internal void UpdateTransforms(ITransformUpdateStrategy updateStrategy) { foreach (var geographicTransform in m_geographicTransforms) { geographicTransform.UpdateTransform(updateStrategy); } }
public void UpdateTransforms(ITransformUpdateStrategy transformUpdateStrategy, float heightOffset) { foreach (var record in m_gameObjectsById.Values) { transformUpdateStrategy.UpdateTransform(record.RootGameObject.transform, record.OriginECEF, record.TranslationOffsetECEF, record.OrientationECEF, heightOffset, m_applyFlattening); } }
public void UpdateTransforms(ITransformUpdateStrategy transformUpdateStrategy) { const float roadHeightOffset = 0.1f; m_terrainStreamer.UpdateTransforms(transformUpdateStrategy); m_roadStreamer.UpdateTransforms(transformUpdateStrategy, roadHeightOffset); m_buildingStreamer.UpdateTransforms(transformUpdateStrategy); }
internal void UpdateTransform(ITransformUpdateStrategy updateStrategy) { updateStrategy.UpdateTransform(transform, TangentBasis.PointEcef, 0.0f); var rotation = Quaternion.LookRotation(TangentBasis.Forward, TangentBasis.Up); transform.localRotation *= rotation; }
public void UpdateTransforms(ITransformUpdateStrategy transformUpdateStrategy, float heightOffset) { foreach (var record in m_gameObjectsById.Values) { foreach (var gameObject in record.GameObjects) { transformUpdateStrategy.UpdateTransform(gameObject.transform, record.OriginECEF, heightOffset); } } }
public ApiImplementation(string apiKey, CoordinateSystem coordinateSystem, Transform parentTransformForStreamedObjects, ConfigParams configParams) { var textureLoadHandler = new TextureLoadHandler(); var materialRepository = new MaterialRepository(configParams.MaterialsDirectory, configParams.OverrideLandmarkMaterial, textureLoadHandler); var terrainCollision = (configParams.Collisions.TerrainCollision) ? CollisionStreamingType.SingleSidedCollision : CollisionStreamingType.NoCollision; var roadCollision = (configParams.Collisions.RoadCollision) ? CollisionStreamingType.DoubleSidedCollision : CollisionStreamingType.NoCollision; var buildingCollision = (configParams.Collisions.BuildingCollision) ? CollisionStreamingType.SingleSidedCollision : CollisionStreamingType.NoCollision; m_root = CreateRootObject(parentTransformForStreamedObjects); m_interestPointProvider = new InterestPointProvider(m_root.transform); m_terrainStreamer = new GameObjectStreamer("Terrain", materialRepository, m_root.transform, terrainCollision, true); m_roadStreamer = new GameObjectStreamer("Roads", materialRepository, m_root.transform, roadCollision, true); m_buildingStreamer = new GameObjectStreamer("Buildings", materialRepository, m_root.transform, buildingCollision, true); m_highlightStreamer = new GameObjectStreamer("Highlights", materialRepository, m_root.transform, CollisionStreamingType.NoCollision, false); m_indoorMapStreamer = new GameObjectStreamer("IndoorMaps", materialRepository, m_root.transform, CollisionStreamingType.NoCollision, false); var indoorMapMaterialRepository = new IndoorMapMaterialRepository(); var indoorMapStreamedTextureObserver = new IndoorMapStreamedTextureObserver(indoorMapMaterialRepository); var indoorMapTextureStreamingService = new IndoorMapTextureStreamingService(textureLoadHandler, indoorMapStreamedTextureObserver); m_indoorMapsApiInternal = new IndoorMapsApiInternal(indoorMapTextureStreamingService); var indoorMapMaterialService = new IndoorMapMaterialService(indoorMapMaterialRepository, m_indoorMapsApiInternal); m_indoorMapsApi = new IndoorMapsApi(m_indoorMapsApiInternal); var meshUploader = new MeshUploader(); var indoorMapScene = new IndoorMapScene(m_indoorMapStreamer, meshUploader, indoorMapMaterialService, m_indoorMapsApiInternal); m_mapGameObjectScene = new MapGameObjectScene(m_terrainStreamer, m_roadStreamer, m_buildingStreamer, m_highlightStreamer, m_indoorMapStreamer, meshUploader, indoorMapScene); m_labelServiceInternal = new LabelServiceInternal(UnityEngine.GameObject.Find("Canvas"), configParams.EnableLabels); m_positionerApiInternal = new PositionerApiInternal(); m_positionerApi = new PositionerApi(m_positionerApiInternal); m_cameraApiInternal = new CameraApiInternal(); m_buildingsApiInternal = new BuildingsApiInternal(materialRepository); m_buildingsApi = new BuildingsApi(m_buildingsApiInternal); m_precacheApiInternal = new PrecacheApiInternal(); m_precacheApi = new PrecacheApi(m_precacheApiInternal); m_nativePluginRunner = new NativePluginRunner( apiKey, textureLoadHandler, materialRepository, m_mapGameObjectScene, configParams, indoorMapScene, m_indoorMapsApiInternal, indoorMapMaterialService, m_labelServiceInternal, m_positionerApiInternal, m_cameraApiInternal, m_buildingsApiInternal, m_precacheApiInternal ); m_cameraController = new CameraApi(this, m_cameraApiInternal); m_coordinateSystem = coordinateSystem; var defaultStartingLocation = LatLongAltitude.FromDegrees( configParams.LatitudeDegrees, configParams.LongitudeDegrees, coordinateSystem == CoordinateSystem.ECEF ? configParams.DistanceToInterest : 0.0); m_originECEF = defaultStartingLocation.ToECEF(); if (coordinateSystem == CoordinateSystem.UnityWorld) { m_frame = new UnityWorldSpaceCoordinateFrame(defaultStartingLocation); } m_geographicApi = new GeographicApi(m_root.transform); m_environmentFlatteningApiInternal = new EnvironmentFlatteningApiInternal(); m_environmentFlatteningApi = new EnvironmentFlatteningApi(m_environmentFlatteningApiInternal); m_spacesApi = new SpacesApi(this); if (m_coordinateSystem == CoordinateSystem.UnityWorld) { m_transformUpdateStrategy = new UnityWorldSpaceTransformUpdateStrategy(m_frame, m_environmentFlatteningApi.GetCurrentScale()); } else { var cameraPosition = m_originECEF; m_transformUpdateStrategy = new ECEFTransformUpdateStrategy( cameraPosition, cameraPosition.normalized.ToSingleVector(), m_environmentFlatteningApi.GetCurrentScale()); } }
internal void UpdateTransform(ITransformUpdateStrategy updateStrategy) { var rotation = Quaternion.LookRotation(m_tangentBasis.Forward, m_tangentBasis.Up); updateStrategy.UpdateTransform(m_geolocatedParent.transform, m_tangentBasis.PointEcef, Vector3.zero, rotation, 0.0f, ApplyFlattening); }
public void UpdateTransforms(ITransformUpdateStrategy transformUpdateStrategy) { m_mapGameObjectScene.UpdateTransforms(transformUpdateStrategy); }
public void UpdateTransforms(ITransformUpdateStrategy transformUpdateStrategy, float heightOffset = 0.0f) { m_gameObjectRepository.UpdateTransforms(transformUpdateStrategy, heightOffset); }