Exemple #1
0
        /// <summary>
        /// Returns true if a building has a sensitive usage type (e.g. it is a school), false
        /// otherwise.
        /// </summary>
        private bool IsSensitiveBuilding(ExtrudedStructure feature)
        {
            if (feature.Metadata.Usage == StructureMetadata.UsageType.School)
            {
                return(true);
            }
            if (feature.Metadata.Usage == StructureMetadata.UsageType.Shopping)
            {
                return(true);
            }

            return(false);
        }
Exemple #2
0
    /// <summary>
    /// Store a created building so it can be checked to be over a segment (after all segments are
    /// loaded).
    /// </summary>
    /// <param name="buildingGameObject"><see cref="GameObject"/> of building.</param>
    /// <param name="buildingFeature"><see cref="MapFeature"/> defining building's shape.</param>
    private void StoreBuilding(GameObject buildingGameObject, ExtrudedStructure buildingFeature)
    {
        // Generate a set of points to test whether they are over a segment. We start with the center
        // point of the building.
        Vector3        buildingCenter   = buildingGameObject.transform.position;
        List <Vector3> buildingVertices = new List <Vector3> {
            buildingCenter
        };

        // Get all the parts of this building, accessing the vertices making up the base of each part.
        // We use these vertices to generate more points to test whether the building is over a segment.
        // This is to avoid false negatives, where the building is over a segment, but its very center
        // is over a gap in the segment, resulting in the building not being considered to be over a
        // segment.
        foreach (ExtrudedArea.Extrusion extrusion in buildingFeature.Shape.Extrusions)
        {
            // Vertices in the building FootPrint are relative to FootPrint.Origin. We add this origin
            // to make these vertices in the local coordinates of this building's GameObject, then add
            // the buildings world space position to make these local coordinates into world space
            // coordinates, ultimately resulting in an array of world space points for all the vertices
            // defining the base of this building.
            Vector2 origin2D = extrusion.FootPrint.Origin;
            foreach (Vector2 vertex in extrusion.FootPrint.Vertices)
            {
                Vector2 localPosition = vertex + origin2D;

                // Convert from 2D x, z coordinate to 3D x, z coordinates, and add the building's position
                // to get the world space position of this vertex.
                Vector3 worldPosition = new Vector3(
                    localPosition.x + buildingGameObject.transform.position.x,
                    0f,
                    localPosition.y + buildingGameObject.transform.position.z);

                // Store the average of the actual world space position of this vertex, and the center of
                // the building. This is to avoid declaring a building as over a segment if one of its
                // corners is slightly over a segment, instead requiring a point towards the center of the
                // building be over the segment for the building to be considered as over a segment, and
                // removed.
                buildingVertices.Add(new Vector3(
                                         (worldPosition.x + buildingGameObject.transform.position.x) / 2f,
                                         0f,
                                         (worldPosition.z + buildingGameObject.transform.position.z) / 2f));
            }
        }

        // Store the GameObject and vertices of this building, so that after all geometry is loaded
        // we can check if any of this GameObject's vertices are over a segment.
        BuildingsToRaycast.AddLast(new Building {
            GameObject = buildingGameObject, TestPoints = buildingVertices.ToArray()
        });
    }
Exemple #3
0
 /// <summary>Show a name for a newly created extruded building.</summary>
 /// <param name="buildingGameObject"><see cref="GameObject"/> containing created building.</param>
 /// <param name="buildingData">
 /// <see cref="ExtrudedStructure"/> containing building's data, passed as eventArgs.MapFeature in
 /// <see cref="Google.Maps.Event.ExtrudedStructureEvents.DidCreate"/> event.
 /// </param>
 internal void NameExtrudedBuilding(GameObject buildingGameObject,
                                    ExtrudedStructure buildingData)
 {
     NameBuilding(buildingGameObject, buildingData.Metadata.PlaceId, buildingData.Shape.BoundingBox,
                  buildingData.Metadata.Name);
 }