Пример #1
0
        void Start()
        {
            var rigidBody = gameObject.GetComponent <Rigidbody>();

            rigidBody.isKinematic = true;

            _tileController
            .Where(tile => tile.IsDisposed)
            .ObserveOn(Scheduler.MainThread)
            .Subscribe(tile =>
            {
                _trace.Info(LogCategory, "Remove tile: {0}", tile.ToString());
                Destroy(tile.GameObject);
            });

            _tileController
            .Where(tile => !tile.IsDisposed)
            .SelectMany(tile =>
                        _mapDataLoader.Load(tile)
                        .Select(u => new Tuple <Tile, Union <Element, Mesh> >(tile, u))
                        .ObserveOn(Scheduler.MainThread)
                        .DoOnCompleted(() =>
            {
                if (rigidBody.isKinematic)
                {
                    rigidBody.isKinematic = false;
                }
            }))
            .SubscribeOn(Scheduler.ThreadPool)
            .ObserveOn(Scheduler.MainThread)
            .Subscribe(t => t.Item2.Match(e => _modelBuilder.BuildElement(t.Item1, e), m => _modelBuilder.BuildMesh(t.Item1, m)));

            // NOTE: code below loads region tile by tile.
            // The region is specified by rectangle defined in world coordinates.
            //float size = 600; // square side size (in meters)
            //Scheduler.ThreadPool.Schedule(() => _tileController.OnRegion(new Rectangle(-size / 2, -size / 2, size, size), LevelOfDetails));
        }
Пример #2
0
        void Start()
        {
            var rigidBody = gameObject.GetComponent <Rigidbody>();

            rigidBody.isKinematic = true;

            _tileController
            .Where(tile => tile.IsDisposed)
            .ObserveOn(Scheduler.MainThread)
            .Subscribe(tile =>
            {
                _trace.Info(LogCategory, "Remove tile: {0}", tile.ToString());
                Destroy(tile.GameObject);
            });

            _tileController
            .Where(tile => !tile.IsDisposed)
            .SelectMany(tile =>
                        _mapDataLoader.Load(tile)
                        .Select(u => new Tuple <Tile, Union <Element, Mesh> >(tile, u))
                        .ObserveOn(Scheduler.MainThread)
                        .DoOnCompleted(() =>
            {
                if (rigidBody.isKinematic)
                {
                    var position   = transform.position;
                    var coordinate = GeoUtils.ToGeoCoordinate(GetWorldZeroPoint(), position.x, position.z);
                    var height     = (float)_appManager.GetService <MapElevationLoader>().Load(tile.QuadKey, coordinate);

                    transform.position    = new Vector3(position.x, height + 2, position.z);
                    rigidBody.isKinematic = false;
                }
            }))
            .SubscribeOn(Scheduler.ThreadPool)
            .ObserveOn(Scheduler.MainThread)
            .Subscribe(t => t.Item2.Match(e => _modelBuilder.BuildElement(t.Item1, e), m => _modelBuilder.BuildMesh(t.Item1, m)));

            _messageBus
            .AsObservable <OnZoomRequested>()
            .Subscribe(msg =>
            {
                var newLevel = msg.IsZoomOut ? 14 : 16;
                if (newLevel == _levelOfDetails)
                {
                    return;
                }

                _levelOfDetails = newLevel;
                _messageBus.Send(new OnZoomChanged(newLevel));
            });

            // NOTE: code below loads region tile by tile.
            // The region is specified by rectangle defined in world coordinates.
            // float size = 600; // square side size (in meters)
            // Scheduler.ThreadPool.Schedule(() => _tileController.OnRegion(new Rectangle(-size / 2, -size / 2, size, size), _levelOfDetails));
        }
Пример #3
0
        // Loads all globe level tiles manually.
        private void LoadGlobe()
        {
            var tileController = _appManager.GetService <ITileController>();
            int count          = 2;

            for (var y = 0; y < count; ++y)
            {
                for (var x = 0; x < count; ++x)
                {
                    var quadKey = new QuadKey(x, y, LevelOfDetails);
                    var tile    = new Tile(quadKey, tileController.Stylesheet, tileController.Projection);
                    _mapDataLoader
                    .Load(tile)
                    .SubscribeOn(Scheduler.CurrentThread)
                    .ObserveOn(Scheduler.MainThread)
                    .Subscribe(u => u.Match(e => _modelBuilder.BuildElement(tile, e), m => _modelBuilder.BuildMesh(tile, m)));
                }
            }
        }