private static GameObject InitializeSweeplineObject(Sweepline sweepline) { var vertices = SweeplineVertices(sweepline); var gameObject = DrawingUtilities.CreateLineObject("Sweepline", vertices, "SweeplineMaterial"); return(gameObject); }
private static GameObject InitializeBeachlineObject(Beachline beachline) { var vertices = BeachlineVertices(beachline); var gameObject = DrawingUtilities.CreateLineObject("Beachline", vertices, "BeachlineMaterial"); return(gameObject); }
private static GameObject DrawEdgeList(List <Vertex> vectorsInEdgeList) { var vertices = VerticesInEdgeList(vectorsInEdgeList); var gameObject = DrawingUtilities.CreateLineObject("Edge list", vertices, "EdgeMaterial"); return(gameObject); }
private static GameObject DrawLongitude(float azimuth) { var azimuths = DrawingUtilities.AnglesInRange(0, Mathf.PI, NumberOfPointsPerLongitude); var vertices = azimuths.Select( colatitude => DrawingUtilities.CreateVectorAt(colatitude, azimuth)) .ToArray(); var longitudeObject = DrawingUtilities.CreateLineObject( "Longitude " + Mathf.Rad2Deg * azimuth, vertices, "Boundaries"); return(longitudeObject); }
public void Update() { var newCircleEvents = _circleEvents.ToArray().Except(_gameObjects.Keys); foreach (var circleEvent in newCircleEvents) { var vertices = CircleEventVertices(circleEvent); var gameObject = DrawingUtilities.CreateLineObject("Circle " + circleEvent, vertices, "CircleEventMaterial"); gameObject.transform.parent = _parentObject.transform; _gameObjects.Add(circleEvent, gameObject); } var removedCircles = _gameObjects.Keys.Except(_circleEvents.ToArray()).ToList(); foreach (var circleEvent in removedCircles) { var gameObject = _gameObjects[circleEvent]; _gameObjects.Remove(circleEvent); Object.Destroy(gameObject); } }