public void _DEBUG_VISUAL_boxAStarNodes() { Vector3[] points; Vector3[] norms = new Vector3[] { Vector3.up, Vector3.up, Vector3.up, Vector3.up, Vector3.up }; GameObject go; float highest = Mathf.Max(nodeDimensions); float lowest = Mathf.Min(nodeDimensions); for (int k = 0; k < theAStarGrid.nodes.Count; k++) { int x = (theAStarGrid.nodes [k].getXCorner()); int y = (theAStarGrid.nodes [k].getYCorner()); int h = (theAStarGrid.nodes [k].getHeight()); int w = (theAStarGrid.nodes [k].getWidth()); float val = (((float)w - lowest) / (highest - lowest)); go = Instantiate(MESHGEN_STAPLE) as GameObject; Vector3 pt1 = new Vector3(x, theCCDynamicFieldManager.theMapData.getHeightMap(x, y), y); Vector3 pt2 = new Vector3(x + w + 1, theCCDynamicFieldManager.theMapData.getHeightMap(x + w, y), y); Vector3 pt3 = new Vector3(x + w + 1, theCCDynamicFieldManager.theMapData.getHeightMap(x + w, y + h), y + h + 1); Vector3 pt4 = new Vector3(x, theCCDynamicFieldManager.theMapData.getHeightMap(x, y + h), y + h + 1); Vector3 pt5 = new Vector3(x, theCCDynamicFieldManager.theMapData.getHeightMap(x, y), y); points = new Vector3[] { pt1, pt2, pt3, pt4, pt5 }; meshLineGenerator m = go.GetComponent <meshLineGenerator> (); m.setLinePoints(points, norms); m.generateMesh(); m.setColor(rainbow(val)); } }
void filterAndSubmitLine() { // adding filtering operations theLineGenerator.setLinePoints(linePoints.ToArray(), linePointNormals.ToArray()); theLineGenerator.generateMesh(); }