO : Clean this up to follow the same pattern.
            var mergedStack = _defaultStack as MergedModifierStack;
            if (mergedStack != null && tile != null)
            {
                mergedStack.End(tile, tile.gameObject, layer.Name);
            }
            #endregion

            if (callback != null)
            {
                callback();
            }
        }
Example #8
0
        /// <summary>
        /// Apply filters to the layer and check if the current feature is eleigible for rendering.
        /// </summary>
        /// <returns><c>true</c>, if feature eligible after filtering was applied, <c>false</c> otherwise.</returns>
        /// <param name="feature">Feature.</param>
        private bool IsFeatureEligibleAfterFiltering(VectorFeatureUnity feature, UnityTile tile, VectorLayerVisualizerProperties layerProperties)
        {
            return(!layerProperties.layerFeatureFilters.Any() || layerProperties.layerFeatureFilterCombiner.Try(feature));

            // build features only if the filter returns true.
        }