public void createNew_TargetQuad() { if (targetQuadObj != null) { DestroyImmediate(targetQuadObj); } targetQuadObj = new GameObject("BlendWarp_Quad_" + ID, typeof(MeshRenderer), typeof(MeshFilter), typeof(BlendWarpQuad), typeof(BlendWarp_Grid)); // targetQuadObj.transform.parent = transform; // quadPlane.AddComponent<BlendWarpQuad>(). targetQuadObj.transform.position = quadPosition; //targetQuadObj.transform.rotation = Quaternion.Euler(0, 180, 0); data = new BlendWarp_Data(); data.ID = ID; data.Rows = new List <double>(2) { 0, 10 }; // Debug.Log(transform.Find("Plane").localScale.z + " " + transform.Find("Plane").localScale.x); data.Cols = new List <double>(2) { 0, 10 * lookingPlane.lossyScale.z / (1.0 * lookingPlane.lossyScale.x) }; data.RowCount = gridSize.x; data.ColCount = gridSize.y; startquad(); debugObj = Instantiate(BlendWarpManager.instance.Debugger, targetQuadObj.transform); }
public void startQuad(BlendWarp_Editor editor, BlendWarp_Data data, bool hasCamera, int camx = -1, int camy = -1) { Editor = editor; Data = data; attachMesh(); attachMaterial(); attachGrid(); if (hasCamera) { attachCamera(camx, camy); } }
public void drawGrid(BlendWarp_Data data, BlendWarp_Editor editor) { Data = data; Editor = editor; rowCounts = Data.RowCount; colCounts = Data.ColCount; if (gridObj != null) { DestroyImmediate(gridObj); } gridObj = new GameObject("gridObj"); gridObj.transform.parent = transform; gridObj.transform.localPosition = new Vector3(0, 0, 0); currentMesh = GetComponent <MeshFilter>().mesh; List <Vector3> vertices = new List <Vector3>(); currentMesh.GetVertices(vertices); for (int i = 0; i < vertices.Count; i++) { vertices[i] = localVertToWorld(vertices[i]); } for (int i = 0; i < Data.RowCount; i++) { List <Vector3> verts = new List <Vector3>(); for (int j = i * Data.ColCount; j < i * Data.ColCount + Data.ColCount; j += 1) { verts.Add(vertices[j]); } drawLine(verts, "Line_row_" + i); } for (int i = 0; i < Data.ColCount; i++) { List <Vector3> verts = new List <Vector3>(); for (int j = i; j < vertices.Count; j += Data.ColCount) { verts.Add(vertices[j]); } drawLine(verts, "Line_col_" + i); } }