Added map
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@@ -34,7 +34,7 @@ public class MapRenderer : MonoBehaviour
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[Header("Misc")]
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public float metersPerUnit = 1f; // scale: 1 unit = 1 meter
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public float _metersPerUnit = 1f; // scale: 1 unit = 1 meter
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[Header("Storage")]
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@@ -172,7 +172,7 @@ public class MapRenderer : MonoBehaviour
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double R = 6378137.0; // Earth radius in meters
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double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
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double y = R * dLat;
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return new Vector3((float)x / metersPerUnit, 0f, (float)y / metersPerUnit);
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return new Vector3((float)x / _metersPerUnit, 0f, (float)y / _metersPerUnit);
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}
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Vector3 NodeIdToLocal(long nodeId)
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{
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@@ -258,9 +258,9 @@ public class MapRenderer : MonoBehaviour
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Vector2 p2 = poly2D[idx2];
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int baseIdx = verts.Count;
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verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y));
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verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y));
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verts.Add(new Vector3(p2.x, height / metersPerUnit, p2.y));
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verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y));
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verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y));
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verts.Add(new Vector3(p2.x, height / _metersPerUnit, p2.y));
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triangles.Add(baseIdx);
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triangles.Add(baseIdx + 1);
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@@ -279,10 +279,10 @@ public class MapRenderer : MonoBehaviour
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Vector2 p1 = poly2D[iNext];
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int baseIdx = verts.Count;
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verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y)); // top left
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verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y)); // top left
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verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
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verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
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verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y)); // top right
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verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y)); // top right
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triangles.Add(baseIdx);
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triangles.Add(baseIdx + 1);
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@@ -369,8 +369,8 @@ public class MapRenderer : MonoBehaviour
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else dir = (pts[i + 1] - pts[i - 1]).normalized;
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Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
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Vector3 left = p + normal * (width * 0.5f / metersPerUnit);
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Vector3 right = p - normal * (width * 0.5f / metersPerUnit);
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Vector3 left = p + normal * (width * 0.5f / _metersPerUnit);
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Vector3 right = p - normal * (width * 0.5f / _metersPerUnit);
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verts.Add(left);
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verts.Add(right);
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uvs.Add(new Vector2(0, i));
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