using Mapbox.Vector.Tile; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading.Tasks; using UnityEditor; using UnityEngine; using UnityEngine.Networking; using static Wander.Easing; namespace Wander { // Always multiple of 3. Each 3 form a triangle. public class TriangulatedPolygon { public List<Vector2> vertices; 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)); denoms.Add( 1.0f / denominator ); } } } public class VectorTile { public bool DownloadStarted => started; public bool Valid => valid; public bool Finished => finished; public bool Triangulated => triangulated; private bool started; private bool valid; private bool finished; private bool triangulated; private bool layersIdentified; 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; if (request.result == UnityWebRequest.Result.Success) { if (parseTileTask == null) { var data = request.downloadHandler.data; // call on mainthread. parseTileTask = Task.Run( () => { var stream = new MemoryStream( data ); layers = VectorTileParser.Parse( stream ); } ); } else if (parseTileTask.IsCompleted) { valid = parseTileTask.IsCompletedSuccessfully; finished = true; parseTileTask = null; } } return finished; } // 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) { continue; } 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 ); for (int k = 0;k < indices.Count; k++) { double x = vertices[indices[k]*2]; double y = vertices[indices[k]*2+1]; poly.vertices.Add( new Vector2( (float)x, (float)y ) ); } polygons[polygons.Count-1] = poly; 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 ) { Debug.Assert( triangulated, "First call Triangulate." ); for (int l = 0;l < layers.Count;l++) { var layer = layers[l]; for (int f = 0;f < layer.VectorTileFeatures.Count;f++) { var feature = layer.VectorTileFeatures[f]; feature.SelectedLayerIdx = 254; int uniqueId = selectionCallback( layer, feature.Attributes ); if (uniqueId > -1) { if ( uniqueId == 8 ) { int jt = 0; } feature.SelectedLayerIdx = uniqueId; break; // Done with this feature. } } } layersIdentified = true; } // 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, bool? cancelToken) { 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>(); byte cachedPixel = 0; // For each layer, for each pixel, check triangle intersections. for (int l = 0;l < layers.Count && !cancelToken.Value;l++) { var layer = layers[l]; float fx = (float)layer.Extent / resolution; TriangulatedPolygon cachedPoly = default; int cachedVtxIdx = -1; int cachedTriIdx = -1; for (int y = 0;y < resolution && !cancelToken.Value;y++) { for (int x = 0; x < resolution; x++) { Vector2 p = new Vector2(fx*x+0.5f*fx, fx*y+0.5f*fx); bool hit = false; // First try cache, quite often adjacent pixels will hit the same triangle. if (cachedVtxIdx!=-1) { var vertices = cachedPoly.vertices; var denoms = cachedPoly.denoms; var mins = cachedPoly.mins; var maxs = cachedPoly.maxs; if (!(p.x < mins[cachedTriIdx].x || p.x > maxs[cachedTriIdx].x) && !(p.y < mins[cachedTriIdx].y || p.y > maxs[cachedTriIdx].y)) { hit = GeomUtil.PointIsInsideTriangle2( p, vertices[cachedVtxIdx], vertices[cachedVtxIdx+1], vertices[cachedVtxIdx+2], denoms[cachedTriIdx] ); if (hit) { texture[(resolution - y -1)*resolution+x] = cachedPixel; continue; // Pass from cache, continue to next pixel. } } } // Must check all triangles, no cache or was no hit with cache. for (int f = 0;f < layer.VectorTileFeatures.Count;f++) { var feature = layer.VectorTileFeatures[f]; if (feature.GeometryType != Tile.GeomType.Polygon) continue; var polygons = polygonLayers[l][f]; if (polygons.vertices.Count == 0) continue; cachedVtxIdx = -1; cachedPoly = polygonLayers[l][f]; var mins = cachedPoly.mins; var maxs = cachedPoly.maxs; var denoms = cachedPoly.denoms; var vertices = cachedPoly.vertices; for (int vIdx = 0, triIdx = 0; vIdx < vertices.Count; vIdx += 3, triIdx++) { 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[vIdx], vertices[vIdx+1], vertices[vIdx+2], denoms[triIdx] ); if (hit) { cachedTriIdx = triIdx; cachedVtxIdx = vIdx; cachedPixel = (byte)feature.SelectedLayerIdx; if ( cachedPixel == 8 ) { int jt = 0; } texture[(resolution - y -1)*resolution+x] = cachedPixel; break; } } if (hit) break; } if ( !hit ) { // 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. 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 == 8 ) { int jt = 0; } if ( pixel != cachedPixel && pixel != 254 /*used for not matched layer*/ ) { 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; addr++; } } Debug.Assert(remappedIndexCounter <= 254, "Exceeded layer count." ); return texture; } } public static class VectorTileLoader { public static VectorTile LoadFromUrl( string url, bool autoStart=true ) { VectorTile tile = new VectorTile(); tile.request = UnityWebRequest.Get( url ); if (autoStart) { tile.StartDownload(); } return tile; } } }