示例#1
0
        /**
         * Parse trees from XML file
         */
        private List <TreeObject> ParseTrees(XmlNodeList treeTags)
        {
            var treeObjects = new List <TreeObject>();

            //<T> tags
            foreach (XmlNode treeTag in treeTags)
            {
                var treeObject       = new TreeObject();
                var latLngCoordinate = new LatLngObject();
                //tags in <T> tag
                for (var i = 0; i < treeTag.ChildNodes.Count; i++)
                {
                    //lat or lng tag
                    var coordinateTag = treeTag.ChildNodes[i];
                    //coordinate
                    var coordinate = float.Parse(coordinateTag.InnerText);
                    if (i == 0)
                    {
                        latLngCoordinate.Latitude = coordinate;
                    }
                    else
                    {
                        latLngCoordinate.Longitude = coordinate;
                    }
                }

                treeObject.LatLngCoordinate = latLngCoordinate;
                treeObjects.Add(treeObject);
            }

            return(treeObjects);
        }
示例#2
0
        /**
         * Visualize terrain borders
         */
        public static void CheckTerrainBorders(LatLngObject mapMiddlePoint)
        {
            var left = new LatLngObject(mapMiddlePoint.Latitude, mapMiddlePoint.Longitude);

            left.Latitude  += 0.0116f;
            left.Longitude += 0.004f;
            var sphereL = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            sphereL.transform.position = Converter.ConvertLatLngToXyz(left);

            var right = new LatLngObject(mapMiddlePoint.Latitude, mapMiddlePoint.Longitude);

            right.Latitude  -= 0.0122f;
            right.Longitude -= 0.004f;
            var sphereR = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            sphereR.transform.position = Converter.ConvertLatLngToXyz(right);

            var top = new LatLngObject(mapMiddlePoint.Latitude, mapMiddlePoint.Longitude);

            top.Latitude  -= 0.0035f;
            top.Longitude += 0.0134f;
            var sphereT = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            sphereT.transform.position = Converter.ConvertLatLngToXyz(top);

            var bottom = new LatLngObject(mapMiddlePoint.Latitude, mapMiddlePoint.Longitude);

            bottom.Latitude  += 0.0033f;
            bottom.Longitude -= 0.0145f;
            var sphereB = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            sphereB.transform.position = Converter.ConvertLatLngToXyz(bottom);
        }
示例#3
0
        /**
         *
         */
        private BuildingObject GetCoordinatesById(XmlNodeList nodeTags, List <long> nodeTagIds, XmlNode wayTag, float buildingHeight)
        {
            if (buildingHeight == DefaultBuildingHeight)
            {
                buildingHeight = 1;
            }

            //ids for coordinate pairing from way tag
            var locationIDs     = LoaderUtils.GetWayTagIDs(wayTag);
            var latLngObjects   = new LatLngObject[locationIDs.Count];
            var numOfFoundedIDs = 0;

            for (var k = 0; k < nodeTags.Count; k++)
            {
                //cached id from node tag
                var id = nodeTagIds[k];
                int locationIndex;
                if ((locationIndex = locationIDs.IndexOf(id)) != -1)
                {
                    var nodeTag = nodeTags[k];
                    var lat     = float.Parse(nodeTag.Attributes["lat"].Value);
                    var lon     = float.Parse(nodeTag.Attributes["lon"].Value);
                    latLngObjects[locationIndex] = new LatLngObject(lat, lon);
                    ++numOfFoundedIDs;
                }

                //pokud všechny souřadnice byly spárovány s IDčkama od budovy
                if (locationIDs.Count == numOfFoundedIDs)
                {
                    break;
                }
            }

            return(new BuildingObject(latLngObjects.ToList(), buildingHeight));
        }
示例#4
0
        /**
         * Create LatLng terrain grid for Elevation API
         */
        public static List <LatLngObject> GetLatLngGrid(LatLngObject middlePoint)
        {
            var latLngGrid = new List <LatLngObject>();

            var leftBorder = new LatLngObject(middlePoint.Latitude, middlePoint.Longitude);

            leftBorder.Latitude  += 0.0116f;
            leftBorder.Longitude += 0.004f;
            var rightBorder = new LatLngObject(middlePoint.Latitude, middlePoint.Longitude);

            rightBorder.Latitude  -= 0.0122f;
            rightBorder.Longitude -= 0.004f;
            var topBorder = new LatLngObject(middlePoint.Latitude, middlePoint.Longitude);

            topBorder.Latitude  -= 0.0035f;
            topBorder.Longitude += 0.0134f;
            var bottomBorder = new LatLngObject(middlePoint.Latitude, middlePoint.Longitude);

            bottomBorder.Latitude  += 0.0033f;
            bottomBorder.Longitude -= 0.0145f;

            //lat
            var mapLengthLat = Math.Abs(leftBorder.Latitude - rightBorder.Latitude);
            var mapPartLat   = mapLengthLat / MapWidth;
            var mapStartLat  = leftBorder.Latitude < rightBorder.Latitude ? leftBorder.Latitude : rightBorder.Latitude;

            mapStartLat -= mapPartLat;

            //lon
            var mapLengthLon = Math.Abs(topBorder.Longitude - bottomBorder.Longitude);
            var mapPartLon   = mapLengthLon / MapHeight;
            var mapStartLon  = topBorder.Longitude < bottomBorder.Longitude ? topBorder.Longitude : bottomBorder.Longitude;
            var defaultLon   = mapPartLon * 33 + mapStartLon;

            var lats = new float[MapHeight];

            for (var i = 0; i < MapHeight; i++)
            {
                lats[i] = mapStartLat += mapPartLat;
            }

            for (var i = 0; i < MapWidth; i++)
            {
                mapStartLon = defaultLon;

                for (var j = 0; j < MapHeight; j++)
                {
                    mapStartLon -= mapPartLon;
                    latLngGrid.Add(new LatLngObject(lats[32 - i], mapStartLon));
                }
            }

            return(latLngGrid);
        }
示例#5
0
        /**
         * Converts LatLng coordinates into XYZ format
         * @see https://answers.unity.com/questions/923182/lat-long-to-unity-world-coordinates.html
         */
        public static Vector3 ConvertLatLngToXyz(LatLngObject latLng)
        {
            if (latLng == null)
            {
                return(Vector3.zero);
            }

            const int scaleUp     = 100000;
            Vector3   xyzPosition = Quaternion.AngleAxis(latLng.Longitude, -Vector3.up)
                                    * Quaternion.AngleAxis(latLng.Latitude, -Vector3.right)
                                    * new Vector3(0, 0, 1);
            var scaledXyzPosition = new Vector3(xyzPosition.x * scaleUp, 0f, xyzPosition.z * scaleUp);

            return(scaledXyzPosition);
        }
示例#6
0
        /**
         * Generate map terrain
         */
        public void GenerateTerrain(LatLngObject mapMiddleMapPoint, Transform cameraTransform)
        {
            Vector3 mapMiddlePoint;

            //todo refactorovat tuhle podminku obecne u vsech middle pointu
            if (mapMiddleMapPoint.Equals(new LatLngObject()))
            {
                mapMiddlePoint = Vector3.zero;
                UiUtils.SetDefaultCameraPos(mapMiddlePoint, cameraTransform);
            }
            else
            {
                mapMiddlePoint = Converter.ConvertLatLngToXyz(mapMiddleMapPoint);
            }

            //create underground
            CreateUnderground(mapMiddlePoint);

            //create terrain
            var terrainGameObject = new GameObject("TerrainObj");

            terrainGameObject.AddComponent <Terrain>();
            terrainGameObject.AddComponent <TerrainCollider>();

            Terrain = terrainGameObject.GetComponent <Terrain>();
            var terrainData = new TerrainData
            {
                heightmapResolution = TerrainUtils.MapWidth,
                size = new Vector3(TerrainUtils.MapWidth, TerrainUtils.MapTopValue, TerrainUtils.MapHeight)
            };

            //load default or elevationAPI terrain
            float[,] heightsData = Main.Settings.TerrainToggle ? ConvertHeights() : GenerateHeightDemo();

            terrainData.SetHeights(0, 0, heightsData);
            Terrain.terrainData = terrainData;
            //odkomentovat jen, pokud je vyska terenu vetsi nez 0
//            terrainGameObject.GetComponent<TerrainCollider>().terrainData = terrainData;
            Terrain.materialType = Terrain.MaterialType.BuiltInLegacyDiffuse;
            AddTexture(Terrain.terrainData, Resources.Load <Texture2D>("Textures/grass_texture"));
            mapMiddlePoint.x -= TerrainUtils.MapWidth / 2;
            mapMiddlePoint.y  = -0.01f;
            mapMiddlePoint.z -= TerrainUtils.MapHeight / 2;
            terrainGameObject.transform.position = mapMiddlePoint;
        }
示例#7
0
 /**
  * Render 3D objects into the scene
  */
 IEnumerator RenderObjects(LatLngObject mapMiddlePoint, List <BuildingObject> buildings, List <RoadObject> roads, List <TreeObject> trees)
 {
     while (!CanRenderObjects)
     {
         yield return(new WaitForSeconds(0.1f));
     }
     //render terrain
     TerrainRender.Get().GenerateTerrain(mapMiddlePoint, transform);
     //render buildings
     BuildingRender.Get().Render(transform, buildings);
     //render roads
     RoadRender.Get().Render(mapMiddlePoint, transform, roads);
     //render trees
     TreeRender.Get().GenerateTrees(mapMiddlePoint, trees);
     //init address info game objects
     MenuController.Get().AddAddressGameObjects(AddressBackground, AddressText);
     CanRenderObjects = false;
 }
示例#8
0
    /**
     * Get map middle point and set default camera position
     */
    private LatLngObject GetMiddlePoint(List <BuildingObject> buildings, List <RoadObject> roads)
    {
        LatLngObject middleMapPointLatLng = null;

        if (buildings.Count != 0)
        {
            middleMapPointLatLng = TerrainRender.GetMiddlePoint(buildings);
        }
        else if (roads.Count != 0)
        {
            middleMapPointLatLng = TerrainRender.GetMiddlePoint(roads);
        }

        //set default camera position
        var middlePoint = Converter.ConvertLatLngToXyz(middleMapPointLatLng);

        UiUtils.SetDefaultCameraPos(middlePoint, transform);
        return(middleMapPointLatLng);
    }
示例#9
0
        /**
         *
         */
        private RoadObject GetCoordinatesById(XmlNodeList nodeTags, List <long> nodeTagIds, XmlNode wayTag, int vehicleType, int roadType)
        {
            //ids for coordinate pairing from way tag
            var locationIDs     = LoaderUtils.GetWayTagIDs(wayTag);
            var latLngObjects   = new LatLngObject[locationIDs.Count];
            var numOfFoundedIDs = 0;

            for (var k = 0; k < nodeTags.Count; k++)
            {
                //cached id from node tag
                var id = nodeTagIds[k];
                int locationIndex;
                if ((locationIndex = locationIDs.IndexOf(id)) != -1)
                {
                    var nodeTag = nodeTags[k];
                    var lat     = float.Parse(nodeTag.Attributes["lat"].Value);
                    var lon     = float.Parse(nodeTag.Attributes["lon"].Value);
                    latLngObjects[locationIndex] = new LatLngObject(lat, lon);
                    ++numOfFoundedIDs;
                }

                //pokud všechny souřadnice byly spárovány s IDčkama od budovy
                if (locationIDs.Count == numOfFoundedIDs)
                {
                    break;
                }
            }

            var roadObject = new RoadObject
            {
                LatLngCoordinates = latLngObjects.ToList(),
                RoadType          = roadType,
                VehicleType       = vehicleType
            };

            return(roadObject);
        }
示例#10
0
 protected bool Equals(LatLngObject other)
 {
     return(Latitude.Equals(other.Latitude) && Longitude.Equals(other.Longitude));
 }
示例#11
0
        /**
         * Create trees on the terrain
         */
        public void GenerateTrees(LatLngObject middleMapPoint, List <TreeObject> trees)
        {
            Vector3 middleMapXyz;

            ConiferousTree = Resources.Load("3DObjects/Trees/Prefabs/Fir_Tree", typeof(GameObject)) as GameObject;
            LeafyTree      = Resources.Load("3DObjects/Trees/Prefabs/Poplar_Tree", typeof(GameObject)) as GameObject;
            //default position, if map does not contain any building or road
            if (middleMapPoint.Equals(new LatLngObject()))
            {
                middleMapXyz = Vector3.zero;
            }
            else
            {
                middleMapXyz = Converter.ConvertLatLngToXyz(middleMapPoint);
            }

            var         treeCount = Main.Settings.NumberOfTrees;
            const float treeScale = 0.06f;
            var         terrain   = TerrainRender.Get().Terrain;
            var         random    = new Random();

            //GENERATE RANDOM TREE POSITIONS
            if (trees.Count == 0)
            {
                for (var i = 0; i < treeCount; i++)
                {
                    var       decimalRandomPartX = random.NextDouble();
                    var       decimalRandomPartZ = random.NextDouble();
                    const int limitX             = (TerrainUtils.MapWidth / 2) - 2;
                    const int limitZ             = (TerrainUtils.MapHeight / 2) - 2;
                    var       randomX            = random.Next((int)(middleMapXyz.x - limitX), (int)(middleMapXyz.x + limitX));
                    // + 2 a + 1 kvuli korekcim umisteni na hranice terenu
                    var randomZ    = random.Next((int)(middleMapXyz.z - limitZ + 2), (int)(middleMapXyz.z + limitZ + 1));
                    var randomDecX = (float)(randomX + decimalRandomPartX);
                    var randomDecZ = (float)(randomZ + decimalRandomPartZ);
                    var randomPos  = new Vector3(randomDecX, 0, randomDecZ);
                    var terrainY   = terrain.SampleHeight(randomPos);
                    randomPos.y = terrainY;

                    var randNumberTree = random.Next(0, 2);
                    if (!IsPointInCollision(randomPos))
                    {
                        GameObject tree;
                        switch (randNumberTree)
                        {
                        case 0:
                            tree = Instantiate(LeafyTree);
                            break;

                        default:
                            tree = Instantiate(ConiferousTree);
                            break;
                        }

                        var treeTransform = tree.transform;
                        treeTransform.position   = randomPos;
                        treeTransform.localScale = new Vector3(treeScale, treeScale, treeScale);
                    }
                    else
                    {
                        --i;
                    }
                }
            }
            //CUSTOM TREE POSITIONS
            else
            {
                foreach (var currentTree in trees)
                {
                    var treePos = Converter.ConvertLatLngToXyz(currentTree.LatLngCoordinate);
                    //if tree is outside the map
                    if (TerrainUtils.IsObjectOutsideMap(treePos, middleMapXyz))
                    {
                        continue;
                    }

                    //set y position from terrain
                    var terrainY = terrain.SampleHeight(treePos);
                    treePos.y = terrainY;

                    var        randNumberTree = random.Next(0, 2);
                    GameObject tree;
                    switch (randNumberTree)
                    {
                    case 0:
                        tree = Instantiate(LeafyTree);
                        break;

                    default:
                        tree = Instantiate(ConiferousTree);
                        break;
                    }

                    var treeTransform = tree.transform;
                    treeTransform.position   = treePos;
                    treeTransform.localScale = new Vector3(treeScale, treeScale, treeScale);
                }
            }
        }
示例#12
0
        /**
         * Render roads
         */
        public void Render(LatLngObject mapMiddleMapPoint, Transform cameraTransform, List <RoadObject> roads)
        {
            if (roads.Count == 0)
            {
                return;
            }

            var middleMapPoint = Converter.ConvertLatLngToXyz(mapMiddleMapPoint);

            //save into global variable
            Roads = roads;
            var terrain = TerrainRender.Get().Terrain;

            //render roads
            for (var i = 0; i < roads.Count; i++)
            {
                var ySize = 1;

                var roadPointInXyz = new Vector3[roads[i].LatLngCoordinates.Count];
                if (roadPointInXyz.Length == 0)
                {
                    continue;
                }

                //convert road point from LatLng to Xyz coordination's; Y coordinate values set as terrain height
                for (var j = 0; j < roadPointInXyz.Length; j++)
                {
                    roadPointInXyz[j] = Converter.ConvertLatLngToXyz(roads[i].LatLngCoordinates[j]);
                    //pricteni hodnoty navic proti prolinani s terenem
                    roadPointInXyz[j].y = terrain.SampleHeight(roadPointInXyz[j]) + 0.03f;
                }

                //road starts outside terrain => reverse points
                if (TerrainUtils.IsObjectOutsideMap(roadPointInXyz[0], middleMapPoint))
                {
                    Array.Reverse(roadPointInXyz);
                }

                //points of road
                for (var j = 0; j < roadPointInXyz.Length; j++)
                {
                    var roadPoint = roadPointInXyz[j];
                    //pokud je mezi dvěma body cesty rozdíl větší než 1
                    if (j == 0 || Math.Abs(roadPoint.x - roadPointInXyz[j - 1].x) >= 1 || Math.Abs(roadPoint.z - roadPointInXyz[j - 1].z) >= 1)
                    {
                        continue;
                    }

                    //snižovat souřadnici Y cesty, pokud je za hranou terénu (efekt padání cesty)
                    if (TerrainUtils.IsObjectOutsideMap(roadPoint, middleMapPoint))
                    {
                        roadPointInXyz[j].y -= ySize;
                        ySize++;
                    }
                }

                //vytvoreni cesty(nastaveni barvy, pozic, poctu pozic...)
                CreateRoadObject(roads, roadPointInXyz, i);

                //set cars for road type
                var carRoads     = new[] { RoadUtils.Secondary };
                var vehicleTypes = new[] { RoadUtils.VehicleTram };
                if (Main.Settings.RoadObjectsToggle && carRoads.Contains(roads[i].RoadType) || vehicleTypes.Contains(roads[i].VehicleType))
                {
                    roads[i].XyzCoordinates = roadPointInXyz;
                    RoadObjectRender.Get().RenderObjectsOnRoad(roads[i], middleMapPoint);
                }

                UiUtils.SetDefaultCameraPos(middleMapPoint, cameraTransform);
            }
        }