private void UpdateLine() { _size = size; float totalDistance = 0; Vector3 lastPosition = Vector3.zero; List <Vector3> vertices = new List <Vector3>(); List <Vector2> uvs = new List <Vector2>(); List <Vector3> normals = new List <Vector3>(); List <int> triangles = new List <int>(); List <Vector3> positions = new List <Vector3>(); for (int i = 0; i < coords.Length; i++) { // Get world position by coordinates Vector3 position = OnlineMapsTileSetControl.instance.GetWorldPosition(coords[i]); positions.Add(position); if (i != 0) { // Calculate angle between coordinates. float a = OnlineMapsUtils.Angle2DRad(lastPosition, position, 90); // Calculate offset Vector3 off = new Vector3(Mathf.Cos(a) * size, 0, Mathf.Sin(a) * size); // Init vertices, normals and triangles. int vCount = vertices.Count; vertices.Add(lastPosition + off); vertices.Add(lastPosition - off); vertices.Add(position + off); vertices.Add(position - off); normals.Add(Vector3.up); normals.Add(Vector3.up); normals.Add(Vector3.up); normals.Add(Vector3.up); triangles.Add(vCount); triangles.Add(vCount + 3); triangles.Add(vCount + 1); triangles.Add(vCount); triangles.Add(vCount + 2); triangles.Add(vCount + 3); totalDistance += (lastPosition - position).magnitude; } lastPosition = position; } float tDistance = 0; for (int i = 1; i < positions.Count; i++) { float distance = (positions[i - 1] - positions[i]).magnitude; // Updates UV uvs.Add(new Vector2(tDistance / totalDistance, 0)); uvs.Add(new Vector2(tDistance / totalDistance, 1)); tDistance += distance; uvs.Add(new Vector2(tDistance / totalDistance, 0)); uvs.Add(new Vector2(tDistance / totalDistance, 1)); } // Update mesh mesh.vertices = vertices.ToArray(); mesh.normals = normals.ToArray(); mesh.uv = uvs.ToArray(); mesh.triangles = triangles.ToArray(); mesh.RecalculateBounds(); // Scale texture Vector2 scale = new Vector2(totalDistance / size, 1); scale.Scale(uvScale); meshRenderer.material.mainTextureScale = scale; }
protected void DrawActivePoints(OnlineMapsTileSetControl control, ref List <Vector2> activePoints, ref List <Vector3> verticles, ref List <Vector3> normals, ref List <int> triangles, ref List <Vector2> uv, float weight) { if (activePoints.Count < 2) { activePoints.Clear(); return; } List <Vector3> side1 = new List <Vector3>(); List <Vector3> side2 = new List <Vector3>(); for (int i = 0; i < activePoints.Count; i++) { Vector3 p = new Vector3(-activePoints[i].x, 0, activePoints[i].y); if (i == 0) { float a = OnlineMapsUtils.Angle2DRad(p, new Vector3(-activePoints[i + 1].x, 0, activePoints[i + 1].y), 90); Vector3 off = new Vector3(Mathf.Cos(a) * weight, 0, Mathf.Sin(a) * weight); Vector3 s1 = p + off; Vector3 s2 = p - off; s1.y = control.GetElevationValue(s1.x, s1.z, bestElevationYScale, tlx, tly, brx, bry); s2.y = control.GetElevationValue(s2.x, s2.z, bestElevationYScale, tlx, tly, brx, bry); side1.Add(s1); side2.Add(s2); } else if (i == activePoints.Count - 1) { float a = OnlineMapsUtils.Angle2DRad(new Vector3(-activePoints[i - 1].x, 0, activePoints[i - 1].y), p, 90); Vector3 off = new Vector3(Mathf.Cos(a) * weight, 0, Mathf.Sin(a) * weight); Vector3 s1 = p + off; Vector3 s2 = p - off; s1.y = control.GetElevationValue(s1.x, s1.z, bestElevationYScale, tlx, tly, brx, bry); s2.y = control.GetElevationValue(s2.x, s2.z, bestElevationYScale, tlx, tly, brx, bry); side1.Add(s1); side2.Add(s2); } else { Vector3 p1 = new Vector3(-activePoints[i - 1].x, 0, activePoints[i - 1].y); Vector3 p2 = new Vector3(-activePoints[i + 1].x, 0, activePoints[i + 1].y); float a1 = OnlineMapsUtils.Angle2DRad(p1, p, 90); float a2 = OnlineMapsUtils.Angle2DRad(p, p2, 90); Vector3 off1 = new Vector3(Mathf.Cos(a1) * weight, 0, Mathf.Sin(a1) * weight); Vector3 off2 = new Vector3(Mathf.Cos(a2) * weight, 0, Mathf.Sin(a2) * weight); Vector3 p21 = p + off1; Vector3 p22 = p - off1; Vector3 p31 = p + off2; Vector3 p32 = p - off2; int state1, state2; Vector2 is1 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(p1 + off1, p21, p31, p2 + off2, out state1); Vector2 is2 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(p1 - off1, p22, p32, p2 - off2, out state2); if (state1 == 1) { side1.Add(new Vector3(is1.x, control.GetElevationValue(is1.x, is1.y, bestElevationYScale, tlx, tly, brx, bry), is1.y)); } if (state2 == 1) { side2.Add(new Vector3(is2.x, control.GetElevationValue(is2.x, is2.y, bestElevationYScale, tlx, tly, brx, bry), is2.y)); } } } for (int i = 0; i < Mathf.Min(side1.Count, side2.Count) - 1; i++) { int ti = verticles.Count; verticles.Add(side1[i]); verticles.Add(side1[i + 1]); verticles.Add(side2[i + 1]); verticles.Add(side2[i]); normals.Add(Vector3.up); normals.Add(Vector3.up); normals.Add(Vector3.up); normals.Add(Vector3.up); uv.Add(new Vector2(0, 0)); uv.Add(new Vector2(0, 1)); uv.Add(new Vector2(1, 1)); uv.Add(new Vector2(1, 0)); triangles.Add(ti); triangles.Add(ti + 1); triangles.Add(ti + 2); triangles.Add(ti); triangles.Add(ti + 2); triangles.Add(ti + 3); } activePoints.Clear(); }
protected void DrawActivePoints(OnlineMapsTileSetControl control, ref List <Vector2> activePoints, ref List <Vector3> vertices, ref List <Vector3> normals, ref List <int> triangles, ref List <Vector2> uv, float width) { if (activePoints.Count < 2) { activePoints.Clear(); return; } float w2 = width * 2; Vector3 prevS1 = Vector3.zero; Vector3 prevS2 = Vector3.zero; int c = activePoints.Count - 1; bool extraPointAdded = false; for (int i = 0; i < activePoints.Count; i++) { float px = -activePoints[i].x; float pz = activePoints[i].y; Vector3 s1; Vector3 s2; if (i == 0 || i == c) { float p1x, p1z, p2x, p2z; if (i == 0) { p1x = px; p1z = pz; p2x = -activePoints[i + 1].x; p2z = activePoints[i + 1].y; } else { p1x = -activePoints[i - 1].x; p1z = activePoints[i - 1].y; p2x = px; p2z = pz; } float a = OnlineMapsUtils.Angle2DRad(p1x, p1z, p2x, p2z, 90); float offX = Mathf.Cos(a) * width; float offZ = Mathf.Sin(a) * width; float s1x = px + offX; float s1z = pz + offZ; float s2x = px - offX; float s2z = pz - offZ; float s1y = OnlineMapsElevationManagerBase.GetElevation(s1x, s1z, bestElevationYScale, tlx, tly, brx, bry); float s2y = OnlineMapsElevationManagerBase.GetElevation(s2x, s2z, bestElevationYScale, tlx, tly, brx, bry); s1 = new Vector3(s1x, s1y, s1z); s2 = new Vector3(s2x, s2y, s2z); } else { float p1x = -activePoints[i - 1].x; float p1z = activePoints[i - 1].y; float p2x = -activePoints[i + 1].x; float p2z = activePoints[i + 1].y; float a1 = OnlineMapsUtils.Angle2DRad(p1x, p1z, px, pz, 90); float a3 = OnlineMapsUtils.AngleOfTriangle(activePoints[i - 1], activePoints[i + 1], activePoints[i]) * Mathf.Rad2Deg; if (a3 < 60 && !extraPointAdded) { activePoints.Insert(i + 1, Vector2.Lerp(activePoints[i], activePoints[i + 1], 0.001f)); activePoints[i] = Vector2.Lerp(activePoints[i], activePoints[i - 1], 0.001f); c++; i--; extraPointAdded = true; continue; } extraPointAdded = false; float a2 = OnlineMapsUtils.Angle2DRad(px, pz, p2x, p2z, 90); float off1x = Mathf.Cos(a1) * width; float off1z = Mathf.Sin(a1) * width; float off2x = Mathf.Cos(a2) * width; float off2z = Mathf.Sin(a2) * width; float p21x = px + off1x; float p21z = pz + off1z; float p22x = px - off1x; float p22z = pz - off1z; float p31x = px + off2x; float p31z = pz + off2z; float p32x = px - off2x; float p32z = pz - off2z; float is1x, is1z, is2x, is2z; int state1 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(p1x + off1x, p1z + off1z, p21x, p21z, p31x, p31z, p2x + off2x, p2z + off2z, out is1x, out is1z); int state2 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(p1x - off1x, p1z - off1z, p22x, p22z, p32x, p32z, p2x - off2x, p2z - off2z, out is2x, out is2z); if (state1 == 1 && state2 == 1) { float o1x = is1x - px; float o1z = is1z - pz; float o2x = is2x - px; float o2z = is2z - pz; float m1 = Mathf.Sqrt(o1x * o1x + o1z * o1z); float m2 = Mathf.Sqrt(o2x * o2x + o2z * o2z); if (m1 > w2) { is1x = o1x / m1 * w2 + px; is1z = o1z / m1 * w2 + pz; } if (m2 > w2) { is2x = o2x / m2 * w2 + px; is2z = o2z / m2 * w2 + pz; } s1 = new Vector3(is1x, OnlineMapsElevationManagerBase.GetElevation(is1x, is1z, bestElevationYScale, tlx, tly, brx, bry), is1z); s2 = new Vector3(is2x, OnlineMapsElevationManagerBase.GetElevation(is2x, is2z, bestElevationYScale, tlx, tly, brx, bry), is2z); } else { float po1x = p1x + off1x; float po1z = p1z + off1z; float po2x = p2x - off1x; float po2z = p2z - off1z; s1 = new Vector3(po1x, OnlineMapsElevationManagerBase.GetElevation(po1x, po1z, bestElevationYScale, tlx, tly, brx, bry), po1z); s2 = new Vector3(po2x, OnlineMapsElevationManagerBase.GetElevation(po2x, po2z, bestElevationYScale, tlx, tly, brx, bry), po2z); } } if (i > 0) { AddLineSegment(vertices, normals, triangles, uv, s1, s2, prevS1, prevS2); } prevS1 = s1; prevS2 = s2; } activePoints.Clear(); }
protected void DrawActivePoints(OnlineMapsTileSetControl control, ref List <Vector2> activePoints, ref List <Vector3> verticles, ref List <Vector3> normals, ref List <int> triangles, ref List <Vector2> uv, float weight) { if (activePoints.Count < 2) { activePoints.Clear(); return; } float w2 = weight * 2; Vector3 prevS1 = Vector3.zero; Vector3 prevS2 = Vector3.zero; int c = activePoints.Count - 1; for (int i = 0; i < activePoints.Count; i++) { float px = -activePoints[i].x; float pz = activePoints[i].y; Vector3 s1 = Vector3.zero; Vector3 s2 = Vector3.zero; if (i == 0 || i == c) { float p1x, p1z, p2x, p2z; if (i == 0) { p1x = px; p1z = pz; p2x = -activePoints[i + 1].x; p2z = activePoints[i + 1].y; } else { p1x = -activePoints[i - 1].x; p1z = activePoints[i - 1].y; p2x = px; p2z = pz; } float a = OnlineMapsUtils.Angle2DRad(p1x, p1z, p2x, p2z, 90); float offX = Mathf.Cos(a) * weight; float offZ = Mathf.Sin(a) * weight; float s1x = px + offX; float s1z = pz + offZ; float s2x = px - offX; float s2z = pz - offZ; float s1y = control.GetElevationValue(s1x, s1z, bestElevationYScale, tlx, tly, brx, bry); float s2y = control.GetElevationValue(s2x, s2z, bestElevationYScale, tlx, tly, brx, bry); s1 = new Vector3(s1x, s1y, s1z); s2 = new Vector3(s2x, s2y, s2z); } else { float p1x = -activePoints[i - 1].x; float p1z = activePoints[i - 1].y; float p2x = -activePoints[i + 1].x; float p2z = activePoints[i + 1].y; float a1 = OnlineMapsUtils.Angle2DRad(p1x, p1z, px, pz, 90); float a2 = OnlineMapsUtils.Angle2DRad(px, pz, p2x, p2z, 90); float off1x = Mathf.Cos(a1) * weight; float off1z = Mathf.Sin(a1) * weight; float off2x = Mathf.Cos(a2) * weight; float off2z = Mathf.Sin(a2) * weight; float p21x = px + off1x; float p21z = pz + off1z; float p22x = px - off1x; float p22z = pz - off1z; float p31x = px + off2x; float p31z = pz + off2z; float p32x = px - off2x; float p32z = pz - off2z; float is1x, is1z, is2x, is2z; int state1 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(p1x + off1x, p1z + off1z, p21x, p21z, p31x, p31z, p2x + off2x, p2z + off2z, out is1x, out is1z); int state2 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(p1x - off1x, p1z - off1z, p22x, p22z, p32x, p32z, p2x - off2x, p2z - off2z, out is2x, out is2z); if (state1 == 1 && state2 == 1) { float o1x = is1x - px; float o1z = is1z - pz; float o2x = is2x - px; float o2z = is2z - pz; float m1 = Mathf.Sqrt(o1x * o1x + o1z * o1z); float m2 = Mathf.Sqrt(o2x * o2x + o2z * o2z); if (m1 > w2) { is1x = o1x / m1 * w2 + px; is1z = o1z / m1 * w2 + pz; } if (m2 > w2) { is2x = o2x / m2 * w2 + px; is2z = o2z / m2 * w2 + pz; } s1 = new Vector3(is1x, control.GetElevationValue(is1x, is1z, bestElevationYScale, tlx, tly, brx, bry), is1z); s2 = new Vector3(is2x, control.GetElevationValue(is2x, is2z, bestElevationYScale, tlx, tly, brx, bry), is2z); } else { float po1x = p1x + off1x; float po1z = p1z + off1z; float po2x = p2x - off1x; float po2z = p2z - off1z; s1 = new Vector3(po1x, control.GetElevationValue(po1x, po1z, bestElevationYScale, tlx, tly, brx, bry), po1z); s2 = new Vector3(po2x, control.GetElevationValue(po2x, po2z, bestElevationYScale, tlx, tly, brx, bry), po2z); } } if (i > 0) { int ti = verticles.Count; verticles.Add(prevS1); verticles.Add(s1); verticles.Add(s2); verticles.Add(prevS2); normals.Add(Vector3.up); normals.Add(Vector3.up); normals.Add(Vector3.up); normals.Add(Vector3.up); uv.Add(new Vector2(0, 0)); uv.Add(new Vector2(0, 1)); uv.Add(new Vector2(1, 1)); uv.Add(new Vector2(1, 0)); triangles.Add(ti); triangles.Add(ti + 1); triangles.Add(ti + 2); triangles.Add(ti); triangles.Add(ti + 2); triangles.Add(ti + 3); } prevS1 = s1; prevS2 = s2; } activePoints.Clear(); }