예제 #1
0
    // Receive the JSON results from the Mapzen download
    // Parse the JSON to create road objects using EasyRoads3D
    public void ReceiveDownloadResults(string results)
    {
        var       json         = JSON.Parse(results);
        JSONArray roadFeatures = json ["roads"] ["features"].AsArray;

        currentThreadRoads = new List <ERRoad> ();
        for (int i = 0; i < roadFeatures.Count; i++)
        {
            string type       = roadFeatures [i] ["geometry"] ["type"].Value;
            string kindOfRoad = roadFeatures [i] ["properties"] ["kind"].Value;
            string nameOfRoad = roadFeatures [i] ["properties"] ["name"].Value;
            if (kindOfRoad != "path")
            {
                if (type == "LineString")
                {
                    JSONArray coordinates = roadFeatures [i] ["geometry"] ["coordinates"].AsArray;
                    Vector3[] roadMarkers = parseLineString(coordinates);
                    ERRoad    road        = roadNetwork.CreateRoad(nameOfRoad, roadType, roadMarkers);
                    addRoad(road);
                }
                else if (type == "MultiLineString")
                {
                    JSONArray coordinates = roadFeatures [i] ["geometry"] ["coordinates"].AsArray;
                    for (int j = 0; j < coordinates.Count; j++)
                    {
                        JSONArray coords      = coordinates [j].AsArray;
                        Vector3[] roadMarkers = parseLineString(coords);
                        ERRoad    road        = roadNetwork.CreateRoad(nameOfRoad, roadType, roadMarkers);
                        addRoad(road);
                    }
                }
            }
        }
    }
예제 #2
0
    void Start()
    {
        Debug.Log("Please read the comments at the top before using the runtime API!");

        // Create Road Network object
        roadNetwork = new ERRoadNetwork();

        // Create road
        //	ERRoad road = roadNetwork.CreateRoad(string name);
        //	ERRoad road = roadNetwork.CreateRoad(string name, Vector3[] markers);
        //	ERRoad road = roadNetwork.CreateRoad(string name, ERRoadType roadType);
        //	ERRoad road = roadNetwork.CreateRoad(string name, ERRoadType roadType, Vector3[] markers);

        ERRoadType roadType = new ERRoadType();

        roadType.roadWidth    = 6;
        roadType.roadMaterial = Resources.Load("Materials/roads/single lane") as Material;

        Vector3[] markers = new Vector3[4];
        markers[0] = new Vector3(200, 5, 200);
        markers[1] = new Vector3(250, 5, 200);
        markers[2] = new Vector3(250, 5, 250);
        markers[3] = new Vector3(300, 5, 250);

        road = roadNetwork.CreateRoad("road 1", roadType, markers);

        // Add Marker: ERRoad.AddMarker(Vector3);
        road.AddMarker(new Vector3(300, 5, 300));

        // Add Marker: ERRoad.InsertMarker(Vector3);
        road.InsertMarker(new Vector3(275, 5, 235));

        // Delete Marker: ERRoad.DeleteMarker(int index);
        road.DeleteMarker(2);

        // Set the road width : ERRoad.SetWidth(float);
        //	road.SetWidth(10);

        // Set the road material : ERRoad.SetMaterial(Material);
        //	Material mat = Resources.Load("Materials/roads/single lane") as Material;
        //	road.SetMaterial(mat);

        // Build Road Network
        roadNetwork.BuildRoadNetwork();

        // Restore Road Network
        //	roadNetwork.RestoreRoadNetwork();


        // create dummy object
        go = GameObject.CreatePrimitive(PrimitiveType.Cube);
    }
예제 #3
0
    /// <summary>
    /// Methode zum Zeichnen einer geraden Straße.
    /// </summary>
    /// <param name="length">Die Länge der Straße.</param>
    /// <param name="minCars">Die minimale Anzahl der Autos auf dem Straßenteil.</param>
    /// <param name="maxCars">Die maximale Anzahl der Autos auf dem Straßenteil.</param>
    /// <param name="heightDifference">Der Höhenunterschied.</param>
    /// <param name="seed">Der Seed.</param>
    /// <returns>Die Straße.</returns>
    public ERRoad CreateStraight(float length, int minCars, int maxCars, float?heightDifference, string seed)
    {
        // Die Strecke neu holen
        this.network = new ERRoadNetwork();
        this.network.BuildRoadNetwork();

        // Den RoadType holen
        ERRoadType roadType = this.GetRandomRoadType();

        // Hole die akutellen Streckenteile
        ERRoad[] currentRoads = network.GetRoads();

        // Hole die Höhe der Strecke
        float fixHeightDifference = heightDifference ?? 0;

        // Lege die Positionen der Strecke an
        Vector3 startPosition  = new Vector3(0, 0, 0);
        Vector3 middlePosition = new Vector3(0, fixHeightDifference / 2, length / 2);
        Vector3 endPosition    = new Vector3(0, fixHeightDifference, length);

        ERRoad lastRoad = null;
        ERRoad road     = null;

        if (currentRoads.Length > 0)
        {
            // Hole die letzte Strecke
            lastRoad = currentRoads.Last();

            // Hole den letzten Punkt der Strecke
            Vector3[] markers    = lastRoad.GetMarkerPositions();
            Vector3   lastMarker = markers.Last();

            // Die richtige Rotation ausrechnen
            Vector3 heading   = (lastMarker - markers[markers.Length - 2]);
            Vector3 direction = heading / heading.magnitude;
            direction.y = 0;

            // Das Verhältnis zwischen x und z-Achse ausrechnen
            float x = direction.x / (direction.magnitude);
            float z = direction.z / (direction.magnitude);

            Vector3[] streetVectors = new Vector3[(int)length];
            float     heightPart    = fixHeightDifference / length;
            for (int lengthPart = 0; lengthPart < length; lengthPart++)
            {
                streetVectors[lengthPart] = lastMarker + new Vector3(x * lengthPart, heightPart * lengthPart, z * lengthPart);
            }

            // Generiere Straße
            road = network.CreateRoad("Straight" + currentRoads.Length, roadType, streetVectors);
        }
        else
        {
            // Generiere erste Straße
            road = network.CreateRoad("Straight" + currentRoads.Length, roadType, new Vector3[] { startPosition, middlePosition, endPosition });
        }

        // Erstelle die Strecke mit einem eindeutigen Namen
        customEasyRoads.Add(new CustomEasyRoad(car, road, minCars, maxCars, numberOfTracks));
        return(road);
    }
예제 #4
0
    void Start()
    {
        Debug_Log.Call_WriteLog("Please read the comments at the top of the runtime script (/Assets/EasyRoads3D/Scripts/runtimeScript) before using the runtime API!");

        // Create Road Network object
        roadNetwork = new ERRoadNetwork();

        // Create road
        //	ERRoad road = roadNetwork.CreateRoad(string name);
        //	ERRoad road = roadNetwork.CreateRoad(string name, Vector3[] markers);
        //	ERRoad road = roadNetwork.CreateRoad(string name, ERRoadType roadType);
        //	ERRoad road = roadNetwork.CreateRoad(string name, ERRoadType roadType, Vector3[] markers);

        // get exisiting road types
        //  ERRoadType[] roadTypes = roadNetwork.GetRoadTypes();
        //  ERRoadType roadType = roadNetwork.GetRoadTypeByName(string name);


        // create a new road type
        ERRoadType roadType = new ERRoadType();

        roadType.roadWidth    = 6;
        roadType.roadMaterial = Resources.Load("Materials/roads/road material") as Material;
        // optional
        roadType.layer = 1;
        roadType.tag   = "Untagged";
        //   roadType.hasMeshCollider = false; // default is true

//		roadType = roadNetwork.GetRoadTypeByName("Train Rail");
//		Debug_Log.Call_WriteLog(roadType.roadMaterial);

        // create a new road
        Vector3[] markers = new Vector3[4];
        markers[0] = new Vector3(200, 5, 200);
        markers[1] = new Vector3(250, 5, 200);
        markers[2] = new Vector3(250, 5, 250);
        markers[3] = new Vector3(300, 5, 250);

        road = roadNetwork.CreateRoad("road 1", roadType, markers);

        // road.SetResolution(float value):void;


        // Add Marker: ERRoad.AddMarker(Vector3);
        road.AddMarker(new Vector3(300, 5, 300));

        // Add Marker: ERRoad.InsertMarker(Vector3);
        road.InsertMarker(new Vector3(275, 5, 235));
        //  road.InsertMarkerAt(Vector3 pos, int index): void;

        // Delete Marker: ERRoad.DeleteMarker(int index);
        road.DeleteMarker(2);


        // Set the road width : ERRoad.SetWidth(float width);
        //	road.SetWidth(10);

        // Set the road material : ERRoad.SetMaterial(Material path);
        //	Material mat = Resources.Load("Materials/roads/single lane") as Material;
        //	road.SetMaterial(mat);

        // add / remove a meshCollider component
        //   road.SetMeshCollider(bool value):void;

        // set the position of a marker
        //   road.SetMarkerPosition(int index, Vector3 position):void;
        //   road.SetMarkerPositions(Vector3[] position):void;
        //   road.SetMarkerPositions(Vector3[] position, int index):void;

        // get the position of a marker
        //   road.GetMarkerPosition(int index):Vector3;

        // get the position of a marker
        //   road.GetMarkerPositions():Vector3[];

        // Set the layer
        //   road.SetLayer(int value):void;

        // Set the tag
        //   road.SetTag(string value):void;

        // set marker control type
        //  road.SetMarkerControlType(int marker, ERMarkerControlType type) : bool; // Spline, StraightXZ, StraightXZY, Circular

        // find a road
        //  public static function ERRoadNetwork.GetRoadByName(string name) : ERRoad;

        // get all roads
        //  public static function ERRoadNetwork.GetRoads() : ERRoad[];

        // snap vertices to the terrain (no terrain deformation)
//		road.SnapToTerrain(true);

        // Build Road Network
        roadNetwork.BuildRoadNetwork();

        // remove script components
//		roadNetwork.Finalize();

        // Restore Road Network
        //	roadNetwork.RestoreRoadNetwork();

        // Show / Hide the white surfaces surrounding roads
        //     public function roadNetwork.HideWhiteSurfaces(bool value) : void;

        //   road.GetConnectionAtStart(): GameObject;
        //   road.GetConnectionAtStart(out int connection): GameObject; // connections: 0 = bottom, 1= tip, 2 = left, 3 = right (the same for T crossings)

        //   road.GetConnectionAtEnd(): GameObject;
        //   road.GetConnectionAtEnd(out int connection): GameObject; // connections: 0 = bottom, 1= tip, 2 = left, 3 = right (the same for T crossings)

        // Snap the road vertices to the terrain following the terrain shape (no terrain deformation)
        //   road.SnapToTerrain(bool value): void;
        //   road.SnapToTerrain(bool value, float yOffset): void;

        // get the road length
        //   road.GetLength() : float;

        // create dummy object
        go = GameObject.CreatePrimitive(PrimitiveType.Cube);
    }