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(); }
public override void DrawOnTileset(OnlineMapsTileSetControl control, int index) { if (points == null) { return; } base.DrawOnTileset(control, index); if (!visible) { active = false; return; } if (range != null && !range.InRange(control.map.floatZoom)) { active = false; return; } InitMesh(control, borderColor, backgroundColor); InitLineMesh(points, control, ref vertices, ref normals, ref triangles, ref uv, borderWidth, true, false); mesh.Clear(); if (vertices.Count < 4) { return; } active = true; Vector3 v1 = (vertices[0] + vertices[3]) / 2; Vector3 v2 = (vertices[vertices.Count - 3] + vertices[vertices.Count - 2]) / 2; if ((v1.x - v2.x) * (v1.x - v2.x) + (v1.z - v2.z) * (v1.z - v2.z) < float.Epsilon) { int s1, s2; Vector3 v0 = vertices[0]; v1 = vertices[1]; v2 = vertices[2]; Vector3 v3 = vertices[3]; Vector3 vs1 = vertices[vertices.Count - 1]; Vector3 vs2 = vertices[vertices.Count - 2]; Vector3 vs3 = vertices[vertices.Count - 3]; Vector3 vs4 = vertices[vertices.Count - 4]; Vector3 nv1 = Vector3.zero, nv2 = Vector3.zero; s1 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(v0.x, v0.z, v1.x, v1.z, vs4.x, vs4.z, vs3.x, vs3.z, out nv1.x, out nv1.z); s2 = OnlineMapsUtils.GetIntersectionPointOfTwoLines(v3.x, v3.z, v2.x, v2.z, vs1.x, vs1.z, vs2.x, vs2.z, out nv2.x, out nv2.z); if (s1 == 1 && s2 == 1) { nv1.y = OnlineMapsElevationManagerBase.GetElevation(nv1.x, nv1.z, bestElevationYScale, tlx, tly, brx, bry); nv2.y = OnlineMapsElevationManagerBase.GetElevation(nv2.x, nv2.z, bestElevationYScale, tlx, tly, brx, bry); vertices[0] = vertices[vertices.Count - 3] = nv1; vertices[3] = vertices[vertices.Count - 2] = nv2; } else { vertices[0] = vertices[vertices.Count - 3] = (vertices[0] + vertices[vertices.Count - 3]) / 2; vertices[3] = vertices[vertices.Count - 2] = (vertices[3] + vertices[vertices.Count - 2]) / 2; } } int[] fillTriangles = null; if (!checkMapBoundaries && backgroundColor.a > 0 && vertices.Count > 0) { float l1 = 0; float l2 = 0; for (int i = 0; i < vertices.Count / 4 - 1; i++) { Vector3 p11 = vertices[i * 4]; Vector3 p12 = vertices[(i + 1) * 4]; Vector3 p21 = vertices[i * 4 + 3]; Vector3 p22 = vertices[(i + 1) * 4 + 3]; l1 += (p11 - p12).magnitude; l2 += (p21 - p22).magnitude; } bool side = l2 < l1; int off1 = side ? 3 : 0; int off2 = side ? 2 : 1; Vector2 lastPoint = Vector2.zero; List <int> internalIndices = new List <int>(vertices.Count / 4); List <Vector2> internalPoints = new List <Vector2>(vertices.Count / 4); float w = borderWidth / 2; w *= w; for (int i = 0, j = 0; i < vertices.Count / 4; i++, j += 4) { Vector3 p = vertices[j + off1]; Vector2 p2 = new Vector2(p.x, p.z); if (i > 0) { if ((lastPoint - p2).sqrMagnitude > w) { internalIndices.Add(j + off1); internalPoints.Add(p2); lastPoint = p2; } } else { internalIndices.Add(j + off1); internalPoints.Add(p2); lastPoint = p2; } p = vertices[j + off2]; p2 = new Vector2(p.x, p.z); if ((lastPoint - p2).sqrMagnitude > w) { internalIndices.Add(j + off2); internalPoints.Add(p2); lastPoint = p2; } } if (internalPoints[0] == internalPoints[internalPoints.Count - 1]) { internalPoints.RemoveAt(internalPoints.Count - 1); } fillTriangles = OnlineMapsUtils.Triangulate(internalPoints).ToArray(); //fillTriangles = OMTriangulator.Triangulate(internalPoints); if (fillTriangles.Length > 2) { for (int i = 0; i < fillTriangles.Length; i++) { fillTriangles[i] = internalIndices[fillTriangles[i]]; } Vector3 side1 = vertices[fillTriangles[1]] - vertices[fillTriangles[0]]; Vector3 side2 = vertices[fillTriangles[2]] - vertices[fillTriangles[0]]; Vector3 perp = Vector3.Cross(side1, side2); bool reversed = perp.y < 0; if (reversed) { fillTriangles = fillTriangles.Reverse().ToArray(); } } else { fillTriangles = null; } } mesh.subMeshCount = 2; mesh.SetVertices(vertices); mesh.SetNormals(normals); mesh.SetUVs(0, uv); mesh.SetTriangles(triangles.ToArray(), 0); if (fillTriangles != null) { mesh.SetTriangles(fillTriangles.ToArray(), 1); } UpdateMaterialsQuote(control, index); }
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> 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(); }