Esempio n. 1
0
        private void RemoveDuplicateModels(QuadTreeNode node)
        {
            var GameObjectsToDestroy = new List <GameObject>();
            var AncestorNodes        = DataByNode.Keys.ToList();

            AncestorNodes.RemoveAll(n => DataByNode[n].Features.Count == 0);
            AncestorNodes.RemoveAll(n => n.Depth >= node.Depth);
            AncestorNodes = GetNodesWithOverlappingBounds(node, AncestorNodes);

            foreach (var AncestorNode in AncestorNodes)
            {
                foreach (var featurePosition in DataByNode[node].PositionByFeature)
                {
                    var GameObjects = DataByNode[AncestorNode].GameObjects;
                    foreach (GameObject go in GameObjects)
                    {
                        if (featurePosition.Value.x == go.transform.position.x && featurePosition.Value.z == go.transform.position.z)
                        {
                            var model = go.GetComponent <Model>();
                            DataByNode[AncestorNode].Features.Add(model.Feature);
                            UnityEngine.Object.Destroy(model);
                            GameObjectsToDestroy.Add(go);
                        }
                    }
                }

                for (int i = 0, c = GameObjectsToDestroy.Count; i < c; ++i)
                {
                    DataByNode[AncestorNode].GameObjects.Remove(GameObjectsToDestroy[i]);
                    //DataByNode[AncestorNode].LoadingGameObjects.Remove(GameObjectsToDestroy[i]);
                    LoadingGameObjects.Remove(GameObjectsToDestroy[i]);
                    UnityEngine.Object.Destroy(GameObjectsToDestroy[i]);
                }

                GameObjectsToDestroy.Clear();
            }
        }
Esempio n. 2
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        private void ApplyElevation(QuadTreeNode tile)
        {
            var data = DataByTile[tile];

            TileMatrix tileMatrix   = ElevationTileMatrixSet[tile.Depth];
            long       zoomLevel    = tile.Depth;
            long       matrixRow    = (long)Mathf.Floor((float)(tile.GeographicBounds.MinimumCoordinates.Latitude - Elevation.MinY) / tileMatrix.TilesHigh);
            long       matrixColumn = (long)Mathf.Floor((float)(tile.GeographicBounds.MinimumCoordinates.Longitude - Elevation.MinX) / tileMatrix.TilesWide);
            var        elevation    = Elevation.Tile(zoomLevel, matrixRow, matrixColumn);

            //File.WriteAllBytes("D:/elevtest.dat", elevation.Bytes);

            int meshDimension = (int)tileMatrix.TileWidth;
            var array         = TiffToFloatArray(elevation.Bytes, meshDimension);
            int vertexIndex   = 0;

            for (int row = 0; row < meshDimension; ++row)
            {
                for (int column = 0; column < meshDimension; ++column, ++vertexIndex)
                {
                    data.vertices[vertexIndex].y = array[vertexIndex];
                }
            }
        }
Esempio n. 3
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 ////////////////////////////////////////////////////////////////////////////////
 public void QuadTreeDataLoad(QuadTreeNode node)         // QuadTreeDelegate
 {
     var  token = node.TaskLoadToken.Token;
     Task t     = Task.Run(() => { TaskLoad(node); }, token);
 }
Esempio n. 4
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        ////////////////////////////////////////////////////////////////////////////////

        public void QuadTreeDataUpdate(QuadTreeNode node)       // QuadTreeDelegate
        {
#if UNITY_EDITOR
            if (node.IsActive)
            {
                var sw   = node.GeographicBounds.MinimumCoordinates;
                var ne   = node.GeographicBounds.MaximumCoordinates;
                var se   = new GeographicCoordinates(sw.Latitude, ne.Longitude);
                var nw   = new GeographicCoordinates(ne.Latitude, sw.Longitude);
                var swc  = sw.TransformedWith(Database.Projection);
                var sec  = se.TransformedWith(Database.Projection);
                var nwc  = nw.TransformedWith(Database.Projection);
                var nec  = ne.TransformedWith(Database.Projection);
                var elev = 100.0f;
                var swv  = new Vector3((float)swc.X, elev, (float)swc.Y);
                var sev  = new Vector3((float)sec.X, elev, (float)sec.Y);
                var nwv  = new Vector3((float)nwc.X, elev, (float)nwc.Y);
                var nev  = new Vector3((float)nec.X, elev, (float)nec.Y);
                Debug.DrawLine(swv, sev);
                Debug.DrawLine(swv, nwv);
                Debug.DrawLine(nwv, nev);
                Debug.DrawLine(sev, nev);
            }
#endif

            if (!node.IsActive)
            {
                return;
            }

            if (!node.IsLoaded)
            {
                return;
            }

            if (Database.SystemMemoryLimitExceeded)
            {
                return;
            }

            //if (HasLoadedDecendents(node))
            //    return;

            var maxdist = Database.LODSwitchByObject[this].MaxDistance * Database.Projection.Scale;

            GSFeatureDataNode featureData = null;
            if (!DataByNode.TryGetValue(node, out featureData))
            {
                return;
            }
            for (int i = 0; i < 1; ++i)
            {
                if (featureData.Features.Count < 1)
                {
                    return;
                }

                if (Time.frameCount % 10 != 0)
                {
                    var tempList = new List <GameObject>();
                    foreach (var go in featureData.LoadingGameObjects)
                    {
                        if (!go.GetComponent <Model>().Loaded)
                        {
                            tempList.Add(go);
                        }
                    }
                    featureData.LoadingGameObjects = tempList;
                }
                if (featureData.LoadingGameObjects.Count > 4)
                {
                    return;
                }

                int index   = featureData.Features.Count - 1;
                var feature = featureData.Features[index];
                var dist2   = (featureData.PositionByFeature[feature] - featureData.CameraPosition).sqrMagnitude;
                if (dist2 > maxdist * maxdist)
                {
                    return;
                }

                lock (featureData.Features)
                {
                    featureData.Features.RemoveAt(index);
                }

                try
                {
                    var modelGameObject = GenerateModel(node, feature);
                    if (modelGameObject != null)
                    {
                        featureData.GameObjects.Add(modelGameObject);
                        featureData.LoadingGameObjects.Add(modelGameObject);
                    }
                }
                catch (Exception e)
                {
                    Debug.LogException(e);
                }
            }
        }
Esempio n. 5
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 public void QuadTreeDataUnload(QuadTreeNode tile)       // QuadTreeDelegate
 {
     // TODO
     //tile.gameObject.GetComponent<MeshFilter>().mesh = null;
 }
Esempio n. 6
0
 public void QuadTreeDataLoad(QuadTreeNode tile)       // QuadTreeDelegate
 {
     Task.Run(() => TaskLoad(tile));
 }
Esempio n. 7
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 public void QuadTreeDataUpdate(QuadTreeNode tile)       // QuadTreeDelegate
 {
     // TODO: any update operations (regardless of state)
 }
Esempio n. 8
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        private void GenerateMesh(QuadTreeNode tile)
        {
            var data = DataByTile[tile];

            TileMatrix tileMatrix    = ElevationTileMatrixSet[tile.Depth];
            int        MeshDimension = (int)tileMatrix.TileWidth;

            CartesianBounds cartesianBounds = tile.GeographicBounds.TransformedWith(Projection);
            double          spacingX        = (cartesianBounds.MaximumCoordinates.X - cartesianBounds.MinimumCoordinates.X) / tileMatrix.TileWidth;
            double          spacingY        = (cartesianBounds.MaximumCoordinates.Y - cartesianBounds.MinimumCoordinates.Y) / tileMatrix.TileHeight;
            double          originX         = cartesianBounds.MinimumCoordinates.X;
            double          originY         = cartesianBounds.MinimumCoordinates.Y;

            // vertices
            {
                data.vertices = new Vector3[MeshDimension * MeshDimension];
                int vertexIndex = 0;
                for (int row = 0; row < MeshDimension; ++row)
                {
                    for (int column = 0; column < MeshDimension; ++column, ++vertexIndex)
                    {
                        data.vertices[vertexIndex] = new Vector3((float)(originX + (column * spacingX)), 0.0f, (float)(originY + (row * spacingY)));
                    }
                }
            }

            // triangles
            {
                data.triangles = new int[(MeshDimension - 1) * (MeshDimension - 1) * 6];
                int triangleIndex = 0;
                for (int row = 0; row < (MeshDimension - 1); ++row)
                {
                    for (int column = 0; column < (MeshDimension - 1); ++column, triangleIndex += 6)
                    {
                        int vertexIndex = (row * MeshDimension) + column;

                        int lowerLeftIndex  = vertexIndex;
                        int lowerRightIndex = lowerLeftIndex + 1;
                        int upperLeftIndex  = lowerLeftIndex + MeshDimension;
                        int upperRightIndex = upperLeftIndex + 1;

                        data.triangles[triangleIndex + 0] = lowerLeftIndex;
                        data.triangles[triangleIndex + 1] = upperLeftIndex;
                        data.triangles[triangleIndex + 2] = upperRightIndex;

                        data.triangles[triangleIndex + 3] = lowerLeftIndex;
                        data.triangles[triangleIndex + 4] = upperRightIndex;
                        data.triangles[triangleIndex + 5] = lowerRightIndex;
                    }
                }
            }

            // uvs
            {
                data.uv = new Vector2[data.vertices.Length];
                int vertexIndex = 0;
                for (int row = 0; row < MeshDimension; ++row)
                {
                    for (int column = 0; column < MeshDimension; ++column, ++vertexIndex)
                    {
                        data.uv[vertexIndex] = new Vector2((float)column / (MeshDimension - 1), (float)row / (MeshDimension - 1));
                    }
                }
            }
        }