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rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/StartSimulation.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Prefabs.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles.meta similarity index 77% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Prefabs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles.meta index 21d3a482b..834c1c649 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Prefabs.meta +++ b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: c3aea1f7fb66ccd4684372fa93aa4417 +guid: ca6059d47156ab145898266e60d88be3 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/BasicCarVissim.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/BasicCarVissim.prefab similarity index 91% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/BasicCarVissim.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/BasicCarVissim.prefab index 7eb09b66f..1341fe191 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/BasicCarVissim.prefab +++ b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/BasicCarVissim.prefab @@ -14,6 +14,7 @@ GameObject: - component: {fileID: -6741217318711233240} - component: {fileID: -4099949070144259012} - component: {fileID: 2678730795807477550} + - component: {fileID: 5033180098932413026} m_Layer: 15 m_Name: BasicCarVissim m_TagString: Untagged @@ -141,6 +142,23 @@ Animator: m_HasTransformHierarchy: 1 m_AllowConstantClipSamplingOptimization: 1 m_KeepAnimatorControllerStateOnDisable: 0 +--- !u!114 &5033180098932413026 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 7326046871663922719} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d1bde442adf08274190500a5f0c6154b, type: 3} + m_Name: + m_EditorClassIdentifier: + frontLeftWheel: {fileID: 110369019869335971} + frontRightWheel: {fileID: 5748359360741754204} + backLeftWheel: {fileID: 4769460143614685349} + backRightWheel: {fileID: 6171441270183171455} + otherWheels: [] --- !u!1001 &2371216805397052284 PrefabInstance: m_ObjectHideFlags: 0 @@ -215,6 +233,12 @@ PrefabInstance: objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 78cf6016d3d650e478aa1b9f68b7bbb7, type: 3} +--- !u!1 &4769460143614685349 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 7122662318238452697, guid: 78cf6016d3d650e478aa1b9f68b7bbb7, + type: 3} + m_PrefabInstance: {fileID: 2371216805397052284} + m_PrefabAsset: {fileID: 0} --- !u!4 &2963201023077747316 stripped Transform: m_CorrespondingSourceObject: {fileID: 718085264982880520, guid: 78cf6016d3d650e478aa1b9f68b7bbb7, @@ -295,6 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3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/BasicCarVissim.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Bus.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Bus.prefab similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Bus.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Bus.prefab diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Bus.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Bus.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Bus.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Bus.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Male_Casual.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Male_Casual.prefab similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Male_Casual.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Male_Casual.prefab diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Male_Casual.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Male_Casual.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Male_Casual.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Male_Casual.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Pedestrian_male.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Pedestrian_male.prefab similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Pedestrian_male.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Pedestrian_male.prefab diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Pedestrian_male.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Pedestrian_male.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Pedestrian_male.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/Pedestrian_male.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike.prefab similarity index 90% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike.prefab index 40f58539e..3da6b4c36 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike.prefab +++ b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike.prefab @@ -13,6 +13,7 @@ GameObject: - component: {fileID: 4373781999200911067} - component: {fileID: 254462346397753098} - component: {fileID: -9114527991545308376} + - component: {fileID: 3619561933322718693} m_Layer: 0 m_Name: bike m_TagString: Untagged @@ -60,6 +61,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -84,6 +86,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!114 &254462346397753098 MonoBehaviour: m_ObjectHideFlags: 0 @@ -118,6 +121,23 @@ Animation: m_PlayAutomatically: 1 m_AnimatePhysics: 0 m_CullingType: 0 +--- !u!114 &3619561933322718693 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2860410278031499022} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d1bde442adf08274190500a5f0c6154b, type: 3} + m_Name: + m_EditorClassIdentifier: + frontLeftWheel: {fileID: 4113342564907028127} + frontRightWheel: {fileID: 4113342564907028127} + backLeftWheel: {fileID: 7255886430454295878} + backRightWheel: {fileID: 7255886430454295878} + otherWheels: [] --- !u!1001 &1743418730767826507 PrefabInstance: m_ObjectHideFlags: 0 @@ -183,10 +203,16 @@ PrefabInstance: - target: {fileID: 8972235175281005325, guid: 503ed622901e9fe46ab7960f80c2bbab, type: 3} propertyPath: m_Name - value: bike_wheel (1) + value: bike_wheel_back objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 503ed622901e9fe46ab7960f80c2bbab, type: 3} +--- !u!1 &7255886430454295878 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 8972235175281005325, guid: 503ed622901e9fe46ab7960f80c2bbab, + type: 3} + m_PrefabInstance: {fileID: 1743418730767826507} + m_PrefabAsset: {fileID: 0} --- !u!4 &8068698939282323452 stripped Transform: m_CorrespondingSourceObject: {fileID: 8631176131859696055, guid: 503ed622901e9fe46ab7960f80c2bbab, @@ -258,10 +284,16 @@ PrefabInstance: - target: {fileID: 8972235175281005325, guid: 503ed622901e9fe46ab7960f80c2bbab, type: 3} propertyPath: m_Name - value: bike_wheel + value: bike_wheel_front objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 503ed622901e9fe46ab7960f80c2bbab, type: 3} +--- !u!1 &4113342564907028127 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 8972235175281005325, guid: 503ed622901e9fe46ab7960f80c2bbab, + type: 3} + m_PrefabInstance: {fileID: 5014282226115059090} + m_PrefabAsset: {fileID: 0} --- !u!4 &3629435005504541733 stripped Transform: m_CorrespondingSourceObject: {fileID: 8631176131859696055, guid: 503ed622901e9fe46ab7960f80c2bbab, diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_pedals.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_pedals.prefab similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_pedals.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_pedals.prefab diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_pedals.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_pedals.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_pedals.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_pedals.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_wheel.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_wheel.prefab similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_wheel.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_wheel.prefab diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_wheel.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_wheel.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/bike_wheel.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vehicles/bike_wheel.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Vissim.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vissim.prefab similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Vissim.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vissim.prefab diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Vissim.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vissim.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Prefabs/Traffic/Vissim.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/Vissim.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Prefabs/VissimTypeToggleUIObject.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/VissimTypeToggleUIObject.prefab similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Prefabs/VissimTypeToggleUIObject.prefab rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/VissimTypeToggleUIObject.prefab diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Prefabs/VissimTypeToggleUIObject.prefab.meta b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/VissimTypeToggleUIObject.prefab.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Prefabs/VissimTypeToggleUIObject.prefab.meta rename to 3DAmsterdam/Assets/Netherlands3D/Prefabs/Vissim/VissimTypeToggleUIObject.prefab.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/ConfigurationFile.cs b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/ConfigurationFile.cs index f297142f2..70abfc517 100644 --- a/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/ConfigurationFile.cs +++ b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/ConfigurationFile.cs @@ -48,12 +48,12 @@ public enum TmsTileNumberingType public string LookupUrl = "https://geodata.nationaalgeoregister.nl/locatieserver/v3/lookup?id={ID}"; [Header("Sewerage Api URLs")] - public SewerageApiType sewerageApiType; - public string sewerPipesWfsUrl = "https://api.data.amsterdam.nl/v1/wfs/rioolnetwerk/?SERVICE=WFS&VERSION=2.0.0&REQUEST=GetFeature&outputFormat=geojson&srsname=epsg:4258&typeName=rioolleidingen&bbox="; - public string sewerManholesWfsUrl = "https://api.data.amsterdam.nl/v1/wfs/rioolnetwerk/?SERVICE=WFS&VERSION=2.0.0&REQUEST=GetFeature&outputFormat=geojson&srsname=epsg:4258&typeName=rioolknopen&bbox="; + public SewerageApiType sewerageApiType = SewerageApiType.Pdok; + public string sewerPipesWfsUrl = "https://geodata.nationaalgeoregister.nl/rioned/gwsw/wfs/v1_0?SERVICE=WFS&language=eng&SERVICE=WFS&REQUEST=GetFeature&VERSION=2.0.0&TYPENAMES=gwsw:beheer_leiding&SRSNAME=urn:ogc:def:crs:EPSG::28992&outputFormat=application/json&BBOX="; + public string sewerManholesWfsUrl = "https://geodata.nationaalgeoregister.nl/rioned/gwsw/wfs/v1_0?SERVICE=WFS&language=eng&SERVICE=WFS&REQUEST=GetFeature&VERSION=2.0.0&TYPENAMES=gwsw:beheer_put&SRSNAME=urn:ogc:def:crs:EPSG::28992&outputFormat=application/json&BBOX="; [Header("Bag Api URLs")] - public BagApyType BagApiType; + public BagApyType BagApiType = BagApyType.Kadaster; public string buildingUrl = "https://api.data.amsterdam.nl/bag/v1.1/pand/"; public string numberIndicatorURL = "https://api.data.amsterdam.nl/bag/v1.1/nummeraanduiding/?page_size=10000&pand="; public string numberIndicatorInstanceURL = "https://api.data.amsterdam.nl/bag/v1.1/nummeraanduiding/"; diff --git a/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim.meta b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim.meta new file mode 100644 index 000000000..93395fb0d --- /dev/null +++ b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 02b44e4e6af59594db79a6876840d02f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cars.asset b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cars.asset similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cars.asset rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cars.asset diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cars.asset.meta b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cars.asset.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cars.asset.meta rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cars.asset.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cyclist.asset b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cyclist.asset similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cyclist.asset rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cyclist.asset diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cyclist.asset.meta b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cyclist.asset.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Cyclist.asset.meta rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Cyclist.asset.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Pedestrians.asset b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Pedestrians.asset similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Pedestrians.asset rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Pedestrians.asset diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Pedestrians.asset.meta b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Pedestrians.asset.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/Pedestrians.asset.meta rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/Pedestrians.asset.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/VissimType.cs b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/VissimType.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/VissimType.cs rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/VissimType.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/VissimType.cs.meta b/3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/VissimType.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects/VissimType.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/ScriptableObjects/Vissim/VissimType.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/BAG3DOBJ/Bag3DObjImporter.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/BAG3DOBJ/Bag3DObjImporter.cs index 8abc43574..5af8217ed 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/BAG3DOBJ/Bag3DObjImporter.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/BAG3DOBJ/Bag3DObjImporter.cs @@ -58,7 +58,8 @@ public class Bag3DObjImporter : MonoBehaviour [SerializeField] private GameObject enableOnFinish; - private string[] bagIdsToSkip; + private List bagIdsToSkip; + private MeshRenderer[] replacementObjects; [System.Serializable] public class RemapObjectNames @@ -69,15 +70,25 @@ public class RemapObjectNames private void Start() { + replacementObjects = this.GetComponentsInChildren(); ReadSkipIDs(); StartCoroutine(ParseObjFiles()); } private void ReadSkipIDs() { + bagIdsToSkip = new List(); + + //Read optional txt file with id's to skip to our skiplist if (optionalSkipListPath != "" && File.Exists(optionalSkipListPath)) { - bagIdsToSkip = File.ReadAllLines(optionalSkipListPath); + bagIdsToSkip = File.ReadAllLines(optionalSkipListPath).ToList(); + } + + //Add our override objects to our skip list + foreach(var replacementObject in replacementObjects) + { + bagIdsToSkip.Add(replacementObject.name); } } @@ -135,6 +146,8 @@ private IEnumerator BakeIntoTiles() var totalTiles = xTiles * yTiles; int currentTile = 0; + yield return ProgressPreviewMap.Instance.Initialize(xTiles, yTiles); + //Walk the tilegrid var tileRD = new Vector2Int(0, 0); for (int x = 0; x < xTiles; x++) @@ -159,6 +172,7 @@ private IEnumerator BakeIntoTiles() if (skipExistingFiles && File.Exists(Application.dataPath + "/../" + assetFileName)) { print("Skipping existing tile: " + Application.dataPath + "/../" + assetFileName); + ProgressPreviewMap.Instance.ColorTile(x, y, TilePreviewState.SKIPPED); if (!Application.isBatchMode) yield return new WaitForEndOfFrame(); continue; } @@ -170,14 +184,13 @@ private IEnumerator BakeIntoTiles() //And move children in this tile int childrenInTile = 0; - MeshRenderer[] remainingBuildings = GetComponentsInChildren(true); foreach (MeshRenderer meshRenderer in remainingBuildings) { meshRenderer.gameObject.name = meshRenderer.gameObject.name.Replace(removePrefix, ""); - if (bagIdsToSkip.Contains(meshRenderer.gameObject.name)) + if (bagIdsToSkip.Contains(meshRenderer.gameObject.name) && !IsReplacementObject(meshRenderer)) { - //In the skiplist? Skip this by removing it + //Is this ID in the skip list, and it is not our own override? Remove it. Destroy(meshRenderer.gameObject); } else @@ -196,6 +209,7 @@ private IEnumerator BakeIntoTiles() if (childrenInTile == 0) { Destroy(newTileContainer); + ProgressPreviewMap.Instance.ColorTile(x, y, TilePreviewState.EMPTY); print($"No children found for tile {tileName}"); continue; } @@ -206,6 +220,9 @@ private IEnumerator BakeIntoTiles() TileCombineUtility.CombineSource(newTileContainer, newTileContainer.transform.position, renderInViewport, defaultMaterial, true); print($"Finished tile {tileName}"); + + ProgressPreviewMap.Instance.ColorTile(x, y, TilePreviewState.DONE); + if (!Application.isBatchMode) yield return new WaitForEndOfFrame(); } } @@ -214,4 +231,16 @@ private IEnumerator BakeIntoTiles() if (!Application.isBatchMode) yield return new WaitForEndOfFrame(); } + + private bool IsReplacementObject(MeshRenderer compareRenderer) + { + foreach(var replacementObjectRenderer in replacementObjects) + { + if(replacementObjectRenderer == compareRenderer) + { + return true; + } + } + return false; + } } diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/CityJson/ImportBAG3DGeoJson.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/CityJson/ImportBAG3DGeoJson.cs index 57e07762c..283ac7e03 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/CityJson/ImportBAG3DGeoJson.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/CityJson/ImportBAG3DGeoJson.cs @@ -62,19 +62,6 @@ public class ImportBAG3DGeoJson : MonoBehaviour [SerializeField] private Vector2 tileOffset; - - private Texture2D backDropTexture; - private Texture2D drawIntoPixels; - - [Header("Progress preview")] - [SerializeField] - private int backgroundSize = 500; - - [SerializeField] - private RawImage backgroundRawImage; - - [SerializeField] - private RawImage gridPixelsRawImage; private WeldMeshVertices vertexWelder; @@ -132,34 +119,7 @@ private IEnumerator CreateTilesAndReadInGeoJSON() var totalTiles = xTiles * yTiles; int currentTile = 0; - //Show a previewmap - backDropTexture = new Texture2D(500, 500, TextureFormat.RGBA32, false); - drawIntoPixels = new Texture2D(yTiles, yTiles, TextureFormat.RGBA32, false); - drawIntoPixels.filterMode = FilterMode.Point; - - gridPixelsRawImage.texture = drawIntoPixels; - - //Download background preview image - var downloadUrl = Config.activeConfiguration.previewBackdropImage - .Replace("{xmin}", Config.activeConfiguration.BottomLeftRD.x.ToString()) - .Replace("{ymin}", Config.activeConfiguration.BottomLeftRD.y.ToString()) - .Replace("{xmax}", Config.activeConfiguration.TopRightRD.x.ToString()) - .Replace("{ymax}", Config.activeConfiguration.TopRightRD.y.ToString()) - .Replace("{w}", backgroundSize.ToString()) - .Replace("{h}", backgroundSize.ToString()); - print(downloadUrl); - UnityWebRequest www = UnityWebRequestTexture.GetTexture(downloadUrl); - yield return www.SendWebRequest(); - - if (www.isNetworkError || www.isHttpError) - { - Debug.Log(www.error); - } - else - { - backDropTexture = ((DownloadHandlerTexture)www.downloadHandler).texture; - } - backgroundRawImage.texture = backDropTexture; + yield return ProgressPreviewMap.Instance.Initialize(xTiles, yTiles); //Walk the tilegrid var tileRD = new Vector2Int(0,0); @@ -187,8 +147,8 @@ private IEnumerator CreateTilesAndReadInGeoJSON() if (skipExistingFiles && File.Exists(Application.dataPath + "/../" + assetFileName)) { print("Skipping existing tile: " + Application.dataPath + "/../" + assetFileName); - drawIntoPixels.SetPixel(x, y, Color.grey); - drawIntoPixels.Apply(); + ProgressPreviewMap.Instance.ColorTile(x, y, TilePreviewState.SKIPPED); + if(!Application.isBatchMode) yield return new WaitForEndOfFrame(); continue; } @@ -208,15 +168,8 @@ private IEnumerator CreateTilesAndReadInGeoJSON() //Now move them into the tile if their centerpoint is within our defined tile region int buildingsAdded = MoveChildrenIntoTile(tileRD, newTileContainer, true); - if (buildingsAdded == 0) - { - drawIntoPixels.SetPixel(x, y, Color.black); - } - else - { - drawIntoPixels.SetPixel(x, y, Color.clear); - } - drawIntoPixels.Apply(); + + ProgressPreviewMap.Instance.ColorTile(x, y, (buildingsAdded == 0) ? TilePreviewState.EMPTY : TilePreviewState.DONE); if (!Application.isBatchMode) yield return new WaitForEndOfFrame(); diff --git a/3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs similarity index 100% rename from 3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs diff --git a/3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/DrawRandomPixelColorsOnTexture.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AssetBundleExport.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AssetBundleExport.cs index cb4a99654..862debe19 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AssetBundleExport.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AssetBundleExport.cs @@ -8,18 +8,21 @@ namespace Netherlands3D.AssetGeneration { public class AssetBundleExport { - public const string assetsFolder = "/GeneratedTileAssets/"; + public const string assetsFolder = "/GeneratedTileAssets/"; //Relative to project Assets folder + public const string assetBundlesFolder = "/TileAssetBundles/"; //Relative to project root folder public const string metaDataSubstring = "-data"; /// /// Converts all the data files found in the GeneratedTileAssets folder to AssetBundles /// [MenuItem("Netherlands 3D/Tools/Export .asset files to AssetBundles")] - public static void GenerateBuildingsAssetBundles() + public static void GenerateAssetBundles() { DirectoryInfo directory = new DirectoryInfo(Application.dataPath + assetsFolder); var fileInfo = directory.GetFiles(); + Directory.CreateDirectory(Application.dataPath + "/.." + assetBundlesFolder); + List buildMap = new List(); foreach (var file in fileInfo) { @@ -36,7 +39,7 @@ public static void GenerateBuildingsAssetBundles() buildMap.Add(buildMesh); } } - BuildPipeline.BuildAssetBundles("BuildingsAssetBundles", buildMap.ToArray(), BuildAssetBundleOptions.None, BuildTarget.WebGL); + BuildPipeline.BuildAssetBundles("TileAssetBundles", buildMap.ToArray(), BuildAssetBundleOptions.None, BuildTarget.WebGL); Debug.Log("Done exporting tile assets to AssetBundles"); } } diff --git a/3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Editor/AutoRun.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AutoRun.cs similarity index 100% rename from 3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Editor/AutoRun.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AutoRun.cs diff --git a/3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Editor/AutoRun.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AutoRun.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Editor/AutoRun.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Editor/AutoRun.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/ProgressPreviewMap.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/ProgressPreviewMap.cs new file mode 100644 index 000000000..e3cdb472e --- /dev/null +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/ProgressPreviewMap.cs @@ -0,0 +1,87 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; +using UnityEngine.UI; + +namespace Netherlands3D.AssetGeneration +{ + public class ProgressPreviewMap : MonoBehaviour + { + public static ProgressPreviewMap Instance; + + private Texture2D backDropTexture; + private Texture2D drawIntoPixels; + + [Header("Progress preview")] + [SerializeField] + private int backgroundSize = 500; + + [SerializeField] + private RawImage backgroundRawImage; + + [SerializeField] + private RawImage gridPixelsRawImage; + + void Awake() + { + Instance = this; + } + + public IEnumerator Initialize(int xTiles, int yTiles) + { + //Show a previewmap + backDropTexture = new Texture2D(backgroundSize, backgroundSize, TextureFormat.RGBA32, false); + drawIntoPixels = new Texture2D(xTiles, yTiles, TextureFormat.RGBA32, false); + drawIntoPixels.filterMode = FilterMode.Point; + + gridPixelsRawImage.texture = drawIntoPixels; + + //Download background preview image + var downloadUrl = Config.activeConfiguration.previewBackdropImage + .Replace("{xmin}", Config.activeConfiguration.BottomLeftRD.x.ToString()) + .Replace("{ymin}", Config.activeConfiguration.BottomLeftRD.y.ToString()) + .Replace("{xmax}", Config.activeConfiguration.TopRightRD.x.ToString()) + .Replace("{ymax}", Config.activeConfiguration.TopRightRD.y.ToString()) + .Replace("{w}", backgroundSize.ToString()) + .Replace("{h}", backgroundSize.ToString()); + print(downloadUrl); + UnityWebRequest www = UnityWebRequestTexture.GetTexture(downloadUrl); + yield return www.SendWebRequest(); + + if (www.isNetworkError || www.isHttpError) + { + Debug.Log(www.error); + } + else + { + backDropTexture = ((DownloadHandlerTexture)www.downloadHandler).texture; + } + backgroundRawImage.texture = backDropTexture; + } + + public void ColorTile(int x, int y, TilePreviewState state) + { + switch(state) + { + case TilePreviewState.DONE: + drawIntoPixels.SetPixel(x, y, Color.clear); + break; + case TilePreviewState.SKIPPED: + drawIntoPixels.SetPixel(x, y, Color.grey); + break; + case TilePreviewState.EMPTY: + drawIntoPixels.SetPixel(x, y, Color.black); + break; + } + drawIntoPixels.Apply(); + } + } + + public enum TilePreviewState + { + DONE, + SKIPPED, + EMPTY + } +} \ No newline at end of file diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/ProgressPreviewMap.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/ProgressPreviewMap.cs.meta new file mode 100644 index 000000000..f992d5781 --- /dev/null +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/ProgressPreviewMap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f0fbee11751c0643ac45c13646edfc3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/TileCombineUtility.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/TileCombineUtility.cs index 11a606423..cce68e0b6 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/TileCombineUtility.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/TileCombineUtility.cs @@ -20,22 +20,23 @@ public class TileCombineUtility /// Original position to move the tile to for previewing it public static void CombineSource(GameObject sourceGameobject, Vector3 worldPosition, bool renderInViewport, Material defaultMaterial,bool writeAsAssetFile) { +#if UNITY_EDITOR CreateAssetFolder(); MeshFilter[] meshFilters = sourceGameobject.GetComponentsInChildren(); CombineInstance[] combine = new CombineInstance[meshFilters.Length]; //Construct the seperate metadata containing the seperation of the buildings - ObjectMappingClass buildingMetaData = ScriptableObject.CreateInstance(); - buildingMetaData.ids = new List(); + ObjectMappingClass subObjectsMetaData = ScriptableObject.CreateInstance(); + subObjectsMetaData.ids = new List(); foreach (var meshFilter in meshFilters) { - buildingMetaData.ids.Add(meshFilter.gameObject.name); + subObjectsMetaData.ids.Add(meshFilter.gameObject.name); } - var textureSize = ObjectIDMapping.GetTextureSize(buildingMetaData.ids.Count); + var textureSize = ObjectIDMapping.GetTextureSize(subObjectsMetaData.ids.Count); List allObjectUVs = new List(); List allVectorMapIndices = new List(); - buildingMetaData.uvs = allObjectUVs.ToArray(); + subObjectsMetaData.uvs = allObjectUVs.ToArray(); //Generate the combined tile mesh sourceGameobject.transform.position = Vector3.zero; @@ -46,18 +47,18 @@ public static void CombineSource(GameObject sourceGameobject, Vector3 worldPosit var totalVertexCount = 0; for (int i = 0; i < combine.Length; i++) { - combine[i].transform = meshFilters[i].transform.localToWorldMatrix; + combine[i].transform = sourceGameobject.transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix; Mesh buildingMesh = meshFilters[i].sharedMesh; if (buildingMesh == null) continue; totalVertexCount += buildingMesh.vertexCount; //Create UVS - var buildingUV = ObjectIDMapping.GetUV(i, textureSize); + var objectIdMappingUV = ObjectIDMapping.GetUV(i, textureSize); for (int v = 0; v < buildingMesh.vertexCount; v++) { //UV count should match vert count - allObjectUVs.Add(buildingUV); + allObjectUVs.Add(objectIdMappingUV); //Create vector map reference for vert allVectorMapIndices.Add(i); } @@ -66,8 +67,8 @@ public static void CombineSource(GameObject sourceGameobject, Vector3 worldPosit meshFilters[i].gameObject.SetActive(false); } //Now add all the combined uvs to our metadata - buildingMetaData.uvs = allObjectUVs.ToArray(); - buildingMetaData.vectorMap = allVectorMapIndices; + subObjectsMetaData.uvs = allObjectUVs.ToArray(); + subObjectsMetaData.vectorMap = allVectorMapIndices; Mesh newCombinedMesh = new Mesh(); if (totalVertexCount > Mathf.Pow(2, 16)) @@ -76,14 +77,17 @@ public static void CombineSource(GameObject sourceGameobject, Vector3 worldPosit if (meshFilters.Length > 0) { newCombinedMesh.name = sourceGameobject.name; - newCombinedMesh.CombineMeshes(combine, true); + newCombinedMesh.CombineMeshes(combine, true, true, false); newCombinedMesh.RecalculateNormals(); - //newCombinedMesh.Optimize(); //And clean up memory for (int i = 0; i < combine.Length; i++) { - MonoBehaviour.DestroyImmediate(meshFilters[i].sharedMesh, true); + if (!AssetDatabase.Contains(meshFilters[i].sharedMesh)) + { + //Destroy child mesh ( if it is not an asset from our database ) + MonoBehaviour.DestroyImmediate(meshFilters[i].sharedMesh, true); + } MonoBehaviour.Destroy(meshFilters[i].gameObject); } } @@ -98,16 +102,15 @@ public static void CombineSource(GameObject sourceGameobject, Vector3 worldPosit MonoBehaviour.Destroy(sourceGameobject); } -#if UNITY_EDITOR if (writeAsAssetFile) { AssetDatabase.CreateAsset(newCombinedMesh, assetFileName); - AssetDatabase.CreateAsset(buildingMetaData, assetMetaDataFileName); + AssetDatabase.CreateAsset(subObjectsMetaData, assetMetaDataFileName); AssetDatabase.SaveAssets(); } #endif } - private static void CreateAssetFolder() + public static void CreateAssetFolder() { Directory.CreateDirectory($"{Application.dataPath}/../{unityMeshAssetFolder}"); } diff --git a/3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Trees.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees.meta similarity index 100% rename from 3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Trees.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees.meta diff --git a/3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Trees/GenerateTreeData.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees/GenerateTreeTiles.cs similarity index 64% rename from 3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Trees/GenerateTreeData.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees/GenerateTreeTiles.cs index d06f79336..3759fa69f 100644 --- a/3DAmsterdam/Assets/3DAmsterdam/Scripts/AssetGeneration/Trees/GenerateTreeData.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees/GenerateTreeTiles.cs @@ -9,37 +9,61 @@ namespace Netherlands3D.AssetGeneration { - public class GenerateTreeData : MonoBehaviour + public class GenerateTreeTiles : MonoBehaviour { [Serializable] private class Tree { - public string OBJECTNUMMER; - public string Soortnaam_NL; - public string Boomnummer; - public string Soortnaam_WTS; - public string Boomtype; - public string Boomhoogte; - public int Plantjaar; - public string Eigenaar; - public string Beheerder; - public string Categorie; - public string SOORT_KORT; - public string SDVIEW; - public string RADIUS; - public string WKT_LNG_LAT; - public string WKT_LAT_LNG; - public double LNG; - public double LAT; + public string id; + public string typeName; + public string treeHeight; + public int plantedYear; + public string radius; + public double lng; + public double lat; public Vector3RD RD; public Vector3 position; - public float averageTreeHeight; + public float averageTreeRootOriginHeight; public GameObject prefab; } - private const string treeTileAssetsFolder = "Assets/GeneratedTileAssets/"; + [Serializable] + private class CsvFieldNameMapping + { + public string id = "OBJECTNUMMER"; + [HideInInspector] + public int id_Index = -1; + + public string typeName = "Soortnaam_NL"; + [HideInInspector] + public int typeName_Index = -1; + + public string treeHeight = "Boomhoogte"; + [HideInInspector] + public int treeHeight_Index = -1; + + public string plantedYear = "Plantjaar"; + [HideInInspector] + public int plantedYear_Index = -1; + + public string radius = "RADIUS"; + [HideInInspector] + public int radius_Index = -1; + + public string lng = "LNG"; + [HideInInspector] + public int lng_Index = -1; + + public string lat = "LAT"; + [HideInInspector] + public int lat_Index = -1; + } + + [SerializeField] + private CsvFieldNameMapping fieldNameMapping; + private const float raycastYRandomOffsetRange = 0.08f; [SerializeField] private GameObjectsGroup treeTypes; @@ -70,8 +94,8 @@ private class Tree public void Start() { - //Calculate offset. ( Our viewer expects tiles with the origin in the center ) - tileOffset = new Vector3RD() + //Calculate offset. ( Our viewer expects tiles with the origin in the center ) + tileOffset = new Vector3RD() { x = Config.activeConfiguration.RelativeCenterRD.x, y = Config.activeConfiguration.RelativeCenterRD.y, @@ -94,6 +118,9 @@ private void ParseTreeData() foreach (var csvData in bomenCsvDataFiles) { string[] lines = csvData.text.Split('\n'); + + ReadHeader(lines[0]); + for (int i = 1; i < lines.Length; i++) { if (lines[i].Contains(";")) @@ -107,6 +134,46 @@ private void ParseTreeData() StartCoroutine(ParseTreeLines()); } + /// + /// Determine at what location the fieldnames are + /// + /// The top line of the csv containing the field names + private void ReadHeader(string header) + { + string[] headerFields = header.Split(';'); + for (int i = 0; i < headerFields.Length; i++) + { + var fieldName = headerFields[i]; + if(fieldName == fieldNameMapping.id){ + fieldNameMapping.id_Index = i; + } + else if (fieldName == fieldNameMapping.lat) + { + fieldNameMapping.lat_Index = i; + } + else if (fieldName == fieldNameMapping.lng) + { + fieldNameMapping.lng_Index = i; + } + else if (fieldName == fieldNameMapping.plantedYear) + { + fieldNameMapping.plantedYear_Index = i; + } + else if (fieldName == fieldNameMapping.radius) + { + fieldNameMapping.radius_Index = i; + } + else if (fieldName == fieldNameMapping.treeHeight) + { + fieldNameMapping.treeHeight_Index = i; + } + else if (fieldName == fieldNameMapping.typeName) + { + fieldNameMapping.typeName_Index = i; + } + } + } + /// /// Parse all the CSV lines found within the .csv files and fill our list containing all the trees /// @@ -129,7 +196,9 @@ IEnumerator ParseTreeLines() Debug.Log("No prefabs were found for the following tree names: "); string listOfNamesNotFound = string.Join("\n", noPrefabFoundNames); - File.WriteAllText(Application.dataPath + "/TreesNotFound.csv", listOfNamesNotFound); + var treesNotFoundList = Application.dataPath + "/TreesNotFound.csv"; + File.WriteAllText(treesNotFoundList, listOfNamesNotFound); + Debug.Log($"A list of trees that were not found is saved in {treesNotFoundList}"); Debug.Log("Done parsing tree lines. Start filling the tiles with trees.."); @@ -139,8 +208,7 @@ IEnumerator ParseTreeLines() } /// - /// Parse a tree from a string line to a new List item containing the following ; seperated fields: - /// OBJECTNUMMER;Soortnaam_NL;Boomnummer;Soortnaam_WTS;Boomtype;Boomhoogte;Plantjaar;Eigenaar;Beheerder;Categorie;SOORT_KORT;SDVIEW;RADIUS;WKT_LNG_LAT;WKT_LAT_LNG;LNG;LAT; + /// Parse a tree from a string line to a new List item. Make sure to check your csv file header field names, and the ; as seperator character. /// /// Text line matching the same fields as the header private void ParseTree(string line) @@ -149,30 +217,19 @@ private void ParseTree(string line) Tree newTree = new Tree() { - OBJECTNUMMER = cell[0], - Soortnaam_NL = cell[1], - Boomnummer = cell[2], - Soortnaam_WTS = cell[3], - Boomtype = cell[4], - Boomhoogte = cell[5], - Plantjaar = int.Parse(cell[6]), - Eigenaar = cell[7], - Beheerder = cell[8], - Categorie = cell[9], - SOORT_KORT = cell[10], - SDVIEW = cell[11], - RADIUS = cell[12], - WKT_LNG_LAT = cell[13], - WKT_LAT_LNG = cell[14], - LNG = double.Parse(cell[15], System.Globalization.CultureInfo.InvariantCulture), - LAT = double.Parse(cell[16], System.Globalization.CultureInfo.InvariantCulture) + id = cell[fieldNameMapping.id_Index], + typeName = cell[fieldNameMapping.typeName_Index], + treeHeight = cell[fieldNameMapping.treeHeight_Index], + radius = cell[fieldNameMapping.radius_Index], + lng = double.Parse(cell[fieldNameMapping.lng_Index], System.Globalization.CultureInfo.InvariantCulture), + lat = double.Parse(cell[fieldNameMapping.lat_Index], System.Globalization.CultureInfo.InvariantCulture) }; //Extra generated tree data - newTree.RD = CoordConvert.WGS84toRD(newTree.LNG, newTree.LAT); - newTree.position = CoordConvert.WGS84toUnity(newTree.LNG, newTree.LAT); - newTree.averageTreeHeight = EstimateTreeHeight(newTree.Boomhoogte); - newTree.prefab = FindClosestPrefabTypeByName(newTree.Soortnaam_NL); + newTree.RD = CoordConvert.WGS84toRD(newTree.lng, newTree.lat); + newTree.position = CoordConvert.WGS84toUnity(newTree.lng, newTree.lat); + newTree.averageTreeRootOriginHeight = EstimateTreeHeight(newTree.treeHeight); + newTree.prefab = FindClosestPrefabTypeByName(newTree.typeName); trees.Add(newTree); } @@ -242,6 +299,11 @@ private IEnumerator TraverseTileFiles() var info = new DirectoryInfo(sourceGroundTilesFolder); var fileInfo = info.GetFiles(); + //Initialize preview progress map + var xTiles = Mathf.RoundToInt(((float)Config.activeConfiguration.TopRightRD.x - (float)Config.activeConfiguration.BottomLeftRD.x) / (float)tileSize); + var yTiles = Mathf.RoundToInt(((float)Config.activeConfiguration.TopRightRD.y - (float)Config.activeConfiguration.BottomLeftRD.y) / (float)tileSize); + yield return ProgressPreviewMap.Instance.Initialize(xTiles, yTiles); + var currentFile = 0; while(currentFile < fileInfo.Length) { @@ -256,34 +318,54 @@ private IEnumerator TraverseTileFiles() Vector3RD tileRDCoordinatesBottomLeft = new Vector3RD(double.Parse(coordinates[0], System.Globalization.CultureInfo.InvariantCulture), double.Parse(coordinates[1], System.Globalization.CultureInfo.InvariantCulture), 0); Vector3RD tileCenter = new Vector3RD(tileRDCoordinatesBottomLeft.x+500, tileRDCoordinatesBottomLeft.y+500, tileRDCoordinatesBottomLeft.z); - var assetBundleTile = AssetBundle.LoadFromFile(file.FullName); + AssetBundle assetBundleTerrainTile = AssetBundle.LoadFromFile(file.FullName); Mesh[] meshesInAssetbundle = new Mesh[0]; try { - meshesInAssetbundle = assetBundleTile.LoadAllAssets(); + meshesInAssetbundle = assetBundleTerrainTile.LoadAllAssets(); } catch (Exception) { Debug.Log("Could not find a mesh in this assetbundle."); - assetBundleTile.Unload(true); + assetBundleTerrainTile.Unload(true); } - GameObject newTile = new GameObject(); - newTile.isStatic = true; - newTile.name = file.Name; - newTile.AddComponent().sharedMesh = meshesInAssetbundle[0]; - newTile.AddComponent().sharedMesh = meshesInAssetbundle[0]; - - newTile.AddComponent().material = previewMaterial; - newTile.transform.position = CoordConvert.RDtoUnity(tileCenter); + //Spawn a new gameobject in our scene for the tile with a meshcollider + GameObject terrainTile = new GameObject(); + terrainTile.name = file.Name; + var mesh = meshesInAssetbundle[0]; + var terrainTileMeshFilter = terrainTile.AddComponent(); + terrainTileMeshFilter.sharedMesh = mesh; + + //Collision meshes can only be made on meshes with more then 3 distict vertices + if (mesh.vertices.Distinct().Count() >= 3) + { + terrainTile.AddComponent().sharedMesh = mesh; + } + MeshRenderer tileRenderer = terrainTile.AddComponent(); + Material[] materials = new Material[mesh.subMeshCount]; + for (int i = 0; i < mesh.subMeshCount; i++) + { + materials[i] = previewMaterial; + } + tileRenderer.materials = materials; + terrainTile.transform.position = CoordConvert.RDtoUnity(tileCenter); + + //Spawn a new container for our trees that lines up with the tile GameObject treeRoot = new GameObject(); treeRoot.name = file.Name.Replace("terrain", "trees"); - treeRoot.transform.position = newTile.transform.position; + treeRoot.transform.position = terrainTile.transform.position; yield return new WaitForEndOfFrame(); //Make sure collider is processed SpawnTreesInTile(treeRoot, tileRDCoordinatesBottomLeft); + + //Clean up our terrain tile to clear memory/physX objects + assetBundleTerrainTile.Unload(true); + Destroy(mesh); + Destroy(terrainTile); + } currentFile++; } @@ -292,25 +374,31 @@ private IEnumerator TraverseTileFiles() /// /// Spawn all the trees located within the RD coordinate bounds of the 1x1km tile. /// - /// The target 1x1 km ground tile + /// The target tree tile container that lines up with the terrain tile /// RD Coordinates of the tile /// private void SpawnTreesInTile(GameObject treeTile, Vector3RD tileCoordinates) { //TODO: Add all trees within this tile (1x1km) int treeChecked = trees.Count -1; + int treesAddedToTile = 0; while (treeChecked >= 0) { Tree tree = trees[treeChecked]; - if (tree.RD.x > tileCoordinates.x && tree.RD.y > tileCoordinates.y && tree.RD.x < tileCoordinates.x + tileSize && tree.RD.y < tileCoordinates.y + tileSize) { SpawnTreeOnGround(treeTile, tree); + treesAddedToTile++; trees.RemoveAt(treeChecked); } treeChecked--; } + //Update our preview image + var xPreviewCoordinate = (tileCoordinates.x - Config.activeConfiguration.BottomLeftRD.x) / tileSize; + var yPreviewCoordinate = (tileCoordinates.y - Config.activeConfiguration.BottomLeftRD.y) / tileSize; + ProgressPreviewMap.Instance.ColorTile((int)xPreviewCoordinate, (int)yPreviewCoordinate, (treesAddedToTile>0) ? TilePreviewState.DONE : TilePreviewState.EMPTY); + //Define a preview position to preview the tree tile in our scene Vector3 previewPosition = treeTile.transform.position; treeTile.transform.position = Vector3.zero; @@ -328,8 +416,8 @@ private void SpawnTreeOnGround(GameObject treeTile, Tree tree) GameObject newTreeInstance = Instantiate(tree.prefab, treeTile.transform); //Apply properties/variations based on tree data - newTreeInstance.name = tree.OBJECTNUMMER; - newTreeInstance.transform.localScale = Vector3.one * 0.1f * tree.averageTreeHeight; + newTreeInstance.name = tree.id; + newTreeInstance.transform.localScale = Vector3.one * 0.1f * tree.averageTreeRootOriginHeight; newTreeInstance.transform.Rotate(0, UnityEngine.Random.value * 360.0f, 0); float raycastHitY = 0; @@ -351,7 +439,8 @@ private void SpawnTreeOnGround(GameObject treeTile, Tree tree) /// The position to move the tile to when it is done (for previewing purposes) private void CreateTreeTile(GameObject treeTile, Vector3 worldPosition) { - string assetName = treeTileAssetsFolder + treeTile.name + ".asset"; + TileCombineUtility.CreateAssetFolder(); + string assetName = TileCombineUtility.unityMeshAssetFolder + treeTile.name + ".asset"; MeshFilter[] meshFilters = treeTile.GetComponentsInChildren(); CombineInstance[] combine = new CombineInstance[meshFilters.Length]; diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees/GenerateTreeTiles.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees/GenerateTreeTiles.cs.meta new file mode 100644 index 000000000..5afc31a1a --- /dev/null +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/AssetGeneration/Trees/GenerateTreeTiles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b85620c2121c79844b527cf081ecabd4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/BAG/DisplayBAGData.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/BAG/DisplayBAGData.cs index a5a0d94bd..72b839816 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/BAG/DisplayBAGData.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/BAG/DisplayBAGData.cs @@ -26,7 +26,7 @@ public void ShowBuildingData(string bagId) StartCoroutine(ImportBAG.GetBuildingData(bagId, (buildingData) => { EstimateBuildingThumbnailFrame(buildingData.bbox); - PropertiesPanel.Instance.AddTitle("Pand " + bagId); + PropertiesPanel.Instance.AddTitle("Pand " + bagId, true); CheckAddDataField("BAG ID", buildingData._display); CheckAddDataField("Stadsdeel", buildingData._stadsdeel.naam); CheckAddDataField("Wijk", buildingData._buurtcombinatie.naam); diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/CustomLayer.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/CustomLayer.cs index 49a3d8125..2bdf15e54 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/CustomLayer.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/CustomLayer.cs @@ -11,15 +11,9 @@ namespace Netherlands3D.Interface.Layers { public class CustomLayer : InterfaceLayer, IPointerClickHandler { - [SerializeField] - private Text layerNameText; - public string GetName => layerNameText.text; - [SerializeField] private GameObject removeButton; - private int maxNameLength = 24; - private void Start() { //Make sure we always add from the top (minus add button, and annotation group) @@ -57,24 +51,16 @@ public void OnPointerClick(PointerEventData eventData) public void Create(string layerName, GameObject link, LayerType type, InterfaceLayers interfaceLayers) { layerType = type; - layerNameText.text = layerName; + RenameLayer(layerName); LinkObject(link); parentInterfaceLayers = interfaceLayers; } - public void RenameLayer(string newName){ - name = newName; //use our object name to store our full name - - if (newName.Length > maxNameLength) - newName = newName.Substring(0, maxNameLength - 3) + "..."; - - layerNameText.text = newName; - } - /// - /// Enable or disable layer options based on view mode - /// - /// Only view mode enabled - public void ViewingOnly(bool viewOnly) + /// + /// Enable or disable layer options based on view mode + /// + /// Only view mode enabled + public void ViewingOnly(bool viewOnly) { removeButton.SetActive(!viewOnly); } diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayer.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayer.cs index a7ae23499..edc9ca5a6 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayer.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayer.cs @@ -18,6 +18,10 @@ public enum LayerType public class InterfaceLayer : ChangePointerStyleHandler { + [SerializeField] + private Text layerNameText; + public string GetName => layerNameText.text; + [SerializeField] protected LayerType layerType = LayerType.STATIC; public LayerType LayerType { get => layerType; } @@ -74,6 +78,7 @@ public bool Active [Tooltip("Override shaders instead of copying material source properties")] public bool swapTransparentMaterialSources = false; + private int maxNameLength = 24; private void Awake() { //If we set a linkedObject manualy, get the color. @@ -228,12 +233,6 @@ public void ToggleLayerOpened() { expanded = !expanded; - if(customOptions) - { - customOptions.SetActive(expanded); - customOptions.transform.SetSiblingIndex(transform.GetSiblingIndex() + 1); - } - ExpandLayerOptions(expanded); if(expanded) @@ -262,7 +261,12 @@ public void ToggleLayerOpened() public void ExpandLayerOptions(bool expandLayer = true) { expanded = expandLayer; - if (!expandLayer && customOptions) customOptions.SetActive(false); + + if (customOptions) + { + customOptions.SetActive(expandLayer); + customOptions.transform.SetSiblingIndex(transform.GetSiblingIndex() + 1); + } if (expandIcon) expandIcon.rectTransform.eulerAngles = new Vector3(0, 0, (expanded) ? -90 : 0); //Rotate chevron icon @@ -277,5 +281,14 @@ public void ExpandLayerOptions(bool expandLayer = true) } } } + + public void RenameLayer(string newName){ + name = newName; //use our object name to store our full name + + if (newName.Length > maxNameLength) + newName = newName.Substring(0, maxNameLength - 3) + "..."; + + layerNameText.text = newName; + } } } \ No newline at end of file diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayers.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayers.cs index 0f8608a72..bae7d4d31 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayers.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/InterfaceLayers.cs @@ -30,9 +30,10 @@ public class InterfaceLayers : MonoBehaviour private LayerVisuals layerVisualsDialog; public LayerVisuals LayerVisuals { get => layerVisualsDialog; } - void Awake() + void Start() { animator = GetComponent(); + LayerVisuals.gameObject.SetActive(false); } /// diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/LayerVisuals.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/LayerVisuals.cs index c2826c2ce..cf5d41f6d 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/LayerVisuals.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/LayerVisuals.cs @@ -38,11 +38,6 @@ private void Awake() containerRectTransform = GetComponent(); } - private void Start() - { - this.gameObject.SetActive(false); - } - /// /// Change the color, and update all the color selectors to match the same color. /// @@ -143,6 +138,11 @@ private void GenerateMaterialSlots() if (selectedMaterialSlots.Count < 1) SelectMaterialSlot(newMaterialSlot); } + RefreshSize(); + } + + public void RefreshSize() + { StartCoroutine(SortLayout()); } diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SelectableText.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SelectableText.cs new file mode 100644 index 000000000..0cbe0aadd --- /dev/null +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SelectableText.cs @@ -0,0 +1,109 @@ +using Netherlands3D.JavascriptConnection; +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace Netherlands3D.Interface +{ + public class SelectableText : MonoBehaviour, IPointerEnterHandler + { + [SerializeField] + private InputField inputFieldSource; + private InputField inputField; + + private Text text; + private Text inputFieldText; + + [SerializeField] + private bool readOnly = true; + + [System.Serializable] + public class ChangedTextEvent : UnityEvent{} + [SerializeField] + private ChangedTextEvent changedTextEvent; + + void Awake() + { + text = this.GetComponent(); + text.raycastTarget = true; + } + + public void SetFieldPrefab(InputField inputFieldPrefab) + { + inputFieldSource = inputFieldPrefab; + //Make sure our mouse pointer turns into a text pointer when hovering, letting the user know its selectable + gameObject.AddComponent().StyleOnHover = ChangePointerStyleHandler.Style.TEXT; + } + + /// + /// Clear the generated inputfield and its listeners + /// + public void Clear() + { + if (inputField) + { + Destroy(inputField); + inputField.onEndEdit.RemoveAllListeners(); + } + } + + private void OnEndEdit(string newString = "") + { + inputField.gameObject.SetActive(false); + changedTextEvent.Invoke(newString); + } + private void OnEdit(string newString = "") + { + changedTextEvent.Invoke(newString); + } + + public void OnPointerEnter(PointerEventData eventData) + { + if (inputField) + { + DisplayInputWithText(); + } + else if (text.text.Length > 0) + { + CreateInputFieldCopy(); + } + } + + private void DisplayInputWithText() + { + inputField.gameObject.SetActive(true); + + //Copy the text from the source Text component as a value + inputField.text = text.text; + } + + private void CreateInputFieldCopy() + { + inputField = Instantiate(inputFieldSource, this.transform); + inputFieldText = inputField.GetComponentInChildren(); + + //Match visuals of textfield + inputFieldText.font = text.font; + inputFieldText.fontSize = text.fontSize; + inputFieldText.fontStyle = text.fontStyle; + inputField.readOnly = readOnly; + + DisplayInputWithText(); + + inputField.onEndEdit.AddListener(OnEndEdit); + inputField.onValueChanged.AddListener(OnEdit); + } + + private void OnDestroy() + { + if (inputField) + { + inputField.onEndEdit.RemoveAllListeners(); + } + } + } +} \ No newline at end of file diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SelectableText.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SelectableText.cs.meta new file mode 100644 index 000000000..00470d8db --- /dev/null +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SelectableText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1357c2f7d61db8445ac0a766707886cb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/DataKeyAndValue.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/DataKeyAndValue.cs index 1474705cc..3dd77e5dc 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/DataKeyAndValue.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/DataKeyAndValue.cs @@ -13,10 +13,12 @@ public class DataKeyAndValue : MonoBehaviour [SerializeField] private Text valueText; - public void SetTexts(string key, string value) + public Text ValueText { get => valueText; } + + public void SetTexts(string key, string value) { keyText.text = key; - valueText.text = value; + ValueText.text = value; } } } \ No newline at end of file diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/PropertiesPanel.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/PropertiesPanel.cs index 722fd5f71..f50ce5318 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/PropertiesPanel.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/PropertiesPanel.cs @@ -89,9 +89,10 @@ public class PropertiesPanel : MonoBehaviour private ActionDropDown dropdownPrefab; [SerializeField] private ActionCheckbox checkboxPrefab; - [SerializeField] private TransformPanel transformPanel; + [SerializeField] + private InputField selectableText; [Header("Thumbnail rendering")] [SerializeField] @@ -408,13 +409,31 @@ public enum ThumbnailRenderMethod } #region Methods for generating the main field types (spawning prefabs) - public void AddTitle(string titleText) + public void AddTitle(string titleText, bool selectable = false) { - Instantiate(titlePrefab, targetFieldsContainer).GetComponent().text = titleText; - } - public void AddTextfield(string content) + var newTitleField = Instantiate(titlePrefab, targetFieldsContainer); + newTitleField.GetComponent().text = titleText; + + if(selectable) + { + MakeTextItemSelectable(newTitleField); + } + } + + private void MakeTextItemSelectable(GameObject textGameObject) + { + textGameObject.AddComponent().SetFieldPrefab(selectableText); + } + + public void AddTextfield(string content, bool selectable = false) { - Instantiate(textfieldPrefab, targetFieldsContainer).GetComponent().text = content; + var newTextField = Instantiate(textfieldPrefab, targetFieldsContainer); + newTextField.GetComponent().text = content; + + if (selectable) + { + MakeTextItemSelectable(newTextField); + } } public void AddLabel(string labelText) { @@ -444,10 +463,16 @@ public void AddLoadingSpinner() Instantiate(loadingSpinnerPrefab, targetFieldsContainer); } - public DataKeyAndValue AddDataField(string keyTitle, string valueText) + public DataKeyAndValue AddDataField(string keyTitle, string valueText, bool selectableValueText = true) { DataKeyAndValue dataKeyAndValue = Instantiate(dataFieldPrefab, targetFieldsContainer); dataKeyAndValue.SetTexts(keyTitle, valueText); + + if (selectableValueText) + { + MakeTextItemSelectable(dataKeyAndValue.ValueText.gameObject); + } + return dataKeyAndValue; } public void AddSeperatorLine() diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/TransformPanel.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/TransformPanel.cs index 916682ccd..2f4a2755a 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/TransformPanel.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/SidePanel/TransformPanel.cs @@ -1,4 +1,5 @@ using ConvertCoordinates; +using Netherlands3D.Interface.Layers; using Netherlands3D.ObjectInteraction; using RuntimeHandle; using System.Collections; @@ -86,6 +87,15 @@ void Start() napZ.onValueChanged.AddListener(RDInputChanged); } + public void RenameTransformable(string newName) + { + transformTitle.text = newName; + TransformableTarget.name = newName; + + var interfaceLayer = TransformableTarget.GetComponent(); + if(interfaceLayer) interfaceLayer.InterfaceLayer.RenameLayer(newName); + } + /// /// Create the object containing our 3D gizmos if it does not exist yet /// @@ -123,7 +133,6 @@ public void DisableGizmo() /// The target transformable we want to manipulate using the transform panel public void SetTarget(Transformable target) { - transformTitle.text = target.name; transformableTarget = target; ApplyTransformOffsets(); //Our starting percentage scale is always 100% (even if our imported/created stuff has a strange scale) @@ -140,6 +149,11 @@ public void SetTarget(Transformable target) //Display this panel gameObject.SetActive(true); + //Update the object name field + transformTitle.text = target.name; + foreach (Transform child in transformTitle.transform) + Destroy(child.gameObject); + //StartCoroutine(SortLayout()); this.transform.SetSiblingIndex(1); } diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimConfigurationButton.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimConfigurationButton.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimConfigurationButton.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimConfigurationButton.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimConfigurationButton.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimConfigurationButton.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimConfigurationButton.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimConfigurationButton.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeButton.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeButton.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeButton.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeButton.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeButton.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeButton.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeButton.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeButton.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeUI.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeUI.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeUI.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeUI.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeUI.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeUI.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypeUI.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypeUI.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypesSpawner.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypesSpawner.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypesSpawner.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypesSpawner.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypesSpawner.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypesSpawner.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/UI/VissimTypesSpawner.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Vissim/VissimTypesSpawner.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/JavascriptInteraction/ChangePointerStyleHandler.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/JavascriptInteraction/ChangePointerStyleHandler.cs index 469c25667..6112aadd7 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/JavascriptInteraction/ChangePointerStyleHandler.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/JavascriptInteraction/ChangePointerStyleHandler.cs @@ -20,9 +20,11 @@ public enum Style{ private Style styleOnHover = Style.POINTER; public static Style cursorType = Style.AUTO; - //We can use a static method here, since we change the style as a whole for the - //entire WebGL canvas. Check out w3schools for more cursor styles: https://www.w3schools.com/cssref/pr_class_cursor.asp - public static void ChangeCursor(Style type) + public Style StyleOnHover { get => styleOnHover; set => styleOnHover = value; } + + //We can use a static method here, since we change the style as a whole for the + //entire WebGL canvas. Check out w3schools for more cursor styles: https://www.w3schools.com/cssref/pr_class_cursor.asp + public static void ChangeCursor(Style type) { cursorType = type; @@ -56,7 +58,7 @@ public static void ChangeCursor(Style type) public void OnPointerEnter(PointerEventData eventData) { - ChangeCursor(styleOnHover); + ChangeCursor(StyleOnHover); } public void OnPointerExit(PointerEventData eventData) diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjLoad.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjLoad.cs index 345f1c523..6891081dc 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjLoad.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjLoad.cs @@ -36,8 +36,7 @@ public class ObjLoad : MonoBehaviour string mtllib; - private string[] objLines; - private string[] mtlLines; + private int totalDataLines = 0; private string line; private string[] linePart; @@ -81,6 +80,8 @@ public class ObjLoad : MonoBehaviour public Vector2RD TopRightBounds { get => topRightBounds; set => topRightBounds = value; } public GeometryBuffer Buffer { get => buffer; } + private StringReader stringReader; + /// /// Sets the obj string and turns it into an array with every newline /// @@ -88,8 +89,14 @@ public class ObjLoad : MonoBehaviour public void SetGeometryData(ref string data) { buffer = new GeometryBuffer(); - objLines = data.Split(lineSplitChar); - data = ""; + stringReader = new StringReader(data); + + //Count newlines + totalDataLines = 0; + foreach (var character in data) + { + if (character == lineSplitChar) totalDataLines++; + } parseLinePointer = 0; } @@ -99,8 +106,14 @@ public void SetGeometryData(ref string data) /// obj string public void SetMaterialData(ref string data) { - mtlLines = data.Split(lineSplitChar); - data = ""; + stringReader = new StringReader(data); + + //Count newlines + totalDataLines = 0; + foreach (var character in data) + { + if (character == lineSplitChar) totalDataLines++; + } parseLinePointer = 0; materialDataSlots = new List(); @@ -112,21 +125,34 @@ public void SetMaterialData(ref string data) /// How many lines remain to be parsed public int ParseNextObjLines(int maxLines) { - for (int i = 0; i < maxLines; i++) + int currentLine = 0; + while (parseLinePointer < totalDataLines && currentLine < maxLines) { - if (parseLinePointer < objLines.Length) + parseLinePointer++; + currentLine++; + line = stringReader.ReadLine(); + if (line != null) { - line = objLines[parseLinePointer]; if (!ParseObjLine(ref line)) { return -1; } - parseLinePointer++; + } + else + { + //No lines remain + return -1; } } - return objLines.Length - parseLinePointer; + + return totalDataLines - parseLinePointer; } + /// + /// Parses a single objline + /// + /// the obj line + /// Returns false on failure private bool ParseObjLine(ref string objline) { linePart = objline.Trim().Split(linePartSplitChar); @@ -149,21 +175,13 @@ private bool ParseObjLine(ref string objline) { flipYZ = false; ObjectUsesRDCoordinates = true; - Debug.Log("model appears to be in RD-coordinates"); } else if (CoordConvert.RDIsValid(new Vector3RD(cd(linePart[1]), cd(linePart[2]), cd(linePart[3])))) { flipYZ = true; ObjectUsesRDCoordinates = true; - Debug.Log("model appears to be in RD-coordinates"); - } - else - { - Debug.Log(cd(linePart[1]) + "-" + -cd(linePart[3]) + "-" + cd(linePart[2])); - Debug.Log("model appears not to be in RD-coordinates"); } } - if (ObjectUsesRDCoordinates) { if (flipYZ) @@ -229,17 +247,23 @@ private bool ParseObjLine(ref string objline) /// How many lines remain to be parsed public int ParseNextMtlLines(int maxLines) { - for (int i = 0; i < maxLines; i++) + int currentLine = 0; + while (parseLinePointer < totalDataLines && currentLine < maxLines) { - if (parseLinePointer < mtlLines.Length) + parseLinePointer++; + currentLine++; + line = stringReader.ReadLine(); + if (line != null) { - line = mtlLines[parseLinePointer]; ParseMtlLine(ref line); - parseLinePointer++; + } + else + { + //No lines remain + return -1; } } - - return mtlLines.Length - parseLinePointer; + return totalDataLines - parseLinePointer; } private void ParseMtlLine(ref string mtlLine) @@ -504,11 +528,8 @@ static Color gc(IList p) public void Build(Material defaultMaterial) { - //Clear our large arrays - if (mtlLines != null) - Array.Clear(mtlLines, 0, mtlLines.Length); - - Array.Clear(objLines, 0, objLines.Length); + //Close our stringreader + stringReader.Close(); var materialLibrary = new Dictionary(); if (!string.IsNullOrEmpty(mtllib) && materialDataSlots != null) diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/ChangeTrafficSettingsUI.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/ChangeTrafficSettingsUI.cs similarity index 84% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/ChangeTrafficSettingsUI.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/ChangeTrafficSettingsUI.cs index 187df430b..7ea039d05 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/ChangeTrafficSettingsUI.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/ChangeTrafficSettingsUI.cs @@ -18,7 +18,7 @@ public class ChangeTrafficSettingsUI : MonoBehaviour void Start() { speedSlider.onValueChanged.AddListener(delegate { UpdateVehicleSpeed(); }); - speedSlider.value = trafficSimulator.carSpeed; + speedSlider.value = trafficSimulator.vehicleSpeed; startCarToggle.onValueChanged.AddListener(delegate { StartCars(); }); } @@ -28,11 +28,11 @@ void Start() public void UpdateVehicleSpeed() { speedText.text = speedSlider.value.ToString(); - trafficSimulator.carSpeed = Mathf.RoundToInt(speedSlider.value); + trafficSimulator.vehicleSpeed = Mathf.RoundToInt(speedSlider.value); } /// - /// Start/Stops all cars through an UI element + /// Start/Stops all vehicles through an UI element /// public void StartCars() { diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/ChangeTrafficSettingsUI.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/ChangeTrafficSettingsUI.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/ChangeTrafficSettingsUI.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/ChangeTrafficSettingsUI.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/GenerateRoads.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/GenerateRoads.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/GenerateRoads.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/GenerateRoads.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/GenerateRoads.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/GenerateRoads.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/GenerateRoads.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/GenerateRoads.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadObject.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadObject.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadObject.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadObject.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadObject.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadObject.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadObject.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadObject.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadPoint.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadPoint.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadPoint.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadPoint.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadPoint.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadPoint.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadPoint.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadPoint.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadsJson.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadsJson.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadsJson.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadsJson.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadsJson.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadsJson.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/RoadsJson.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/RoadsJson.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/TrafficSimulator.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/TrafficSimulator.cs similarity index 50% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/TrafficSimulator.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/TrafficSimulator.cs index a8cfc23a1..6097c0b5d 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/TrafficSimulator.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/TrafficSimulator.cs @@ -1,4 +1,5 @@ using Netherlands3D.LayerSystem; +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -7,25 +8,35 @@ namespace Netherlands3D.Traffic { public class TrafficSimulator : MonoBehaviour { - public List allCars = new List(); + public List allVehicles = new List(); public Dictionary carColors; - public GameObject carPrefab; public static TrafficSimulator Instance = null; private int frames; - public int carSpeed = 20; + public int vehicleSpeed = 20; - public bool enableCarSimulation = false; + public bool enableVehicleSimulation = false; public bool enableBoundsSimulation = false; - public int minimumCarRenderDistance = 500; - public int mediumCarRenderDistance = 1000; - public int maximumCarRenderDistance = 1500; + public int minimumVehicleRenderDistance = 500; + public int mediumVehicleRenderDistance = 1000; + public int maximumVehicleRenderDistance = 1500; [SerializeField] private AssetbundleMeshLayer terrainLayer; - public int totalWeight; + [Serializable] + public struct VehicleType + { + public GameObject vehicleType; + public int vehicleFrequency; + } + + public List vehicles; + + public int totalColorWeight; + + public int totalVehicleTypeWeight; private void Awake() { if (Instance == null) @@ -33,6 +44,11 @@ private void Awake() Instance = this; } + foreach (VehicleType vehicle in vehicles) + { + totalVehicleTypeWeight += vehicle.vehicleFrequency; + } + // Dictionary created based on the color distribution of cars within the Netherlands // The number is based on how common the car is out of 100 carColors = new Dictionary(); @@ -47,27 +63,53 @@ private void Awake() carColors.Add(new Color32(255, 223, 0, 255),1); //yellow carColors.Add(new Color32(255, 94, 19, 255),1); //orange - foreach (KeyValuePair carColor in carColors) + foreach (KeyValuePair vehicleColor in carColors) { - totalWeight += carColor.Value; + totalColorWeight += vehicleColor.Value; } } /// - /// Places a car on a roadobject + /// Places a vehicle on a roadobject /// /// public void PlaceCar(RoadObject currentRoadObject) { - GameObject tempCarObject = Instantiate(carPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); - Car tempCar = tempCarObject.GetComponent(); + // Chooses a random vehicle out of all the vehicle objects. + GameObject vehicleTypePrefab = GenerateVehicleType(UnityEngine.Random.Range(0, totalVehicleTypeWeight)); + + GameObject tempCarObject = Instantiate(vehicleTypePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); + tempCarObject.name = vehicleTypePrefab.name; + Vehicle tempCar = tempCarObject.GetComponent(); tempCar.currentRoad = currentRoadObject; tempCar.SetTerrainLayer(terrainLayer); tempCarObject.transform.SetParent(this.transform); - allCars.Add(tempCar); + allVehicles.Add(tempCar); } + + /// + /// Checks the random number against each rarity of vehicle type + /// + /// + /// + private GameObject GenerateVehicleType(float vehiclePercentage) + { + foreach (VehicleType vehicleType in vehicles) + { + if (vehiclePercentage < vehicleType.vehicleFrequency) + { + return vehicleType.vehicleType; + } + else + { + vehiclePercentage -= vehicleType.vehicleFrequency; + } + } + return vehicles[0].vehicleType; + } + /// - /// Simulates all cars inside the bounds + /// Simulates all vehicles inside the bounds /// /// public void SimulateInBounds(Bounds bound) @@ -80,44 +122,44 @@ public void SimulateInBounds(Bounds bound) correctedBounds.max = new Vector3(correctedBounds.max.x, 60f, correctedBounds.max.z); Debug.Log(correctedBounds.min + " " + correctedBounds.max); - foreach (Car car in allCars) + foreach (Vehicle vehicle in allVehicles) { - if (car.debugCar) + if (vehicle.debugCar) { - Debug.Log(bound.Contains(car.transform.position)); + Debug.Log(bound.Contains(vehicle.transform.position)); } - if (!bound.Contains(car.gameObject.transform.position)) + if (!bound.Contains(vehicle.gameObject.transform.position)) { - if (car.debugCar) + if (vehicle.debugCar) { - Debug.Log(car.transform.position); + Debug.Log(vehicle.transform.position); } - car.gameObject.SetActive(false); + vehicle.gameObject.SetActive(false); } } } } /// - /// Enables/Disables all the cars from driving + /// Enables/Disables all the vvehicles from driving /// /// public void StartSimulation(bool value) { - foreach (Car car in allCars) + foreach (Vehicle vehicle in allVehicles) { - Destroy(car.gameObject); + Destroy(vehicle.gameObject); } - allCars.Clear(); - enableCarSimulation = value; + allVehicles.Clear(); + enableVehicleSimulation = value; gameObject.SetActive(value); } /// - /// Updates the car speed of all cars + /// Updates the speed of all vehicles /// /// - public void UpdateCarSpeed(int speed) + public void UpdateVehicleSpeed(int speed) { - carSpeed = speed; + vehicleSpeed = speed; } } } \ No newline at end of file diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/TrafficSimulator.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/TrafficSimulator.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/TrafficSimulator.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/TrafficSimulator.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/Car.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/Vehicle.cs similarity index 88% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/Car.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/Vehicle.cs index dd11d70c3..d5c55bff7 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/Car.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/Vehicle.cs @@ -9,7 +9,7 @@ namespace Netherlands3D.Traffic { - public class Car : MonoBehaviour + public class Vehicle : MonoBehaviour { public RoadObject currentRoad; private RoadObject lastRoad = null; @@ -17,8 +17,6 @@ public class Car : MonoBehaviour public int currentRoadIndex = 0; public int speed = 20; - public GameObject[] cars; - public bool debugCar = false; private int findRoadLoopFrames = 0; @@ -35,8 +33,6 @@ public class Car : MonoBehaviour public bool needToStop = false; - private GameObject carType; - private VehicleProperties vehicleProperties; void Start() @@ -44,26 +40,22 @@ void Start() maxWaitingTime = UnityEngine.Random.Range(3f, 7f); transform.position = currentRoad.roadPoints[0].pointCoordinates; currentRoadIndex++; - // disables all car objects - foreach (GameObject car in cars) - { - car.SetActive(false); - } - // Chooses a random car out of all the car objects. - carType = cars[UnityEngine.Random.Range(0, cars.Length)]; - vehicleProperties = carType.GetComponent(); - if (carType.name == "BasicCar") + vehicleProperties = gameObject.GetComponent(); + if (gameObject.name == "BasicCar") { - ApplySettings(carType); + ApplyCarSettings(gameObject); } - carType.SetActive(true); - speed = TrafficSimulator.Instance.carSpeed; + speed = TrafficSimulator.Instance.vehicleSpeed; } - private void ApplySettings(GameObject car) + /// + /// Applies settings specific to the car vehicle + /// + /// + private void ApplyCarSettings(GameObject car) { - int colorPercentage = UnityEngine.Random.Range(0, TrafficSimulator.Instance.totalWeight); + int colorPercentage = UnityEngine.Random.Range(0, TrafficSimulator.Instance.totalColorWeight); car.GetComponent().material.color = GenerateColor(colorPercentage); } @@ -92,28 +84,28 @@ private Color32 GenerateColor(float colorPercentage) // Update is called once per frame void Update() { - if (TrafficSimulator.Instance.enableCarSimulation && speed != TrafficSimulator.Instance.carSpeed) + if (TrafficSimulator.Instance.enableVehicleSimulation && speed != TrafficSimulator.Instance.vehicleSpeed) { - speed = TrafficSimulator.Instance.carSpeed; + speed = TrafficSimulator.Instance.vehicleSpeed; } updateCarFrames++; float distanceToCar = Vector3.Distance(CameraModeChanger.Instance.ActiveCamera.transform.position, transform.position); - if (distanceToCar < TrafficSimulator.Instance.minimumCarRenderDistance) + if (distanceToCar < TrafficSimulator.Instance.minimumVehicleRenderDistance) vehicleFrameSpeedCompensator = 1f; - else if (distanceToCar < TrafficSimulator.Instance.mediumCarRenderDistance && distanceToCar > TrafficSimulator.Instance.minimumCarRenderDistance && updateCarFrames % 5 == 0) + else if (distanceToCar < TrafficSimulator.Instance.mediumVehicleRenderDistance && distanceToCar > TrafficSimulator.Instance.minimumVehicleRenderDistance && updateCarFrames % 5 == 0) vehicleFrameSpeedCompensator = 5f; - else if (distanceToCar > TrafficSimulator.Instance.mediumCarRenderDistance && updateCarFrames % 10 == 0) + else if (distanceToCar > TrafficSimulator.Instance.mediumVehicleRenderDistance && updateCarFrames % 10 == 0) vehicleFrameSpeedCompensator = 10f; - if (distanceToCar < TrafficSimulator.Instance.minimumCarRenderDistance || - distanceToCar < TrafficSimulator.Instance.mediumCarRenderDistance && distanceToCar > TrafficSimulator.Instance.minimumCarRenderDistance && updateCarFrames % 5 == 0 || - distanceToCar > TrafficSimulator.Instance.mediumCarRenderDistance && updateCarFrames % 10 == 0) + if (distanceToCar < TrafficSimulator.Instance.minimumVehicleRenderDistance || + distanceToCar < TrafficSimulator.Instance.mediumVehicleRenderDistance && distanceToCar > TrafficSimulator.Instance.minimumVehicleRenderDistance && updateCarFrames % 5 == 0 || + distanceToCar > TrafficSimulator.Instance.mediumVehicleRenderDistance && updateCarFrames % 10 == 0) { if (!gameObject.activeSelf && TrafficSimulator.Instance.enableBoundsSimulation == false) { gameObject.SetActive(true); } - if (TrafficSimulator.Instance.enableCarSimulation) + if (TrafficSimulator.Instance.enableVehicleSimulation) { if (currentRoad != null) { @@ -203,7 +195,7 @@ public void MoveCar(Vector3 compensationVector) // puts the car on the road transform.position = compensationVector; // looks at the point where the car is driving - transform.LookAt(tempLook); // MAYBE U CAN PUT THIS IN THE ELSE SO ITS ONLY EXECUTED ONCE???? + transform.LookAt(tempLook); transform.rotation = vehicleProperties.GetNewRotation(transform.rotation); // propels the car forward gameObject.transform.Translate(transform.forward * Time.deltaTime * speed * vehicleFrameSpeedCompensator, Space.World); diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/Car.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/Vehicle.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/Car.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/Vehicle.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VehicleProperties.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/VehicleProperties.cs similarity index 95% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VehicleProperties.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/VehicleProperties.cs index b329717ed..c576652eb 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VehicleProperties.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/VehicleProperties.cs @@ -34,7 +34,7 @@ public Quaternion GetNewRotation(Quaternion currentRotation) private Vector3 GetCoordinatesUnderWheel(Vector3 position) { - if (Physics.Raycast(position, -Vector3.up, out hit, 5f)) + if (Physics.Raycast(position, -Vector3.up, out hit, 10f)) { return hit.point; } diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VehicleProperties.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/VehicleProperties.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VehicleProperties.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/SimulatedTraffic/VehicleProperties.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects.meta deleted file mode 100644 index 1e1249bf4..000000000 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ScriptableObjects.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 615365248d630e446b94d84bd0a5d5ed -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ConvertFZP.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/ConvertFZP.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ConvertFZP.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/ConvertFZP.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ConvertFZP.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/ConvertFZP.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/ConvertFZP.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/ConvertFZP.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Pedestrian.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Pedestrian.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Pedestrian.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Pedestrian.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Pedestrian.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Pedestrian.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Pedestrian.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Pedestrian.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Playback.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Playback.cs similarity index 85% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Playback.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Playback.cs index 7083d273a..be8bcac96 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Playback.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Playback.cs @@ -1,4 +1,5 @@ -using Netherlands3D.LayerSystem; +using Netherlands3D.Cameras; +using Netherlands3D.LayerSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -11,6 +12,7 @@ public class Playback : MonoBehaviour [SerializeField] private ConvertFZP fileConverter = default; [SerializeField] private AssetbundleMeshLayer meshLayer; + private Vector3 cameraStartPosition; public float timeCounter; public int loopCounter = 0; public int loopCounterFuture = 0; @@ -96,5 +98,16 @@ public void SendCommand(List dataList) } + + public void SendCameraToVissim() + { + cameraStartPosition = CameraModeChanger.Instance.ActiveCamera.gameObject.transform.position; + CameraModeChanger.Instance.ActiveCamera.gameObject.transform.position = new Vector3(fileConverter.allVissimData[0].coordRear.x, cameraStartPosition.y ,fileConverter.allVissimData[0].coordRear.z); + } + + public void SendCameraToStart() + { + CameraModeChanger.Instance.ActiveCamera.gameObject.transform.position = cameraStartPosition; + } } } \ No newline at end of file diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Playback.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Playback.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/Playback.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/Playback.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimConfiguration.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimConfiguration.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimConfiguration.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimConfiguration.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimConfiguration.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimConfiguration.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimConfiguration.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimConfiguration.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimData.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimData.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimData.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimData.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimData.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimData.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimData.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimData.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimManager.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimManager.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimManager.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimManager.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimManager.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimManager.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimManager.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimManager.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimStringLoader.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimStringLoader.cs similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimStringLoader.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimStringLoader.cs diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimStringLoader.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimStringLoader.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimStringLoader.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimStringLoader.cs.meta diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimVehicle.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimVehicle.cs similarity index 84% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimVehicle.cs rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimVehicle.cs index 36d3c1117..d32c4b247 100644 --- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimVehicle.cs +++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimVehicle.cs @@ -22,10 +22,13 @@ public class VissimVehicle : MonoBehaviour protected float cleanUpTime = 5; protected AssetbundleMeshLayer meshLayer; + protected VehicleProperties vehicleProperties; + protected virtual void Awake() { anim = GetComponent(); timeSinceCommand = Time.time + cleanUpTime; + vehicleProperties = gameObject.GetComponent(); } protected virtual void Update() @@ -37,6 +40,16 @@ protected virtual void Update() } } + private void LateUpdate() + { + if (vehicleProperties != null) + { + float degrees = 5.0f; + Quaternion targetRotation = new Quaternion(vehicleProperties.GetNewRotation(transform.rotation).x,transform.rotation.y, vehicleProperties.GetNewRotation(transform.rotation).z,transform.rotation.w); + transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, degrees * Time.deltaTime); + } + } + /// /// Moves the vehicle through animation. /// @@ -92,15 +105,18 @@ public virtual void MoveAnimation(Vector3 startPos, Vector3 endPos, float animat // rotation animation if (Vector3.Distance(startPos, endPos) > minimumDistanceForAnimation) { + //clip.SetCurve("", typeof(Transform), "localRotation.x", AnimationCurve.Linear(0.0f, transform.rotation.x, animationTime, Quaternion.LookRotation(_direction).x)); //convert to quaternions clip.SetCurve("", typeof(Transform), "localRotation.y", AnimationCurve.Linear(0.0f, transform.rotation.y, animationTime, Quaternion.LookRotation(_direction).y)); //convert to quaternions - //clip.SetCurve("", typeof(Transform), "localRotation.z", AnimationCurve.Linear(0.0f, transform.rotation.z, animationTime, Quaternion.LookRotation(_direction).z)); //convert to quaternions - clip.SetCurve("", typeof(Transform), "localRotation.w", AnimationCurve.Linear(0.0f, transform.rotation.w, animationTime, Quaternion.LookRotation(_direction).w)); //convert to quaternions + //clip.SetCurve("", typeof(Transform), "localRotation.z", AnimationCurve.Linear(0.0f, transform.rotation.z, animationTime, Quaternion.LookRotation(_direction).z)); //convert to quaternions + clip.SetCurve("", typeof(Transform), "localRotation.w", AnimationCurve.Linear(0.0f, transform.rotation.w, animationTime, Quaternion.LookRotation(_direction).w)); //convert to quaternions + } // Plays the animated clip of the vehicle anim.AddClip(clip, clip.name); anim.Play(clip.name); + } /// diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimVehicle.cs.meta b/3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimVehicle.cs.meta similarity index 100% rename from 3DAmsterdam/Assets/Netherlands3D/Scripts/Traffic/VISSIM/VissimVehicle.cs.meta rename to 3DAmsterdam/Assets/Netherlands3D/Scripts/VISSIM/VissimVehicle.cs.meta diff --git a/3DAmsterdam/ProjectSettings/ProjectSettings.asset b/3DAmsterdam/ProjectSettings/ProjectSettings.asset index 624b35c27..46c1bc1ba 100644 --- a/3DAmsterdam/ProjectSettings/ProjectSettings.asset +++ b/3DAmsterdam/ProjectSettings/ProjectSettings.asset @@ -127,7 +127,7 @@ PlayerSettings: 16:10: 1 16:9: 1 Others: 1 - bundleVersion: 2.5.0 + bundleVersion: 2.6.0 preloadedAssets: - {fileID: 11400000, guid: d5f272a8231831941994b3ff3281aa1d, type: 2} metroInputSource: 0 diff --git a/README.md b/README.md index 8b31a2b2a..4bd97c591 100644 --- a/README.md +++ b/README.md @@ -22,6 +22,69 @@ For C#/.NET coding conventions please refer to the Microsoft conventions:
For variable naming please refer to:
[https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/general-naming-conventions](https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/general-naming-conventions)
+## Project Setup + +The files structure of the project looks like this. + +``` +3DAmsterdam +├── README.md +├── .gitattributes +├── .gitignore +├── docs +| ├── gettingstarted.md #Getting started with a new manucipality +| ├── assetgeneration.md #How to generate assets for the 3D layers +| └── faq.md #Frequently asked questions +├── 3DAmsterdam #Main Unity project folder +| └──Assets +| ├──3DAmsterdam #Amsterdam specific config, scenes and assets +| ├──Netherlands3D #Shared assets for all manucipalities where we encourage contribution +| └──WebGLTemplates #Special Unity folder containing our Netherlands3D fullscreen WebGL template +``` + +To set-up a project for a new municipality or city, please refer to the [getting started documentation](docs/GettingStarted.md) + +After setting up your project you can start generating your own tile-based layer datasets using the [asset generation documentation](docs/GeneratingTileAssets.md) + +## Unity Input System + +The project uses the new Unity input system called Input Action Assets. The input mappings are defined in +`\Assets\Netherlands3D\Input\3DNetherlands.inputactions` + +This will then generate a c# class that will be used in +`\Assets\Netherlands3D\Input\ActionHandler.cs` + +## Tile System + +The platform uses a tile based system consisting of 1km by 1km tiles. The handling of the tiles is initiated by the TileHandler which resides under the /Layers in the scene and needs to be configured with the active Layers that implement the Layer baseclass. + +We currently have 4 implemented Layers which are + +- Buildings +- Trees +- Sewerage +- Terrain + +Each Layer script needs implement the HandleLayer method. This function receives a TileChange variable that provides the [RD](https://nl.wikipedia.org/wiki/Rijksdriehoeksco%C3%B6rdinaten) X and Y coordinate and an action. + +The available actions are + +- Create (create the tile) +- Upgrade (the Level of detail increases) +- Downgrade (the Level of detail decreases) +- Remove (remove the tile) + +## AssetBundles + +To improve performance and reduce memory usage the platform uses prebuild assets that are downloaded from the webserver in runtime. + +To create assets the workflow is as follows + +- Generate the assets from code using AssetDatabase.CreateAsset. + This will create the asset as text based YAML file +- Then build the asset for WebGL using BuildPipeline.BuildAssetBundles. + This will create binary files and needs to be copied to the webserver that will serve them. + ## Third parties and licenses DXF export library - [Lesser General Public Licence](https://github.com/Amsterdam/3DAmsterdam/blob/master/3DAmsterdam/Assets/Netherlands3D/Plugins/netDxf/README.md)
diff --git a/docs/FAQ.md b/docs/FAQ.md new file mode 100644 index 000000000..21176aadb --- /dev/null +++ b/docs/FAQ.md @@ -0,0 +1,22 @@ +# Frequently Asked Questions + +## Why Unity? + +Unity offers ongoing support for WebGL with a [roadmap](https://portal.productboard.com/gupat5mdsl4luvs35fqy5vlq/tabs/60-web) containing multithreading, better mobile support and the new 3D webstandard WebGPU. The crossplatform nature of Unity allows distribution to other, native platforms (desktop, mobile etc.) in case specific features/use-cases have different system requirements, like a larger accessible memory range. + +## Why use tiles? + +The total amount of unique objects and their geometry in a city or municipality is too much too fit in the memory limits of most platforms at once. The ongoing steps to add more objects and detail only keeps adding to this amount of data. The tile system splits this data up and makes sure that only geometry that is in view is loaded into the runtime memory, and the separation of different unique objects is only loaded on demand. + +## Why 3D and not 2D? + +Where an abstract 2D representation of data can give a better oversight or means to filter specific data, our 3D platform focusses more on the actual experience of data that is closer to real-life. + +## Can I use Analytics? + +Unity offers Unity Analytics that sends a fair amount of events/data by default when enabled. +Please refer to the Unity docs for their explanation on GDRP compliance of Unity Analytics: + +https://docs.unity3d.com/Manual/UnityAnalyticsDataPrivacy.html + +Our Netherlands3D.Analytics is an intermediate system that allows you to add your own event tracking API/service(s). diff --git a/docs/GeneratingTileAssets.md b/docs/GeneratingTileAssets.md new file mode 100644 index 000000000..2ec7d4248 --- /dev/null +++ b/docs/GeneratingTileAssets.md @@ -0,0 +1,127 @@ +# Generating tile data assets + +We have set up the Unity Project and our own municipality folder as described in [getting started](gettingstarted.md). +The next step is to set up our data generation scenes that generate the external asset files for the tile-based layers used in our Netherlands3D application: + +- Buildings +- Trees +- Terrain + +Because our municipality folder is created as a copy from the 3DAmsterdam folder there are already a few scenes in our *YourMunicipality*/Scenes/DataGeneration/ folder. These scenes are made to import different source files and generate unity .asset files when pressing 'Play' in the unity editor. + +We will alter these scenes so they generate the files for our new municipality, starting with the Buildings: + +## Buildings + +Open up the *YourMunicipality*/Scenes/DataGeneration/GenerateBuildingTilesFromOBJ.scene + +You will see that it contains a ApplicationConfiguration object. Make sure the script points to the same config file we created in [getting started](gettingstarted.md), and save the scene. + +Next you see that there are 3 objects in the scene with a Bag3DObjImporter script on it for different LODs(Level of detail). These practically do the same thing but use different LOD source files, so as an example we will start with generating LOD level 2.2. + +![BuildingImporter](images/Bag3DObjImporter.png) + +Remove the two that are disabled, and select the remaining active BAG3DObjImportBuildings2.2 object so we can start setting the parameters of the import script: + +| Field name | Field explanation | +| ----------------------------------------- | ------------------------------------------------------------ | +| Bag 3D Source Files Folder | Local folder path containing .OBJ tile files downloaded from www.3dbag.nl, for example "C:\BagObjs\\" containing all our building models | +| Optional Skip List Path | An optional path to a text file, containing a list of BAG id's that you would like to skip importing. Use a newline for every bag ID you would like to skip. | +| Filter | Filter for files to parse in the source files folder. By default this is *.obj, but you can specify it even more if you would like. | +| Exclusively Generate Tiles With Substring | If you fill in something here, for example an RD coordinate seperated by _, then only the tile with that substring will be generated. If you leave it open all tiles within the config boundingbox range are generated. | +| Skip Import of Objects Outside RD Bounds | Set to True if you want the importer to skip importing objects that have no vertices inside the configurated boundingbox range | +| Lod Level | This string will be used as a suffix for the generated data files, for example '2.2'. This way you can distinguish between LOD levels of different datasets in the generated asset files later on. | +| Tile Size | The width and height in units of the generated tiles. Set to 1000 meter by default, which is the value used by all layers in 3DAmsterdam | +| Tile Offset | The offset of the origin of the generated meshes. 3DAmsterdam assets have the origin in the centre of the 1000x1000 tiles, so this is set to 500,500 by default. | +| Remove Prefix | The 3dbag.nl source .obj files contain building objects named by building BAG ID prefixed with 'NL.IMBAG.Pand.' We remove the prefix to retrieve the BAG ID. If your source files do not have this prefix you can leave this blank. | +| Skip Existing Files | If you set this to true, any existing tile assets will not be regenerated. | +| Render In Viewport | Set this to true if you want to show all parsed building objects in the viewport. (Only recommended for testing purposes. It will slow the editor down a lot, with unique objects for all buildings ) | +| Parse Per Frame | Maximum amount of .obj lines to parse per frame so the editor has a frame to show some feedback while generating. | +| Default Material | Default material to apply to the generated meshes. | +| Enable On Finish | Optional GameObject to enable when the importer has finished. You can use this to chain multiple importers with different LOD settings. | + +Save your scene after applying your settings, and press the unity editor 'Play' button to start the scene, and start importing the .obj files. + +First, the script goes through all the .obj source files and creates GameObjects for every building named by their BAG ID in the scene. This can take a while and will eat up quite a bit of system memory. Look at the console to see what stage the importer is at. + +After importing all the .obj files, the script will combine the imported building GameObjects that reside inside the same tile into a single mesh per-tile. These .mesh assets will start appearing in a folder named GeneratedTileAssets. The folder will be auto-generated at that stage. +Metadata with the object seperation are saved next to the mesh data files and have a '-data' suffix. + +![GeneratedTileAssets](images/GeneratedTileAssets.png) + +> Tip: The unity editor is pretty choked up while generating the tiles but you can use a file explorer to inspect the contents of the /Assets/GeneratedTileAssets/ folder. There the mesh assets will appear one by one. + +When the script is done, the generated asset files will need to be turned into AssetBundles. +At the top bar of the Unity editor ( next to File, Edit, etc ) select *'Netherlands 3D>Tools>Export .asset files to AssetBundles'*. + +This will create the AssetBundles in the folder '/TileAssetBundles/', next to the '/Assets/' folder of the Unity project. + +![AssetBundles](images/AssetBundles.png) + +### Buildings: Testing our generated dataset + +Upload the assetbundles to a unique folder on your webserver (for example https://example.nl/buildings/) + +Now open up our project main scene and select the Buildings layer GameObject (Netherlands3D>Layers>Buildings) and change the Datasets length to 1 for now on the AssetbundleMeshLayer script (We only generated one LOD level dataset). +Change the remaining dataset description to a nice description, and change the 'Path' property so it reflect the path to the dataset on your webserver. Use '{x}'* and '{y}' as the RD coordinate placeholders in the filename. +In case of the of the example above, this path would be 'buildings/buildings\_{x}\_{y}.2.2' and our application config file would have https://example.nl/ as a webserver root path. + +Press the unity editor 'Play' button to see your building tiles appear in runtime. +If nothing appears, double-check if you set the right paths in the application config file, and the Datasets properties of the Layers>Buildings AssetbundleMeshLayer script. + +### Buildings: Replacing a specific building + +If you have a custom made 3D model for a specific building you can add it manually to the BAG3DObjImportBuildings scene object, and name the object with the building BAG ID, to override that imported building with the custom model. + +You can determine the right location for the transform by temporarily adding the model to the main scene during playmode, positioning it, and then copying the model (Ctrl+C). + +![image-20210707153849527](images/Building_CopyPaste.png) + +Exit playmode, open the building generation scene and paste it inside the importer parent object. This way the transform properties of the object will be the same as the one you had during playmode: + +![Building-override](images/BuildingOverride.png) + +If you now Play the generation scene the 3D Bag importer script will detect that it has a child object with an ID that already exists, and will use that model as an override for the building in the tile at that location. +You can also use this method to add new or missing buildings to the tiles. + + +## Terrain + +> Terrain tile generation is currently being reworked. Documentation will follow. Feel free to explore the GenerateTerrainTiles scene. + +## Trees + +The GenerateTreeTiles scene allows you to generate the mesh tiles for the Trees layer. +The script spawns tree prefabs onto the terrain tiles that we created earlier ( using raycasts to determine their position in height ) based on trees data stored in .csv file(s) and combines them into tile layer assets. + +All tree prefabs share the same material and texture sheet containing 36 different trees, to speed up rendering and memory usage. +Your source file should use ';' as a separator character ad can contain the following data fields (order doesn't matter): + +| Field | Explanation | +| ----------- | ------------------------------------------------------------ | +| id | Unique identifier for the tree. | +| typeName | Description of the tree. The substrings are used to find a matching tree model from the list of prefabs. | +| treeHeight | The tree height in meters. This is used to scale the spawned trees. This should be a string and can contain multiple numbers, for example "from 12 to 18 meters" will take the average of 12 and 18. | +| plantedYear | The year the tree was planted, for example '1995' (Not used right now) | +| radius | The radius of the tree (Not used right now) | +| lng | The longitude of the GPS coordinate (WGS84) for the position of the tree | +| lat | The lattitude of the GPS coordinate (WGS84) for the position of the tree | + +Example trees.csv file with two trees: + + id;typeName;treeHeight;plantedYear;radius;lng;lat; + 1337;"Amerikaanse linde";"12 tot 18 m.";1948;5;4.904675;52.339808; + 1338;"Honingboom";"tot 6 m.";2002;5;4.880373;52.332886; + +If your .csv file fields are named differently than the field names above, you can change the mapping using the FieldNameMapping list in the inspector: + +![Fieldname-remap](images/GenerateTreeTiles_FieldNameMapping.png) + +The script tries to find the best fitting tree prefab by comparing the typename value of the tree to the name of the prefabs, to see if there is a match in a substring, and places that prefab for the tree. + +Make sure your references to the .csv file, and terrain tile paths are set, and press 'Play' to start generating the tree tiles. +Check out the console for the progress. At some point you will see the generated tree tiles appear in the scene view: + +![Scene-trees](images/Trees_SceneView.png) + +> The trees 3D meshes have a very low polycount and share a single material+texture to keep the tile size low and speed up the rendering diff --git a/docs/GettingStarted.md b/docs/GettingStarted.md new file mode 100644 index 000000000..ffb054f78 --- /dev/null +++ b/docs/GettingStarted.md @@ -0,0 +1,96 @@ +# Getting started + +After opening the Unity project in the latest Unity 2020.3 LTS we want to create the root folder for our new municipality/city similar to the Assets/3DAmsterdam/ folder. + +In this example we will refer to our new folder as '3DMyMunicipality' so we create this new folder in the Assets folder: + +Assets/3DMyMunicipality/ + +## Application config file + +Now we want to add a config file that will contain our application settings. + +Right click our new 3DMyMunicipality folder and select *Create>ScriptableObjects>ConfigurationFile*. Give the config file a logical name like 'Config3DMyMunicipality'. + +ConfigFile + +Now use the inspector to set the properties of our new config file: + +| Field group/name | Field explanation | +| --------------------------------------- | ------------------------------------------------------------ | +| **Bounding Box coordinates** | | +| Relative Center RD | The RD x and y coordinate that will be the center ( 0,0,0 ) of our main Unity scene | +| Bottom Left RD | The bottom-left coordinate of our bounding-box in RD coordinates | +| Top Right RD | The top-right coordinate of our bounding-box in RD coordinates | +| Zero Ground Level Y | The NAP value that corresponds to the 0 Y value of our Unity scene | +| **Minimap Tiled Web Map** | | +| Enable minimap | Enable/Disable the map on the bottom-right of the application.
If you do not have a tile map service that you can use you can disable it here. | +| Minimap Service URL | The url of your tile map service, using {zoom},{x} and {y} as placeholders for their corresponding values. | +| Minimap Tile Numbering Type | Some map services use a different way of numbering the tiles, choose the one used by your service | +| Minimap Bottom left RD_X | Bottom-left X coordinate of the bounding box as a RD coordinate | +| Minimap Bottom left RD_Y | Bottom-left Y coordinate of the bounding box as a RD coordinate | +| Minimap Zoom 0RD Size | The size (width and height) in RD units, at zoom level 0 | +| **Tile layers external assets paths** | | +| Webserver root path | The url to the path where the external assets folders and files are stored | +| Buildings Meta Data Path | Specific url for the path where the buildings metadata files are stored | +| Sharing Base URL | The url for for the service that stores the shared scenes. | +| Sharing Scene Subdirectory | The suffix of the url above that the scene json data is posted to | +| Sharing View URL | The url used in combination with the unique shared scene ID's to view the scene | +| **External URLs** | | +| Location suggestion URL | The service url used for giving suggestions to a user while typing in the search field | +| Lookup URL | The service url returning the data for a search result when it is clicked by a user | +| **Sewerage API URLS** | | +| Sewerage API Type | Choose PDok by default. Amsterdam uses a specific api that is different to the PDOK service. | +| Sewer Pipes Wfs URL | The WFS url to retrieve the sewerpipe features by boundingbox. Use the suggested PDok url by default. | +| Sewer Manholes Wfs URL | The WFS url to retrieve the manholes features by boundingbox. Use the suggested PDok url by default. | +| **Bag API URLS** | | +| Bag Api Type | The type of BAG service Api used. Choose Kadaster by default. | +| Building URL | The service URL for retrieving building data by BAG id | +| Number Indicator URL | The service URL for retrieving addresses tied to a BAG id | +| Number Indicator Instance URL | The service URL for retrieving address specific data using a BAG id | +| Monument URL | The service URL for retrieving monuments tied to a BAG id (Not used in the application atm.) | +| More Building Info URL | The URL used as a hyperlink when more information for a building is requested, using {bagid} as a placeholder for the BAG id | +| More Address Info URL | The URL used as a hyperlink when more information for an address is requested, using {bagid} as a placeholder for the BAG id | +| Bag Id Request Service Bounding Box URL | The mapserver API used to retrieve the BAG id's found within a bounding box used for selections. A boundingbox is appended to the url in runtime. | +| Bag Id Request Service Polygon Url | The mapserver API used to retrieve the BAG id's found within a polygon used for selections, using a hardcoded mapserver Intersect filter. | +| Preview Backdrop Image | Url used by generation scenes to retrieve a satellite image using a boundingbox, to display progress information on top of it. | +| **Graphics** | | +| Logo | Target 2D UI sprite to be used as a logo in the top left of the application | +| Primary Color | Color to be applied to UI items/prefabs that have a StyleColor.cs script on it set to use the Primary Color | +| Secondary Color | Color to be applied to UI items/prefabs that have a StyleColor.cs script on it set to use the Secondary Color | + + + +## Scenes + +Next we want to create our unity scenes. The fastest way is to copy the Scenes folder from 3DAmsterdam, and make changes to those scenes. After copying the Scenes folder to our own folder the 3DMyMunicipality folder contents should look similar to this: + +``` +. +├── 3DAmsterdam +├── 3DMyMunicipality #Our own municipality folder +| ├── Scenes #The scenes folder we copied from 3DAmsterdam +| | ├── DataGeneration #Folder containing data generation scenes +| | └── 3DMyMunicipality.unity #Our main scene file +| └── Config3DMyMunicipality.asset #Our configuration file +├── Netherlands3D +├── Resources +├── WebGLTemplates +└── csc.rsp +``` + +Open up our new main scene file ( 3DMyMunicipality.unity if that is what you named it ) + +You will see that the entire application lives inside a prefab called Netherlands3D. +If we pull Netherlands3D updates the contents of this prefab will update with it, but any overrides to the prefab or new objects we add to our scene will remain saved in our main scene file. + +Select the Netherlands3D object and target our configuration file in the ApplicationConfiguration script that is on the prefab. ( Optionally you can add an additional configuration file for an acceptation environment with different datapaths. Set that to 'None' if you do not need it ) + +![ConfigAssignment](images/Config.png) + +> This is our first override to the Netherlands3D prefab that we want to save, so go ahead and save the scene file (Ctrl-S). +> You can see the fields with an override have a blue label on the left side of the inspector. + +If you already added a reference to your own logo in the config file you can press 'Play' in the unity editor and should be able to see your logo appear in the top left instead of the 3DAmsterdam logo. + +Next, we want to generate and and host the datasets for the tile layers. 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