コード例 #1
0
 void GetNodes(XmlNodeList xmlNodeList)
 {
     foreach (XmlNode n in xmlNodeList)
     {
         OsmNode node = new OsmNode(n);
         nodes[node.ID] = node;
     }
 }
コード例 #2
0
        protected override void OnObjectCreated(BaseOSMLib.OsmWay way, Vector3 origin, List <Vector3> vectors, List <Vector3> normals, List <Vector2> uvs, List <int> indices)
        {
            for (int i = 1; i < way.NodeIDs.Count; i++)
            {
                OsmNode p1 = map.nodes[way.NodeIDs[i - 1]];
                OsmNode p2 = map.nodes[way.NodeIDs[i]];

                Vector3 s1 = p1 - origin;
                Vector3 s2 = p2 - origin;

                Vector3 diff = (s2 - s1).normalized;

                // https://en.wikipedia.org/wiki/Lane
                // According to the article, it's 3.7m in Canada
                var cross = Vector3.Cross(diff, Vector3.up) * 3.7f * way.Lanes;

                // Create points that represent the width of the road
                Vector3 v1 = s1 + cross;
                Vector3 v2 = s1 - cross;
                Vector3 v3 = s2 + cross;
                Vector3 v4 = s2 - cross;

                vectors.Add(v1);
                vectors.Add(v2);
                vectors.Add(v3);
                vectors.Add(v4);

                uvs.Add(new Vector2(0, 0));
                uvs.Add(new Vector2(1, 0));
                uvs.Add(new Vector2(0, 1));
                uvs.Add(new Vector2(1, 1));

                normals.Add(Vector3.up);
                normals.Add(Vector3.up);
                normals.Add(Vector3.up);
                normals.Add(Vector3.up);

                int idx1, idx2, idx3, idx4;
                idx4 = vectors.Count - 1;
                idx3 = vectors.Count - 2;
                idx2 = vectors.Count - 3;
                idx1 = vectors.Count - 4;

                // first triangle v1, v3, v2
                indices.Add(idx1);
                indices.Add(idx3);
                indices.Add(idx2);

                // second         v3, v4, v2
                indices.Add(idx3);
                indices.Add(idx4);
                indices.Add(idx2);
            }
        }
コード例 #3
0
        /// <summary>
        /// Build the object using the data from the OsmWay instance.
        /// </summary>
        /// <param name="way">OsmWay instance</param>
        /// <param name="origin">The origin of the structure</param>
        /// <param name="vectors">The vectors (vertices) list</param>
        /// <param name="normals">The normals list</param>
        /// <param name="uvs">The UVs list</param>
        /// <param name="indices">The indices list</param>
        protected override void OnObjectCreated(BaseOSMLib.OsmWay way, Vector3 origin, List <Vector3> vectors, List <Vector3> normals, List <Vector2> uvs, List <int> indices)
        {
            // Get the centre of the roof
            Vector3 oTop = new Vector3(0, way.Height, 0);

            // First vector is the middle point in the roof
            vectors.Add(oTop);
            normals.Add(Vector3.up);
            uvs.Add(new Vector2(0.5f, 0.5f));

            for (int i = 1; i < way.NodeIDs.Count; i++)
            {
                OsmNode p1 = map.nodes[way.NodeIDs[i - 1]];
                OsmNode p2 = map.nodes[way.NodeIDs[i]];

                Vector3 v1 = p1 - origin;
                Vector3 v2 = p2 - origin;
                Vector3 v3 = v1 + new Vector3(0, way.Height, 0);
                Vector3 v4 = v2 + new Vector3(0, way.Height, 0);

                vectors.Add(v1);
                vectors.Add(v2);
                vectors.Add(v3);
                vectors.Add(v4);

                uvs.Add(new Vector2(0, 0));
                uvs.Add(new Vector2(1, 0));
                uvs.Add(new Vector2(0, 1));
                uvs.Add(new Vector2(1, 1));

                normals.Add(-Vector3.forward);
                normals.Add(-Vector3.forward);
                normals.Add(-Vector3.forward);
                normals.Add(-Vector3.forward);

                int idx1, idx2, idx3, idx4;
                idx4 = vectors.Count - 1;
                idx3 = vectors.Count - 2;
                idx2 = vectors.Count - 3;
                idx1 = vectors.Count - 4;

                // first triangle v1, v3, v2
                indices.Add(idx1);
                indices.Add(idx3);
                indices.Add(idx2);

                // second         v3, v4, v2
                indices.Add(idx3);
                indices.Add(idx4);
                indices.Add(idx2);

                // third          v2, v3, v1
                indices.Add(idx2);
                indices.Add(idx3);
                indices.Add(idx1);

                // fourth         v2, v4, v3
                indices.Add(idx2);
                indices.Add(idx4);
                indices.Add(idx3);

                // And now the roof triangles
                indices.Add(0);
                indices.Add(idx3);
                indices.Add(idx4);

                // Don't forget the upside down one!
                indices.Add(idx4);
                indices.Add(idx3);
                indices.Add(0);
            }
        }