Code cleanup
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@@ -11,12 +11,12 @@ using UnityEngine.Networking;
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public class MapRenderer : MonoBehaviour
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{
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[Header("Overpass settings")]
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public string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
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public const string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
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public float queryRadiusMeters = 200f; // radius around lat/lon to query
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[Header("Location (lat, lon)")]
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public double latitude; // example Prague
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public double longitude;
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private double latitude = 50.7727878;
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private double longitude = 15.0718625;
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[Header("Building settings")]
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public Material buildingMaterial;
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@@ -31,35 +31,27 @@ public class MapRenderer : MonoBehaviour
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public float metersPerUnit = 1f; // scale: 1 unit = 1 meter
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public bool autoStart = true;
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// Internal storage
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[Header("Storage")]
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Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
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List<Way> parsedWays = new List<Way>();
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void Start()
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{
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if (autoStart)
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StartCoroutine(GenerateForLocation(latitude, longitude));
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if (autoStart) { StartCoroutine(RenderMap()); }
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}
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// Public entry for other scripts
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public void StartGenerating(double lat, double lon)
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public void StartGenerating()
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{
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latitude = lat; longitude = lon;
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StartCoroutine(GenerateForLocation(lat, lon));
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StartCoroutine(RenderMap());
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}
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IEnumerator GenerateForLocation(double lat, double lon)
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IEnumerator RenderMap()
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{
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ClearChildren();
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// compute bbox from radius
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float degPerMeter = 1f / 111000f; // approximate
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double delta = queryRadiusMeters * degPerMeter;
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double south = lat - delta;
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double north = lat + delta;
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double west = lon - delta;
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double east = lon + delta;
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//TODO: GPS update
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string q = $"[out:xml][timeout:25];(way[\"building\"]({south.ToString().Replace(",",".")},{west.ToString().Replace(",", ".")},{north.ToString().Replace(",", ".")},{east.ToString().Replace(",", ".")});way[\"highway\"]({south.ToString().Replace(",", ".")},{west.ToString().Replace(",", ".")},{north.ToString().Replace(",", ".")},{east.ToString().Replace(",", ".")}););(._;>;);out body;";
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string q = $"[out:xml][timeout:90];(way[\"building\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")});way[\"highway\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")}););(._;>;);out body;";
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WWWForm form = new WWWForm();
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form.AddField("data", q);
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@@ -78,14 +70,12 @@ public class MapRenderer : MonoBehaviour
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string xml = www.downloadHandler.text;
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ParseOverpassXml(xml);
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// create separate GameObjects for buildings and roads
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GameObject buildingsRoot = new GameObject("Buildings");
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buildingsRoot.transform.parent = this.transform;
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GameObject roadsRoot = new GameObject("Roads");
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roadsRoot.transform.parent = this.transform;
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// iterate parsed ways
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foreach (var w in parsedWays)
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{
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if (w.tags.ContainsKey("building"))
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@@ -106,7 +96,6 @@ public class MapRenderer : MonoBehaviour
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void ClearChildren()
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{
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// remove existing generated children
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List<GameObject> toDestroy = new List<GameObject>();
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foreach (Transform t in transform)
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toDestroy.Add(t.gameObject);
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@@ -122,7 +111,7 @@ public class MapRenderer : MonoBehaviour
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public Dictionary<string, string> tags = new Dictionary<string, string>();
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}
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List<Way> parsedWays = new List<Way>();
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void ParseOverpassXml(string xmlText)
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{
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84
Assets/Scripts/TestMaterial.mat
Normal file
84
Assets/Scripts/TestMaterial.mat
Normal file
@@ -0,0 +1,84 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: TestMaterial
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _Metallic: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 0.1254902, g: 0.1254902, b: 0.1254902, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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