Esempio n. 1
0
        void ComputeBounds()
        {
            Vector2 min = Misc.Vector2max;
            Vector2 max = Misc.Vector2min;

            for (int k = 0; k < points.Length; k++)
            {
                float x = points [k].x;
                float y = points [k].y;
                if (x < min.x)
                {
                    min.x = x;
                }
                if (x > max.x)
                {
                    max.x = x;
                }
                if (y < min.y)
                {
                    min.y = y;
                }
                if (y > max.y)
                {
                    max.y = y;
                }
            }
            rect2D     = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
            rect2DArea = rect2D.width * rect2D.height;
            FastVector.Average(ref min, ref max, ref center);              // center = (min + max) * 0.5f;
        }
Esempio n. 2
0
        void CheckTiles(TileInfo parent, int currentZoomLevel, int xTile, int yTile, int zoomLevel, int subquadIndex)
        {
            // Is this tile visible?
            TileInfo ti;
            int      tileCode = GetTileHashCode(xTile, yTile, zoomLevel);

            if (!cachedTiles.TryGetValue(tileCode, out ti))
            {
                ti        = new TileInfo(xTile, yTile, zoomLevel, subquadIndex, currentEarthTexture);
                ti.parent = parent;
                if (parent != null)
                {
                    if (parent.children == null)
                    {
                        parent.children = new List <TileInfo> ();
                    }
                    parent.children.Add(ti);
                }
                for (int k = 0; k < 4; k++)
                {
                    Vector2 latlon = Conversion.GetLatLonFromTile(xTile + offsets [k].x, yTile + offsets [k].y, zoomLevel);
                    ti.latlons [k]        = latlon;
                    ti.cornerLocalPos [k] = Conversion.GetLocalPositionFromLatLon(latlon);
                }
                cachedTiles [tileCode] = ti;
            }

            // Check if tile is within restricted area
            if (_tileRestrictToArea)
            {
                if (ti.latlons[0].x <_tileMinMaxLatLon.x || ti.latlons[2].x> _tileMinMaxLatLon.z || ti.latlons[0].y > _tileMinMaxLatLon.w || ti.latlons[2].y < _tileMinMaxLatLon.y)
                {
                    return;
                }
            }

            // Check if any tile corner is visible
            // Phase I
            Vector3 minWorldPos = Misc.Vector3max;
            Vector3 maxWorldPos = Misc.Vector3min;
            Vector3 tmp         = Misc.Vector3zero;

            for (int c = 0; c < 4; c++)
            {
                Vector3 wpos = transform.TransformPoint(ti.cornerLocalPos [c]);
                ti.cornerWorldPos [c] = wpos;
                if (wpos.x < minWorldPos.x)
                {
                    minWorldPos.x = wpos.x;
                }
                if (wpos.y < minWorldPos.y)
                {
                    minWorldPos.y = wpos.y;
                }
                if (wpos.z < minWorldPos.z)
                {
                    minWorldPos.z = wpos.z;
                }
                if (wpos.x > maxWorldPos.x)
                {
                    maxWorldPos.x = wpos.x;
                }
                if (wpos.y > maxWorldPos.y)
                {
                    maxWorldPos.y = wpos.y;
                }
                if (wpos.z > maxWorldPos.z)
                {
                    maxWorldPos.z = wpos.z;
                }
            }

            FastVector.Average(ref minWorldPos, ref maxWorldPos, ref tmp);
            Bounds  bounds       = new Bounds(tmp, maxWorldPos - minWorldPos);
            Vector3 tileMidPoint = bounds.center;


#if DEBUG_TILES
            if (root == null)
            {
                root = new GameObject();
                root.transform.SetParent(transform);
                root.transform.localPosition = Vector3.zero;
                root.transform.localRotation = Misc.QuaternionZero;                 //Quaternion.Euler (0, 0, 0);
            }
#endif

            bool  insideViewport = false;
            float minX = currentCamera.pixelWidth * 2f, minY = currentCamera.pixelHeight * 2f;
            float maxX = -minX, maxY = -minY;
            for (int c = 0; c < 4; c++)
            {
                Vector3 scrPos = currentCamera.WorldToScreenPoint(ti.cornerWorldPos [c]);
                insideViewport = insideViewport || (scrPos.z > 0 && scrPos.x >= 0 && scrPos.x < currentCamera.pixelWidth && scrPos.y >= 0 && scrPos.y < currentCamera.pixelHeight);
                if (scrPos.x < minX)
                {
                    minX = scrPos.x;
                }
                if (scrPos.x > maxX)
                {
                    maxX = scrPos.x;
                }
                if (scrPos.y < minY)
                {
                    minY = scrPos.y;
                }
                if (scrPos.y > maxY)
                {
                    maxY = scrPos.y;
                }
            }
            if (!insideViewport)
            {
                insideViewport = GeometryUtility.TestPlanesAABB(cameraPlanes, bounds);
                if (!insideViewport && _wrapHorizontally && _wrapCamera.enabled)
                {
                    insideViewport = GeometryUtility.TestPlanesAABB(wrapCameraPlanes, bounds);
                }
            }

            ti.insideViewport = insideViewport;
            ti.visible        = false;
            if (insideViewport)
            {
                if (!ti.created)
                {
                    CreateTile(ti);
                }

                if (!ti.gameObject.activeSelf)
                {
                    ti.gameObject.SetActive(true);
                }

                // Manage hierarchy of tiles
                float aparentSize = maxY - minY;
                bool  tileIsBig   = aparentSize > currentTileSize;

                                #if DEBUG_TILES
                if (ti.gameObject != null)
                {
                    ti.gameObject.GetComponent <TileInfoEx> ().bigTile   = tileIsBig;
                    ti.gameObject.GetComponent <TileInfoEx> ().zoomLevel = ti.zoomLevel;
                }
                                #endif

                if ((tileIsBig || zoomLevel < TILE_MIN_ZOOM_LEVEL) && zoomLevel < _tileMaxZoomLevel)
                {
                    // Load nested tiles
                    CheckTiles(ti, currentZoomLevel, xTile * 2, yTile * 2, zoomLevel + 1, 0);
                    CheckTiles(ti, currentZoomLevel, xTile * 2 + 1, yTile * 2, zoomLevel + 1, 1);
                    CheckTiles(ti, currentZoomLevel, xTile * 2, yTile * 2 + 1, zoomLevel + 1, 2);
                    CheckTiles(ti, currentZoomLevel, xTile * 2 + 1, yTile * 2 + 1, zoomLevel + 1, 3);
                    ti.renderer.enabled = false;
                }
                else
                {
                    ti.visible = true;

                    // Show tile renderer
                    if (!ti.renderer.enabled)
                    {
                        ti.renderer.enabled = true;
                    }

                    // If parent tile is loaded then use that as placeholder texture
                    if (ti.zoomLevel > TILE_MIN_ZOOM_LEVEL && ti.parent.loadStatus == TILE_LOAD_STATUS.Loaded && !ti.placeholderImageSet)
                    {
                        ti.placeholderImageSet = true;
                        ti.parentTextureCoords = placeHolderUV [ti.subquadIndex];
                        ti.SetPlaceholderImage(ti.parent.texture);
                    }

                    if (ti.loadStatus == TILE_LOAD_STATUS.Loaded)
                    {
                        if (!ti.hasAnimated)
                        {
                            ti.hasAnimated = true;
                            ti.Animate(1f, AnimationEnded);
                        }
                    }
                    else if (ti.loadStatus == TILE_LOAD_STATUS.Inactive)
                    {
                        ti.distToCamera = FastVector.SqrDistance(ref ti.cornerWorldPos [0], ref currentCameraPosition) * ti.zoomLevel;
                        ti.loadStatus   = TILE_LOAD_STATUS.InQueue;
                        ti.queueTime    = Time.time;
                        loadQueue.Add(ti);
                    }
                    if (ti.children != null)
                    {
                        for (int k = 0; k < 4; k++)
                        {
                            TileInfo tiChild = ti.children [k];
                            HideTile(tiChild);
                        }
                    }
                }
            }
            else
            {
                HideTile(ti);
            }
        }
        /// <summary>
        /// Used internally by the Map Editor. It will recalculate de boundaries and optimize frontiers based on new data of provinces array
        /// </summary>
        public void RefreshProvinceGeometry(IAdminEntity province)
        {
            lastProvinceLookupCount = -1;
            float maxVol = 0;

            if (province.regions == null)
            {
                ReadProvincePackedString(province);
            }
            if (province.regions == null)
            {
                return;
            }
            int     regionCount = province.regions.Count;
            Vector2 minProvince = Misc.Vector2one * 10;
            Vector2 maxProvince = -minProvince;
            Vector2 min         = Misc.Vector2one * 10f;
            Vector2 max         = -min;

            for (int r = 0; r < regionCount; r++)
            {
                Region provinceRegion = province.regions [r];
                provinceRegion.entity      = province;                  // just in case one country has been deleted
                provinceRegion.regionIndex = r;                         // just in case a region has been deleted
                int coorCount = provinceRegion.points.Length;
                min.x = min.y = 10f;
                max.x = max.y = -10f;
                for (int c = 0; c < coorCount; c++)
                {
                    float x = provinceRegion.points [c].x;
                    float y = provinceRegion.points [c].y;
                    if (x < min.x)
                    {
                        min.x = x;
                    }
                    if (x > max.x)
                    {
                        max.x = x;
                    }
                    if (y < min.y)
                    {
                        min.y = y;
                    }
                    if (y > max.y)
                    {
                        max.y = y;
                    }
                }
                FastVector.Average(ref min, ref max, ref provinceRegion.center);

                if (min.x < minProvince.x)
                {
                    minProvince.x = min.x;
                }
                if (min.y < minProvince.y)
                {
                    minProvince.y = min.y;
                }
                if (max.x > maxProvince.x)
                {
                    maxProvince.x = max.x;
                }
                if (max.y > maxProvince.y)
                {
                    maxProvince.y = max.y;
                }
                provinceRegion.rect2D     = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
                provinceRegion.rect2DArea = provinceRegion.rect2D.width * provinceRegion.rect2D.height;
                float vol = FastVector.SqrDistance(ref max, ref min);                  // (max - min).sqrMagnitude;
                if (vol > maxVol)
                {
                    maxVol = vol;
                    province.mainRegionIndex = r;
                    province.center          = provinceRegion.center;
                }
            }
            province.regionsRect2D = new Rect(minProvince.x, minProvince.y, Math.Abs(maxProvince.x - minProvince.x), Mathf.Abs(maxProvince.y - minProvince.y));
        }
        /// <summary>
        /// Unpacks province geodata information. Used by Map Editor.
        /// </summary>
        /// <param name="province">Province.</param>
        public void ReadProvincePackedString(IAdminEntity entity)
        {
            Province province = (Province)entity;

            if (province == null || province.packedRegions == null)
            {
                return;
            }
            string[] regions     = province.packedRegions.Split(SPLIT_SEP_ASTERISK, StringSplitOptions.RemoveEmptyEntries);
            int      regionCount = regions.Length;

            province.regions = new List <Region> (regionCount);
            float   maxVol      = float.MinValue;
            Vector2 minProvince = Misc.Vector2one * 10;
            Vector2 maxProvince = -minProvince;

            for (int r = 0; r < regionCount; r++)
            {
                string[] coordinates    = regions [r].Split(SPLIT_SEP_SEMICOLON, StringSplitOptions.RemoveEmptyEntries);
                int      coorCount      = coordinates.Length;
                Vector2  min            = Misc.Vector2one * 10;
                Vector2  max            = -min;
                Region   provinceRegion = new Region(province, province.regions.Count);
                provinceRegion.points = new Vector2[coorCount];
                for (int c = 0; c < coorCount; c++)
                {
                    float x, y;
                    GetPointFromPackedString(ref coordinates [c], out x, out y);
                    if (x < min.x)
                    {
                        min.x = x;
                    }
                    if (x > max.x)
                    {
                        max.x = x;
                    }
                    if (y < min.y)
                    {
                        min.y = y;
                    }
                    if (y > max.y)
                    {
                        max.y = y;
                    }
                    provinceRegion.points [c].x = x;
                    provinceRegion.points [c].y = y;
                }
                FastVector.Average(ref min, ref max, ref provinceRegion.center);
                provinceRegion.sanitized = true;
                province.regions.Add(provinceRegion);

                // Calculate province bounding rect
                if (min.x < minProvince.x)
                {
                    minProvince.x = min.x;
                }
                if (min.y < minProvince.y)
                {
                    minProvince.y = min.y;
                }
                if (max.x > maxProvince.x)
                {
                    maxProvince.x = max.x;
                }
                if (max.y > maxProvince.y)
                {
                    maxProvince.y = max.y;
                }
                provinceRegion.rect2D     = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
                provinceRegion.rect2DArea = provinceRegion.rect2D.width * provinceRegion.rect2D.height;
                float vol = FastVector.SqrDistance(ref min, ref max);                  // (max - min).sqrMagnitude;
                if (vol > maxVol)
                {
                    maxVol = vol;
                    province.mainRegionIndex = r;
                    province.center          = provinceRegion.center;
                }
            }
            province.regionsRect2D = new Rect(minProvince.x, minProvince.y, Math.Abs(maxProvince.x - minProvince.x), Mathf.Abs(maxProvince.y - minProvince.y));
        }
        /// <summary>
        /// Used internally by the Map Editor. It will recalculate de boundaries and optimize frontiers based on new data of countries array
        /// </summary>
        public void RefreshCountryGeometry(IAdminEntity country)
        {
            float maxVol = 0;

            if (country.regions == null)
            {
                return;
            }
            int     regionCount = country.regions.Count;
            Vector2 min         = Misc.Vector2one * 10;
            Vector2 max         = -min;
            Vector2 minCountry  = Misc.Vector2one * 10;
            Vector2 maxCountry  = -minCountry;

            for (int r = 0; r < regionCount; r++)
            {
                Region countryRegion = country.regions [r];
                if (countryRegion.points == null)
                {
                    continue;
                }
                countryRegion.entity      = country;            // just in case one country has been deleted
                countryRegion.regionIndex = r;                  // just in case a region has been deleted
                int coorCount = countryRegion.points.Length;
                min.x = min.y = 10f;
                max.x = max.y = -10;
                for (int c = 0; c < coorCount; c++)
                {
                    float x = countryRegion.points [c].x;
                    float y = countryRegion.points [c].y;
                    if (x < min.x)
                    {
                        min.x = x;
                    }
                    if (x > max.x)
                    {
                        max.x = x;
                    }
                    if (y < min.y)
                    {
                        min.y = y;
                    }
                    if (y > max.y)
                    {
                        max.y = y;
                    }
                }
                FastVector.Average(ref min, ref max, ref countryRegion.center);                  // countryRegion.center = (min + max) * 0.5f;

                // Calculate country bounding rect
                if (min.x < minCountry.x)
                {
                    minCountry.x = min.x;
                }
                if (min.y < minCountry.y)
                {
                    minCountry.y = min.y;
                }
                if (max.x > maxCountry.x)
                {
                    maxCountry.x = max.x;
                }
                if (max.y > maxCountry.y)
                {
                    maxCountry.y = max.y;
                }
                // Calculate bounding rect
                countryRegion.rect2D     = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
                countryRegion.rect2DArea = countryRegion.rect2D.width * countryRegion.rect2D.height;
                float vol = FastVector.SqrDistance(ref max, ref min);                  // (max - min).sqrMagnitude;
                if (vol > maxVol)
                {
                    maxVol = vol;
                    country.mainRegionIndex = r;
                    country.center          = countryRegion.center;
                }
            }
            country.regionsRect2D = new Rect(minCountry.x, minCountry.y, Math.Abs(maxCountry.x - minCountry.x), Mathf.Abs(maxCountry.y - minCountry.y));
        }
Esempio n. 6
0
        void DrawTextMeshProLabels()
        {
            if (labelsFontTMPro == null)
            {
                return;
            }

            float mw = mapWidth;
            float mh = mapHeight;

            Vector2 center = Misc.Vector2zero;

            for (int countryIndex = 0; countryIndex < _countries.Length; countryIndex++)
            {
                Country country = _countries[countryIndex];
                if (country.hidden || !country.labelVisible || country.mainRegionIndex < 0 || country.mainRegionIndex >= country.regions.Count)
                {
                    continue;
                }

                Region          region = country.regions[country.mainRegionIndex];
                CurvedLabelInfo curvedLabel;
                if (!ComputeCurvedLabelData(region, out curvedLabel))
                {
                    continue;
                }

                if (country.labelOffset.x != 0 || country.labelOffset.y != 0)
                {
                    center = country.center + country.labelOffset;
                }
                else
                {
                    FastVector.Average(ref curvedLabel.axisStart, ref curvedLabel.axisEnd, ref center);                     // (curvedLabel.axisStart + curvedLabel.axisEnd) * 0.5f;
                }
                center.x *= mw;
                center.y *= mh;

                // Adjusts country name length
                string countryName = country.customLabel != null ? country.customLabel : country.name.ToUpper();
                if (countryName.Length == 0)
                {
                    continue;
                }

                if (countryName.Length > 15)
                {
                    countryName = BreakOneLineString(countryName);
                }

                // add caption
                GameObject  textObj;
                TextMeshPro tm;
                Color       labelColor = country.labelColorOverride ? country.labelColor : _countryLabelsColor;
                if (country.labelTextMeshGO == null)
                {
                    // create base text
                    textObj            = new GameObject(countryName);
                    textObj.hideFlags  = HideFlags.DontSave;
                    textObj.hideFlags |= HideFlags.HideInHierarchy;
                    tm                       = textObj.AddComponent <TextMeshPro>();
                    tm.alignment             = TextAlignmentOptions.Center;
                    tm.enableWordWrapping    = false;
                    country.labelTextMeshPro = tm;
                    country.labelTextMeshGO  = tm.gameObject;
                    textObj.transform.SetParent(textRoot.transform, false);
                    textObj.layer = textRoot.gameObject.layer;
                }
                else
                {
                    tm      = (TextMeshPro)country.labelTextMeshPro;
                    textObj = tm.gameObject;
                    textObj.transform.localPosition = center;
                }
                tm.font  = (TMP_FontAsset)labelsFontTMPro;
                tm.color = labelColor;
                if (_countryLabelsEnableAutomaticFade)
                {
                    // By using fontMaterial we're forcing to instantiate the material which will enable individual colors and alpha
                    Material mat = tm.fontMaterial;
                    mat.SetColor("_OutlineColor", _countryLabelsOutlineColor);
                    mat.SetFloat("_OutlineWidth", _countryLabelsOutlineWidth);
                    mat.hideFlags = HideFlags.DontSave;
                }
                else
                {
                    tm.fontSharedMaterial.SetColor("_OutlineColor", _countryLabelsOutlineColor);
                    tm.fontSharedMaterial.SetFloat("_OutlineWidth", _countryLabelsOutlineWidth);
                }
                tm.text = countryName;
                textObj.transform.localPosition = center;
                country.labelMeshWidth          = tm.preferredWidth;
                country.labelMeshHeight         = tm.preferredHeight;
                country.labelMeshCenter         = center;

                float meshWidth  = country.labelMeshWidth;
                float meshHeight = country.labelMeshHeight;

                // adjusts scale to fit in region
                Vector2 axis = curvedLabel.axisEnd - curvedLabel.axisStart;
                float   scale;
                if (country.labelFontSizeOverride)
                {
                    scale = country.labelFontSize;
                }
                else
                {
                    // axisWidth represents the length of the label along the longest axis
                    float axisWidth = new Vector2(axis.x * mw, axis.y * mh).magnitude;
                    // axisAveragedWidth represents the average length of the region (used as a maximum height for the label)
                    float axisAveragedThickness = new Vector2(curvedLabel.axisAveragedThickness.x * mw, curvedLabel.axisAveragedThickness.y * mh).magnitude;
                    float scaleheight           = axisAveragedThickness / meshHeight;
                    float scaleWidth            = axisWidth / meshWidth;
                    scale = Mathf.Min(scaleWidth, scaleheight);
                    if (meshHeight * scale < _countryLabelsAbsoluteMinimumSize)
                    {
                        scale = _countryLabelsAbsoluteMinimumSize / meshHeight;
                    }
                    scale *= _countryLabelsSize * 2f;
                }

                // apply scale
                textObj.transform.localScale = new Vector3(scale, scale, 1);

                // Apply axis rotation or user defined rotation
                if (country.labelRotation > 0)
                {
                    textObj.transform.localRotation = Quaternion.Euler(0, 0, country.labelRotation);
                }
                else
                {
                    textObj.transform.localRotation = Quaternion.Euler(0, 0, curvedLabel.axisAngle);
                }

                if (_countryLabelsCurvature > 0)
                {
                    // Compute fitting curve

                    if (labelsCurve == null || labelsCurve.length == 0)
                    {
                        ComputeLabelsCurve();
                    }

                    tm.havePropertiesChanged = true;          // Need to force the TextMeshPro Object to be updated.
                    tm.ForceMeshUpdate();                     // Generate the mesh and populate the textInfo with data we can use and manipulate.

                    TMP_TextInfo textInfo       = tm.textInfo;
                    int          characterCount = textInfo.characterCount;

                    float boundsMinX = tm.bounds.min.x;
                    float boundsMaxX = tm.bounds.max.x;
                    // map bounds to axis length
                    float axisLengthWS = new Vector2(axis.x * mw / scale, axis.y * mh / scale).magnitude;
                    float boundsLength = boundsMaxX - boundsMinX;
                    float boundsMid    = (boundsMaxX + boundsMinX) * 0.5f;
                    boundsMinX = boundsMid - (boundsMid - boundsMinX) * axisLengthWS / boundsLength;
                    boundsMaxX = boundsMid + (boundsMaxX - boundsMid) * axisLengthWS / boundsLength;

                    float curveMultiplier = new Vector2(curvedLabel.axisMidDisplacement.x * mw / scale, curvedLabel.axisMidDisplacement.y * mh / scale).magnitude *_countryLabelsCurvature;
                    // check if axisAveragedThickness is above or below axis
                    Vector2 a   = axis * 0.5f + curvedLabel.axisMidDisplacement;
                    float   dot = a.x * -axis.y + a.y * axis.x;
                    if (dot < 0)
                    {
                        curveMultiplier *= -1f;
                    }
                    float boundsWidth = boundsMaxX - boundsMinX;

                    // Get the index of the mesh used by this character.
                    int       materialIndex = textInfo.characterInfo[0].materialReferenceIndex;
                    Vector3[] vertices      = textInfo.meshInfo[materialIndex].vertices;

                    for (int i = 0; i < characterCount; i++)
                    {
                        if (!textInfo.characterInfo[i].isVisible)
                        {
                            continue;
                        }

                        int vertexIndex = textInfo.characterInfo[i].vertexIndex;

                        // Compute the baseline mid point for each character
                        Vector2 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);

                        // Apply offset to adjust our pivot point.
                        vertices[vertexIndex + 0].x -= offsetToMidBaseline.x;
                        vertices[vertexIndex + 0].y -= offsetToMidBaseline.y;
                        vertices[vertexIndex + 1].x -= offsetToMidBaseline.x;
                        vertices[vertexIndex + 1].y -= offsetToMidBaseline.y;
                        vertices[vertexIndex + 2].x -= offsetToMidBaseline.x;
                        vertices[vertexIndex + 2].y -= offsetToMidBaseline.y;
                        vertices[vertexIndex + 3].x -= offsetToMidBaseline.x;
                        vertices[vertexIndex + 3].y -= offsetToMidBaseline.y;

                        // Compute the angle of rotation for each character based on the animation curve
                        float x0 = (offsetToMidBaseline.x - boundsMinX) / boundsWidth;                         // Character's position relative to the bounds of the mesh.
                        float x1 = x0 + 0.01f;
                        float y0 = labelsCurve.Evaluate(x0) * curveMultiplier;
                        float y1 = labelsCurve.Evaluate(x1) * curveMultiplier;

                        Vector2 tangent = new Vector2(x1 * boundsWidth + boundsMinX - offsetToMidBaseline.x, y1 - y0);                         // - new Vector3 (offsetToMidBaseline.x, y0);
                        dot = Mathf.Acos(tangent.normalized.x) * Mathf.Rad2Deg;
                        float angle = tangent.y > 0 ? dot : 360 - dot;

                        Matrix4x4 matrix = Matrix4x4.TRS(new Vector3(offsetToMidBaseline.x, y0 + offsetToMidBaseline.y, 0), Quaternion.Euler(0, 0, angle), Misc.Vector3one);

                        vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
                        vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
                        vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
                        vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);

//																								vertices [vertexIndex + 0] += offsetToMidBaseline;
//																								vertices [vertexIndex + 1] += offsetToMidBaseline;
//																								vertices [vertexIndex + 2] += offsetToMidBaseline;
//																								vertices [vertexIndex + 3] += offsetToMidBaseline;
                    }

                    // Upload the mesh with the revised information
                    tm.UpdateVertexData();
                }
                country.labelMeshWidth  = tm.bounds.size.x;
                country.labelMeshHeight = tm.bounds.size.y;

//																GameObject sphere3 = GameObject.CreatePrimitive (PrimitiveType.Sphere);
//																sphere3.name = "Axis Middle";
//																sphere3.transform.SetParent (o.transform, true);
//																sphere3.transform.localPosition = (curvedLabel.axisStart + curvedLabel.axisEnd) * 0.5f;
//																sphere3.transform.localScale *= 0.3f;
//
//																GameObject sphere4 = GameObject.CreatePrimitive (PrimitiveType.Sphere);
//																sphere4.name = "avgAxisPoint";
//																sphere4.transform.SetParent (o.transform, true);
//																sphere4.transform.localPosition = (curvedLabel.axisStart + curvedLabel.axisEnd) * 0.5f + curvedLabel.axisMidDisplacement;
//																sphere4.GetComponent<Renderer> ().material.color = Color.red;
//																sphere4.transform.localScale *= 0.2f;

                StartCoroutine(RepositionTexts());
            }
        }