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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- [SerializeField]
- public class Heatmap3D
- {
- public List<int> x1;
- public List<int> y1;
- public int z1;
- public List<float> dz1;
- public List<float> color_values1;
- public List<float> color_intense1;
-
- public List<int> x2;
- public List<int> y2;
- public int z2;
- public List<float> dz2;
- public List<float> color_values2;
- public List<float> color_intense2;
-
- public List<int> x3;
- public List<int> y3;
- public int z3;
- public List<float> dz3;
- public List<float> color_values3;
- public List<float> color_intense3;
- }
- public class SetStaticHeatmapTime : MonoBehaviour
- {
- [Header("Settings")]
- public string jsonPath = "json/output";
- public float scaleHight = 10;
- // GameObjects to store all the created bars and to easily toggle them
- private GameObject staticBars1;
- private GameObject staticBars2;
- private GameObject staticBars3;
- // Toggles that define if the bars should be active/inactive
- private Toggle[] days;
- private Toggle day1;
- private Toggle day2;
- private Toggle day3;
- public static T ImportJson<T>(string path)
- {
- TextAsset textAsset = Resources.Load<TextAsset>(path);
- return JsonUtility.FromJson<T>(textAsset.text);
- }
- // Start is called before the first frame update
- void Start()
- {
- // Get the Checkboxes from the Legend
- days = FindObjectsOfType<Toggle>();
- foreach (var day in days)
- {
- if ("Visibility 2019" == day.name)
- {
- day1 = day;
- }
- else if ("Visibility 2020" == day.name)
- {
- day2 = day;
- }
- else if ("Visibility 2021" == day.name)
- {
- day3 = day;
- }
- }
- // Take data from json file and save in variable
- Heatmap3D heatmap3DData = ImportJson<Heatmap3D>(jsonPath);
- // GameObjects where all the bars are stored
- staticBars1 = new GameObject("StaticBars1");
- staticBars2 = new GameObject("StaticBars2");
- staticBars3 = new GameObject("StaticBars3");
- staticBars1.transform.position = new Vector3(0, 0, 0);
- staticBars2.transform.position = new Vector3(0, 0, 0);
- staticBars3.transform.position = new Vector3(0, 0, 0);
- // Set the color of the bars
- int colorIndex1 = 0;
- int colorIndex2 = 0;
- int colorIndex3 = 0;
- // Iterate through the length of the x coordiante, bc x, y have the same length
- for (int it = 0; it < heatmap3DData.x1.Count; it++)
- {
- GameObject block1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
- // take position from data and add Vector(0.25f, 0, 0.25f) to align the bars right
- block1.transform.parent = staticBars1.transform;
- block1.transform.localPosition = new Vector3(0.25f + heatmap3DData.x1[it], 0.49f + 0.5f * (heatmap3DData.dz1[it] * scaleHight), 0.25f + heatmap3DData.y1[it]);
- block1.transform.localScale = new Vector3(0.5f, (heatmap3DData.dz1[it] * scaleHight), 0.5f);
- // Create new Material and set the color; Turn off the shadows to have a better visibility
- Renderer renderer = block1.GetComponent<Renderer>();
- renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
- Material mat = new Material(Shader.Find("Standard"));
- Color customColor = new Color(heatmap3DData.color_values1[colorIndex1++], heatmap3DData.color_values1[colorIndex1++], heatmap3DData.color_values1[colorIndex1++], heatmap3DData.color_values1[colorIndex1++]);
- mat.color = customColor;
- renderer.material = mat;
- }
- for (int it = 0; it < heatmap3DData.x2.Count; it++)
- {
- GameObject block2 = GameObject.CreatePrimitive(PrimitiveType.Cube);
- block2.transform.parent = staticBars2.transform;
- block2.transform.localPosition = new Vector3(0.75f + heatmap3DData.x2[it], 0.49f + 0.5f * (heatmap3DData.dz2[it] * scaleHight), 0.25f + heatmap3DData.y2[it]);
- block2.transform.localScale = new Vector3(0.5f, (heatmap3DData.dz2[it] * scaleHight), 0.5f);
- Renderer renderer = block2.GetComponent<Renderer>();
- renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
- Material mat = new Material(Shader.Find("Standard"));
- Color customColor = new Color(heatmap3DData.color_values2[colorIndex2++], heatmap3DData.color_values2[colorIndex2++], heatmap3DData.color_values2[colorIndex2++], heatmap3DData.color_values2[colorIndex2++]);
- mat.color = customColor;
- renderer.material = mat;
- }
- for (int it = 0; it < heatmap3DData.x3.Count; it++)
- {
- GameObject block3 = GameObject.CreatePrimitive(PrimitiveType.Cube);
- block3.transform.parent = staticBars3.transform;
- block3.transform.localPosition = new Vector3(0.75f + heatmap3DData.x3[it], 0.49f + 0.5f * (heatmap3DData.dz3[it] * scaleHight), 0.75f + heatmap3DData.y3[it]);
- block3.transform.localScale = new Vector3(0.5f, (heatmap3DData.dz3[it] * scaleHight), 0.5f);
- Renderer renderer = block3.GetComponent<Renderer>();
- renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
- Material mat = new Material(Shader.Find("Standard"));
- Color customColor = new Color(heatmap3DData.color_values3[colorIndex3++], heatmap3DData.color_values3[colorIndex3++], heatmap3DData.color_values3[colorIndex3++], heatmap3DData.color_values3[colorIndex3++]);
- mat.color = customColor;
- renderer.material = mat;
- }
- }
- private void FixedUpdate()
- {
- // Toggle the visibility of the bars according to the checkboxes in the legend
- if (!day1.isOn)
- staticBars1.SetActive(false);
- else
- staticBars1.SetActive(true);
- if (!day2.isOn)
- staticBars2.SetActive(false);
- else
- staticBars2.SetActive(true);
- if (!day3.isOn)
- staticBars3.SetActive(false);
- else
- staticBars3.SetActive(true);
- }
- }
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