예제 #1
0
    void OnPostRender()
    {
        //This draws the curve
        if (path.Count() > 1)
        {
            GL.Clear(true, false, Color.white, 1);
            //GL.PushMatrix();
            //A material needs to be assigned before drawing with GL
            mat.SetPass(0);


            //GL.LoadIdentity();

            //m = Matrix4x4.Translate(new Vector3(0, 0, 0) ) ;

            //GL.MultMatrix(m * cam.worldToCameraMatrix  );

            GL.Color(Color.red);

            for (int i = 0; i < path.Count() - 1; i++)
            {
                //Depending on the camera we call one function or another
                if (right)
                {
                    CatmullRomSpline.DisplayCatmullRomSpline(path, i, ref path.middlePointsRight, cam.orthographicSize / 2.0f, update, cam);
                }
                else
                {
                    CatmullRomSpline.DisplayCatmullRomSpline2(path, i, ref path.middlePointsTop, cam.orthographicSize / 2.0f, update, cam);
                }
            }
            //cam.Render();
            update = false;
            //GL.PopMatrix();
        }
    }
예제 #2
0
    /// <summary>
    /// This is the main fucntion that loads the map and the plan waypoints
    /// </summary>
    /// <param name="path"></param>
    void LoadMap(string path)
    {
        //We load the main path
        if (ownPath == null)
        {
            ownPath = Path.Instance;
        }
        //laod the metadata
        string json = System.IO.File.ReadAllText(path);

        MapMetadata metadata = JsonUtility.FromJson <MapMetadata>(json);

        UnityEngine.Debug.Log("Loading map");

        BinaryFormatter bFormatter = new BinaryFormatter();
        //if (!AskForMap())
        //    return;
        FileStream file;

        //If it is a pointcloud we load a pointcloud map, and if it isn't a collada
        if (metadata.Map_type == (byte)MapMetadata.MapType.PointCloud)
        {
            file = File.OpenRead(Application.persistentDataPath + "/PersistentData/Maps/" + MissionManager.guid + ".dpl.map");
        }
        else
        {
            file = File.OpenRead(Application.persistentDataPath + "/PersistentData/Maps/" + MissionManager.guid + ".dae.map");
        }
        //var xmlWriter = new XmlTextWriter(file, Encoding.UTF8);
        //xmlWriter.
        XmlDocument doc = new XmlDocument();
        string      aux;

        GameObject auxGameObject = new GameObject();

        UnityEngine.Debug.Log(MissionManager.invMatrix);
        //An empty box and a 3d model are the same
        if (metadata.Map_type == (byte)MapMetadata.MapType.EmptyBox)
        {
            using (StreamReader reader = new StreamReader(file))
            {
                aux = reader.ReadToEnd();
            }
            doc.LoadXml(aux);
            ColladaImporter importer = new ColladaImporter(ref auxGameObject);
            StartCoroutine(importer.getMesh(doc, cullBackShader));
        }
        else if (metadata.Map_type == (byte)MapMetadata.MapType.Model3D)
        {
            using (StreamReader reader = new StreamReader(file))
            {
                aux = reader.ReadToEnd();
            }
            doc.LoadXml(aux);
            ColladaImporter importer = new ColladaImporter(ref auxGameObject);
            StartCoroutine(importer.getMesh(doc, shader));
        }//But pointclouds are loaded different
        else
        {
            //MapLoader used in mapalignment uses this exact function and they are already explained there
            createBaseTriangle();
            byte[]     pclBytes = File.ReadAllBytes(Application.persistentDataPath + "/PersistentData/Maps/" + MissionManager.guid + ".dpl.map");
            GameObject daeModel = new GameObject();
            daeModel.name             = "DaeModel";
            daeModel.transform.parent = auxGameObject.transform;
            LoadPointCloud(pclBytes, ref daeModel);
            //SavedPointCloud pointCloud = JsonUtility.FromJson<SavedPointCloud>(aux);
            //
            //for (int i = 0; i < pointCloud.PointCloud.Count; i++)
            //{
            //
            //    GameObject gameObject = Instantiate(pcPrefab, auxGameObject.transform);
            //    gameObject.GetComponent<MeshFilter>().sharedMesh = new Mesh();
            //    gameObject.GetComponent<MeshFilter>().sharedMesh.name = "cmesh" + i.ToString();
            //    gameObject.GetComponent<MeshFilter>().mesh.vertices = pointCloud.PointCloud[i].vertex;
            //    int[] indices = new int[pointCloud.PointCloud[i].vertex.Length];
            //    Color[] colors = new Color[indices.Length];
            //    for (int j = 0; j < pointCloud.PointCloud[i].vertex.Length; j++)
            //    {
            //        indices[j] = j;
            //        colors[j] = new Color(pointCloud.PointCloud[i].colors[j].x, pointCloud.PointCloud[i].colors[j].y, pointCloud.PointCloud[i].colors[j].z, 1);
            //    }
            //    gameObject.GetComponent<MeshFilter>().mesh.colors = colors;
            //    gameObject.GetComponent<MeshFilter>().mesh.RecalculateNormals();
            //    gameObject.GetComponent<MeshFilter>().mesh.SetIndices(indices, MeshTopology.Triangles, 0, true);
            //    gameObject.GetComponent<MeshFilter>().mesh.RecalculateBounds();
            //    Matrix4x4 auxMat = pointCloud.PointCloud[i].matrix;
            //    gameObject.transform.rotation = auxMat.rotation;
            //    gameObject.transform.position = new Vector3(auxMat.m03, auxMat.m13, auxMat.m23);
            //
            //
            //}
        }
        //Once the maps are loaded, we start with the waypoints. First a mission is loaded
        auxGameObject.name = "DaemodelChild";


        string mapJson      = File.ReadAllText(Application.persistentDataPath + "/PersistentData/Missions/" + MissionManager.guid + ".json.mission");
        Map    map          = JsonUtility.FromJson <Map>(mapJson);
        Path   waypointPath = Path.Instance;

        //sphereParentGO.transform.position = auxGameObject.transform.position;
        //If this isn't a new plan, we load the plan selected previously
        if (MissionManager.planIndex != -1)
        {
            //Here we get a plan from all the paths saved in missionmanager
            waypointPath = map.Paths[MissionManager.planIndex];
            ownPath.setPath(waypointPath);
            //And give them the default parameters previously selected
            MissionManager.planDefaultHeight   = waypointPath.FlightParams.height;
            MissionManager.planDefaultSpeed    = waypointPath.FlightParams.speed;
            MissionManager.planDefaultDuration = waypointPath.FlightParams.duration;

            //Here we instantiate the waypoints
            for (int i = 0; i < waypointPath.Count(); i++)
            {
                //waypointPath.GetPoint(i).PointPosition = new Vector3(waypointPath.GetPoint(i).PointPosition.x, waypointPath.GetPoint(i).PointPosition.z, waypointPath.GetPoint(i).PointPosition.y);

                GameObject auxPoint = Instantiate(pointGO, waypointPath.GetPoint(i).PointPosition, Quaternion.Euler(0, 0, 0), sphereParentGO.transform);
                //assign them the transform to the script
                waypointPath.GetPoint(i).PointTransf = auxPoint.transform;
                auxPoint.SetActive(true);
                //Scale it
                TransformSphere(topCam, auxPoint);
                //And if it is the first one, we assign it the yellow colour, and to the last one, the green colour. The rest use the normal waypoint colour
                if (i == 0)
                {
                    auxPoint.transform.GetChild(0).GetComponent <Renderer>().sharedMaterial = homeNotSelectedMaterial;
                    //auxPoint.transform.GetChild(1).GetComponent<Renderer>().sharedMaterial.color = Color.white;
                }
                else if (i != waypointPath.Count() - 1)
                {
                    auxPoint.transform.GetChild(0).GetComponent <Renderer>().sharedMaterial = waypointNotSelectedMaterial;
                    // auxPoint.transform.GetChild(1).GetComponent<Renderer>().sharedMaterial.color = Color.white;
                    //auxPoint.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial = whiteOutlineMaterial;
                    //auxPoint.transform.GetChild(1).GetComponent<Renderer>().sharedMaterial = whiteOutlineMaterial;
                }
                else
                {
                    //auxPoint.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial = landingMaterial;
                    //auxPoint.transform.GetChild(1).GetComponent<Renderer>().sharedMaterial = landingMaterial;
                    auxPoint.transform.GetChild(0).GetComponent <Renderer>().sharedMaterial = landingNotSelectedMaterial;
                    //auxPoint.transform.GetChild(1).GetComponent<Renderer>().sharedMaterial.color = Color.white;
                }
                //We assign the monobehaviour that contains the point parameters
                auxPoint.AddComponent <PathPoint>().createPathPointWithPoint(waypointPath.GetPoint(i), 0, 0);
            }

            //here we create the middlepoints that the curve contains
            for (int i = 0; i < waypointPath.Count() - 1; i++)
            {
                lineMat.SetPass(0);
                if (topCam != null)
                {
                    CatmullRomSpline.DisplayCatmullRomSpline2(waypointPath, i, ref waypointPath.middlePointsTop, topCam.orthographicSize / 2.0f, true, topCam);
                }
                if (frontCam != null)
                {
                    CatmullRomSpline.DisplayCatmullRomSpline(waypointPath, i, ref waypointPath.middlePointsRight, frontCam.orthographicSize / 2.0f, true, frontCam);
                }
            }
            //This script is also used on recording, where we don't want points of interests. We adjust the path to the adjustmnets doen in model alignment and exit
            if (GeneralSceneManager.sceneState == GeneralSceneManager.SceneState.Recording)
            {
                sphereParentGO.transform.position   = new Vector3(map.unityToAnchors.m03 * 0.001f, map.unityToAnchors.m23 * 0.001f, map.unityToAnchors.m13 * 0.001f);
                sphereParentGO.transform.localScale = new Vector3(map.unityToAnchors.m00 * 0.001f, map.unityToAnchors.m11 * 0.001f, map.unityToAnchors.m22 * 0.001f);
                return;
            }


            //If not we create the points of interest
            poisCreated = new List <GameObject>();

            for (int i = 0; i < waypointPath.wpParametersCount(); i++)
            {
                //for each waypoint of interest that the path contains, we assign it to the respective waypoint
                GimballParameters auxGimballUpdateParameters = waypointPath.getGbUpdateParameter(i);
                Point             auxPoint = waypointPath.GetPoint(auxGimballUpdateParameters.id_pointer);
                auxPoint.PointTransf.gameObject.GetComponent <PathPoint>().Wp.gimbal_parameters = auxGimballUpdateParameters;
                //And now depending on the type of point of interest, one behaviour is assigned. It can be a look at point, look at the curve,
                //locked in yaw only while looking in a direction or looking in a direction without locks
                switch (auxGimballUpdateParameters.mode)
                {
                case 0:
                    GameObject newpoi;
                    //First we search for a POI
                    System.Predicate <GameObject> predicate = (GameObject p) => { return(p.transform.position == auxGimballUpdateParameters.poi_or_angles); };
                    //If one POI has been placed at least
                    if (poisCreated.Count > 0)
                    {
                        //we find if the POI was already there, just in case multiple waypoints share the same POI
                        newpoi = poisCreated.Find(predicate);
                        if (newpoi == null)
                        {
                            newpoi = Instantiate(poi, auxGimballUpdateParameters.poi_or_angles, Quaternion.Euler(new Vector3(0, 0, 0)));
                            poisCreated.Add(newpoi);
                            newpoi.AddComponent <POI>();
                        }
                    }
                    else
                    {
                        newpoi = Instantiate(poi, auxGimballUpdateParameters.poi_or_angles, Quaternion.Euler(new Vector3(0, 0, 0)));
                        poisCreated.Add(newpoi);
                        newpoi.AddComponent <POI>();
                    }



                    //We create a new line that points from the POI to the waypoint. The poi object already has one, but if there is more than one waypoint
                    //related to the POI, we need to create more lines
                    GameObject newLine = newpoi.transform.GetChild(2).gameObject;

                    if (i > 0)
                    {
                        newLine = Instantiate(poi.transform.GetChild(2).gameObject, newpoi.transform.position, Quaternion.Euler(new Vector3(0, 0, 0)), newpoi.transform);
                    }
                    //All of this calculate the rotation, position and size of the line
                    Vector3 centerPos = new Vector3(auxPoint.PointTransf.position.x + newpoi.transform.position.x, auxPoint.PointTransf.position.y + newpoi.transform.position.y, auxPoint.PointTransf.position.z + newpoi.transform.position.z) / 2f;
                    float   scaleX    = Mathf.Abs((auxPoint.PointTransf.position - newpoi.transform.position).magnitude);

                    newLine.transform.localScale = new Vector3(scaleX, 3f, 3f);
                    //Esto es para rotar las imagenes de las camaras que tienen cada Waypoint
                    Transform cube = auxPoint.PointTransf.Find("CubeTop");
                    cube.gameObject.SetActive(true);

                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2   from  = new Vector2(-1, 0);
                    Vector3   aux2  = newpoi.transform.position - auxPoint.PointTransf.position;
                    Vector2   to    = new Vector2(aux2.x, aux2.z).normalized;
                    float     angle = Vector2.SignedAngle(from, to);
                    Transform cube2 = auxPoint.PointTransf.Find("CubeFront");
                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2 from2  = new Vector2(-1, 0);
                    Vector3 aux3   = newpoi.transform.position - auxPoint.PointTransf.position;
                    Vector2 to2    = new Vector2(aux3.x, aux3.y).normalized;
                    float   angle2 = Vector2.SignedAngle(from2, to2);

                    //float angle = Mathf.Acos(distance2 / distance);
                    //item.transform.Rotate(new Vector3(0, 1, 0), Vector2.Angle(from, to));
                    cube.transform.rotation  = Quaternion.Euler(new Vector3(0, -angle, 0));
                    cube2.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle2));
                    cube.GetChild(0).GetComponent <MeshRenderer>().material.color  = Color.white;
                    cube2.GetChild(0).GetComponent <MeshRenderer>().material.color = Color.white;
                    auxPoint.PointTransf.GetComponent <PathPoint>().Poi            = newpoi.transform;
                    newpoi.GetComponent <POI>().addPoint(auxPoint.PointTransf.GetComponent <PathPoint>(), newLine);
                    //UnityEngine.Debug.Log(newpoi.GetComponent<POI>().Referenced.Count);

                    float sineC = (auxPoint.PointTransf.position.y - newpoi.transform.position.y) / scaleX;

                    newLine.transform.rotation = Quaternion.Euler(0, -angle, Mathf.Asin(sineC) * Mathf.Rad2Deg);
                    newLine.transform.position = newpoi.transform.position;
                    var rotation = Quaternion.Euler(0, -angle, Mathf.Asin(sineC) * Mathf.Rad2Deg).eulerAngles;
                    auxPoint.PointTransf.GetComponent <PathPoint>().GimbalRotation = new Vector3(rotation.z, rotation.y, rotation.x + 90);
                    auxPoint.PointTransf.GetComponent <PathPoint>().getGimballMode = 0;
                    TransformSphere(topCam, newpoi);

                    break;

                case 1:
                    //This is the case where the direction will always point to the curve
                    float angle3 = 0;
                    float angle4 = 0;

                    int middlePointsIndexTop   = 0;
                    int middlePointsIndexRight = 0;
                    //We iterate through the array to see the closest point from the curve to the waypoint. The signal that indicates this mode is activated is a green camera looking at that point on the waypoint.
                    for (i = 0; i < waypointPath.Count(); i++)
                    {
                        if (waypointPath.GetPoint(i) == auxPoint)
                        {
                            break;
                        }
                        middlePointsIndexTop   += waypointPath.GetPoint(i).SegmentsTop;
                        middlePointsIndexRight += waypointPath.GetPoint(i).SegmentsRight;
                    }
                    //If this is the last point, there is no curve to look at anymore
                    if (middlePointsIndexRight >= waypointPath.middlePointsRight.Count)
                    {
                        break;
                    }
                    //Now from here we calculate the rotation of the camera mentioned above
                    Vector3 pointRight = waypointPath.middlePointsRight[middlePointsIndexRight];
                    Vector3 pointTop   = waypointPath.middlePointsTop[middlePointsIndexTop];


                    //Esto es para rotar las imagenes de las camaras que tienen cada Waypoint
                    Transform cube3 = auxPoint.PointTransf.Find("CubeTop");
                    cube3.gameObject.SetActive(true);
                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2 from3 = new Vector2(-1, 0);
                    Vector3 aux4  = pointTop - auxPoint.PointTransf.position;
                    Vector2 to3   = new Vector2(aux4.x, aux4.z).normalized;

                    angle3 = Vector2.SignedAngle(from3, to3);

                    Transform cube4 = auxPoint.PointTransf.Find("CubeFront");
                    cube4.gameObject.SetActive(true);

                    cube3.GetChild(0).GetComponent <MeshRenderer>().material.color = Color.green;
                    cube4.GetChild(0).GetComponent <MeshRenderer>().material.color = Color.green;

                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2 from4 = new Vector2(-1, 0);
                    Vector3 aux5  = pointRight - auxPoint.PointTransf.position;
                    Vector2 to4   = new Vector2(aux5.x, aux5.y).normalized;
                    angle4 = Vector2.SignedAngle(from4, to4);

                    //float angle = Mathf.Acos(distance2 / distance);
                    //item.transform.Rotate(new Vector3(0, 1, 0), Vector2.Angle(from, to));
                    cube3.transform.rotation = Quaternion.Euler(new Vector3(0, -angle3, 0));
                    cube4.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle4));
                    //UnityEngine.Debug.Log(newpoi.GetComponent<POI>().Referenced.Count);
                    break;

                case 2:

                    //This mode is for a direction with the yaw? locked
                    //We only show a line in this mode, so even if we instantiate a poi, is not shown
                    GameObject newpoi2 = Instantiate(poi, auxGimballUpdateParameters.poi_or_angles + auxPoint.PointTransf.position, Quaternion.Euler(new Vector3(0, 0, 0)));
                    //UnityEngine.Debug.Log(" POI POS: " + auxGimballUpdateParameters.poi_or_angles + " ITEM POS: " + auxPoint.PointTransf.position);


                    /*
                     * if (Input.mousePosition.x < Camera.main.pixelWidth / 2)
                     * {
                     *  newpoi.transform.position = new Vector3(newpoi.transform.position.x, 0, newpoi.transform.position.z);
                     *
                     * }
                     * else
                     * {
                     *  newpoi.transform.position = new Vector3(newpoi.transform.position.x, newpoi.transform.position.y, 1);
                     *
                     * }*/
                    newpoi2.SetActive(true);
                    newpoi2.transform.GetChild(0).gameObject.SetActive(false);
                    newpoi2.transform.GetChild(1).gameObject.SetActive(false);
                    newpoi2.AddComponent <POI>();
                    newpoi2.GetComponent <POI>().Direction = true;


                    float angle5 = 0;
                    float angle6 = 0;
                    float sineC5 = 0;



                    //from now on, we isntantiate a line and calculate position and direction
                    GameObject newLine2 = newpoi2.transform.GetChild(2).gameObject;
                    if (i > 0)
                    {
                        newLine2 = Instantiate(poi.transform.GetChild(2).gameObject, newpoi2.transform.position, Quaternion.Euler(new Vector3(0, 0, 90)), newpoi2.transform);
                    }
                    newLine2.transform.GetChild(0).GetComponent <Renderer>().material.color = Color.grey;
                    newLine2.transform.GetChild(0).gameObject.layer = 10;
                    //Que tamaño tendra
                    float scaleX5 = Mathf.Abs((auxPoint.PointTransf.position - newpoi2.transform.position).magnitude);

                    newLine2.transform.localScale = new Vector3(scaleX5, 3f, 3f);
                    //Esto es para rotar las imagenes de las camaras que tienen cada Waypoint
                    Transform cube5 = auxPoint.PointTransf.Find("CubeTop");
                    cube5.gameObject.SetActive(false);
                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2 from5 = new Vector2(-1, 0);
                    Vector3 aux6  = newpoi2.transform.position - auxPoint.PointTransf.position;
                    Vector2 to5   = new Vector2(aux6.x, aux6.z).normalized;
                    if (i == 0)
                    {
                        angle5 = Vector2.SignedAngle(from5, to5);
                    }
                    Transform cube6 = auxPoint.PointTransf.Find("CubeFront");
                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2 from6 = new Vector2(-1, 0);
                    Vector3 aux7  = newpoi2.transform.position - auxPoint.PointTransf.position;
                    Vector2 to6   = new Vector2(aux7.x, aux7.y).normalized;
                    if (i == 0)
                    {
                        angle6 = Vector2.SignedAngle(from6, to6);
                    }

                    //float angle = Mathf.Acos(distance2 / distance);
                    //item.transform.Rotate(new Vector3(0, 1, 0), Vector2.Angle(from, to));
                    cube5.transform.rotation = Quaternion.Euler(new Vector3(0, -angle5, 0));
                    cube6.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle6));
                    cube5.GetChild(0).GetComponent <MeshRenderer>().material.color = Color.white;
                    cube6.GetChild(0).GetComponent <MeshRenderer>().material.color = Color.white;
                    auxPoint.PointTransf.GetComponent <PathPoint>().Poi            = newpoi2.transform;
                    newpoi2.GetComponent <POI>().addPoint(auxPoint.PointTransf.GetComponent <PathPoint>(), newLine2);
                    //UnityEngine.Debug.Log(newpoi.GetComponent<POI>().Referenced.Count);

                    sineC5 = (auxPoint.PointTransf.transform.position.y - newpoi2.transform.position.y) / scaleX5;

                    newLine2.transform.rotation = Quaternion.Euler(0, -angle5, Mathf.Asin(sineC5) * Mathf.Rad2Deg);

                    newLine2.transform.position = auxPoint.PointTransf.transform.position;
                    var rotation2 = Quaternion.Euler(0, -angle5, Mathf.Asin(sineC5) * Mathf.Rad2Deg).eulerAngles;



                    break;

                case 3:

                    //Same as above without locking yaw
                    GameObject newpoi3 = Instantiate(poi, auxGimballUpdateParameters.poi_or_angles + auxPoint.PointTransf.position, Quaternion.Euler(new Vector3(0, 0, 0)));


                    newpoi3.transform.GetChild(0).gameObject.SetActive(false);
                    newpoi3.transform.GetChild(1).gameObject.SetActive(false);
                    newpoi3.AddComponent <POI>();
                    newpoi3.GetComponent <POI>().Direction = true;

                    float angle7 = 0;
                    float angle8 = 0;
                    float sineC7 = 0;

                    //Creamos una nueva linea que apunta del waypoint al POI
                    GameObject newLine3 = newpoi3.transform.GetChild(2).gameObject;

                    //newLine3 = Instantiate(poi.transform.GetChild(2).gameObject, newpoi3.transform.position, Quaternion.Euler(new Vector3(0, 0, 0)), newpoi3.transform);


                    newLine3.transform.GetChild(0).GetComponent <Renderer>().material.color = Color.gray;
                    //Que tamaño tendra
                    float scaleX7 = Mathf.Abs((auxPoint.PointTransf.position - newpoi3.transform.position).magnitude);

                    newLine3.transform.localScale = new Vector3(scaleX7, 3f, 3f);
                    //Esto es para rotar las imagenes de las camaras que tienen cada Waypoint
                    Transform cube7 = auxPoint.PointTransf.Find("CubeTop");
                    cube7.gameObject.SetActive(true);

                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2 from7 = new Vector2(-1, 0);
                    Vector3 aux8  = newpoi3.transform.position - auxPoint.PointTransf.position;
                    Vector2 to7   = new Vector2(aux8.x, aux8.z).normalized;
                    if (i == 0)
                    {
                        angle7 = Vector2.SignedAngle(from7, to7);
                    }
                    Transform cube8 = auxPoint.PointTransf.Find("CubeFront");
                    //float distance = Vector3.Distance(item.transform.position, newpoi.transform.position);
                    //float distance2 = Vector3.Distance(cube.position, item.transform.position) * 2;
                    Vector2 from8 = new Vector2(-1, 0);
                    Vector3 aux9  = newpoi3.transform.position - auxPoint.PointTransf.position;
                    Vector2 to8   = new Vector2(aux8.x, aux8.y).normalized;
                    if (i == 0)
                    {
                        angle2 = Vector2.SignedAngle(from8, to8);
                    }

                    //float angle = Mathf.Acos(distance2 / distance);
                    //item.transform.Rotate(new Vector3(0, 1, 0), Vector2.Angle(from, to));
                    cube7.transform.rotation = Quaternion.Euler(new Vector3(0, -angle7, 0));
                    cube8.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle8));
                    cube7.GetChild(0).GetComponent <MeshRenderer>().material.color = Color.white;
                    cube8.GetChild(0).GetComponent <MeshRenderer>().material.color = Color.white;
                    auxPoint.PointTransf.GetComponent <PathPoint>().Poi            = newpoi3.transform;
                    newpoi3.GetComponent <POI>().addPoint(auxPoint.PointTransf.GetComponent <PathPoint>(), newLine3);
                    //UnityEngine.Debug.Log(newpoi.GetComponent<POI>().Referenced.Count);
                    sineC7 = (auxPoint.PointTransf.position.y - newpoi3.transform.position.y) / scaleX7;

                    newLine3.transform.rotation = Quaternion.Euler(0, -angle7, Mathf.Asin(sineC7) * Mathf.Rad2Deg);
                    newLine3.transform.position = auxPoint.PointTransf.transform.position;



                    break;

                default:
                    break;
                }
            }

            //This assigns reccam parameters to the waypoints that had them
            for (int i = 0; i < waypointPath.rcParametersCount(); i++)
            {
                RecCamParameters auxRcUpdateParameters = waypointPath.getRcUpdateParameter(i);

                reSetRecCamGuis(auxRcUpdateParameters, waypointPath.GetPoint(auxRcUpdateParameters.id_pointer).PointTransf.gameObject.GetComponent <PathPoint>());
            }

            if (poiEditorPanel != null)
            {
                poiEditorPanel.GetComponent <POIEditor>().Deactivate();
            }

            //activate every panel. If we saved a path, there has to be enough points to make sure this can be done
            if (editPointButton != null)
            {
                editPointButton.interactable = true;
                editPOIButton.interactable   = true;
                previewButton.interactable   = true;
                CurveButton.interactable     = true;
            }
        }
        else  //We assign an index to the new path
        {
            if (waypointPath != null)
            {
                MissionManager.planIndex = map.Paths.Count;
            }
        }
        //importedGO.name = "DaeModel";
    }