// Use this for initialization
        void Start()
        {
            segments = new List <CatmullRomSegment>();
            spheres  = new List <DraggablePoint>();

            if (points.Count < 4)
            {
                createSpheres();
                return;
            }

            if (randomize)
            {
                for (int i = 0; i < points.Count; i++)
                {
                    points[i]  = 2f * Random.insideUnitSphere;
                    points[i] += 2.5f * Vector3.up;
                }
            }

            SetMaterial(DesignerController.instance.defaultLineMaterial);
            lineRender.SetColors(Color.white, Color.red);

            makeSegments();
            createSpheres();
            MoveEndpoints();
            updateRenderPoints();

            if (!containingCanvas)
            {
                containingCanvas = FindObjectOfType <SplineCanvas>();
                containingCanvas.AddExistingSpline(this);
            }
        }
        // Use this for initialization
        void Start()
        {
            currentMode        = DesignerMode.Shell;
            modeText.text      = "Shell mode";
            kMeansPoints.text  = "0";
            impulsePoints.text = numImpulses.ToString();
            splineCanvas       = FindObjectOfType <SplineCanvas>();

            NumKMeansPoints = 10;
        }
 void GetCanvas()
 {
     if (!outputCanvas)
     {
         outputCanvas = FindObjectOfType <SplineCanvas>();
         if (!outputCanvas)
         {
             GameObject canvasObj = new GameObject();
             canvasObj.name = name + "-canvas";
             outputCanvas   = canvasObj.AddComponent <SplineCanvas>();
         }
     }
 }
        void AddLine(List <int> pointIndices)
        {
            if (!outputCanvas)
            {
                outputCanvas = FindObjectOfType <SplineCanvas>();
                if (!outputCanvas)
                {
                    GameObject canvasObj = new GameObject();
                    canvasObj.name = name + "-canvas";
                    outputCanvas   = canvasObj.AddComponent <SplineCanvas>();
                }
            }

            Vector3[] points = new Vector3[pointIndices.Count];
            for (int i = 0; i < points.Length; i++)
            {
                Vector3 pos = mesh.vertices[pointIndices[i]];
                points[i] = pos;
            }

            GameObject lineObj = new GameObject();

            lineObj.transform.parent        = transform;
            lineObj.transform.localPosition = Vector3.zero;
            lineObj.transform.localRotation = Quaternion.identity;
            lineObj.name = "skeleton-spline";


            // Create spline from points
            // Transform to world space
            for (int i = 0; i < points.Length; i++)
            {
                points[i] = transform.rotation * points[i] + transform.position;
            }

            CatmullRomSpline crs = lineObj.AddComponent <CatmullRomSpline>();

            crs.points = new List <Vector3>();
            Vector3 firstDiff = points[1] - points[0];
            Vector3 first     = points[0] - 0.01f * firstDiff.normalized;

            Vector3 lastDiff = points[points.Length - 2] - points[points.Length - 1];
            Vector3 last     = points[points.Length - 1] - 0.01f * lastDiff.normalized;

            crs.points.Add(first);
            crs.points.AddRange(points);
            crs.points.Add(last);

            outputCanvas.AddExistingSpline(crs);

            /*
             * LineRenderer line = lineObj.AddComponent<LineRenderer>();
             * line.useWorldSpace = false;
             *
             * line.SetVertexCount(points.Length);
             * line.SetPositions(points);
             * line.SetWidth(0.1f, 0.1f);
             * line.material = DesignerController.instance.defaultLineMaterial;
             * Color c = Color.HSVToRGB(hue, 1, 1);
             * line.SetColors(c, c);
             * hue = Mathf.Repeat(hue + 0.3f, 1);
             */
        }
Esempio n. 5
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 // Use this for initialization
 void Start()
 {
     canvas = GetComponent <SplineCanvas>();
 }