private void AddMesh(string id) { Mesh[] meshes; DoubleVector3 originECEF; string materialName; if (m_meshUploader.TryGetUnityMeshesForID(id, out meshes, out originECEF, out materialName)) { var streamer = GetStreamerFromName(id); streamer.AddObjectsForMeshes(meshes, originECEF, materialName); } }
private void AddRenderableInternal(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 <IndoorMapRenderable>().Init(nativeRenderablePtr, material, m_indoorMapsApiInternal); } } else { Debug.LogErrorFormat("ERROR: Could not get mesh for ID {0}.", id); } }
private void AddMeshInternal(string id) { Mesh[] meshes; DoubleVector3 originECEF; string materialName; if (m_meshUploader.TryGetUnityMeshesForID(id, out meshes, out originECEF, out materialName)) { var streamer = GetStreamerFromName(id); streamer.AddObjectsForMeshes(meshes, originECEF, materialName); } else { Debug.LogErrorFormat("ERROR: Could not get mesh for ID {0}.", id); } }
private void AddMeshInternal(string id) { if (m_enabled) { Mesh[] meshes; DoubleVector3 originECEF; string materialName; if (m_meshUploader.TryGetUnityMeshesForID(id, out meshes, out originECEF, out materialName)) { m_meshUploader.RemoveUploadedMesh(id); var streamer = GetStreamerFromName(id); streamer.AddObjectsForMeshes(id, meshes, originECEF, Vector3.zero, Quaternion.identity, materialName); } else { Debug.LogErrorFormat("ERROR: Could not get mesh for ID {0}.", id); } } }