Esempio n. 1
0
        TorsionImpulseCurve MakeTorsionImpulseCurve(List <float> impulses, List <float> arcPoints,
                                                    List <float> curvatureList, List <float> torsionList)
        {
            Debug.Log("Arc length of DC = " + ArcLength);

            Vector3          startingNormal = Vector3.Cross(startingBinormal, startingTangent);
            OrthonormalFrame startFrame     = new OrthonormalFrame(startingTangent, startingNormal, startingBinormal);

            List <float> arcSteps = new List <float>();

            for (int i = 0; i < arcPoints.Count - 1; i++)
            {
                arcSteps.Add(arcPoints[i + 1] - arcPoints[i]);
            }

            GameObject obj = new GameObject();

            obj.name = "TorsionApproxCurve";
            TorsionImpulseCurve impulseCurve = obj.AddComponent <TorsionImpulseCurve>();

            impulseCurve.InitFromData(impulses, arcSteps,
                                      curvatureList, torsionList,
                                      startFrame, StartingPoint);

            impulseCurve.SetMaterial(lineRender.material);

            return(impulseCurve);
        }
Esempio n. 2
0
        TorsionImpulseCurve MakeTorsionImpulseCurve(List <float> impulses, List <float> arcPoints, float constTorsion)
        {
            float averageCurvature = AverageCurvature();

            Vector3          startingNormal = Vector3.Cross(startingBinormal, startingTangent);
            OrthonormalFrame startFrame     = new OrthonormalFrame(startingTangent, startingNormal, startingBinormal);

            List <float> arcSteps = new List <float>();

            for (int i = 0; i < arcPoints.Count - 1; i++)
            {
                arcSteps.Add(arcPoints[i + 1] - arcPoints[i]);
            }

            GameObject obj = new GameObject();

            obj.name = "TorsionApproxCurve";
            TorsionImpulseCurve impulseCurve = obj.AddComponent <TorsionImpulseCurve>();

            impulseCurve.InitFromData(impulses, arcSteps,
                                      averageCurvature, constTorsion,
                                      startFrame, StartingPoint);

            impulseCurve.SetMaterial(lineRender.material);
            impulseCurve.BulbShrinkRatio = ActualShrinkRatio;

            return(impulseCurve);
        }