public void ReIndex()
    {
        float          num      = 1E-05f;
        float          length   = spline.GetLength(num);
        int            capacity = Mathf.FloorToInt(length * 2f);
        List <Vector3> list     = new List <Vector3>(capacity);
        float          num2     = 0f;
        float          f        = length / 1024f;
        float          num3     = Mathf.Pow(f, 2f);
        Vector3        vector   = spline.GetNonUniformPoint(0f);

        list.Add(vector);
        while (num2 <= 1f)
        {
            Vector3 nonUniformPoint = spline.GetNonUniformPoint(num2);
            while ((nonUniformPoint - vector).sqrMagnitude <= num3)
            {
                num2           += num;
                nonUniformPoint = spline.GetNonUniformPoint(num2);
            }
            vector = nonUniformPoint;
            list.Add(nonUniformPoint);
        }
        linearPoints = list.ToArray();
    }
Exemple #2
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    public void ReIndex()
    {
        var searchStepSize = 0.00001f;
        var length         = spline.GetLength(searchStepSize);
        var indexSize      = Mathf.FloorToInt(length * 2);
        var _linearPoints  = new List <Vector3>(indexSize);
        var t = 0f;


        var linearDistanceStep  = length / 1024;
        var linearDistanceStep2 = Mathf.Pow(linearDistanceStep, 2);


        var start = spline.GetNonUniformPoint(0);

        _linearPoints.Add(start);
        while (t <= 1f)
        {
            var current = spline.GetNonUniformPoint(t);
            while ((current - start).sqrMagnitude <= linearDistanceStep2)
            {
                t      += searchStepSize;
                current = spline.GetNonUniformPoint(t);
            }
            start = current;
            _linearPoints.Add(current);
        }
        linearPoints = _linearPoints.ToArray();
    }
Exemple #3
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    public void ReIndex()
    {
        float          searchStepSize = 0.00001f;
        float          length         = spline.GetLength(searchStepSize);
        int            indexSize      = Mathf.FloorToInt(length * 2);
        List <Vector3> linearPoints   = new List <Vector3>(indexSize); //...what does the "_" @ the front mean? (Removed it because it bothered me)
        float          t = 0f;                                         //meaningless variable name leads me to believe I'm missing some math background info.

        float linearDistanceStep  = length / 1024;
        float linearDistanceStep2 = Mathf.Pow(linearDistanceStep, 2);

        Vector3 start = spline.GetNonUniformPoint(0);

        linearPoints.Add(start);
        while (t <= 1f)
        {
            Vector3 current = spline.GetNonUniformPoint(t);
            while ((current - start).sqrMagnitude <= linearDistanceStep2)
            {
                t      += searchStepSize;
                current = spline.GetNonUniformPoint(t);
            }
            start = current;
            linearPoints.Add(current);
        }
        this.linearPoints = linearPoints.ToArray();
    }