Map features(地图功能)

Map layers(地图图层)

The Map Layers section of the AbstractMap script is where you can control how vector features are rendered on your map.

AbstractMap 脚本的地图图层部分是您可以控制如何在地图上呈现矢量要素的地方。

Data Source: This setting is where you can specify the tileset to use for your map layer.

数据源:此设置是您可以指定用于地图层的图块集的地方。

Buildings With Building Ids: This tileset combines Mapbox-Streets-v7 vector data with our experimental 3D buildings data, which assigns unique IDs to building features to avoid visual artifacts for buildings at tile borders.

具有建筑物 ID 的建筑物:此 tileset 将 Mapbox-Streets-v7 矢量数据与我们的实验性 3D 建筑物数据相结合,它为建筑物特征分配了唯一的 ID,以避免在瓷砖边界处出现建筑物的视觉伪影。

Mapbox Streets: This is the Mapbox-Streets-v7 tileset. This tileset will be the most appropriate choice for common use cases.

Mapbox Streets:这是 Mapbox-Streets-v7 tileset。 此 tileset 将是常见用例的最合适选择。

Custom: Use this setting for bringing your custom tileset into Unity. You can create a composite data source for your layer by adding multiple comma-separated tileset IDs in the Map Ids field. This allows you to use multiple custom tilesets, or add your custom tileset as well as the default Mapbox Streets tileset. For more information on how to use custom data with the Maps SDK for Unity, refer to the custom data documentation.

Custom:使用此设置将您的自定义 tileset 引入 Unity。 您可以通过在地图 ID 字段中添加多个以逗号分隔的图块集 ID 来为图层创建复合数据源。 这允许您使用多个自定义 tilesets,或添加您的自定义 tileset 以及默认的 Mapbox Streets tileset。 有关如何将自定义数据与 Maps SDK for Unity 结合使用的更多信息,请参阅自定义数据文档。

Features(特征)

Map features is where you can specify how to render specific layers from the tilesets assigned as a Data Source.

地图功能是您可以指定如何从指定为数据源的瓦片集中渲染特定图层的地方。

With a Data Source selected, click on FEATURES and then on Add Features.

选择数据源后,单击“功能”,然后单击“添加功能”。

A selection dialogue will appear with the following: Buildings, Roads, Landuse, Points, and Custom. These settings refer to the layers contained in the selected Data Source.

将出现一个选择对话框,其中包含以下内容:建筑物、道路、土地使用、点和自定义。 这些设置指的是所选数据源中包含的图层。

Select a layer for the required feature.

为所需的特征选择一个图层。

Buildings(建筑物)

Add 3D buildings to your map with the following steps:

通过以下步骤将 3D 建筑物添加到您的地图:

Select Buildings for the map feature.

选择建筑物作为地图要素。

Preset settings for the feature type selected will be populated. Click on the Name to rename the feature.

将填充所选要素类型的预设设置。 单击名称以重命名该功能。

Enter Play mode. The 3D buildings from the building layer on the Mapbox-Streets-v7 tileset will be rendered on your map.

进入播放模式。 Mapbox-Streets-v7 tileset 上建筑层的 3D 建筑将在您的地图上呈现。

See the sections below for details on the default settings, and how to further customize the 3D buildings in your scene.

有关默认设置的详细信息以及如何进一步自定义场景中的 3D 建筑,请参阅以下部分。

Filters(过滤器)

Using filters you can make settings to conditionally render vector features contained in the building layer.

使用过滤器,您可以进行设置以有条件地渲染建筑层中包含的矢量要素。

Modeling

造型

In this section you can make settings to fine tune your meshes.

在本节中,您可以进行设置以微调网格。

Primitive Type: Vector data is made up of lines, polygons, points, or custom data. The primitive type defines the type of vector feature you are trying to access. In the case of buildings this will be “polygon” since building footprints are essentially polygons extruded by a height value.

原始类型:矢量数据由线、多边形、点或自定义数据组成。 原始类型定义了您尝试访问的矢量要素的类型。 在建筑物的情况下,这将是“多边形”,因为建筑物足迹基本上是由高度值挤压的多边形。

Extrusion Type: The extrusion type setting provides a way to specify max, min, or fixed heights for buildings. The available options are below. You will see different settings in the inspector depending on these dropdown selections.

拉伸类型:拉伸类型设置提供了一种方法来指定建筑物的最大、最小或固定高度。 可用选项如下。 根据这些下拉选择,您将在检查器中看到不同的设置。

None: No extrusion.(无:无挤压。)

Property Height: Extrudes features using the property value.

属性高度:使用属性值拉伸要素。

Min Height: Extrudes features using the property value. If height is not uniform, this sets the height based on property's minimum height value. This results in flat rooftops.

最小高度:使用属性值拉伸要素。 如果高度不统一,这将根据属性的最小高度值设置高度。 这导致平坦的屋顶。

Max Height: Extrudes features using the property value. If height is not uniform, this sets the height based on property's maximum height. This results in flat rooftops.

最大高度:使用属性值拉伸要素。 如果高度不统一,这将根据属性的最大高度设置高度。 这导致平坦的屋顶。

Range Height: Extrudes features using the property value. Values are clamped to the min and max values if they are lower or greater than the min and max values respectively.

范围高度:使用属性值拉伸要素。 如果值分别低于或大于最小值和最大值,则值被限制为最小值和最大值。

Absolute Height: Extrudes all features using a fixed value.

绝对高度:使用固定值拉伸所有特征。

Geometry Type: Settings to extrude roofs, sidewalls, or both.

几何类型:用于拉伸屋顶、侧壁或两者的设置。

Property Name: The name of the property on the building layer of the tileset that is used for extrusion. By default it is set to height. For more information see the Mapbox Streets v7 tileset layer reference.

Property Name:用于挤压的 tileset 建筑层上的属性名称。 默认情况下,它设置为高度。 有关详细信息,请参阅 Mapbox Streets v7 tileset 图层参考。

Scale Factor: The height scale factor by which you would like to extrude the buildings. For example, if this is set to 2, the building extrusions will be done at twice the original scale.

Scale Factor:您想要挤压建筑物的高度比例因子。 例如,如果将其设置为 2,则建筑拉伸将以原始比例的两倍进行。

Snap to Terrain: This makes sure buildings snap properly to the terrain when using a terrain with elevation. When this is not checked, the buildings might spawn above or below the terrain.

捕捉到地形:这可以确保建筑物在使用具有高程的地形时正确地捕捉到地形。 如果未选中此项,建筑物可能会在地形上方或下方生成。

Combine Meshes: Check this option if you want to combine all the building meshes on a tile into a single game object. While this helps improve runtime performance, it may not offer you flexibility to make changes on individual buildings (for example, changing the color or texture of a particular building). It may also make it impossible to use a raycast to find the address of a building.

Combine Meshes:如果您想将一个瓷砖上的所有建筑网格组合成一个游戏对象,请选中此选项。 虽然这有助于提高运行时性能,但它可能无法让您灵活地对单个建筑物进行更改(例如,更改特定建筑物的颜色或纹理)。 它还可能导致无法使用光线投射来查找建筑物的地址。

Collider Type: This option is used to add a collider to the extruded buildings. The available types of colliders that you can apply to your buildings are Box Collider, Mesh Collider, or Sphere Collider. Note that if you have Combine Meshes selected, this option will add a collider to the entire tile instead of to individual buildings.

对撞机类型:此选项用于向挤压建筑物添加对撞机。 可应用于建筑物的可用碰撞器类型有 Box Collider、Mesh Collider 或 Sphere Collider。 请注意,如果您选择了 Combine Meshes,此选项将向整个图块而不是单个建筑物添加碰撞体。

Texturing(纹理)

Use the Texturing settings to configure material options for the building geometry.

使用纹理设置为建筑几何体配置材料选项。

Custom: Choose this setting to specify custom materials and texturing type.

自定义:选择此设置以指定自定义材料和纹理类型。

Simple: The Simple style combines stylized vector designs with scriptable palettes to create a procedurally colored style.

简单:简单样式将程式化矢量设计与可编写脚本的调色板相结合,以创建程序着色样式。

Light: The Light style uses colored materials to create a light, greyscale shading for your map.

光:光样式使用彩色材料为您的地图创建光、灰度阴影。

Dark: The Dark style uses colored materials to create a dark, greyscale shading for your map.

深色:深色样式使用彩色材料为您的地图创建深色灰度阴影。

Realistic: This is the default texturing for buildings. This combines modern and urban designs with physically based rendering materials to create a contemporary cityscape.

逼真:这是建筑物的默认纹理。 这将现代和城市设计与基于物理的渲染材料相结合,以创建现代城市景观。

Fantasy: The Fantasy style combines old world medieval designs with physically based rendering materials to create a fantasy-style city visualization.

幻想:幻想风格将旧世界中世纪设计与基于物理的渲染材料相结合,以创建幻想风格的城市可视化。

Satellite: The Satellite style uses high-resolution satellite imagery as a texture set. The comprehensive set of road, label, and POI information brings clarity and context to the crisp detail in our high-resolution satellite imagery.

卫星:卫星风格使用高分辨率卫星图像作为纹理集。 道路、标签和 POI 信息的综合集为我们的高分辨率卫星图像中的清晰细节带来了清晰度和上下文。

Color: The Color style is for user-defined color and opacity. Use this setting to specify a custom color.

颜色:颜色样式用于用户定义的颜色和不透明度。 使用此设置指定自定义颜色。

Behavior modifiers(行为修饰符)

Behavior modifiers are ScriptableObjects that work with meshes and game objects to further allow you to decorate, enhance, or make modifications to your game objects.

行为修改器是 ScriptableObjects 可与网格和游戏对象一起使用,以进一步允许您装饰、增强或修改您的游戏对象。

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