public static void SubdivideVertexInfoList(List <ShapeVertexInfo> vertexList, List <ShapeVertexInfo> vertexListSubdivided) { vertexListSubdivided.Clear(); if (vertexList.Count < 2) { return; } for (int i = 0; i < vertexList.Count - 1; i++) { ShapeVertexInfo v1 = vertexList[i]; ShapeVertexInfo v2 = vertexList[i + 1]; if (v1.type == ShapePointType.Corner && v2.type == ShapePointType.Corner) { //Debug.Log ("corner " + i); vertexListSubdivided.Add(v1); if (i == vertexList.Count - 2) // only draw last point when at end of shape { vertexListSubdivided.Add(v2); } continue; } BezierUtils.SubdivideBezier(v1.position, v1.position + v1.outTangent, v2.position + v2.inTangent, v2.position, subdivisionLerpTemp, subdivisionPointsTemp, subdivisionMaxAngle, subdivisionMinDist); int lastSubdivPointId = subdivisionLerpTemp.Count - 1; int firstDrawPoint = 0; int lastDrawPoint = lastSubdivPointId; if (i < vertexList.Count - 2) // hide last point except when at end of shape { lastDrawPoint -= 1; } if (i == 0) { firstDrawPoint = lastDrawPoint; } if (i == vertexList.Count - 2) { lastDrawPoint = firstDrawPoint + 1; } //Debug.Log ("bezier "+i + " min " + firstDrawPoint + " max " + lastDrawPoint + " subdivcount "+subdivisionLerp.Count); for (int j = firstDrawPoint; j <= lastDrawPoint; j++) { float lerp = Mathf.InverseLerp(0, lastSubdivPointId, j); ShapeVertexInfo v = v1; v.position = subdivisionPointsTemp[j]; v.strokeWidth = Mathf.Lerp(v1.strokeWidth, v2.strokeWidth, lerp); v.strokeColor = Color.Lerp(v1.strokeColor, v2.strokeColor, lerp); v.posOnLine = Mathf.Lerp(v1.posOnLine, v2.posOnLine, lerp); vertexListSubdivided.Add(v); } } /*for (int i = 0; i < _vertexInfoListSubdivided.Count-1; i++) { * * Color c = Color.green; * if (i == 0) * c = Color.red; * if (i == _vertexInfoListSubdivided.Count - 2) * c = Color.blue; * Debug.DrawLine (_vertexInfoListSubdivided [i].position, _vertexInfoListSubdivided [i + 1].position,c); * }*/ }