public void SetOP() { Vector3 v = -transform.forward; for (int i = 0; i < 4; i++) { m_OPs[i] = new OrientedPoint(transform.rotation * m_coll[i].center + transform.position, Quaternion.LookRotation(v, Vector3.up)); v = Quaternion.Euler(0, 90f, 0) * v; } }
public static DeadEnd CreateDeadEnd(Cross _cross, int _index) { GameObject obj = new GameObject("DeadEnd"); DeadEnd de = obj.AddComponent <DeadEnd>(); OrientedPoint op = _cross.m_OPs[_index]; de.Init(_cross, _index, op); obj.transform.parent = _cross.transform; return(de); }
/// <summary> /// Initialize the DeadEnd /// </summary> /// <param name="_comp">The Street the Dead End is connected to</param> /// <param name="_isStart">Is it the Start of the Street?</param> /// <param name="_op">The OrientedPoint of the DeadEnd</param> /// <returns>The new Dead End</returns> public DeadEnd Init(Street _comp, bool _isStart, OrientedPoint _op) { base.Init(false); ID = -2; m_Shape = new DeadEndShape(); SetStartConnection(new Connection(null, this, true)); if (_isStart) { //Move the Start Point half the width of the Street | Street width is 2 Vector3 start = _op.Position + (_op.Rotation * -Vector3.right) * 0.5f; //Move the Tangent 1 up above the start Point Vector3 tangent1 = start - _op.Rotation * Vector3.forward * 0.8f; //Move the End Point half the width of the Street | Street width is 2 Vector3 end = _op.Position + (_op.Rotation * Vector3.right) * 0.5f; //Move the Tangent 2 up above the end Point Vector3 tangent2 = end - _op.Rotation * Vector3.forward * 0.8f; m_Spline = new Spline( start, tangent1, tangent2, end, 10, this ); Connection.Combine(GetStartConnection(), _comp.GetStartConnection()); } else { //Move the Start Point half the width of the Street | Street width is 2 Vector3 start = _op.Position + (_op.Rotation * Vector3.right) * 0.5f; //Move the Tangent 1 up above the start Point Vector3 tangent1 = start + _op.Rotation * Vector3.forward * 0.8f; //Move the End Point half the width of the Street | Street width is 2 Vector3 end = _op.Position + (_op.Rotation * -Vector3.right) * 0.5f; //Move the Tangent 2 up above the end Point Vector3 tangent2 = end + _op.Rotation * Vector3.forward * 0.8f; m_Spline = new Spline( start, tangent1, tangent2, end, 10, this ); Connection.Combine(GetStartConnection(), _comp.m_EndConnection); } m_MeshFilter = gameObject.AddComponent <MeshFilter>(); m_MeshRenderer = gameObject.AddComponent <MeshRenderer>(); m_MeshRenderer.material = StreetComponentManager.Instance.DeadEndMat; transform.SetParent(_comp.transform); MeshGenerator.Extrude(this); return(this); }
public DeadEnd Init(Cross _cross, int _index, OrientedPoint _op) { base.Init(false); ID = -2; m_Shape = new DeadEndShape(); SetStartConnection(new Connection(null, this, true)); Vector3 start = _op.Position + (_op.Rotation * Vector3.right) * 0.5f; Vector3 tangent1 = start + _op.Rotation * Vector3.forward * 0.8f; Vector3 end = _op.Position - (_op.Rotation * Vector3.right) * 0.5f; Vector3 tangent2 = end + _op.Rotation * Vector3.forward * 0.8f; m_Spline = new Spline( start, tangent1, tangent2, end, 10, this ); m_MeshFilter = gameObject.AddComponent <MeshFilter>(); m_MeshRenderer = gameObject.AddComponent <MeshRenderer>(); m_MeshRenderer.material = StreetComponentManager.Instance.DeadEndMat; MeshGenerator.Extrude(this); Connection.Combine(GetStartConnection(), _cross.m_Connections[_index]); return(this); }