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using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
// Always multiple of 3. Each 3 form a triangle.
public List<Vector2> vertices;
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public List<Vector2> mins;
public List<Vector2> maxs;
public List<float> denoms;
public void OptimizeForIsPointInTriangle()
{
if ( vertices == null ) return; // Non poly layers have this.
mins = new List<Vector2>( vertices.Count / 3 );
maxs = new List<Vector2>( vertices.Count / 3 );
denoms = new List<float>( vertices.Count / 3 );
for ( int i = 0; i < vertices.Count; i += 3 )
{
float minx = float.MaxValue;
float miny = float.MaxValue;
if (vertices[i+0].x < minx) minx = vertices[i].x;
if (vertices[i+0].y < miny) miny = vertices[i].y;
if (vertices[i+1].x < minx) minx = vertices[i+1].x;
if (vertices[i+1].y < miny) miny = vertices[i+1].y;
if (vertices[i+2].x < minx) minx = vertices[i+2].x;
if (vertices[i+2].y < miny) miny = vertices[i+2].y;
mins.Add( new Vector2( minx, miny ) );
float maxx = float.MinValue;
float maxy = float.MinValue;
if (vertices[i+0].x > maxx) maxx = vertices[i].x;
if (vertices[i+0].y > maxy) maxy = vertices[i].y;
if (vertices[i+1].x > maxx) maxx = vertices[i+1].x;
if (vertices[i+1].y > maxy) maxy = vertices[i+1].y;
if (vertices[i+2].x > maxx) maxx = vertices[i+2].x;
if (vertices[i+2].y > maxy) maxy = vertices[i+2].y;
maxs.Add( new Vector2( maxx, maxy ) );
// float denominator = ((vertex2.y - vertex3.y) * (vertex1.x - vertex3.x) + (vertex3.x - vertex2.x) * (vertex1.y - vertex3.y));
float denominator = ((vertices[i+1].y - vertices[i+2].y) * (vertices[i].x - vertices[i+2].x) + (vertices[i+2].x - vertices[i+1].x) * (vertices[i].y - vertices[i+2].y));
denominator = 1.0f / denominator;
denoms.Add( denominator );
public bool Valid => valid;
public bool Finished => finished;
public bool Triangulated => triangulated;
private bool valid;
private bool finished;
private bool triangulated;
private Task parseTileTask;
private List<VectorTileLayer> layers;
private List<List<TriangulatedPolygon>> polygonLayers;
internal UnityWebRequest request;
public void StartDownload()
{
Debug.Assert(!started);
request.SendWebRequest();
started = true;
}
public bool IsFinished()
{
if (finished)
return true;
if (!request.isDone)
return false;
layers = VectorTileParser.Parse( stream );
} );
}
else if (parseTileTask.IsCompleted)
{
valid = parseTileTask.IsCompletedSuccessfully;
finished = true;
parseTileTask = null;
}
}
return finished;
}
static bool IsTriangleCCW( Vector2 vertex1, Vector2 vertex2, Vector2 vertex3 )
{
float signedArea = (vertex2.x - vertex1.x) * (vertex3.y - vertex1.y) - (vertex3.x - vertex1.x) * (vertex2.y - vertex1.y);
return signedArea > 0;
}
// Number of failed polys to triangulate are returned.
public int Triangulate()
if (triangulated )
return 0;
int numFailedPolys = 0;
polygonLayers = new List<List<TriangulatedPolygon>>();
List<double> vertices = new List<double>();
List<int> holeIndices = new List<int>();
for ( int i =0; i < layers.Count; i++ )
{
var features = layers[i].VectorTileFeatures;
var polygons = new List<TriangulatedPolygon>();
for (int j = 0; j< features.Count; j++)
{
polygons.Add( new TriangulatedPolygon() ); // Add empty to ensure list(layer) of lists(features) match.
if (features[j].GeometryType != Tile.GeomType.Polygon)
vertices.Clear();
holeIndices.Clear();
var rings = features[j].Geometry;
for (int k = 0;k < rings.Count;k++)
{
if (k != 0) // if is not first ring, this is a hole
{
holeIndices.Add( vertices.Count / 2 );
}
var ring = rings[k];
for (int q = 0;q < ring.Count;q++)
{
vertices.Add( ring[q].X );
vertices.Add( ring[q].Y );
}
}
try
{
var indices = EarcutNet.Earcut.Tessellate( vertices, holeIndices );
TriangulatedPolygon poly = new TriangulatedPolygon();
poly.vertices = new List<Vector2>( indices.Count );
{
double x = vertices[indices[k]*2];
double y = vertices[indices[k]*2+1];
poly.vertices.Add( new Vector2( (float)x, (float)y ) );
}
//for ( int k = 0; k < indices.Count; k += 3)
//{
// if ( !IsTriangleCCW( poly.vertices[k], poly.vertices[k+1], poly.vertices[k+2] ))
// {
// var t = poly.vertices[k];
// poly.vertices[k] = poly.vertices[k+2];
// poly.vertices[k+2] = t;
// }
//}
Debug.Assert( poly.vertices.Count % 3 == 0 );
}
catch (Exception)
{
numFailedPolys++;
}
}
polygonLayers.Add( polygons );
}
triangulated = true;
return numFailedPolys;
}
public void OptimizeForPointIsInsideTriangle()
{
for (int i = 0;i < polygonLayers.Count;i++)
for (int j = 0;j < polygonLayers[i].Count;j++)
polygonLayers[i][j].OptimizeForIsPointInTriangle();
}
// Identify feature by specifying a (unique) index based on some criteria. This can very per
// vector tile provider.
public void IdentifyLayers( Func<VectorTileLayer, List<KeyValuePair<string, object>>, int> selectionCallback,
Func<VectorTileLayer, List<KeyValuePair<string, object>>, int> relativeHeightCallback )
var feature = layer.VectorTileFeatures[f];
feature.SelectedLayerIdx = 254;
int uniqueId = selectionCallback( layer, feature.Attributes );
if (uniqueId > -1)
uniqueId = relativeHeightCallback( layer, feature.Attributes );
feature.RelativeHeight = uniqueId;
// Calls callback(x, y, channel) for each raster position (256 channels) where each value represents a single channel.
// If no polygon was hit, 255 is called.
// If polygon was hit, but no feature was matched, 254 is called.
// Returns a list of failed to match pixels. This can be due to geometry not exactly matching or a layer not being found.
// Also out puts a remap of layer indices. For instance for a specific tile, only layerIdx 1, 6 and 3 are used.
// Then this a remapping of 1->0, 6->1, 3->2. So that in the shader only 3 textures are needed starting from 0, 1.. etc.
public byte[] RenderToTextureSingle(
int resolution,
out Dictionary<byte, byte> remappedLayerIndices,
out List<Vector3Int> failedPixels,
{
Debug.Assert( triangulated, "First call Triangulate." );
Debug.Assert( layersIdentified, "Identify layers first." );
Debug.Assert( resolution > 1, "Must be at least 2." );
byte [] texture = new byte[resolution*resolution];
failedPixels = new List<Vector3Int>();
remappedLayerIndices = new Dictionary<byte, byte>();
int cachedTriIdx = 0;
int cachedLyrIdx = 0;
int cachedFtrIdx = 0;
bool hit = false;
// For each layer, check triangle intersections.
for (int l = 0;l < layers.Count && !cancelToken.Value;l++)
var lIdx = (l+cachedLyrIdx) % layers.Count; // Try last layer/feature/triangle first.
var layer = layers[lIdx];
Vector2 p = new Vector2(fx*x+0.5f, fx*y+0.5f);
var ftrIdx = (f + cachedFtrIdx) % layer.VectorTileFeatures.Count;
var feature = layer.VectorTileFeatures[ftrIdx];
continue;
var polygons = polygonLayers[lIdx][ftrIdx];
if (feature.SelectedLayerIdx == 254)
continue;
if (feature.RelativeHeight > 0)
continue;
var poly = polygonLayers[lIdx][ftrIdx];
var mins = poly.mins;
var maxs = poly.maxs;
var denoms = poly.denoms;
var vertices = poly.vertices;
var triCount = vertices.Count/3;
for (int t = 0; t < triCount;t++)
int triIdx = (t+cachedTriIdx) % triCount;
if (p.x < mins[triIdx].x || p.x > maxs[triIdx].x) continue;
if (p.y < mins[triIdx].y || p.y > maxs[triIdx].y) continue;
hit = GeomUtil.PointIsInsideTriangle2( p, vertices[triIdx*3], vertices[triIdx*3+1], vertices[triIdx*3+2], denoms[triIdx] );
cachedLyrIdx = lIdx;
cachedFtrIdx = ftrIdx;
texture[(resolution - y -1)*resolution+x] = (byte)feature.SelectedLayerIdx;
break;
}
}
cachedTriIdx += 1;
if(cachedTriIdx == triCount) cachedTriIdx = 0;
cachedFtrIdx = 0;
texture[(resolution - y -1)*resolution+x] = 255;
failedPixels.Add( new Vector3Int( x, y, 255 ) );
// Determine number of different layers. For instance, if only layer 3, 8, 14 and 15 are used, we select
// a material that only uses 4 textures and put 3 -> Albedo_0 -> 8 to Albedo_1, etc. in the shader.
byte cachedPixel = 255;
int remappedIndexCounter = -1;
byte remappedPixel = 255;
int addr = 0;
for (int y = 0;y < resolution && !cancelToken.Value;y++)
{
for (int x = 0;x < resolution;x++)
{
byte pixel = texture[addr];
if (pixel != cachedPixel)
if (!remappedLayerIndices.TryGetValue( pixel, out remappedPixel ))
if (remappedIndexCounter < 253) // 254 is reserved for no layer match, 255 is ray hit with triangle.
{
remappedIndexCounter++;
remappedPixel = (byte)remappedIndexCounter;
remappedLayerIndices.Add( pixel, remappedPixel );
}
else remappedPixel = 0;
cachedPixel = pixel;
texture[addr] = remappedPixel;
} // leave unfound or unhit pixels on their original value.
addr++;
}
}
Debug.Assert(remappedIndexCounter <= 254, "Exceeded layer count." );
return texture;
public static VectorTile LoadFromUrl( string url, bool autoStart=true )
tile.request = UnityWebRequest.Get( url );
if (autoStart)
{
tile.StartDownload();
}