SetStaticHeatmapTime.cs 6.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. [SerializeField]
  6. public class Heatmap3D
  7. {
  8. public List<int> x1;
  9. public List<int> y1;
  10. public int z1;
  11. public List<float> dz1;
  12. public List<float> color_values1;
  13. public List<float> color_intense1;
  14. public List<int> x2;
  15. public List<int> y2;
  16. public int z2;
  17. public List<float> dz2;
  18. public List<float> color_values2;
  19. public List<float> color_intense2;
  20. public List<int> x3;
  21. public List<int> y3;
  22. public int z3;
  23. public List<float> dz3;
  24. public List<float> color_values3;
  25. public List<float> color_intense3;
  26. }
  27. public class SetStaticHeatmapTime : MonoBehaviour
  28. {
  29. [Header("Settings")]
  30. public string jsonPath = "json/output";
  31. public float scaleHight = 10;
  32. // GameObjects to store all the created bars and to easily toggle them
  33. private GameObject staticBars1;
  34. private GameObject staticBars2;
  35. private GameObject staticBars3;
  36. // Toggles that define if the bars should be active/inactive
  37. private Toggle[] days;
  38. private Toggle day1;
  39. private Toggle day2;
  40. private Toggle day3;
  41. public static T ImportJson<T>(string path)
  42. {
  43. TextAsset textAsset = Resources.Load<TextAsset>(path);
  44. return JsonUtility.FromJson<T>(textAsset.text);
  45. }
  46. // Start is called before the first frame update
  47. void Start()
  48. {
  49. // Get the Checkboxes from the Legend
  50. days = FindObjectsOfType<Toggle>();
  51. foreach (var day in days)
  52. {
  53. if ("Visibility 2019" == day.name)
  54. {
  55. day1 = day;
  56. }
  57. else if ("Visibility 2020" == day.name)
  58. {
  59. day2 = day;
  60. }
  61. else if ("Visibility 2021" == day.name)
  62. {
  63. day3 = day;
  64. }
  65. }
  66. // Take data from json file and save in variable
  67. Heatmap3D heatmap3DData = ImportJson<Heatmap3D>(jsonPath);
  68. // GameObjects where all the bars are stored
  69. staticBars1 = new GameObject("StaticBars1");
  70. staticBars2 = new GameObject("StaticBars2");
  71. staticBars3 = new GameObject("StaticBars3");
  72. staticBars1.transform.position = new Vector3(0, 0, 0);
  73. staticBars2.transform.position = new Vector3(0, 0, 0);
  74. staticBars3.transform.position = new Vector3(0, 0, 0);
  75. // Set the color of the bars
  76. int colorIndex1 = 0;
  77. int colorIndex2 = 0;
  78. int colorIndex3 = 0;
  79. // Iterate through the length of the x coordiante, bc x, y have the same length
  80. for (int it = 0; it < heatmap3DData.x1.Count; it++)
  81. {
  82. GameObject block1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
  83. // take position from data and add Vector(0.25f, 0, 0.25f) to align the bars right
  84. block1.transform.parent = staticBars1.transform;
  85. block1.transform.localPosition = new Vector3(0.25f + heatmap3DData.x1[it], 0.49f + 0.5f * (heatmap3DData.dz1[it] * scaleHight), 0.25f + heatmap3DData.y1[it]);
  86. block1.transform.localScale = new Vector3(0.5f, (heatmap3DData.dz1[it] * scaleHight), 0.5f);
  87. // Create new Material and set the color; Turn off the shadows to have a better visibility
  88. Renderer renderer = block1.GetComponent<Renderer>();
  89. renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
  90. Material mat = new Material(Shader.Find("Standard"));
  91. Color customColor = new Color(heatmap3DData.color_values1[colorIndex1++], heatmap3DData.color_values1[colorIndex1++], heatmap3DData.color_values1[colorIndex1++], heatmap3DData.color_values1[colorIndex1++]);
  92. mat.color = customColor;
  93. renderer.material = mat;
  94. }
  95. for (int it = 0; it < heatmap3DData.x2.Count; it++)
  96. {
  97. GameObject block2 = GameObject.CreatePrimitive(PrimitiveType.Cube);
  98. block2.transform.parent = staticBars2.transform;
  99. block2.transform.localPosition = new Vector3(0.75f + heatmap3DData.x2[it], 0.49f + 0.5f * (heatmap3DData.dz2[it] * scaleHight), 0.25f + heatmap3DData.y2[it]);
  100. block2.transform.localScale = new Vector3(0.5f, (heatmap3DData.dz2[it] * scaleHight), 0.5f);
  101. Renderer renderer = block2.GetComponent<Renderer>();
  102. renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
  103. Material mat = new Material(Shader.Find("Standard"));
  104. Color customColor = new Color(heatmap3DData.color_values2[colorIndex2++], heatmap3DData.color_values2[colorIndex2++], heatmap3DData.color_values2[colorIndex2++], heatmap3DData.color_values2[colorIndex2++]);
  105. mat.color = customColor;
  106. renderer.material = mat;
  107. }
  108. for (int it = 0; it < heatmap3DData.x3.Count; it++)
  109. {
  110. GameObject block3 = GameObject.CreatePrimitive(PrimitiveType.Cube);
  111. block3.transform.parent = staticBars3.transform;
  112. block3.transform.localPosition = new Vector3(0.75f + heatmap3DData.x3[it], 0.49f + 0.5f * (heatmap3DData.dz3[it] * scaleHight), 0.75f + heatmap3DData.y3[it]);
  113. block3.transform.localScale = new Vector3(0.5f, (heatmap3DData.dz3[it] * scaleHight), 0.5f);
  114. Renderer renderer = block3.GetComponent<Renderer>();
  115. renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
  116. Material mat = new Material(Shader.Find("Standard"));
  117. Color customColor = new Color(heatmap3DData.color_values3[colorIndex3++], heatmap3DData.color_values3[colorIndex3++], heatmap3DData.color_values3[colorIndex3++], heatmap3DData.color_values3[colorIndex3++]);
  118. mat.color = customColor;
  119. renderer.material = mat;
  120. }
  121. }
  122. private void FixedUpdate()
  123. {
  124. // Toggle the visibility of the bars according to the checkboxes in the legend
  125. if (!day1.isOn)
  126. staticBars1.SetActive(false);
  127. else
  128. staticBars1.SetActive(true);
  129. if (!day2.isOn)
  130. staticBars2.SetActive(false);
  131. else
  132. staticBars2.SetActive(true);
  133. if (!day3.isOn)
  134. staticBars3.SetActive(false);
  135. else
  136. staticBars3.SetActive(true);
  137. }
  138. }