public MapGameObjectScene(MaterialRepository materialRepository, Transform parentForStreamedObjects, ConfigParams.CollisionConfig collisions)
 {
     m_terrainStreamer  = new GameObjectStreamer("Terrain", materialRepository, parentForStreamedObjects, collisions.TerrainCollision);
     m_roadStreamer     = new GameObjectStreamer("Roads", materialRepository, parentForStreamedObjects, collisions.RoadCollision);
     m_buildingStreamer = new GameObjectStreamer("Buildings", materialRepository, parentForStreamedObjects, collisions.BuildingCollision);
     m_meshUploader     = new MeshUploader();
     ms_instance        = this;
 }
예제 #2
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        internal IndoorMapScene(GameObjectStreamer indoorMapStreamer, MeshUploader meshUploader, IndoorMapMaterialService materialRepository, IndoorMapsApiInternal indoorMapsApiInternal)
        {
            m_indoorMapStreamer     = indoorMapStreamer;
            m_meshUploader          = meshUploader;
            m_materialRepository    = materialRepository;
            m_indoorMapsApiInternal = indoorMapsApiInternal;

            m_handleToSelf = NativeInteropHelpers.AllocateNativeHandleForObject(this);
        }
 public MapGameObjectScene(GameObjectStreamer terrainStreamer, GameObjectStreamer roadStreamer, GameObjectStreamer buildingStreamer, GameObjectStreamer highlightStreamer)
 {
     m_terrainStreamer   = terrainStreamer;
     m_roadStreamer      = roadStreamer;
     m_buildingStreamer  = buildingStreamer;
     m_highlightStreamer = highlightStreamer;
     m_meshUploader      = new MeshUploader();
     m_enabled           = true;
     ms_instance         = this;
 }
 internal MapGameObjectScene(GameObjectStreamer terrainStreamer, GameObjectStreamer roadStreamer, GameObjectStreamer buildingStreamer, GameObjectStreamer highlightStreamer, GameObjectStreamer indoorMapStreamer, MeshUploader meshUploader, IndoorMapScene indoorMapScene)
 {
     m_terrainStreamer   = terrainStreamer;
     m_roadStreamer      = roadStreamer;
     m_buildingStreamer  = buildingStreamer;
     m_highlightStreamer = highlightStreamer;
     m_indoorMapStreamer = indoorMapStreamer;
     m_meshUploader      = meshUploader;
     m_enabled           = true;
     m_handleToSelf      = NativeInteropHelpers.AllocateNativeHandleForObject(this);
 }
예제 #5
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        public ApiImplementation(string apiKey, CoordinateSystem coordinateSystem, Transform parentTransformForStreamedObjects, ConfigParams configParams)
        {
            var textureLoadHandler = new TextureLoadHandler();
            var materialRepository = new MaterialRepository(configParams.MaterialsDirectory, configParams.OverrideLandmarkMaterial, textureLoadHandler);

            var terrainCollision  = (configParams.Collisions.TerrainCollision) ? CollisionStreamingType.SingleSidedCollision : CollisionStreamingType.NoCollision;
            var roadCollision     = (configParams.Collisions.RoadCollision) ? CollisionStreamingType.DoubleSidedCollision : CollisionStreamingType.NoCollision;
            var buildingCollision = (configParams.Collisions.BuildingCollision) ? CollisionStreamingType.SingleSidedCollision : CollisionStreamingType.NoCollision;

            m_root = CreateRootObject(parentTransformForStreamedObjects);

            m_interestPointProvider = new InterestPointProvider(m_root.transform);

            m_terrainStreamer   = new GameObjectStreamer("Terrain", materialRepository, m_root.transform, terrainCollision, true);
            m_roadStreamer      = new GameObjectStreamer("Roads", materialRepository, m_root.transform, roadCollision, true);
            m_buildingStreamer  = new GameObjectStreamer("Buildings", materialRepository, m_root.transform, buildingCollision, true);
            m_highlightStreamer = new GameObjectStreamer("Highlights", materialRepository, m_root.transform, CollisionStreamingType.NoCollision, false);
            m_indoorMapStreamer = new GameObjectStreamer("IndoorMaps", materialRepository, m_root.transform, CollisionStreamingType.NoCollision, false);

            var indoorMapMaterialRepository = new IndoorMapMaterialRepository();

            var indoorMapStreamedTextureObserver = new IndoorMapStreamedTextureObserver(indoorMapMaterialRepository);
            var indoorMapTextureStreamingService = new IndoorMapTextureStreamingService(textureLoadHandler, indoorMapStreamedTextureObserver);

            m_indoorMapsApiInternal = new IndoorMapsApiInternal(indoorMapTextureStreamingService);
            var indoorMapMaterialService = new IndoorMapMaterialService(indoorMapMaterialRepository, m_indoorMapsApiInternal);

            m_indoorMapsApi = new IndoorMapsApi(m_indoorMapsApiInternal);

            var meshUploader   = new MeshUploader();
            var indoorMapScene = new IndoorMapScene(m_indoorMapStreamer, meshUploader, indoorMapMaterialService, m_indoorMapsApiInternal);

            m_mapGameObjectScene   = new MapGameObjectScene(m_terrainStreamer, m_roadStreamer, m_buildingStreamer, m_highlightStreamer, m_indoorMapStreamer, meshUploader, indoorMapScene);
            m_labelServiceInternal = new LabelServiceInternal(UnityEngine.GameObject.Find("Canvas"), configParams.EnableLabels);

            m_positionerApiInternal = new PositionerApiInternal();
            m_positionerApi         = new PositionerApi(m_positionerApiInternal);

            m_cameraApiInternal = new CameraApiInternal();

            m_buildingsApiInternal = new BuildingsApiInternal(materialRepository);
            m_buildingsApi         = new BuildingsApi(m_buildingsApiInternal);

            m_precacheApiInternal = new PrecacheApiInternal();
            m_precacheApi         = new PrecacheApi(m_precacheApiInternal);

            m_nativePluginRunner = new NativePluginRunner(
                apiKey,
                textureLoadHandler,
                materialRepository,
                m_mapGameObjectScene,
                configParams,
                indoorMapScene,
                m_indoorMapsApiInternal,
                indoorMapMaterialService,
                m_labelServiceInternal,
                m_positionerApiInternal,
                m_cameraApiInternal,
                m_buildingsApiInternal,
                m_precacheApiInternal
                );

            m_cameraController = new CameraApi(this, m_cameraApiInternal);

            m_coordinateSystem = coordinateSystem;
            var defaultStartingLocation = LatLongAltitude.FromDegrees(
                configParams.LatitudeDegrees,
                configParams.LongitudeDegrees,
                coordinateSystem == CoordinateSystem.ECEF ? configParams.DistanceToInterest : 0.0);

            m_originECEF = defaultStartingLocation.ToECEF();

            if (coordinateSystem == CoordinateSystem.UnityWorld)
            {
                m_frame = new UnityWorldSpaceCoordinateFrame(defaultStartingLocation);
            }

            m_geographicApi = new GeographicApi(m_root.transform);

            m_environmentFlatteningApiInternal = new EnvironmentFlatteningApiInternal();
            m_environmentFlatteningApi         = new EnvironmentFlatteningApi(m_environmentFlatteningApiInternal);

            m_spacesApi = new SpacesApi(this);

            if (m_coordinateSystem == CoordinateSystem.UnityWorld)
            {
                m_transformUpdateStrategy = new UnityWorldSpaceTransformUpdateStrategy(m_frame, m_environmentFlatteningApi.GetCurrentScale());
            }
            else
            {
                var cameraPosition = m_originECEF;
                m_transformUpdateStrategy = new ECEFTransformUpdateStrategy(
                    cameraPosition,
                    cameraPosition.normalized.ToSingleVector(),
                    m_environmentFlatteningApi.GetCurrentScale());
            }
        }