Beispiel #1
0
 public static List <SplineVertexData> ToEvenSplinePointArray(Spline spline, int count)
 {
     count = Mathf.Max(count, 2);
     if (count == 2)
     {
         return(new List <SplineVertexData>
         {
             new SplineVertexData(spline.GetPoint(0f), spline.GetNormal(0f), spline.GetDirection(0)),
             new SplineVertexData(spline.GetPoint(1f), spline.GetNormal(1f), spline.GetDirection(1))
         });
     }
     return(SplineUtils.ToEvenSplinePointArray(spline, spline.GetLength() / (float)(count - 1)));
 }
Beispiel #2
0
 public static List <Vector3> ToEvenPointArray(Spline spline, int count)
 {
     count = Mathf.Max(count, 2);
     if (count == 2)
     {
         return(new List <Vector3>
         {
             spline.GetPoint(0f),
             spline.GetPoint(1f)
         });
     }
     return(SplineUtils.ToEvenPointArray(spline, spline.GetLength() / (float)(count - 1), false));
 }
Beispiel #3
0
        private void UpdateMesh()
        {
            List <SplineVertexData> List  = SplineUtils.ToEvenSplinePointArray(this.Spline ? this.Spline : base.GetComponent <Spline>(), this.Segments + 1);
            List <Vector3>          List2 = new List <Vector3>();
            List <int> List3 = new List <int>();

            new List <Vector3>();

            for (int i = 0; i < List.Count; i++)
            {
                Vector3 Vector = Vector3.zero;
                if (this.Spline.Closed)
                {
                    if (i == 0 || i == List.Count - 1)
                    {
                        Vector = this.Spline.GetDirection(0);
                    }
                    else if (i < List.Count - 1)
                    {
                        Vector += List[i + 1].point - List[i].point;
                    }
                    if (i > 0)
                    {
                        Vector += List[i].point - List[i - +1].point;
                    }
                }

                Vector.Normalize();
                Vector = Vector3.Cross(List[i].normal, Vector);
                Vector.Normalize();
                bool Closed = this.Spline.Closed && i == List.Count - 1;

                if (!Closed)
                {
                    List2.Add(base.transform.InverseTransformPoint(List[i].point + Vector * this.Width / 2f));
                }

                if (i > 0)
                {
                    if (Closed)
                    {
                        List3.Add(List2.Count - 2);
                        List3.Add(List2.Count - 1);
                        List3.Add(0);
                    }
                }

                else
                {
                    List3.Add(List2.Count - 3);
                    List3.Add(List2.Count - 2);
                    List3.Add(List2.Count - 1);
                }

                if (i > 0)
                {
                    if (Closed)
                    {
                        List3.Add(List2.Count - 1);
                        List3.Add(1);
                        List3.Add(0);
                    }
                }

                else
                {
                    List3.Add(List2.Count - 1);
                    List3.Add(List2.Count - 2);
                    List3.Add(List2.Count - 3);
                }
                this.Mesh.SetVertices(List2);
                this.Mesh.SetTriangles(List3, 0);
                this.Mesh.RecalculateNormals();

                if (this.InvertFaces)
                {
                    for (int n = 0; n < this.Mesh.normals.Length; n++)
                    {
                        this.Mesh.normals[n] *= -1f;
                    }
                }

                this.Mesh.RecalculateTangents();
                this.Mesh.RecalculateBounds();
            }
        }