public void InitializeFramework(ConfigBuilder configBuilder, Action <CompositionRoot> initAction) { IsInitialized = false; // Need to dispose all previously used components as we're going to create new ones. if (_container != null) { _container.Dispose(); } // create default container which should not be exposed outside to avoid Service Locator pattern. _container = new Container(); // create trace to log important messages _trace = new DebugConsoleTrace(); // UtyMap requires some files/directories to be precreated. InstallationApi.EnsureFileHierarchy(_trace); // Setup RX configuration. UnityScheduler.SetDefaultForUnity(); // subscribe to unhandled exceptions in RX MainThreadDispatcher.RegisterUnhandledExceptionCallback(ex => _trace.Error(FatalCategoryName, ex, "Unhandled exception")); try { var config = configBuilder .SetStringIndex("Index/") .SetSpatialIndex("Index/") .Build(); // create entry point for utymap functionallity _compositionRoot = new CompositionRoot(_container, config) .RegisterAction((c, _) => c.RegisterInstance <ITrace>(_trace)) .RegisterAction((c, _) => c.Register(Component.For <IPathResolver>().Use <DemoPathResolver>())) .RegisterAction((c, _) => c.Register(Component.For <IModelBuilder>().Use <DemoModelBuilder>())) .RegisterAction((c, _) => c.Register(Component.For <INetworkService>().Use <DemoNetworkService>())) .RegisterAction((c, _) => c.Register(Component.For <CustomizationService>().Use <CustomizationService>())) .RegisterAction((c, _) => c.Register(Component.For <Stylesheet>().Use <Stylesheet>(@"MapCss/default/default.mapcss"))); // this is the way to insert custom extensions from outside. You may need to do it for // some scenes. initAction(_compositionRoot); // setup object graph _compositionRoot.Setup(); IsInitialized = true; } catch (Exception ex) { _trace.Error(FatalCategoryName, ex, "Cannot setup object graph."); throw; } }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .RegisterInstance <IEnumerable <IElementBuilder> >(new List <IElementBuilder>()); }); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // for demo purpose, disable mesh caching to force import data into memory for every run _compositionRoot.GetService <IMapDataLibrary>().DisableCache(); // get reference for active stylesheet. var stylesheet = _compositionRoot.GetService <Stylesheet>(); // get reference to trace. var trace = _compositionRoot.GetService <ITrace>(); // create tile which represents target region to load. var tile = new Tile( // create quadkey using coordinate and choose proper LOD GeoUtils.CreateQuadKey(_coordinate, Scene == SceneType.Bird ? 14 : 16), // provide stylesheet (used to be the same as for import) stylesheet, // use cartesian projection as we want to build flat world new CartesianProjection(_coordinate), // use flat elevation (all vertices have zero meters elevation) ElevationDataType.Flat, // parent for built game objects gameObject); // import data into memory _mapDataStore.AddTo( // define where geoindex is created (in memory, not persistent) MapDataStorages.TransientStorageKey, // path to map data String.Format(MapDataPathFormat, Scene == SceneType.Bird ? "json" : "xml"), // stylesheet is used to import only used data and skip unused stylesheet, // level of detail (zoom) for which map data should be imported new Range <int>(16, 16), new CancellationToken()) // start import and listen for events. .Subscribe( // NOTE progress callback is ignored (progress) => { }, // exception is reported (exception) => trace.Error("import", exception, "Cannot import map data"), // once completed, load the corresponding tile () => _mapDataStore.OnNext(tile)); }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .RegisterInstance <IEnumerable <IElementBuilder> >(new List <IElementBuilder>()); }); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // get reference for active stylesheet var stylesheet = _compositionRoot.GetService <Stylesheet>(); // define level of detail const int levelOfDetail = 14; // create center coordinate; var coordinate = (new GeoCoordinate(Latitude, Longitude)); // create "center" tile var center = GeoUtils.CreateQuadKey(coordinate, levelOfDetail); // load multiply tiles at once for (var tileX = center.TileX - 1; tileX <= center.TileX + 1; ++tileX) { for (var tileY = center.TileY - 1; tileY <= center.TileY + 1; ++tileY) { var quadKey = new QuadKey(tileX, tileY, levelOfDetail); var parent = new GameObject(quadKey.ToString()); parent.transform.SetParent(gameObject.transform); _mapDataStore.OnNext(new Tile( // quadkey to load. quadKey, // provide stylesheet stylesheet, // use cartesian projection as we want to build flat world new CartesianProjection(coordinate), // use grid elevation: uses mapzen servers by default, // stores elevation in simple NxN grid format. ElevationDataType.Grid, // parent for built game objects parent)); } } }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container // NOTE use another mapcss style .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/customization/customization.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) // NOTE for use case 1: put cubes for POI .Register(Component.For <IElementBuilder>().Use <PlaceElementBuilder>().Named("place")) // NOTE for use case 2: search for capsule object in scene which replaces specific tree .Register(Component.For <IElementBuilder>().Use <ImportElementBuilder>().Named("import")); }); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // disable mesh caching to force import data into memory for every run _compositionRoot.GetService <IMapDataLibrary>().DisableCache(); // import data into memory _mapDataStore.AddTo( // define where geoindex is created (in memory, not persistent) MapDataStorages.TransientStorageKey, // path to map data MapDataPath, // stylesheet is used to import only used data and skip unused _compositionRoot.GetService <Stylesheet>(), // level of detail (zoom) for which map data should be imported new Range <int>(16, 16), new CancellationToken()) // start import and listen for events. .Subscribe( // NOTE progress callback is ignored (progress) => { }, // exception is reported (exception) => _compositionRoot.GetService <ITrace>().Error("import", exception, "Cannot import map data"), // once completed, load the corresponding tile OnDataImported); }
void Start() { _compositionRoot = InitTask.Run((container, config) => { container .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .Register(Component.For <IElementBuilder>().Use <LabelElementBuilder>().Named("label")); }); var mapDataStore = _compositionRoot.GetService <IMapDataStore>(); var stylesheet = _compositionRoot.GetService <Stylesheet>(); var materialProvider = _compositionRoot.GetService <MaterialProvider>(); var startCoord = new GeoCoordinate(StartLatitude, StartLongitude); // scaled radius of Earth in meters, approx. 1:1000 const float planetRadius = 6371f; const float surfaceScale = 0.01f; const float detailScale = 1f; _lods = new List <Range <int> > { new Range <int>(1, 8), new Range <int>(9, 15), new Range <int>(16, 16) }; var sphereController = new SphereTileController(mapDataStore, stylesheet, ElevationDataType.Flat, Pivot, _lods[0], planetRadius); var surfaceController = new SurfaceTileController(mapDataStore, stylesheet, ElevationDataType.Flat, Pivot, _lods[1], startCoord, surfaceScale, 1000); var detailController = new SurfaceTileController(mapDataStore, stylesheet, ElevationDataType.Flat, Pivot, _lods[2], startCoord, detailScale, 500); var sphereGestures = new SphereGestureStrategy(sphereController, TwoFingerMoveGesture, ManipulationGesture, planetRadius); var surfaceGestures = new SurfaceGestureStrategy(surfaceController, TwoFingerMoveGesture, ManipulationGesture); var detailGestures = new SurfaceGestureStrategy(detailController, TwoFingerMoveGesture, ManipulationGesture); _spaces = new List <Space> { new SphereSpace(sphereController, sphereGestures, Planet, materialProvider), new SurfaceSpace(surfaceController, surfaceGestures, Surface, materialProvider), new SurfaceSpace(detailController, detailGestures, Surface, materialProvider) }; DoTransition(startCoord, StartZoom); }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container // NOTE use another mapcss style .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .RegisterInstance <IEnumerable <IElementBuilder> >(new List <IElementBuilder>()); }); // get trace for logging. _trace = _compositionRoot.GetService <ITrace>(); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // disable mesh caching to force import data into memory for every run _compositionRoot.GetService <IMapDataLibrary>().DisableCache(); // import data into memory _mapDataStore.AddTo( // define where geoindex is created (in memory, not persistent) MapDataStorages.TransientStorageKey, // path to map data MapDataPath, // stylesheet is used to import only used data and skip unused _compositionRoot.GetService <Stylesheet>(), // level of detail (zoom) for which map data should be imported _range, new CancellationToken()) // start import and listen for events. .Subscribe( // NOTE progress callback is ignored (progress) => { }, // exception is reported (exception) => _trace.Error("search", exception, "Cannot import map data"), // once completed, load the corresponding tile OnDataImported); }