// Update is called once per frame
    public void Render()
    {
        var isOpen  = controller.sampler && controller.sampler.activePoints.Contains(point);
        var minDist = controller.sampler ? controller.sampler.minimumDistance : .5f;

        var radius       = (isOpen ? .10f : .05f) * minDist;
        var hue          = Mathf.PingPong(index * .01f, 1);
        var saturation   = controller.renderColorized ? 1 : 0;
        var color        = Color.HSVToRGB(hue, saturation, isOpen ? .5f : 1);
        var outlineColor = Color.HSVToRGB(0, 0, .8f);

        GeometryDraw.Clear(gameObject);
        GeometryDraw.DrawCircle(gameObject, point.x, point.y, radius, color, 0, .6f);
        if (controller.renderRadius)
        {
            GeometryDraw.DrawCircle(gameObject, point.x, point.y, minDist, outlineColor, 8, 0.2f);
            GeometryDraw.DrawCircle(gameObject, point.x, point.y, minDist - .02f, ColorSettings.instance.background, 1.5f, 0.2f);
        }
        GeometryDraw.Finalize(gameObject);

        lastOpenState = isOpen;
    }
Exemplo n.º 2
0
    void Update()
    {
        if (animateProgress)
        {
            time    += Time.deltaTime * animationSpeed * animationSpeed;
            progress = Mathf.PingPong(time, 1);
        }

        var ad       = Vector2.Lerp(a, d, progress);
        var ab       = Vector2.Lerp(a, b, progress);
        var bc       = Vector2.Lerp(b, c, progress);
        var cd       = Vector2.Lerp(c, d, progress);
        var bd       = Vector2.Lerp(b, d, progress);
        var abbc     = Vector2.Lerp(ab, bc, progress);
        var bccd     = Vector2.Lerp(bc, cd, progress);
        var abbd     = Vector2.Lerp(ab, bd, progress);
        var abbcbccd = Vector2.Lerp(abbc, bccd, progress);

        GeometryDraw.Clear(gameObject);

        GeometryDraw.DrawCircle(gameObject, a.x, a.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierPrimaryLine, 0, 1f);
        GeometryDraw.DrawCircle(gameObject, d.x, d.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierPrimaryLine, 0, 1f);

        // draw simple lerp line
        if (drawSimpleLine)
        {
            GeometryDraw.DrawLine(gameObject, new [] { a, d }, ColorSettings.instance.bezierSimpleLerpThickness, ColorSettings.instance.bezierPrimaryLine);
        }

        // draw simple lerp dot
        if (drawSimpleLerp)
        {
            GeometryDraw.DrawCircle(gameObject, ad.x, ad.y, ColorSettings.instance.bezierSimpleLerpDotSize, ColorSettings.instance.bezierHandle, 0, 1f);
        }


        if (drawCubicHandle)
        {
            GeometryDraw.DrawCircle(gameObject, b.x, b.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierSecondaryHandle, 0, 1f);
        }

        if (drawCubicOutline)
        {
            GeometryDraw.DrawLine(gameObject, new[] { a, b }, ColorSettings.instance.bezierSecondaryLineThickness, ColorSettings.instance.bezierSecondaryLine, 1);
            GeometryDraw.DrawLine(gameObject, new[] { b, d }, ColorSettings.instance.bezierSecondaryLineThickness, ColorSettings.instance.bezierSecondaryLine, 1);
        }

        if (drawCubicLerps)
        {
            GeometryDraw.DrawCircle(gameObject, ab.x, ab.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierTertiaryLine, 0, 1f);
            GeometryDraw.DrawCircle(gameObject, bd.x, bd.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierTertiaryLine, 0, 1f);
        }

        if (drawCubicLines)
        {
            GeometryDraw.DrawLine(gameObject, new[] { ab, bd }, ColorSettings.instance.bezierTertiaryLineThickness, ColorSettings.instance.bezierTertiaryLine);
        }

        if (drawCubicCurveDot)
        {
            GeometryDraw.DrawCircle(gameObject, abbd.x, abbd.y, .1f, ColorSettings.instance.bezierCurve, -1f, 1f);
        }

        if (drawCubicCurve)
        {
            DrawCubicBezier(64, ColorSettings.instance.bezierCurveThickness, ColorSettings.instance.bezierCurveHandle);
        }

        // draw handles
        if (drawQuadraticHandles)
        {
            GeometryDraw.DrawCircle(gameObject, b.x, b.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierSecondaryHandle, 0, 1f);
            GeometryDraw.DrawCircle(gameObject, c.x, c.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierSecondaryHandle, 0, 1f);
        }

        // draw bezier lines
        if (drawQuadraticOutline)
        {
            GeometryDraw.DrawLine(gameObject, new[] { a, b }, ColorSettings.instance.bezierSecondaryLineThickness, ColorSettings.instance.bezierSecondaryLine, 1);
            GeometryDraw.DrawLine(gameObject, new[] { b, c }, ColorSettings.instance.bezierSecondaryLineThickness, ColorSettings.instance.bezierSecondaryLine, 1);
            GeometryDraw.DrawLine(gameObject, new[] { c, d }, ColorSettings.instance.bezierSecondaryLineThickness, ColorSettings.instance.bezierSecondaryLine, 1);
        }

        if (drawQuadraticLerps)
        {
            GeometryDraw.DrawCircle(gameObject, ab.x, ab.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierTertiaryLine, 0, 1f);
            GeometryDraw.DrawCircle(gameObject, bc.x, bc.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierTertiaryLine, 0, 1f);
            GeometryDraw.DrawCircle(gameObject, cd.x, cd.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierTertiaryLine, 0, 1f);
        }

        // draw bezier interpolation lines
        if (drawQuadraticSecondOrderLines)
        {
            GeometryDraw.DrawLine(gameObject, new[] { ab, bc }, ColorSettings.instance.bezierTertiaryLineThickness, ColorSettings.instance.bezierTertiaryLine);
            GeometryDraw.DrawLine(gameObject, new[] { bc, cd }, ColorSettings.instance.bezierTertiaryLineThickness, ColorSettings.instance.bezierTertiaryLine);
        }

        if (drawQuadraticThirdOrderHandles)
        {
            GeometryDraw.DrawCircle(gameObject, abbc.x, abbc.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierQuaternaryLine, 0, 1f);
            GeometryDraw.DrawCircle(gameObject, bccd.x, bccd.y, ColorSettings.instance.bezierHandleDotSize, ColorSettings.instance.bezierQuaternaryLine, 0, 1f);
        }

        if (drawQuadraticThirdOrderLines)
        {
            GeometryDraw.DrawLine(gameObject, new[] { abbc, bccd }, ColorSettings.instance.bezierQuarternaryLineThickness, ColorSettings.instance.bezierQuaternaryLine);
        }

        // draw bezier dot
        if (drawQuadraticCurveDot)
        {
            GeometryDraw.DrawCircle(gameObject, abbcbccd.x, abbcbccd.y, .1f, ColorSettings.instance.bezierCurve, -1, 1f);
        }

        // draw bezier curve
        if (drawQuadraticCurve)
        {
            DrawQuadraticBezier(64, ColorSettings.instance.bezierCurveThickness, ColorSettings.instance.bezierCurveHandle);
        }

        GeometryDraw.Finalize(gameObject);

        if (Input.GetMouseButtonDown(0))
        {
            GrabHandle();
        }
        else if (grabbedHandleIndex >= 0 && Input.GetMouseButton(0))
        {
            MoveHandle();
        }
        else
        {
            ReleaseHandle();
        }
    }