Esempio n. 1
0
    void DebugPenPathToLineMesh(PenDrawingPath penPath)
    {
        GameObject go = new GameObject("penPathMeshDisplay" + UnityEngine.Random.Range(0f, 999999999f));

        go.transform.position = pixelTreeDebugDisplay.transform.position + Vector3.back * 5f;
        MeshRenderer meshRenderer = go.AddComponent <MeshRenderer>();
        MeshFilter   filter       = go.AddComponent <MeshFilter>();

        meshRenderer.material = pixelTreeDebugDisplay.GetComponent <MeshRenderer>().sharedMaterial; // use pixel tree mesh material
        go.GetComponent <MeshFilter>().mesh = penPath.ToMesh((float)machineConfig.toolDiameterMM, dbugSettings.drawTravelMoves);
    }
Esempio n. 2
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    private void lineRenderPenPath(PenDrawingPath path, GameObject go = null)
    {
        if (lineRendererLimit-- <= 0)
        {
            return;
        }
        SCPathDisplay display = Instantiate(pathDisplayPrefab); // go.AddComponent<SCPathDisplay>();

        display.color            = testColor;
        display.transform.parent = go? go.transform : transform;
        display.display(path);
    }
Esempio n. 3
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 public void display(PenDrawingPath penPath)
 {
     lr.positionCount = penPath.Count;
     //lr.widthMultiplier = widthMult;
     //lr.widthCurve = widthCurve;
     for (int i = 0; i < penPath.Count; ++i)
     {
         PenMove move = penPath[i];
         if (move.hasColor)
         {
             color = move.color;
         }
         if (move.text != null)
         {
             textAt(move.destination, move.text);
         }
         lr.SetPosition(i, move.destination);
     }
 }
Esempio n. 4
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        private void DrawPath(PenDrawingPath path)
        {
            List <PenMove> moves = path.GetMoves().ToList();

            if (moves.Count == 0)
            {
                return;
            }
            PenMove last = moves[0];
            PenMove next;

            for (int i = 1; i < moves.Count; ++i)
            {
                next = moves[i];
                if (!next.up || dbugSettings.drawTravelMoves)
                {
                    DrawLine(last.destination, next.destination);
                }
                last = next;
            }
        }