IEnumerator DefaultLineIE() { // Debug.Log ("before Fixed"); yield return(new WaitForEndOfFrame()); // Debug.Log ("after Fixed"); lr.Reset(); lr.JitterMultiplier = 0f; foreach (LaserLine line in laserLines) { if (line.leftEnd && line.rightEnd) { // create a new line in renderer // Debug.Log ("drawing line"); FastLineRendererProperties props = new FastLineRendererProperties(); props.Start = line.leftEnd.position; props.End = line.rightEnd.position; props.Radius = lineRadius * radiusFactor; props.GlowIntensityMultiplier = glowIntensity; props.GlowWidthMultiplier = glowWidthMultiplier; lr.AddLine(props, true, true); } } lr.Apply(); }
public void Redraw(GisViewer v) { lineRenderer.Reset(); props.Radius = 1.5f * (float)v.GetResolution(); foreach (var item in lst) { var geo = item.fea.GetGeometryRef().Clone(); v.TransformGeometry2View(ref geo); DrawGeometry(geo); geo.Dispose(); } lineRenderer.Apply(); }
void ClearData() { lineRenderer.Reset(); if (trid != null) { //destroy all triangle objects foreach (Triangle t in trid.Values) { Destroy(t.drawingObject); } } //destroy all hint drawing objects hintDisplay.Reset(); //reset our data puzzleEdges = new PuzzleEdges(); trid = new Dictionary <Vector2Int, Triangle>(); trisByCentroid = new Dictionary <Vector2, Triangle>(); // //garbage collection should do the rest. }
public void RenderPlanetOrbits() { for (int i = 0; i < orbitsMatrixPlanets.GetLength(0); i++) { FastLinePlanetline.Reset(); GameObject go = new GameObject("Orbit"); go.transform.SetParent(planetIDGameObjectMap[i].transform); go.transform.localPosition = new Vector3(0f, 0f, 0f); FastLineRenderer lr = FastLineRenderer.CreateWithParent(go, FastLinePlanetline); FastLineRendererProperties props = new FastLineRendererProperties(); props.Radius = orbitLineRadius; props.LineJoin = FastLineRendererLineJoin.AttachToPrevious; lr.UseWorldSpace = true; // props.Color = new Color(0.67f, 0.66f, 0.50f, 0.25f); lr.AddLine(props, orbitsMatrixPlanets[i], null); lr.ScreenRadiusMultiplier = orbitLineScale; lr.Apply(); } //for (int i = 0; i < orbitsMatrixPlanets.GetLength(0); i++) //{ // GameObject go = new GameObject("Orbit"); // go.transform.SetParent(planetIDGameObjectMap[i].transform); // go.transform.localPosition = new Vector3(0f, 0f, 0f); // LineRenderer lr = Instantiate<LineRenderer>(LineOrbits, go.transform); // lr.enabled = true; // lr.name = "Orbit-" + solarsystem.Planets[i].OrbitalID; // orbitsPlanets.Add(lr); // lr.startWidth = 1f; // lr.endWidth = 1f; // lr.positionCount = segments; // lr.SetPositions(orbitsMatrixPlanets[i]); //} }
public void RenderMoonOrbits() { //for (int i = 0; i < orbitsMatrixMoons.GetLength(0); i++) //{ // LineRenderer lr = Instantiate<LineRenderer>( // LineOrbits, planetIDGameObjectMap[solarsystem.Moons[i].Parent.OrbitalID].transform); // lr.enabled = enable; // lr.useWorldSpace = false; // lr.name = "Orbit-" + solarsystem.Moons[i].Parent.OrbitalID.ToString() + // "-" + solarsystem.Moons[i].OrbitalID.ToString(); // orbitsMoons.Add(lr); // lr.startWidth = 60f; // lr.endWidth = 60f; // lr.startColor = moonsOrbitColour; // lr.endColor = moonsOrbitColour; // lr.positionCount = segmentsMoons; // lr.SetPositions(orbitsMatrixMoons[i]); //} for (int i = 0; i < orbitsMatrixMoons.GetLength(0); i++) { FastLineMoonline.Reset(); GameObject go = new GameObject("Orbit-Moon"); go.transform.SetParent(planetIDGameObjectMap[solarsystem.Moons[i].Parent.OrbitalID].transform); go.transform.localPosition = new Vector3(0f, 0f, 0f); FastLineRenderer lr = FastLineRenderer.CreateWithParent(go, FastLineMoonline); FastLineRendererProperties props = new FastLineRendererProperties(); props.Radius = orbitLineRadius; props.LineJoin = FastLineRendererLineJoin.AttachToPrevious; lr.UseWorldSpace = false; // props.Color = new Color(0.51f, 0.67f, 0.50f, 0.25f); lr.AddLine(props, orbitsMatrixMoons[i], null); lr.ScreenRadiusMultiplier = orbitLineScale; lr.Apply(); } }
private void CreateContinuousLineFromList() { // reset the line renderer - if you are appending to an existing line, don't call reset, as you would lost all the previous points LineRenderer.Reset(); // generate zig zag List <Vector3> points = new List <Vector3>(); for (int i = 0; i < 50; i++) { points.Add(new Vector3(-200 + (i * 10.0f), 100 + (150.0f * -(i % 2)), 0.0f)); } // animation time per segment - set to 0 to have the whole thing appear at once const float animationTime = 0.1f; // create properties - do this once, before your loop FastLineRendererProperties props = new FastLineRendererProperties(); props.Radius = 0.1f; props.LineJoin = FastLineRendererLineJoin.Round; // add the list of line points LineRenderer.AddLine(props, points, (FastLineRendererProperties _props) => { // random color props.Color = new Color32((byte)Random.Range(0, 256), (byte)Random.Range(0, 256), (byte)Random.Range(0, 256), byte.MaxValue); // animate this line segment in later props.AddCreationTimeSeconds(animationTime); // increase the radius props.Radius += 0.05f; }, true, true); // must call apply to make changes permanent LineRenderer.Apply(); }
public void Clear() { lineRenderer.Reset(); }