コード例 #1
0
    void Start()
    {
        H               = new Lib_QuaternionAritmetics();
        droneScrp       = droneObj.GetComponent <Drone>(); //gameObject.GetComponent<Drone>();//droneObj.GetComponent<Drone>();
        meshInitVexList = droneScrp.vexDic.Keys.ToList();


        objPath  = new List <Vector4>();
        meshPath = new List <List <Vector4> >();      // Su salyga, kad neatsiras daugiau vex meshe eigoje
        foreach (var vex in meshInitVexList)
        {
            meshPath.Add(new List <Vector4>());
        }


        curveObjsArr = GetCurves("Trajectory");
        curveGenArr  = ExtractSrpts_fromObjs(curveObjsArr);
        GenerateSplinePath();

        LM = droneObj.GetComponent <LineManager>();
        if (renderMeshPath)
        {
            verteciesPaths = CreateMeshPathCurves();
            LM.AddManyCurves(verteciesPaths.Count);
            LM.UpdateAllCurves(verteciesPaths);
        }
    }
コード例 #2
0
ファイル: CurveGenerator.cs プロジェクト: Zauras/QuatCurve
    protected void Initialization()
    {
        H       = new Lib_QuaternionAritmetics();
        weights = new List <Vector4>()
        {
            new Vector4(0, 0, 0, 1.0f)
        };

        cDH_List = new List <Vector4[]>();

        TList = new List <float>()
        {
            0.0f, 2.0f, 4.0f
        };
        timeList = getTimeList();

        CPList = Create_FirstPointList("Point");
        points = Convert_Vec3_toVec4(FromGO_toVectorList(CPList));

        LM = GetComponent <LineManager>();
        LM.AddCurve();
    }