예제 #1
0
        // Set up and create the gameobject for a telemetry event
        public void CreateTelemetryObject(int index, TelemetryEvent data, Color color, PrimitiveType shape)
        {
            TelemetryEventGameObject tempTelemetryObject = new TelemetryEventGameObject();

            tempTelemetryObject.SetEvent(data, color, shape, index);

            gameObjectCollection.Add(tempTelemetryObject);
            tempTelemetryObject.GameObject.transform.SetParent(host.transform);
            UnityEngine.Object.DestroyImmediate(tempTelemetryObject.GameObject.GetComponent <Collider>());
        }
예제 #2
0
 // Set up and create the gameobject for a heatmap component
 public void CreateHeatmapObject(TelemetryEventGameObject inEvent)
 {
     gameObjectCollection.Add(inEvent);
     inEvent.GameObject.transform.SetParent(host.transform);
     UnityEngine.Object.DestroyImmediate(inEvent.GameObject.GetComponent <Collider>());
 }
예제 #3
0
        public void GenerateHeatmap(EventEditorContainer collection, float heatmapSize, HeatmapColors heatmapColor, int heatmapType, int heatmapShape, bool useOrientation, int first, int last, string subEvent)
        {
            DestroyTelemetryObjects();

            if (collection.events.Count != 0 &&
                !(subEvent == "" && (heatmapType == (int)Globals.HeatmapType.Value || heatmapType == (int)Globals.HeatmapType.Value_Bar)))
            {
                if ((first == 0 && first == last) || (first == collection.events.Count - 1 && first == last))
                {
                    first = 0;
                    last  = collection.events.Count - 1;
                }

                //Segment the world in to blocks of the specified size encompassing all points
                Vector3 origin = collection.GetPointRange(first, last).center;

                //For each segment, collect all of the points inside and decide what data to watch based on the heatmap type
                float   scaledHeatmapSize = heatmapSize / 100;
                Vector3 tempPoint;
                Dictionary <Vector3, HeatmapNode> heatmapNodes = new Dictionary <Vector3, HeatmapNode>();

                //For each segment, collect all of the points inside and decide what data to watch based on the heatmap type
                TelemetryEventGameObject tempTelemetryObject;

                if ((HeatmapValueMin == -1 && HeatmapValueMax == -1) || HeatmapValueMin == HeatmapValueMax)
                {
                    double largestValue    = 0;
                    double smallestValue   = 0;
                    int    largestNumValue = 0;

                    if (useOrientation)
                    {
                        for (int j = first; j <= last; j++)
                        {
                            tempPoint   = (collection.events[j].Point - origin) / heatmapSize;
                            tempPoint.x = (float)Math.Floor(tempPoint.x);
                            tempPoint.y = (float)Math.Floor(tempPoint.y);
                            tempPoint.z = (float)Math.Floor(tempPoint.z);

                            HeatmapNode tempNode;

                            if (heatmapNodes.ContainsKey(tempPoint))
                            {
                                heatmapNodes[tempPoint].numValues++;
                                heatmapNodes[tempPoint].values      += collection.events[j].GetValue(subEvent);
                                heatmapNodes[tempPoint].orientation += collection.events[j].Orientation;
                                tempNode = heatmapNodes[tempPoint];
                            }
                            else
                            {
                                tempNode = new HeatmapNode(1, collection.events[j].GetValue(subEvent), collection.events[j].Orientation);
                                heatmapNodes.Add(tempPoint, tempNode);
                            }

                            smallestValue   = Math.Min(smallestValue, tempNode.values / tempNode.numValues);
                            largestValue    = Math.Max(largestValue, tempNode.values / tempNode.numValues);
                            largestNumValue = Math.Max(largestNumValue, tempNode.numValues);
                        }

                        foreach (var node in heatmapNodes)
                        {
                            node.Value.orientation = node.Value.orientation / node.Value.numValues;
                        }
                    }
                    else
                    {
                        for (int j = first; j <= last; j++)
                        {
                            tempPoint   = (collection.events[j].Point - origin) / heatmapSize;
                            tempPoint.x = (float)Math.Floor(tempPoint.x);
                            tempPoint.y = (float)Math.Floor(tempPoint.y);
                            tempPoint.z = (float)Math.Floor(tempPoint.z);

                            HeatmapNode tempNode;

                            if (heatmapNodes.ContainsKey(tempPoint))
                            {
                                heatmapNodes[tempPoint].numValues++;
                                heatmapNodes[tempPoint].values += collection.events[j].GetValue(subEvent);
                                tempNode = heatmapNodes[tempPoint];
                            }
                            else
                            {
                                tempNode = new HeatmapNode(1, collection.events[j].GetValue(subEvent));
                                heatmapNodes.Add(tempPoint, tempNode);
                            }

                            smallestValue   = Math.Min(smallestValue, tempNode.values / tempNode.numValues);
                            largestValue    = Math.Max(largestValue, tempNode.values / tempNode.numValues);
                            largestNumValue = Math.Max(largestNumValue, tempNode.numValues);
                        }
                    }

                    HeatmapValueMin = 0;

                    if (heatmapType == (int)Globals.HeatmapType.Value || heatmapType == (int)Globals.HeatmapType.Value_Bar)
                    {
                        if (subEvent.StartsWith("pct_"))
                        {
                            HeatmapValueMin = 0;
                            HeatmapValueMax = 100;
                        }
                        else
                        {
                            HeatmapValueMin = smallestValue;
                            HeatmapValueMax = largestValue;
                        }
                    }
                    else
                    {
                        HeatmapValueMax = largestNumValue;
                    }
                }
                else
                {
                    if (useOrientation)
                    {
                        for (int j = first; j <= last; j++)
                        {
                            tempPoint   = (collection.events[j].Point - origin) / heatmapSize;
                            tempPoint.x = (float)Math.Floor(tempPoint.x);
                            tempPoint.y = (float)Math.Floor(tempPoint.y);
                            tempPoint.z = (float)Math.Floor(tempPoint.z);

                            HeatmapNode tempNode;

                            if (heatmapNodes.ContainsKey(tempPoint))
                            {
                                heatmapNodes[tempPoint].numValues++;
                                heatmapNodes[tempPoint].values      += collection.events[j].GetValue(subEvent);
                                heatmapNodes[tempPoint].orientation += collection.events[j].Orientation;
                                tempNode = heatmapNodes[tempPoint];
                            }
                            else
                            {
                                tempNode = new HeatmapNode(1, collection.events[j].GetValue(subEvent), collection.events[j].Orientation);
                                heatmapNodes.Add(tempPoint, tempNode);
                            }
                        }

                        foreach (var node in heatmapNodes)
                        {
                            node.Value.orientation = node.Value.orientation / node.Value.numValues;
                        }
                    }
                    else
                    {
                        for (int j = first; j <= last; j++)
                        {
                            tempPoint   = (collection.events[j].Point - origin) / heatmapSize;
                            tempPoint.x = (float)Math.Floor(tempPoint.x);
                            tempPoint.y = (float)Math.Floor(tempPoint.y);
                            tempPoint.z = (float)Math.Floor(tempPoint.z);

                            HeatmapNode tempNode;

                            if (heatmapNodes.ContainsKey(tempPoint))
                            {
                                heatmapNodes[tempPoint].numValues++;
                                heatmapNodes[tempPoint].values += collection.events[j].GetValue(subEvent);
                                tempNode = heatmapNodes[tempPoint];
                            }
                            else
                            {
                                tempNode = new HeatmapNode(1, collection.events[j].GetValue(subEvent));
                                heatmapNodes.Add(tempPoint, tempNode);
                            }
                        }
                    }
                }

                if (heatmapNodes.Count > 0)
                {
                    double tempValue;
                    float  tempColorValue;
                    int    i = 0;

                    if (heatmapType == (int)Globals.HeatmapType.Value)
                    {
                        foreach (var node in heatmapNodes)
                        {
                            tempValue      = node.Value.values / node.Value.numValues;
                            tempColorValue = (float)((tempValue - HeatmapValueMin) / (HeatmapValueMax - HeatmapValueMin));
                            tempColorValue = Mathf.Clamp(tempColorValue, 0, 1);

                            tempTelemetryObject = new TelemetryEventGameObject();
                            tempTelemetryObject.SetHeatmapEvent(i, (node.Key * heatmapSize) + origin, node.Value.orientation, heatmapColor.GetColorFromRange(tempColorValue), (PrimitiveType)heatmapShape, heatmapSize, tempValue);
                            CreateHeatmapObject(tempTelemetryObject);
                            i++;
                        }
                    }
                    else if (heatmapType == (int)Globals.HeatmapType.Population)
                    {
                        foreach (var node in heatmapNodes)
                        {
                            tempValue      = node.Value.numValues / HeatmapValueMax;
                            tempColorValue = (float)((node.Value.numValues - HeatmapValueMin) / (HeatmapValueMax - HeatmapValueMin));
                            tempColorValue = Mathf.Clamp(tempColorValue, 0, 1);

                            tempTelemetryObject = new TelemetryEventGameObject();
                            tempTelemetryObject.SetHeatmapEvent(i, (node.Key * heatmapSize) + origin, node.Value.orientation, heatmapColor.GetColorFromRange(tempColorValue), (PrimitiveType)heatmapShape, heatmapSize, tempValue);
                            CreateHeatmapObject(tempTelemetryObject);
                            i++;
                        }
                    }
                    else if (heatmapType == (int)Globals.HeatmapType.Value_Bar)
                    {
                        float tempHeight;

                        foreach (var node in heatmapNodes)
                        {
                            tempValue      = node.Value.values / node.Value.numValues;
                            tempColorValue = (float)((tempValue - HeatmapValueMin) / (HeatmapValueMax - HeatmapValueMin));
                            tempColorValue = Mathf.Clamp(tempColorValue, 0, 1);
                            tempHeight     = (float)(tempValue / HeatmapValueMax) * heatmapSize;

                            tempTelemetryObject = new TelemetryEventGameObject();
                            tempTelemetryObject.SetHeatmapEvent(i, (node.Key * heatmapSize) + origin, Vector3.zero, heatmapColor.GetColorFromRange(tempColorValue), (PrimitiveType)heatmapShape, new Vector3(heatmapSize, heatmapSize, tempHeight), tempValue);
                            CreateHeatmapObject(tempTelemetryObject);
                            i++;
                        }
                    }
                    else if (heatmapType == (int)Globals.HeatmapType.Population_Bar)
                    {
                        float tempHeight;

                        foreach (var node in heatmapNodes)
                        {
                            tempValue      = node.Value.numValues / HeatmapValueMax;
                            tempColorValue = (float)((node.Value.numValues - HeatmapValueMin) / (HeatmapValueMax - HeatmapValueMin));
                            tempColorValue = Mathf.Clamp(tempColorValue, 0, 1);
                            tempHeight     = (float)tempValue * heatmapSize;

                            tempTelemetryObject = new TelemetryEventGameObject();
                            tempTelemetryObject.SetHeatmapEvent(i, (node.Key * heatmapSize) + origin, Vector3.zero, heatmapColor.GetColorFromRange(tempColorValue), (PrimitiveType)heatmapShape, new Vector3(heatmapSize, heatmapSize, tempHeight), tempValue);
                            CreateHeatmapObject(tempTelemetryObject);
                            i++;
                        }
                    }
                }
            }
        }