AddPoint() public method

public AddPoint ( Vector3 position ) : TrackBuildRPoint,
position Vector3
return TrackBuildRPoint,
Esempio n. 1
0
    public void Init()
    {
        track = gameObject.AddComponent <TrackBuildRTrack>();
        track.InitTextures();
        track.baseTransform = transform;

        TrackBuildRPoint p0 = gameObject.AddComponent <TrackBuildRPoint>(); // ScriptableObject.CreateInstance<TrackBuildRPoint>();
        TrackBuildRPoint p1 = gameObject.AddComponent <TrackBuildRPoint>(); //ScriptableObject.CreateInstance<TrackBuildRPoint>();
        TrackBuildRPoint p2 = gameObject.AddComponent <TrackBuildRPoint>(); //ScriptableObject.CreateInstance<TrackBuildRPoint>();
        TrackBuildRPoint p3 = gameObject.AddComponent <TrackBuildRPoint>(); //ScriptableObject.CreateInstance<TrackBuildRPoint>();

        p0.baseTransform = transform;
        p1.baseTransform = transform;
        p2.baseTransform = transform;
        p3.baseTransform = transform;

        p0.position = new Vector3(-20, 0, -20);
        p1.position = new Vector3(20, 0, -20);
        p2.position = new Vector3(20, 0, 20);
        p3.position = new Vector3(-20, 0, 20);

        p0.forwardControlPoint = new Vector3(0, 0, -20);
        p1.forwardControlPoint = new Vector3(40, 0, -20);
        p2.forwardControlPoint = new Vector3(0, 0, 20);
        p3.forwardControlPoint = new Vector3(-40, 0, 20);

        p0.leftForwardControlPoint = new Vector3(-15, 0, -20);
        p1.leftForwardControlPoint = new Vector3(25, 0, -20);
        p2.leftForwardControlPoint = new Vector3(5, 0, 20);
        p3.leftForwardControlPoint = new Vector3(-35, 0, 20);

        p0.rightForwardControlPoint = new Vector3(15, 0, -20);
        p1.rightForwardControlPoint = new Vector3(55, 0, -20);
        p2.rightForwardControlPoint = new Vector3(-5, 0, 20);
        p3.rightForwardControlPoint = new Vector3(-45, 0, 20);

        track.AddPoint(p0);
        track.AddPoint(p1);
        track.AddPoint(p2);
        track.AddPoint(p3);

        generator = gameObject.AddComponent <TrackBuildRGenerator>();

        ForceFullRecalculation();

        track.diagramMesh           = new Mesh();
        track.diagramMesh.vertices  = new [] { new Vector3(-1, 0, -1), new Vector3(1, 0, -1), new Vector3(-1, 0, 1), new Vector3(1, 0, 1) };
        track.diagramMesh.uv        = new [] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1) };
        track.diagramMesh.triangles = new [] { 1, 0, 2, 1, 2, 3 };

        track.diagramGO = new GameObject("Diagram");
        track.diagramGO.transform.parent                 = transform;
        track.diagramGO.transform.localPosition          = Vector3.zero;
        track.diagramGO.AddComponent <MeshFilter>().mesh = track.diagramMesh;
        track.diagramMaterial = new Material(Shader.Find("Unlit/Texture"));
        track.diagramGO.AddComponent <MeshRenderer>().material   = track.diagramMaterial;
        track.diagramGO.AddComponent <MeshCollider>().sharedMesh = track.diagramMesh;
    }
Esempio n. 2
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    /// <summary>
    /// This function renders and controls the layout track function in the menu
    /// Users can click place track points into the scene for a quick and easy creation of a track
    /// </summary>
    private void DrawTrack()
    {
        SceneView.focusedWindow.wantsMouseMove = true;
        _handleSize = HandleUtility.GetHandleSize(_trackBuildR.transform.position) * 0.1f;
        Plane   buildingPlane = new Plane(Vector3.up, _trackBuildR.transform.forward);
        float   distance;
        Vector3 mousePlanePoint = Vector3.zero;
        Ray     mouseRay        = Camera.current.ScreenPointToRay(new Vector3(Event.current.mousePosition.x, Screen.height - Event.current.mousePosition.y - 30, 0));

        if (buildingPlane.Raycast(mouseRay, out distance))
        {
            mousePlanePoint = mouseRay.GetPoint(distance);
        }

        int numberOfPoints = _track.realNumberOfPoints;

        for (int i = 0; i < numberOfPoints; i++)
        {
            TrackBuildRPoint thisPoint    = _track[i];
            Vector3          thisPosition = thisPoint.worldPosition;
            Vector3          lastPosition = (i > 0) ? _track[i - 1].worldPosition : thisPosition;
            Vector3          nextPosition = (i < numberOfPoints - 1) ? _track[i + 1].worldPosition : thisPosition;

            Vector3 backwardTrack    = thisPosition - lastPosition;
            Vector3 forwardTrack     = nextPosition - thisPosition;
            Vector3 controlDirection = (backwardTrack + forwardTrack).normalized;
            float   controlMagnitude = (backwardTrack.magnitude + forwardTrack.magnitude) * 0.333f;

            thisPoint.forwardControlPoint = (controlDirection * controlMagnitude) + thisPosition;
        }

        //draw track outline
        int     numberOfCurves = _track.numberOfCurves;
        Vector3 position       = _trackBuildR.transform.position;

        for (int i = 0; i < numberOfCurves; i++)
        {
            TrackBuildRPoint curve = _track[i];
            int  curvePoints       = curve.storedPointSize;
            bool lastPoint         = i == numberOfCurves - 1;

            Handles.color = (lastPoint && _track.loop) ? TrackBuildRColours.RED : TrackBuildRColours.GREEN;

            for (int p = 1; p < curvePoints; p++)
            {
                int indexA = p - 1;
                int indexB = p;

                Handles.DrawLine(curve.sampledPoints[indexA] + position, curve.sampledPoints[indexB] + position);
                Vector3 trackCrossWidth = curve.sampledTrackCrosses[indexA] * (curve.sampledWidths[indexA] * 0.5f);
                Handles.DrawLine(curve.sampledPoints[indexA] + trackCrossWidth + position, curve.sampledPoints[indexB] + trackCrossWidth + position);
                Handles.DrawLine(curve.sampledPoints[indexA] - trackCrossWidth + position, curve.sampledPoints[indexB] - trackCrossWidth + position);
            }
        }

        Handles.color = Color.green;
        if (Handles.Button(mousePlanePoint, Quaternion.identity, _handleSize, _handleSize, Handles.DotCap))
        {
            TrackBuildRPoint newTrackPoint = _track.gameObject.AddComponent <TrackBuildRPoint>();//CreateInstance<TrackBuildRPoint>();
            newTrackPoint.baseTransform = _trackBuildR.transform;
            newTrackPoint.position      = mousePlanePoint;
            _track.loop = true;
            _track.AddPoint(newTrackPoint);
        }

        if (_track.realNumberOfPoints > 0)
        {
            TrackBuildRPoint pointOne = _track[0];
            Handles.Label(pointOne.worldPosition, "Loop Track");
            if (Handles.Button(pointOne.worldPosition, Quaternion.identity, _handleSize, _handleSize, Handles.DotCap))
            {
                _track.drawMode = false;
                _trackBuildR.UpdateRender();
            }
        }

        if (GUI.changed)
        {
            UpdateGui();
        }
    }
Esempio n. 3
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    public void Init()
    {
        track = gameObject.AddComponent<TrackBuildRTrack>();
        track.InitTextures();
        track.baseTransform = transform;

        TrackBuildRPoint p0 = gameObject.AddComponent<TrackBuildRPoint>();// ScriptableObject.CreateInstance<TrackBuildRPoint>();
        TrackBuildRPoint p1 = gameObject.AddComponent<TrackBuildRPoint>();//ScriptableObject.CreateInstance<TrackBuildRPoint>();
        TrackBuildRPoint p2 = gameObject.AddComponent<TrackBuildRPoint>();//ScriptableObject.CreateInstance<TrackBuildRPoint>();
        TrackBuildRPoint p3 = gameObject.AddComponent<TrackBuildRPoint>();//ScriptableObject.CreateInstance<TrackBuildRPoint>();

        p0.baseTransform = transform;
        p1.baseTransform = transform;
        p2.baseTransform = transform;
        p3.baseTransform = transform;

        p0.position = new Vector3(-20, 0, -20);
        p1.position = new Vector3(20, 0, -20);
        p2.position = new Vector3(20, 0, 20);
        p3.position = new Vector3(-20, 0, 20);

        p0.forwardControlPoint = new Vector3(0, 0, -20);
        p1.forwardControlPoint = new Vector3(40, 0, -20);
        p2.forwardControlPoint = new Vector3(0, 0, 20);
        p3.forwardControlPoint = new Vector3(-40, 0, 20);

        p0.leftForwardControlPoint = new Vector3(-15, 0, -20);
        p1.leftForwardControlPoint = new Vector3(25, 0, -20);
        p2.leftForwardControlPoint = new Vector3(5, 0, 20);
        p3.leftForwardControlPoint = new Vector3(-35, 0, 20);

        p0.rightForwardControlPoint = new Vector3(15, 0, -20);
        p1.rightForwardControlPoint = new Vector3(55, 0, -20);
        p2.rightForwardControlPoint = new Vector3(-5, 0, 20);
        p3.rightForwardControlPoint = new Vector3(-45, 0, 20);

        track.AddPoint(p0);
        track.AddPoint(p1);
        track.AddPoint(p2);
        track.AddPoint(p3);

        generator = gameObject.AddComponent<TrackBuildRGenerator>();

        ForceFullRecalculation();

        track.diagramMesh = new Mesh();
        track.diagramMesh.vertices = new [] { new Vector3(-1, 0, -1), new Vector3(1, 0, -1), new Vector3(-1, 0, 1), new Vector3(1, 0, 1)};
        track.diagramMesh.uv = new [] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(0,1), new Vector2(1,1)};
        track.diagramMesh.triangles = new []{1,0,2,1,2,3};

        track.diagramGO = new GameObject("Diagram");
        track.diagramGO.transform.parent = transform;
        track.diagramGO.transform.localPosition = Vector3.zero;
        track.diagramGO.AddComponent<MeshFilter>().mesh = track.diagramMesh;
        track.diagramMaterial = new Material(Shader.Find("Unlit/Texture"));
        track.diagramGO.AddComponent<MeshRenderer>().material = track.diagramMaterial;
        track.diagramGO.AddComponent<MeshCollider>().sharedMesh = track.diagramMesh;
    }