/// <summary> Caches the original world position of the spline points. Very useful for Pivotools. </summary>
 private static void CachePointsDefaultData(ISpline path, RageGroupElement item, int pathPointCount)
 {
     for (int i = 0; i < pathPointCount; i++)
     {
         item.GroupPointCache[i] = new RageGroupPointCache();
         ISplinePoint point = path.GetPointAt(i);
         item.GroupPointCache[i].PointPos   = point.Position;
         item.GroupPointCache[i].InCtrlPos  = point.InTangent;
         item.GroupPointCache[i].OutCtrlPos = point.OutTangent;
     }
 }
Ejemplo n.º 2
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    /// <summary> Sets the rotation to zero and scale to one of all Game Objects in the hierarchy,
    /// while maintaining the points in the same position. </summary>
    public void FreezeRotationAndScale()
    {
        if (!FindRageGroup())
        {
            return;
        }
        Group.UpdatePathList(); // Updates Point World Coords Cache
        var originalScale = transform.lossyScale.y;

        ResetRotationAndScale(gameObject.transform);

        if (Group.List != null)
        {
            foreach (var groupItem in Group.List)
            {
                var spline = groupItem.Spline;

                for (int i = 0; i < spline.PointsCount; i++)
                {
                    ISplinePoint point = spline.GetPointAt(i);
                    point.Position   = groupItem.GroupPointCache[i].PointPos;
                    point.InTangent  = groupItem.GroupPointCache[i].InCtrlPos;
                    point.OutTangent = groupItem.GroupPointCache[i].OutCtrlPos;
                }

                if (spline.FillType == Spline.FillType.Gradient)
                {
                    //scale
                    var gradientScale = spline.FillGradient.Scale;
                    var scaleOffset   = 1 / groupItem.ScaleCache.x;
                    spline.FillGradient.Scale = gradientScale * scaleOffset;

                    //rotate
                    spline.FillGradient.Angle += -groupItem.RotationCache.eulerAngles.z;

                    //translate
                    spline.FillGradient.Offset = spline.GameObject.transform.InverseTransformPoint(groupItem.GradientOffsetCache);
                }
                spline.Rs.RefreshMeshInEditor(true, true, true);
            }
            // Multiply the outline width by the original scale, to keep it visually the same.
            Group.List.UpdateOutlineWidth(originalScale, true, true);
        }
    }
Ejemplo n.º 3
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    public static void AverageMagnetPoint(this RageMagnetPoint ragePoint)
    {
        var pointsData = ragePoint.RelatedData;

        Vector3 pointPosSum   = Vector3.zero;
        Vector3 inCtrlPosSum  = Vector3.zero;
        Vector3 outCtrlPosSum = Vector3.zero;

        foreach (var relativeData in pointsData)
        {
            pointPosSum   += relativeData.AbsolutePointPos;
            inCtrlPosSum  += relativeData.AbsoluteInCtrlPos;
            outCtrlPosSum += relativeData.AbsoluteOutCtrlPos;
        }

        ISplinePoint point = ragePoint.Spline.GetPointAt(ragePoint.Index);

        point.Position   = pointPosSum / pointsData.Length;
        point.InTangent  = inCtrlPosSum / pointsData.Length;
        point.OutTangent = outCtrlPosSum / pointsData.Length;
    }
 public void RemovePoint(ISplinePoint point)
 {
     _rageSpline.RemovePoint(point.Index);
 }