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Thank you very much! This has been extremely helpful.
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08-21-2012
07:34 AM
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No worries 🙂 I will take a look as well to see if I can find it.
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08-21-2012
05:39 AM
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Matthias, I'm looking at the output more closely now and I'm confused about something. Why are there several markers with the same coordinates, but with different id's? In the example that you posted above, the same thing occurs. What does it mean?
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08-20-2012
12:51 PM
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Okay, It seems to be working now! Thank you for your help with this. I will let you know if I have any problems.
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08-20-2012
11:52 AM
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😄 Excellent! Thank you, this seems exactly what I need. And I will be able to run this Python script on my street network (maybe twice for differentiation between left and right lanes) to generate the appropriate points, correct? I will be centering the points according to Unity's origin. This probably will not be an problem: I can write a script to modify the values according to the level of displacement that occurs. The example that you have shown me produces 4 points per lane. Will I be able to modify that value if necessary to something higher or lower?
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08-17-2012
10:43 AM
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Thanks for all your help so far, by the way! Here is a potential class definition for a Marker object:
public class Marker {
/* MEMBER DATA */
public var m_vector : Vector3; //coordinates
public var m_id : int; //unique id for each marker
}
Then this function (effectively a constructor) might be applicable:
function instantiateMarker ( x : float, y : float, z : float, id : int) {
var markerObj : Marker;
markerObj = new Marker();
markerObj.m_vector = new Vector3(x,y,z);
markerObj.m_id = id;
}
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08-17-2012
07:34 AM
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When you say to find a line of code to create the marker, do you mean on the Unity side of things? I suppose it would depend on how the street marker data was created/stored. If the markers were each individual gameObjects, then something like the following could be used to instantiate Vector3 objects at each marker: (JavaScript)
var marker : Vector3; //vector to hold xyz points of marker
marker = transform.Find("marker_id#").position; //supposing that street markers each have a unique id
Once all of the necessary markers have been instantiated, they can be used by iTween for path following.
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08-17-2012
05:59 AM
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Yes! 😄 This is fantastic. If I am able to successfully produce corresponding points in Unity using these markers, then this is exactly what I need. I can figure out some way to determine direction and network connectivity later on. What shall I do in terms of Python and creating these markers?
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08-16-2012
09:44 AM
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I have Advanced 64 Bit (2011.2) for Windows 7 OS. The example I'm using is the Philadelphia model (4 copies to create one very large version, but with different rule file attributes to create variation). The street network has been modified slightly in the original section of the city, but the networks in the surrounding quadrants are entirely different.
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08-16-2012
07:33 AM
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Hello 🙂 Yes that is correct. I just need to know the coordinates of the nodes the street. I assume that I can create 'lanes' via displacing the nodes in the path in some direction or another. How do I go about finding/accessing/utilizing these markers? -josh
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08-16-2012
07:17 AM
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Thanks for the reply! I have begun to incorporate the Unity plugin called iTweens into my project. It requires an array of nodes (which are just 3d vector coordinates x,y,z). I would like to dynamically create nodes along the street that are properly on and above the street so that my AI car can drive on it. These nodes would form a path (even on curved streets) which would then be stored in an array to be used by iTweens.
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08-15-2012
02:02 PM
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Hello again 🙂 I am beginning to create driving scenarios for a driving simulator. (For example, on a highway you are traveling at 70mph when suddenly the vehicle in front of you applies the brakes hard). I see that CE uses some mechanism for placing the cars on the roads neatly between the lines (Even on curved roads). I am hoping that I can use your algorithm for my AI-driven cars. I assume it has something to do with the street network edges as well as the particular attributes of the street? Any help would be wonderful! -Josh
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08-07-2012
06:24 AM
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Hi 😉 I have exported both my city model and the terrain object to Unity. When I begin to place them in the scene, I realize that I have no idea what the coordinates should be for the terrain relative to the city :'-(. I want them to line up perfectly. Is there a way in CE to 1) export the terrain right along with the city, or 2) find the exact coordinates of the objects? Any help would be fantastic (Mr. Buehler). -Josh
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08-07-2012
05:31 AM
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Thanks for the response! I actually found a solution here http://forums.esri.com/CityEngine/forum-9480.html, but it seems to effectively do the same thing you suggested. -Josh
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07-30-2012
06:18 AM
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Hi, Victor. Did you ever resolve this issue? I'm currently looking for answer to this as well. -Josh
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07-27-2012
10:25 AM
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