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); } }
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(); }