Esempio n. 1
0
        private void CreateTileBase(UnityTile tile)
        {
            var mesh  = new Mesh();
            var verts = new List <Vector3>();

            verts.Add((tile.Rect.min - tile.Rect.center).ToVector3xz());
            verts.Add(new Vector3(tile.Rect.xMax - tile.Rect.center.x, 0, tile.Rect.yMin - tile.Rect.center.y));
            verts.Add(new Vector3(tile.Rect.xMin - tile.Rect.center.x, 0, tile.Rect.yMax - tile.Rect.center.y));
            verts.Add((tile.Rect.max - tile.Rect.center).ToVector3xz());

            mesh.SetVertices(verts);
            var trilist = new List <int>()
            {
                0, 1, 2, 1, 3, 2
            };

            mesh.SetTriangles(trilist, 0);
            var uvlist = new List <Vector2>()
            {
                new Vector2(0, 1),
                new Vector2(1, 1),
                new Vector2(0, 0),
                new Vector2(1, 0)
            };

            mesh.SetUVs(0, uvlist);
            mesh.RecalculateNormals();
            tile.GetComponent <MeshFilter>().sharedMesh = mesh;
            tile.GetComponent <MeshRenderer>().material = _flatTileMaterial;
            tile.gameObject.AddComponent <MeshCollider>();
        }
Esempio n. 2
0
        private void Run(UnityTile tile)
        {
            if (!string.IsNullOrEmpty(_mapId))
            {
                var parameters = new Tile.Parameters();
                parameters.Fs    = this.FileSource;
                parameters.Id    = new CanonicalTileId(tile.Zoom, (int)tile.TileCoordinate.x, (int)tile.TileCoordinate.y);
                parameters.MapId = _mapId;

                tile.ImageDataState = TilePropertyState.Loading;
                var rasterTile = parameters.MapId.StartsWith("mapbox://") ? new RasterTile() : new ClassicRasterTile();
                rasterTile.Initialize(parameters, (Action)(() =>
                {
                    if (rasterTile.Error != null)
                    {
                        tile.ImageDataState = TilePropertyState.Error;
                        return;
                    }

                    var rend = tile.GetComponent <MeshRenderer>();
                    rend.material = _baseMaterial;
                    tile.ImageData = new Texture2D(256, 256, TextureFormat.RGB24, false);
                    tile.ImageData.wrapMode = TextureWrapMode.Clamp;
                    tile.ImageData.LoadImage(rasterTile.Data);
                    rend.material.mainTexture = tile.ImageData;
                    tile.ImageDataState = TilePropertyState.Loaded;
                }));
            }
            else
            {
                var rend = tile.GetComponent <MeshRenderer>();
                rend.material = _baseMaterial;
            }
        }
Esempio n. 3
0
        //BRNKHY there has to be a better way to do this
        private void FixStitches(UnityTile tile)
        {
            var tmesh             = tile.GetComponent <MeshFilter>().mesh;
            var left              = new Vector2(tile.TileCoordinate.x - 1, tile.TileCoordinate.y);
            int depth_sampleCount = (int)(sampleCount / (Mathf.Pow(2, Config.maxTreeDepth - tile.depth)));

            if (_tiles.ContainsKey(left) && _tiles[left].HeightData != null)
            {
                var t2mesh = _tiles[left].GetComponent <MeshFilter>().mesh;

                var verts = tmesh.vertices;
                for (int i = 0; i < depth_sampleCount; i++)
                {
                    verts[i].Set(verts[i].x, t2mesh.vertices[verts.Length - depth_sampleCount + i].y, verts[i].z);
                }
                tmesh.vertices = verts;
            }

            var right = new Vector2(tile.TileCoordinate.x + 1, tile.TileCoordinate.y);

            if (_tiles.ContainsKey(right) && _tiles[right].HeightData != null)
            {
                var t2mesh = _tiles[right].GetComponent <MeshFilter>().mesh;

                var verts = tmesh.vertices;
                for (int i = 0; i < depth_sampleCount; i++)
                {
                    verts[verts.Length - depth_sampleCount + i].Set(verts[verts.Length - depth_sampleCount + i].x, t2mesh.vertices[i].y,
                                                                    verts[verts.Length - depth_sampleCount + i].z);
                }
                tmesh.vertices = verts;
            }

            var up = new Vector2(tile.TileCoordinate.x, tile.TileCoordinate.y - 1);

            if (_tiles.ContainsKey(up) && _tiles[up].HeightData != null)
            {
                var t2mesh = _tiles[up].GetComponent <MeshFilter>().mesh;
                var verts  = tmesh.vertices;
                for (int i = 0; i < depth_sampleCount; i++)
                {
                    verts[i * depth_sampleCount].Set(verts[i * depth_sampleCount].x, t2mesh.vertices[i * depth_sampleCount + depth_sampleCount - 1].y,
                                                     verts[i * depth_sampleCount].z);
                }
                tmesh.vertices = verts;
            }

            var down = new Vector2(tile.TileCoordinate.x, tile.TileCoordinate.y + 1);

            if (_tiles.ContainsKey(down) && _tiles[down].HeightData != null)
            {
                var t2mesh = _tiles[down].GetComponent <MeshFilter>().mesh;

                var verts = tmesh.vertices;
                for (int i = 0; i < depth_sampleCount; i++)
                {
                    verts[i * depth_sampleCount + depth_sampleCount - 1].Set(verts[i * depth_sampleCount + depth_sampleCount - 1].x, t2mesh.vertices[i * depth_sampleCount].y,
                                                                             verts[i * depth_sampleCount + depth_sampleCount - 1].z);
                }
                tmesh.vertices = verts;
            }

            tmesh.RecalculateNormals();
        }