void OnDestroy()
 {
     if (!destroyed)
     {
         VectorManager.DestroyObject(vectorLine, gameObject);
     }
 }
Example #2
0
    private void Start()
    {
        List <Vector3> vector3List = new List <Vector3>();

        vector3List.Add(new Vector3(-0.5f, -0.5f, 0.5f));
        vector3List.Add(new Vector3(0.5f, -0.5f, 0.5f));
        vector3List.Add(new Vector3(-0.5f, 0.5f, 0.5f));
        vector3List.Add(new Vector3(-0.5f, -0.5f, 0.5f));
        vector3List.Add(new Vector3(0.5f, -0.5f, 0.5f));
        vector3List.Add(new Vector3(0.5f, 0.5f, 0.5f));
        vector3List.Add(new Vector3(0.5f, 0.5f, 0.5f));
        vector3List.Add(new Vector3(-0.5f, 0.5f, 0.5f));
        vector3List.Add(new Vector3(-0.5f, 0.5f, -0.5f));
        vector3List.Add(new Vector3(-0.5f, 0.5f, 0.5f));
        vector3List.Add(new Vector3(0.5f, 0.5f, 0.5f));
        vector3List.Add(new Vector3(0.5f, 0.5f, -0.5f));
        vector3List.Add(new Vector3(0.5f, 0.5f, -0.5f));
        vector3List.Add(new Vector3(-0.5f, 0.5f, -0.5f));
        vector3List.Add(new Vector3(-0.5f, -0.5f, -0.5f));
        vector3List.Add(new Vector3(-0.5f, 0.5f, -0.5f));
        vector3List.Add(new Vector3(0.5f, 0.5f, -0.5f));
        vector3List.Add(new Vector3(0.5f, -0.5f, -0.5f));
        vector3List.Add(new Vector3(0.5f, -0.5f, -0.5f));
        vector3List.Add(new Vector3(-0.5f, -0.5f, -0.5f));
        vector3List.Add(new Vector3(-0.5f, -0.5f, 0.5f));
        vector3List.Add(new Vector3(-0.5f, -0.5f, -0.5f));
        vector3List.Add(new Vector3(0.5f, -0.5f, -0.5f));
        vector3List.Add(new Vector3(0.5f, -0.5f, 0.5f));
        VectorManager.ObjectSetup(((Component)this).get_gameObject(), new VectorLine(((Object)((Component)this).get_gameObject()).get_name(), vector3List, 3f), (Visibility)0, (Brightness)1, false);
        VectorManager.useDraw3D = (__Null)1;
    }
    void Start()
    {
        var line = new VectorLine("Shape", XrayLineData.use.shapePoints[(int)shape], XrayLineData.use.lineTexture, XrayLineData.use.lineWidth);

        line.color = Color.green;
        VectorManager.ObjectSetup(gameObject, line, Visibility.Always, Brightness.None);
    }
    private VectorLine setupMarks(string id)
    {
        var markLength = ringRadius * ringMarkLengthFactor;
        var innerRad   = ringRadius - markLength;
        var points     = new List <Vector3>();

        for (int i = 0; i < ringMarkCount; i++)
        {
            var angle  = Mathf.Deg2Rad * markAngle * i + (Mathf.PI / 2f);
            var xAngle = Mathf.Cos(angle);
            var yAngle = Mathf.Sin(angle);
            var x1     = new Vector3(0, ringRadius * xAngle, ringRadius * yAngle);
            var x2     = new Vector3(0, innerRad * xAngle, innerRad * yAngle);
            var y1     = new Vector3(ringRadius * xAngle, 0, ringRadius * yAngle);
            var y2     = new Vector3(innerRad * xAngle, 0, innerRad * yAngle);
            var z1     = new Vector3(ringRadius * xAngle, ringRadius * yAngle, 0);
            var z2     = new Vector3(innerRad * xAngle, innerRad * yAngle, 0);
            points.Add(x1);
            points.Add(x2);
            points.Add(y1);
            points.Add(y2);
            points.Add(z1);
            points.Add(z2);
        }

        var        marks     = new VectorLine(id, points, markWidth);
        GameObject container = new GameObject(id);

        container.transform.parent        = transform;
        container.transform.localPosition = Vector3.zero;
        VectorManager.useDraw3D           = true;
        VectorManager.ObjectSetup(container, marks, Visibility.Always, Brightness.None);

        return(marks);
    }
Example #5
0
    void LateUpdate()
    {
        if (!VectorLine.camTransformExists)
        {
            return;
        }

        // Draw3DAuto lines
        for (int i = 0; i < lineCount; i++)
        {
            if (lines[i].rectTransform != null)
            {
                lines[i].Draw3D();
            }
            else
            {
                RemoveLine(i--);
            }
        }

        // Only redraw static objects if camera is moving
        if (VectorLine.CameraHasMoved())
        {
            VectorManager.DrawArrayLines();
        }

        VectorLine.UpdateCameraInfo();

        // Always redraw dynamic objects
        VectorManager.DrawArrayLines2();
    }
Example #6
0
    // Token: 0x06000AF3 RID: 2803 RVA: 0x0002FE38 File Offset: 0x0002E238
    private void Start()
    {
        List <Vector3> points = new List <Vector3>
        {
            new Vector3(-0.5f, -0.5f, 0.5f),
            new Vector3(0.5f, -0.5f, 0.5f),
            new Vector3(-0.5f, 0.5f, 0.5f),
            new Vector3(-0.5f, -0.5f, 0.5f),
            new Vector3(0.5f, -0.5f, 0.5f),
            new Vector3(0.5f, 0.5f, 0.5f),
            new Vector3(0.5f, 0.5f, 0.5f),
            new Vector3(-0.5f, 0.5f, 0.5f),
            new Vector3(-0.5f, 0.5f, -0.5f),
            new Vector3(-0.5f, 0.5f, 0.5f),
            new Vector3(0.5f, 0.5f, 0.5f),
            new Vector3(0.5f, 0.5f, -0.5f),
            new Vector3(0.5f, 0.5f, -0.5f),
            new Vector3(-0.5f, 0.5f, -0.5f),
            new Vector3(-0.5f, -0.5f, -0.5f),
            new Vector3(-0.5f, 0.5f, -0.5f),
            new Vector3(0.5f, 0.5f, -0.5f),
            new Vector3(0.5f, -0.5f, -0.5f),
            new Vector3(0.5f, -0.5f, -0.5f),
            new Vector3(-0.5f, -0.5f, -0.5f),
            new Vector3(-0.5f, -0.5f, 0.5f),
            new Vector3(-0.5f, -0.5f, -0.5f),
            new Vector3(0.5f, -0.5f, -0.5f),
            new Vector3(0.5f, -0.5f, 0.5f)
        };
        VectorLine line = new VectorLine(base.gameObject.name, points, 3f);

        VectorManager.ObjectSetup(base.gameObject, line, Visibility.Dynamic, Brightness.None, false);
        VectorManager.useDraw3D = true;
    }
Example #7
0
        public fLinesGameObject(GameObject baseGO, string name = "line")
            : base(baseGO, FGOFlags.EnablePreRender)
        {
            baseGO.SetName(name);

            // ugly...
            __VectrosityConfig.Configure();

            if (baseGO.GetComponent <MeshFilter>() == null)
            {
                baseGO.AddComponent <MeshFilter>();
            }
            if (baseGO.GetComponent <MeshRenderer>() == null)
            {
                baseGO.AddComponent <MeshRenderer>();
            }

            List <Vector3> vertices = new List <Vector3>()
            {
                Vector3.zero, Vector3.one
            };

            vectorLine = new VectorLine(name, vertices, width, LineType.Discrete);
            VectorManager.ObjectSetup(baseGO, vectorLine, Visibility.Dynamic, Brightness.None);
        }
Example #8
0
    void OnBecameVisible()
    {
        Vector.Active(vectorLine, true);

        // Draw line now, otherwise's there's a 1-frame delay before the line is actually drawn in the next LateUpdate
        VectorManager.DrawArrayLine2(m_objectNumber.i);
    }
Example #9
0
    // Use this for initialization
    void Start()
    {
        //initialize object
        this.gameObject.transform.position = new Vector3(0, 0, 1940);
        this.gameObject.transform.rotation = new Quaternion(90, 0, 0, 0);

        //initialize colors
        color1 = colorNormal = Manager.use.colorNormal;
        color2 = colorIntense = Manager.use.colorIntense;

        //create line "TitleBanner"
        line           = new VectorLine(gameObject.name, LineData.use.titlePoints, Manager.use.lineWidth);
        line.material  = Manager.use.lineMaterial;
        line.texture   = Manager.use.lineTexture;
        line.color     = Manager.use.colorNormal;
        line.capLength = Manager.use.capLength;

        // Make VectorManager lines be drawn in the scene instead of as an overlay
        VectorManager.useDraw3D = true;
        // Make this transform have the vector line object that's defined above
        // This object is a rigidbody, so the vector object will do exactly what this object does
        VectorManager.ObjectSetup(gameObject, line, Visibility.Dynamic, Brightness.None);

        Destroy(gameObject, 8.4f);
    }
Example #10
0
    // Token: 0x06000AF1 RID: 2801 RVA: 0x0002FDEC File Offset: 0x0002E1EC
    private void Start()
    {
        List <Vector3> points = VectorLine.BytesToVector3List(this.vectorCube.bytes);
        VectorLine     line   = new VectorLine(base.gameObject.name, points, 2f);

        VectorManager.ObjectSetup(base.gameObject, line, Visibility.Dynamic, Brightness.None);
    }
Example #11
0
    private void Start()
    {
        VectorLine vectorLine = new VectorLine("Shape", XrayLineData.use.shapePoints[(int)this.shape], XrayLineData.use.lineTexture, XrayLineData.use.lineWidth);

        vectorLine.set_color(Color32.op_Implicit(Color.get_green()));
        VectorManager.ObjectSetup(((Component)this).get_gameObject(), vectorLine, (Visibility)2, (Brightness)1);
    }
Example #12
0
 public void StartUp()
 {
     //Set up target reticle lines and colors...
     //set reticle up 1.7 meters to match player's offset from zero
     //set reticle distance to just inside far clip plane
     defaultPosZ = 1860f;
     this.gameObject.transform.position = new Vector3(0, 1.7f, defaultPosZ);
     this.gameObject.transform.rotation = new Quaternion(0, 0, 0, 0);
     //scale reticle
     for (int index = 0; index < LineData.use.reticlePoints.Count; index++)
     {
         Vector3 point = LineData.use.reticlePoints[index];
         point = point * this.reticleScale;
         LineData.use.reticlePoints[index] = point;
     }
     //Create reticle
     Reticle           = new VectorLine(gameObject.name, LineData.use.reticlePoints, Manager.use.lineWidth);
     Reticle.material  = Manager.use.lineMaterial;
     Reticle.texture   = Manager.use.lineTexture;
     Reticle.color     = Manager.use.colorNormal;
     Reticle.capLength = Manager.use.capLength;
     // Make VectorManager lines be drawn in the scene instead of as an overlay
     VectorManager.useDraw3D = true;
     // Make this transform have the vector line object that's defined above
     VectorManager.ObjectSetup(gameObject, Reticle, Visibility.Dynamic, Brightness.None);
 }
Example #13
0
    void LateUpdate()
    {
        if (!Vector.camTransformExists)
        {
            return;
        }

        // Only redraw if camera is moving
        if (Vector.oldPosition != Vector.camTransformPosition || Vector.oldRotation != Vector.camTransformEulerAngles)
        {
            for (int i = 0; i < lineCount; i++)
            {
                if (lines[i].vectorObject != null)
                {
                    Vector.DrawLine3D(lines[i], transforms[i]);
                }
                else
                {
                    RemoveLine(i--);
                }
            }

            VectorManager.DrawArrayLines();
        }

        Vector.oldPosition = Vector.camTransformPosition;
        Vector.oldRotation = Vector.camTransformEulerAngles;

        // Always redraw dynamic objects
        VectorManager.DrawArrayLines2();
    }
 void OnDestroy()
 {
     if (m_destroyed)
     {
         return;                             // Paranoia check
     }
     m_destroyed = true;
     VectorManager.VisibilityStaticRemove(m_objectNumber.i);
     VectorLine.Destroy(ref m_vectorLine);
 }
Example #15
0
    public void OnEnable()
    {
        vectorLine       = new VectorLine(gameObject.name, linePoints, lineTexture, 10f);
        vectorLine.color = new Color(lineColor.r, lineColor.g, lineColor.b);
        Debug.Log("enable:" + gameObject.name + lineColor.ToString());
        VectorManager.ObjectSetup(gameObject, vectorLine, Visibility.Dynamic, Brightness.None, false);

        // Make VectorManager lines be drawn in the scene instead of as an overlay
        VectorManager.useDraw3D = true;
    }
Example #16
0
 void OnDestroy()
 {
     if (destroyed)
     {
         return;                     // Paranoia check
     }
     destroyed = true;
     VectorManager.VisibilityRemove(m_objectNumber.i);
     Vector.DestroyLine(ref vectorLine);
 }
Example #17
0
    // Use this for initialization
    void Start()
    {
        renderer.enabled = true;
        VectorLine VLine = new VectorLine("Lines", renderlines, null, 2);

        VLine.color = Color.green;
        VectorManager VMan = new VectorManager();

        VectorManager.ObjectSetup(gameObject, VLine, Visibility.Static, Brightness.Fog, true);
    }
Example #18
0
    public void Setup(VectorLine line, bool makeBounds)
    {
        if (makeBounds)
        {
            VectorManager.SetupBoundsMesh(gameObject, line);
        }

        VectorManager.VisibilitySetup(transform, line, out m_objectNumber);
        vectorLine = line;
    }
Example #19
0
 // Force the color to be set when becoming visible
 void OnBecameVisible()
 {
     VectorManager.SetOldDistance(m_objectNumber.i, -1);
     VectorManager.SetDistanceColor(m_objectNumber.i);
     if (!useLine)
     {
         return;
     }
     vectorLine.active = true;
 }
Example #20
0
 public void Setup(VectorLine line, bool m_useLine)
 {
     m_objectNumber = new RefInt(0);
     VectorManager.CheckDistanceSetup(transform, line, line.color, m_objectNumber);
     VectorManager.SetDistanceColor(m_objectNumber.i);
     if (m_useLine)                  // Only if there are no Visibility scripts being used
     {
         this.m_useLine = true;
         m_vectorLine   = line;
     }
 }
Example #21
0
    //private bool collided;

    public virtual void Start()
    {
        // Set the initial brightness based on distance from player...we're not using fog since that interferes with the fading we do in FadeOut
        //fwe181230 this.initialColor = Manager.use.MultiplyColor(Manager.use.normalColor, (float) VectorManager.GetBrightnessValue(this.transform.position));
        this.initialColor = Manager.use.colorNormal;
        this.line.SetColor(this.initialColor);
        VectorManager.useDraw3D = true;
        VectorManager.ObjectSetup(this.gameObject, this.line, Visibility.Dynamic, Brightness.None);
        this.objectNumber = Manager.use.ArrayAdd(this.transform, Manager.use.objects);
        //fwe181230 Physics.IgnoreCollision((Collider) this.GetComponent(typeof(Collider)), Manager.playerCollider);
        this.InvokeRepeating("FadeOut", 0.2f, 0.2f);
    }
    void Start()
    {
        // Make a Vector3 array from the data stored in the vectorCube text asset
        // Try using different assets from the Vectors folder for different shapes (the collider will still be a cube though!)
        var cubePoints = VectorLine.BytesToVector3List(vectorCube.bytes);

        // Make a line using the above points, with a width of 2 pixels
        var line = new VectorLine(gameObject.name, cubePoints, 2.0f);

        // Make this transform have the vector line object that's defined above
        // This object is a rigidbody, so the vector object will do exactly what this object does
        VectorManager.ObjectSetup(gameObject, line, Visibility.Dynamic, Brightness.None);
    }
Example #23
0
 void OnDestroy()
 {
     if (destroyed)
     {
         return;                     // Paranoia check
     }
     destroyed = true;
     VectorManager.DistanceRemove(m_objectNumber.i);
     if (useLine)
     {
         Vector.DestroyLine(ref vectorLine);
     }
 }
    public void Setup(VectorLine line, bool makeBounds)
    {
        if (makeBounds)
        {
            VectorManager.SetupBoundsMesh(gameObject, line);
        }

        VectorManager.VisibilitySetup(transform, line, out m_objectNumber);
        m_vectorLine = line;
        if (GetComponent <Renderer>().isVisible)
        {
            OnBecameVisible();
        }
    }
    IEnumerator WaitCheck()
    {
        // Ensure that the line is drawn once even if the camera isn't moving
        // Otherwise this object would be invisible until the camera moves
        // However, the camera might not have been set up yet, so wait a frame and turn off if necessary
        VectorManager.DrawArrayLine(m_objectNumber.i);

        yield return(null);

        if (!GetComponent <Renderer>().isVisible)
        {
            m_vectorLine.active = false;
        }
    }
    void Start()
    {
        // Make a Vector3 array that contains points for a cube that's 1 unit in size
        var cubePoints = new List <Vector3> {
            new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, 0.5f), new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, 0.5f)
        };

        // Make a line using the above points, with a width of 2 pixels
        var line = new VectorLine(gameObject.name, cubePoints, 2.0f);

        // Make this transform have the vector line object that's defined above
        // This object is a rigidbody, so the vector object will do exactly what this object does
        VectorManager.ObjectSetup(gameObject, line, Visibility.Dynamic, Brightness.None);
    }
    private void setupRing(string id, Vector3 upVector)
    {
        var ring = new VectorLine(id, new List <Vector3>(ringVertices), ringWidth, LineType.Continuous, Joins.Weld);

        ring.material = lineMaterial;
        ring.MakeCircle(Vector3.zero, upVector, ringRadius);
        // ring.Draw3DAuto();

        GameObject container = new GameObject(id);

        container.transform.parent        = transform;
        container.transform.localPosition = Vector3.zero;
        VectorManager.useDraw3D           = true;
        VectorManager.ObjectSetup(container, ring, Visibility.Always, Brightness.None);
    }
Example #28
0
 public void Setup(VectorLine line, bool useLine)
 {
     if (line.lineColors == null)
     {
         Debug.LogError("In order to use Brightness.Fog, the line \"" + line.vectorObject.name + "\" must contain segment colors");
         return;
     }
     m_objectNumber = new RefInt(0);
     VectorManager.CheckDistanceSetup(transform, line, line.lineColors[0], m_objectNumber);
     VectorManager.SetDistanceColor(m_objectNumber.i);
     if (useLine)            // Only if there are no Visibility scripts being used
     {
         this.useLine = true;
         vectorLine   = line;
     }
 }
        public static Point3D RotateAboutAxis(this Point3D u, Point3D axis, double angle)
        {
            var angleInRadians = angle * (Math.PI / 180);

            var normalAxis = VectorManager.Normalize(axis);

            var projection = u.Project(axis);

            var orthogonalProjection = u.OrthogonalProject(axis);

            var normalAxisCrossOrthogProjection = VectorManager.Cross(normalAxis, orthogonalProjection);

            var rotatedProjection = VectorManager.Scale(normalAxisCrossOrthogProjection, Math.Sin(angleInRadians)) +
                                    VectorManager.Scale(orthogonalProjection, Math.Cos(angleInRadians));


            return(rotatedProjection + projection);
        }
Example #30
0
    void Start()
    {
        // Make a Vector3 array that contains points for a cube that's 1 unit in size
        var cubePoints = new List <Vector3> {
            new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, 0.5f), new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, 0.5f)
        };

        // Make a line using the above points, with a width of 3 pixels
        var line = new VectorLine(gameObject.name, cubePoints, 3.0f);

        // Make VectorManager lines be drawn in the scene instead of as an overlay
        VectorManager.useDraw3D = true;

        // Make this transform have the vector line object that's defined above
        // This object is a rigidbody, so the vector object will do exactly what this object does
        // "false" is added at the end, so that the cube mesh is not replaced by an invisible bounds mesh
        VectorManager.ObjectSetup(gameObject, line, Visibility.Dynamic, Brightness.None, false);
    }
	void OnApplicationQuit() {
		s_Use = null;
	}