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v3.4.1

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solves double apply with return and fixed typo

v3.4.0

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append override instead of replace

v3.3.0

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added new extention method for UriBuilder to remove a query parameter

v3.2.0

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removed empty folder meta files

v.2.1.0

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Merge pull request #200 from Amsterdam/feature/moved-webgl-copy-to-pa…

…ckage

removed webglcopyandpaste and added package dependency

v2.0.1

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Ensure line-endings are always LF (#149)

When loading the project, I saw a warning that some files had mixed line-endings. EditorConfig
files as recognized by most IDEs. By adding one that prescribes the line ending to be LF
for all C# files, this should help contributors in keeping that part clean.

v2.0.0

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Feature/3dtiles refactor (#147)

* simple-gltf

* script that optionaly reads glb from b3dm or gltf directly

* load from url example and pluck glb from b3dm

* log local file paths for substracted glb files ( to be able to inspect them )

* changed way of loading to more direct use of bin Load method (already in source) and loop load all scenes found

* pass the source path into the loader if we use binary loading

* using subtree-library to create a tile-tree

* read all required data from the tileset.json and read the tiles from the accompanying subtree

* have the subtree-reader return all the tiles

* remove unnecessary files

* move code for calculating ecef-coordinates

* write boundingVolume-region to tiles

* move files around

* fix norton-order when adding childnodes

* Feature/3dtiles gltf (#99)

* simple-gltf

* script that optionaly reads glb from b3dm or gltf directly

* load from url example and pluck glb from b3dm

* log local file paths for substracted glb files ( to be able to inspect them )

* changed way of loading to more direct use of bin Load method (already in source) and loop load all scenes found

* pass the source path into the loader if we use binary loading

* Datasets now contain a field for the GeoLOD instead of the Unity LOD. Clarified names of LODs in tiles (#94)

* public property for selected and highlighted lists

* also allow public set

* exposed more methods to be public

* auto apply list of hidden files to new tiles appearing in child transform list (optional)

* check or meshfilter

* exposed method to apply hidden list

* make sure metadata is loaded before we apply hide ( coming from scene or tile change the data might not be there )

* keep track of a list of interacted tiles, to minimize the amount of hide updates (when auto apply hide is enabled)

* make sure FileInputIndexedDB is always on a gameobject named 'UserFileUploads', and SendMessage to that object

* replaced last Share reference

* added missing callback method

* remove double Path Combine in case of already set path strings

* remove double Path Combine in case of already set path strings (#95)

* Bufix/double combine paths (#96)

* remove double Path Combine in case of already set path strings

* make sure to destroy create objects when stopped

* removed samples

removed samples

* changed colors in tylesystem

* added callback method for using script directly from other script and returning spawned gameobject

* focus on renderer center if focus object has a renderer

* optional events that are invoked

* extra logging when debug mode is enabled

* log stats in screen to inspect import stats in build

* Bufix/double combine paths (#98)

* remove double Path Combine in case of already set path strings

* make sure to destroy create objects when stopped

* removed samples

removed samples

* added callback object and method to indexeddb sync methods so they do not depend on specific object/method names

* added callback object and methods for UploadFromIndexedDB (only used in 3DAms/3DUtr)

* make sure to log proper method string in console

* merged with main and resaved sample usage scene

* moved scripts into runtime folder

Co-authored-by: TomSimons <89908627+TomSimons@users.noreply.github.com>
Co-authored-by: arjankoelewijn <arjan.koelewijn@utrecht.nl>
Co-authored-by: arjankoelewijn <81169136+arjankoelewijn@users.noreply.github.com>

* merged both gltf and tiles branch status into 3dtiles

* camelcase for vars

* frustum check camera extention

* restored camera InView method and use it to check if tile is in view

* moved parsing reference into Content object where static methods for loading from url can be used

* public state for checking content loading/loaded state

* read all tile method. todo: repace variables with proper values form tile zoom and x y

* load all tiles using proper path without tileset.json

* event invoked when rd origin is changed

* listener for changes in RD coordinates

* fixed coordconvert

* add unityBounds-variable to tiles

* rotate tileset-gameobject so vertical points up in unity

* rotation of tilesets is based on rd-origin

* Feature/moving origin (#102)

* listener for changes in RD coordinates

* fixed coordconvert

* optional moving of RD origin and follower scripts

* add tilehandler for spatial awareness

* trying to find if i messed something up

* found the right coordiante-mapping for ecef to unity

* Feature/default kadaster viewer (#103)

* add unityBounds-variable to tiles

* rotate tileset-gameobject so vertical points up in unity

* rotation of tilesets is based on rd-origin

* add tilehandler for spatial awareness

* trying to find if i messed something up

* kadaster logo viewer scene

* moved assets into kadaster viewer runtime

* found the right coordiante-mapping for ecef to unity

* build up tileset from loader. add follower after tileset rotation is set

* added bounds calculation and view frustum check for loading

* disable sse check and view check for now

* draw bounds only on selected dataset

* use set pixel error for in-view checks

* removed extra rotation ( already done in ECEFToUnity)

* added maxPixelError to config (defaults to 5)

* get max pixel error from config

* make sure bounds are there when requested

* make sure all meshes are cleaned up if content is disposed

* clean materials too

* teleport

---------

Co-authored-by: martijnvangog <69241087+martijnvangog@users.noreply.github.com>

* Feature/3dtiles gltfast optimisations (#106)

* added Vector2ListEvent

* clear interacted tiles on UnHide all, not deselect

* get main camera once

* cache camera

* use blockcopy on intermediate buffer so we do not use ReadBytes ( that does a lot of gc alloc's)

* this should be the child; parent should be done seperate or from own parent

* max one tile per frame

* wacht op frames

* seperate dispose list and selective recursive loading children

* check if child can refine, if so check children instead

* add all glTFast files as Package folder

* clearer comment

* revert old b3dm method to original since we do not use it anymore

* added memory stats in screen to sniff out memory leak

* make sure the camera can still zoom to point on world y 0

* saved main

* Feature/messagesystem (#105)

* Message System Setup

First attempt to create a simple message system that can be called from any class (special event will be added soon)

* Message System Elements

Supporting text, buttons and input fields dynamically created within code.

* Basic Message System

Added UnityEngine.UI to asmDef.
Moved prefabs and scene to sample folder.

* Moved Message System

Moved Message System to it's own folder and removed commented out code.
Changed the package.json to contain the Message System's samples as well.
Also corrected an error in the Sun package (containing the metadata of the samples map, creating an empty folder)

* removed sample for camera

* seperate tileprioritiser

* prioritiser based on in screen view priority

* tile prioritiser

---------

Co-authored-by: Tom Simons <tom.v.simons@gmail.com>
Co-authored-by: TomSimons <89908627+TomSimons@users.noreply.github.com>
Co-authored-by: Justin <90450871+justinStolk@users.noreply.github.com>

* Feature/3dtiles prioritiser (#107)

* added Vector2ListEvent

* clear interacted tiles on UnHide all, not deselect

* get main camera once

* cache camera

* use blockcopy on intermediate buffer so we do not use ReadBytes ( that does a lot of gc alloc's)

* this should be the child; parent should be done seperate or from own parent

* max one tile per frame

* wacht op frames

* seperate dispose list and selective recursive loading children

* check if child can refine, if so check children instead

* add all glTFast files as Package folder

* clearer comment

* revert old b3dm method to original since we do not use it anymore

* added memory stats in screen to sniff out memory leak

* make sure the camera can still zoom to point on world y 0

* saved main

* Feature/messagesystem (#105)

* Message System Setup

First attempt to create a simple message system that can be called from any class (special event will be added soon)

* Message System Elements

Supporting text, buttons and input fields dynamically created within code.

* Basic Message System

Added UnityEngine.UI to asmDef.
Moved prefabs and scene to sample folder.

* Moved Message System

Moved Message System to it's own folder and removed commented out code.
Changed the package.json to contain the Message System's samples as well.
Also corrected an error in the Sun package (containing the metadata of the samples map, creating an empty folder)

* removed sample for camera

* seperate tileprioritiser

* prioritiser based on in screen view priority

* tile prioritiser

* make sure only to recalculate priorities once per frame

* headers for serialized variables

* scraper methods for datasets

* show priority for tiles with blue lines

* keep track of webrequest to abort as soon as possible

* only abort if state is downloading

* dispose gltf instead of custom

* spacing

* seperate prioritisation loop if flagged dirty

* sort prioritised mails

* always dispose a tile via de prioritymanager so parent/child presence can be checked and they are removed from the list

* renamed back to origin; more clearer it should go through tile prioritiser

* removed legacy memory reference on bytes and cache customcertificate

* cache import settings

* last commit

* custom stripped kadaster renderer

* merged with 3dtiles

---------

Co-authored-by: Tom Simons <tom.v.simons@gmail.com>
Co-authored-by: TomSimons <89908627+TomSimons@users.noreply.github.com>
Co-authored-by: Justin <90450871+justinStolk@users.noreply.github.com>

* different sse calculation for orto camera and track changes in fov or orto size

* get prioritiser once

* update tileset

* renamed variables and added readme documentation

* add reading explicit tiling

* update to new events methods

* last unity version 2021.3.20

* added compression and newtonsoft package dependencies

* new api paths

* moved kadasterviewer to assets for now untill dependencies are clear

* restored serialization

* added missing scene lighting

* tweaked light

* temp backdrop image

* removed legacy code

* refactors of dutch variables, and removed extra v3

* cache filename string and use optimised position and rotation method

* clamp the amount of pixels used for SSE calculation

* tile prioritiser delayed destroy list for parent waiting on children

* Feature/3dtiles mobile (#139)

* Feature/snapshots (#138)

* added 3d amsterdam based script with refactored snapshotting

* moved snapshot method to static ( no coroutine needed anymore )

* moved main snapshots prefab and added assembly def.

* somehow renderer list reference broke down in wsr example

* reapplied renderer list

* set canvas size to constant pixel size

* added method to set bool and optionaly use screensize or overrides

* show bool event container is optional (ca be invoked directly from object)

* added option to switch layer mask

* added layermask event

* added snapshots example as documentation

* added license policy

* added mobile detection to core and option in web tile prioritiser to limit mobile

* hide development only variable serialization

* added dll check for mobile mode and moved logic into base class tileprioritiser

* expose res. override if used as component

* do not use mobile check outside editor

* higher default mobile resolution and removed html mobile dialog popup

* move mobile logic to prioritiser, and extra override for non-mobile screens. using bool for faster prioritiser check

* add methods to adjust pixel max. from sliders to find sweetspot

* added secondary touch input for camera

* add another secondary touch input to camera input system

* pinch zoom logic in camera

* main scene saved

* height missing

* Feature/3dtiles mobile support (#142)

* add webgl 1.0 support for iOS devices with <16 Safari

* set default 1080 max pixel height for desktop and mobile

* smaller texture size for logo

* update to unity 2022 and changed shadergraph dependencies

* added methods for converting touches into delta's

* added touch debugging gizmos and overrides for camera input

* added bool setting to pause heavy stuff on a boolean

* rotating with pinch and tilt with sync pinch

* latest unity and added license to camera scripts

* wrap url in system url

* always invoke look input ( delta. so we also need to catch 0 )

* stop console spam

* generate image planes from dataset

* save gltf files

* proper gltf template with material

* align wgs84 east with world x axis

* point east

* breaks

* generate subtree logic added and added bounds for whole nl

* change ellipsoid-coefficients to etrs89-ellipsoid (#146)

Co-authored-by: martijnvangog <69241087+martijnvangog@users.noreply.github.com>

* renamed tilesets config loader and removed unused methods

* moved viewer into 3DTiles package as example

* removed legacy scripts

* moved bertt scripts into own folder with license and added script assembly defs.

* removed legacy moving origin folder. already part of core

* removed testing json files, now moved to other WIP branch

* update readme

* moved folders into Package structure

* added newtonsoft json and meshopt decompression as dependencies

* moved samples to hidden samples folder and added reference to package.json

* increased required unity version from 2021 to 2022

* increase major version number due to required unity version upgrade

* tagged with 3dtiles

* Make sure a config.json exists in the StreamingAssets folder when config loader is used

* changed hardcoded shaderpaths to match the nl3d package structure

---------

Co-authored-by: martijnvangog <69241087+martijnvangog@users.noreply.github.com>
Co-authored-by: TomSimons <89908627+TomSimons@users.noreply.github.com>
Co-authored-by: arjankoelewijn <arjan.koelewijn@utrecht.nl>
Co-authored-by: arjankoelewijn <81169136+arjankoelewijn@users.noreply.github.com>
Co-authored-by: Tom Simons <tom.v.simons@gmail.com>
Co-authored-by: Justin <90450871+justinStolk@users.noreply.github.com>
Co-authored-by: mvangog <44254917+mvangog@users.noreply.github.com>

v1.0.0

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wrong place for editor only using's

v0.3.0

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Update CHANGELOG.md

v0.2.0

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Update CHANGELOG.md

update releasenumber