public override void Execute()
        {
            CloudData data = CloudUpdater.instance.LoadCurrentStatus();

            if (trajectorymodeON == false)
            {
                //UIManager.instance.DeactivateSelectionButtons();
                TrajectoryUIContainer.SetActive(true);

                CloudUpdater.instance.DisplayTrajectories();

                TrajectoriesRenderer = data.trajectoryObject.GetComponent <MeshRenderer>();

                PointsRenderer = data.GetComponent <MeshRenderer>();
                TimeList       = data.globalMetaData.timeList;

                currentTimeIndex     = 0;
                frameSlider.minValue = 0f;
                frameSlider.maxValue = TimeList.Count - 1;
                frameSlider.value    = 0f;

                CloudUpdater.instance.SetShaderFrame(0f, 1f);
                trajectorymodeON = true;
            }
            else
            {
                TrajectoryUIContainer.SetActive(false);

                //UIManager.instance.ActivateSelectionButtons();

                CloudUpdater.instance.HideTrajectories();
                playAnimation    = false;
                trajectorymodeON = false;
            }
        }
Beispiel #2
0
        public override void Execute()
        {
            data = CloudUpdater.instance.LoadCurrentStatus();

            if (trajectorymodeON == false)
            {
                UIManager.instance.DeactivateSelectionButtons();
                PointsRenderer = data.GetComponent <MeshRenderer>();
                TimeList       = data.globalMetaData.timeList;

                currentTimeIndex     = 0;
                frameSlider.minValue = 0f;
                frameSlider.maxValue = TimeList.Count - 1;
                frameSlider.value    = 0f;
                trajectorymodeON     = true;
            }
            else
            {
                UIManager.instance.ActivateSelectionButtons();

                data.globalMetaData.tMaxThreshold = TimeList.Count - 1;
                CloudUpdater.instance.ChangeThreshold();
                playAnimation    = false;
                trajectorymodeON = false;
            }
        }
Beispiel #3
0
        private void LoadCloudMesh(CloudData root, Vector3[] vertices, int[] indices, Vector2[] uv1Array, Vector2[] uv2Array, Vector2[] uv3Array)
        {
            Material material = new Material(Shader.Find("ViSP/Sprite Shader"));

            material.SetTexture("_SpriteTex", _sprite_texture);
            material.SetTexture("_ColorTex", ColorMapManager.instance.GetColorMap("autumn").texture);
            material.SetFloat("UpperTimeLimit", root.globalMetaData.upperframeLimit);
            material.SetFloat("LowerTimeLimit", root.globalMetaData.lowerframeLimit);
            root.gameObject.GetComponent <MeshRenderer>().material = material;
            Mesh mesh = new Mesh();

            mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            mesh.vertices    = vertices;

            mesh.uv2 = uv1Array; // colorID, pointID
            mesh.uv3 = uv2Array; // isSelected, isHidden
            //mesh.uv4 = uv3Array; // trajectoryID, frame
            mesh.SetIndices(indices, MeshTopology.Points, 0);
            root.GetComponent <MeshFilter>().mesh = mesh;
            Debug.Log(indices.Length + " points loaded into cloudData");
            Debug.Log(vertices.Length + " vertices");
        }