コード例 #1
0
        private void AddInstancedRenderableInternal(string id, string interiorName, int transformCount, Vector3[] positionOffsets, Quaternion[] orientations, IntPtr nativeRenderablePtr)
        {
            Mesh[]        meshes;
            DoubleVector3 originECEF;
            string        materialName;

            if (m_meshUploader.TryGetUnityMeshesForID(id, out meshes, out originECEF, out materialName))
            {
                var descriptor = new IndoorMaterialDescriptor(interiorName, materialName);

                for (int transformIndex = 0; transformIndex < transformCount; ++transformIndex)
                {
                    string instanceId  = id + string.Format("_instance_{0}", transformIndex);
                    var    gameObjects = m_indoorMapStreamer.AddObjectsForMeshes(instanceId, meshes, originECEF, positionOffsets[transformIndex], orientations[transformIndex], materialName);
                    var    material    = m_indoorMapsApiInternal.IndoorMapMaterialFactory.CreateMaterialFromDescriptor(descriptor);

                    foreach (var gameObject in gameObjects)
                    {
                        gameObject.AddComponent <InstancedIndoorMapRenderable>().Init(transformIndex, nativeRenderablePtr, material, m_indoorMapsApiInternal);
                    }
                }
            }
            else
            {
                Debug.LogErrorFormat("ERROR: Could not get mesh for ID {0}.", id);
            }
        }
コード例 #2
0
        public void IssueTextureRequestsForMaterial(IIndoorMapMaterial material, IndoorMaterialDescriptor descriptor)
        {
            string texturePath;
            var    key = "DiffuseTexturePath";

            if (descriptor.Strings.TryGetValue(key, out texturePath))
            {
                m_textureStreamingService.RequestTextureForMaterial(material, descriptor.IndoorMapName, key, texturePath, false);
            }

            var    cubeMapKey = "CubeMapTexturePath";
            string cubeMapTexturePath;

            if (descriptor.Strings.TryGetValue(cubeMapKey, out cubeMapTexturePath))
            {
                if (!string.IsNullOrEmpty(cubeMapTexturePath))
                {
                    m_textureStreamingService.RequestTextureForMaterial(material, descriptor.IndoorMapName, cubeMapKey, cubeMapTexturePath, true);
                }
            }
        }
コード例 #3
0
        private void AddHighlightRenderableInternal(string id, string indoorMapName, IntPtr nativeRenderablePtr)
        {
            Mesh[]        meshes;
            DoubleVector3 originECEF;
            string        materialName;

            if (m_meshUploader.TryGetUnityMeshesForID(id, out meshes, out originECEF, out materialName))
            {
                var gameObjects = m_indoorMapStreamer.AddObjectsForMeshes(id, meshes, originECEF, Vector3.zero, Quaternion.identity, materialName);
                var descriptor  = new IndoorMaterialDescriptor(indoorMapName, materialName);
                var material    = m_indoorMapsApiInternal.IndoorMapMaterialFactory.CreateMaterialFromDescriptor(descriptor);

                foreach (var gameObject in gameObjects)
                {
                    gameObject.AddComponent <IndoorMapHighlightRenderable>().Init(nativeRenderablePtr, material, m_indoorMapsApiInternal);
                }
            }
            else
            {
                Debug.LogErrorFormat("ERROR: Could not get mesh for ID {0}.", id);
            }
        }
コード例 #4
0
 public void IssueTextureRequestsForMaterial(IIndoorMapMaterial material, IndoorMaterialDescriptor descriptor)
 {
     // do nothing, we won't bother with a texture for these materials - see DefaultIndoorMaterialFactory for an example where textures do get loaded
 }
コード例 #5
0
        public IIndoorMapMaterial CreateMaterialFromDescriptor(IndoorMaterialDescriptor descriptor)
        {
            var material = new Material(m_sourceMaterial);

            return(new CustomIndoorMapMaterial(material));
        }