Beispiel #1
0
    // Update is called once per frame
    void FixedUpdate()
    {           // Check if control points changed
        List <Vector4> pointsNew     = Convert_Vec3_toVec4(FromGO_toVectorList(CPList));
        bool           pointsChanged = false;

        for (int i = 0; i < pointsNew.Count; i++)
        {
            pointsChanged = points[i] != pointsNew[i];
            if (pointsChanged == true)
            {
                points = pointsNew;
                break;
            }
        }
        Vector4 delta14 = GetDelta(points[1], points[4]);
        Vector4 delta12 = GetDelta(points[1], points[2]);
        Vector4 delta34 = GetDelta(points[3], points[4]);
        Vector4 delta32 = GetDelta(points[3], points[2]);
        Vector4 delta41 = GetDelta(points[4], points[1]);
        Vector4 delta43 = GetDelta(points[4], points[3]);
        Vector4 delta10 = GetDelta(points[1], points[0]);
        Vector4 delta30 = GetDelta(points[3], points[0]);

        weights[1] = GenerateWeight(-9.0f, -3.0f, 9.0f, -1.0f, delta14, delta12, delta34, delta32, delta41, delta10, delta43, delta30);
        weights[2] = GenerateWeight(-1.0f, -3.0f, -3.0f, -1.0f, delta12, delta14, delta32, delta34, delta12, delta10, delta32, delta30);

        curve = GenerateCurve();
        LM.UpdateCurve(Convert_Vec4_toVec3(curve));
    }
Beispiel #2
0
    // Update is called once per frame
    void FixedUpdate()
    {           // Check if control points changed
        List <Vector4> pointsNew     = Convert_Vec3_toVec4(FromGO_toVectorList(CPList));
        bool           pointsChanged = false;

        for (int i = 0; i < pointsNew.Count; i++)
        {
            pointsChanged = points[i] != pointsNew[i];
            if (pointsChanged == true)
            {
                points = pointsNew;
                break;
            }
        }
        bool           vecChanged = false;
        List <Vector4> vectorsNew = Convert_Vec3_toVec4(FromGO_toVectorList(VecPointers));

        vecChanged = (vectorsNew[0] != vectors[0]) || (vectorsNew[1] != vectors[1]);
        if (vecChanged)
        {
            vectors = vectorsNew;
        }

        if (pointsChanged || vecChanged)
        {
            vecRot1 = vectors[0] - points[0];
            vecRot2 = vectors[1] - points.Last();

            Quaternion rotation = Quaternion.LookRotation(vecRot1);
            begVectorArrow.transform.rotation = rotation;
            begVectorArrow.transform.position = points[0];
            rotation = Quaternion.LookRotation(vecRot2);
            endVectorArrow.transform.rotation = rotation;
            endVectorArrow.transform.position = points.Last();

            Vector4 delta40 = GetDelta(points[2], points[0]);
            Vector4 delta20 = GetDelta(points[1], points[0]);
            Vector4 delta24 = GetDelta(points[1], points[2]);

            weights[1] = GenerateWeight(-8.0f, -2.0f, 16.0f, -1.0f, delta40, delta20, vectors[1], delta24, delta40, vectors[0], vectors[1], delta40);
            weights[2] = GenerateWeight(-1.0f, -4.0f, 4.0f, 1.0f, delta20, delta40, delta24, vectors[1], delta20, vectors[0], delta24, delta40);

            curve = GenerateCurve();
            LM.UpdateCurve(Convert_Vec4_toVec3(curve));
        }
    }