コード例 #1
0
ファイル: RoadRenderer.cs プロジェクト: George-Poulos/Traffix
    private void AddSegment(Vector3[] points, int edgeLoops)
    {
        OrientedPoint[] path = new OrientedPoint[edgeLoops + 1];
        CubicBezier3D   bezier = new CubicBezier3D(points);
        GameObject      segment = Instantiate(map.navMap.roadPrefab, transform.position, Quaternion.identity) as GameObject;
        Vector3?        prev = null, curr = null;

        for (int i = 0; i <= edgeLoops; i++)
        {
            float t = (1f / edgeLoops) * i;
            prev = curr;
            curr = bezier.GetPoint(t);
            waypoints.Add((Vector3)curr);
            if (prev != null)
            {
                cost += ((Vector3)(curr - prev)).magnitude;
            }
            path[i] = new OrientedPoint((Vector3)curr, bezier.GetOrientation3D(t, Vector3.up));
        }
        segment.transform.parent = transform;
        segment.name             = gameObject.name + String.Format("-{0}", segments.Count);
        segments.Add(segment);
        paths.Add(path);
    }
コード例 #2
0
ファイル: MeshGenerator.cs プロジェクト: zerofield/Mesh
    void GenerateMesh()
    {
        ExtrudeShape shape = new ExtrudeShape();

        Vertex2D[] verts = new Vertex2D[points.Length];



        for (int i = 0; i < points.Length; ++i)
        {
            verts[i]       = new Vertex2D();
            verts[i].point = points[i].position;

            if (i == points.Length - 1)
            {
                Vector2 direction = points[i].position - points[i - 1].position;
                verts[i].normal = new Vector2(-direction.y, direction.x);
            }
            else
            {
                Vector2 direction = points[i + 1].position - points[i].position;
                verts[i].normal = new Vector2(-direction.y, direction.x);
            }

            verts[i].uCoord = 1.0f * i / (points.Length - 1);
        }

        int[] lines = new int[(points.Length - 1) * 2];
        for (int i = 0; i < points.Length - 1; ++i)
        {
            lines[i * 2]     = i;
            lines[i * 2 + 1] = i + 1;
        }

        shape.vert2Ds = verts;
        shape.lines   = lines;

        Vector3[] controlPoints =
        {
            p0.position,
            p1.position,
            p2.position,
            p3.position,
        };

        OrientedPoint[] path = new OrientedPoint[segmentCount + 1];

        Vector3 lastPoint = Vector3.zero;


        for (int i = 0; i <= segmentCount; ++i)
        {
            float      t        = (float)i / segmentCount;
            Vector3    position = CubicBezier3D.GetPoint(controlPoints, t);
            Quaternion rotation = CubicBezier3D.GetOrientation3D(controlPoints, t, Vector3.up);

            path[i] = new OrientedPoint(position, rotation);

            Vector3 normal = CubicBezier3D.GetNormal3D(controlPoints, t, Vector3.up);
            //debug info
            // Debug.DrawLine(position, position + normal * 5, Color.blue);

            if (i != 0)
            {
                Debug.DrawLine(lastPoint, position, Color.green);
            }

            lastPoint = position;
        }

        arr = new float[2];
        CalcLengthTableInto(arr, controlPoints);
        Extrude(mesh, shape, path);
    }