Пример #1
0
    // Start is called before the first frame update

    public void Init(QmapMesh qmm, GameObject preferedParent, MfWrap mfw = null, string initstring = "")
    {
        this.qmm            = qmm;
        this.mfw            = mfw;
        this.preferedParent = preferedParent;
        this.initstring     = initstring;
        InitDecoType();
    }
Пример #2
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 public QkMan(QmapMesh qmm, string datamapname, MapProvider mapprov, LatLngBox llbox, int pixelspertile = 256)
 {
     this.datamapname   = datamapname;
     this.qmm           = qmm;
     this.pixelspertile = pixelspertile;
     this.levelOfDetail = llbox.lod;
     this.llbox         = llbox;
     this.ll1           = llbox.GetUpperLeft();
     this.ll2           = llbox.GetBottomRight();
 }
Пример #3
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 public QkMan(QmapMesh qmm, string datamapname, MapProvider mapprov, LatLng ll1, LatLng ll2, int levelOfDetail, int pixelspertile = 256)
 {
     this.datamapname   = datamapname;
     this.qmm           = qmm;
     this.pixelspertile = pixelspertile;
     this.ll1           = ll1;
     this.ll2           = ll2;
     this.levelOfDetail = levelOfDetail;
     this.llbox         = new LatLngBox(ll1, ll2, "llbox", levelOfDetail);
 }
Пример #4
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 public void InitViewer(QmapMesh qmm)
 {
     this.qmm          = qmm;
     viewerAvatar      = viewerAvatarDefaultValue;
     viewerCamPosition = ViewerCamPositionDefaultValue;
     viewerControl     = ViewerControlDefaultValue;
     //var (vo,_, istat) = qmm.GetWcMeshPosFromLambda(0.5f, 0.5f);
     var(vo, _, istat)       = qmm.GetWcMeshPosProjectedAlongY(viewerDefaultPosition);
     transform.position      = vo;
     transform.localRotation = Quaternion.Euler(viewerDefaultRotation);
     qcmdescriptor           = qmm.descriptor;
     BuildViewer();
 }
Пример #5
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 public void Init(QmapMesh qkman, int irowstart, int nrow, int nHorzSecs, int nVertSecs)
 {
     this.qmm = qkman;
     gameObject.AddComponent <MeshFilter>();
     gameObject.AddComponent <MeshRenderer>();
     this.irowstart = irowstart;
     this.irowend   = irowstart + nrow - 1;
     this.nrow      = nrow;
     this.nHorzSecs = nHorzSecs;
     this.nVertSecs = nVertSecs;
     ssmn           = this.gameObject.AddComponent <ShowSubMeshNodes>();
     ssmn.Init(qmm, qmm.decoParent, this);
 }
Пример #6
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    public void Init(QmapMesh qmesh, string rootPath, TrackScenario trackScenario)
    {
        this.qmm           = qmesh;
        VehicleTrack.qmesh = qmesh;


        vehicles          = new List <Vehicle>();
        vehicleCollisions = new List <VehicleCollision>();

        vehicleCollisionCount = 0;
        this.rootPath         = rootPath;
        this.trackScenario    = trackScenario;
        SetScenarioConstants();
        var viewer = FindObjectOfType <Viewer>();

        if (viewer != null)
        {
            viewer.SetVtm(this);
        }
    }
Пример #7
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 public void Init(QmapMesh qmm)
 {
     this.qmm = qmm;
 }