Exemplo n.º 1
0
    void Start()
    {
        // GUI has four types of objects. Controlpoints, in and out controls and a line between all of these.
        // All these are RageSpline objects, instantiated from a prefab
        controlPoints    = new RageSpline[rageSpline.GetPointCount()];
        inControlPoints  = new RageSpline[rageSpline.GetPointCount()];
        outControlPoints = new RageSpline[rageSpline.GetPointCount()];
        handleLines      = new RageSpline[rageSpline.GetPointCount()];

        for (int index = 0; index < rageSpline.GetPointCount(); index++)
        {
            // Instantiate control point GUI object from the controlPointPrefab -prefab
            GameObject controlPointGO = Instantiate(
                controlPointPrefab,
                rageSpline.GetPositionWorldSpace(index) + new Vector3(0f, 0f, -1f),
                Quaternion.identity) as GameObject;

            // Save the new RageSpline instance reference of the GUI object
            controlPoints[index] = controlPointGO.GetComponent(typeof(RageSpline)) as RageSpline;
            controlPoints[index].SetFillColor1(unSelectedColor);

            // Instantiate inCtrl handle GUI object from the handleControlPointPrefab -prefab
            GameObject inControlPointGO = Instantiate(
                handleControlPointPrefab,
                rageSpline.GetInControlPositionWorldSpace(index) + new Vector3(0f, 0f, -1f),
                Quaternion.identity) as GameObject;

            // Save the new RageSpline instance reference of the GUI object
            inControlPoints[index] = inControlPointGO.GetComponent(typeof(RageSpline)) as RageSpline;
            inControlPoints[index].SetFillColor1(unSelectedColor);

            // Instantiate outCtrl handle GUI object from the handleControlPointPrefab -prefab
            GameObject outControlPointGO = Instantiate(
                handleControlPointPrefab,
                rageSpline.GetOutControlPositionWorldSpace(index) + new Vector3(0f, 0f, -1f),
                Quaternion.identity) as GameObject;

            // Save the new RageSpline instance reference of the GUI object
            outControlPoints[index] = outControlPointGO.GetComponent(typeof(RageSpline)) as RageSpline;
            outControlPoints[index].SetFillColor1(unSelectedColor);

            // Instantiate line GUI object from the handleLinePrefab -prefab
            GameObject handleLineGO = Instantiate(
                handleLinePrefab,
                rageSpline.GetPositionWorldSpace(index) + new Vector3(0f, 0f, -0.5f),
                Quaternion.identity) as GameObject;

            handleLines[index] = handleLineGO.GetComponent(typeof(RageSpline)) as RageSpline;
        }

        refreshEditorGUI();
    }
Exemplo n.º 2
0
 public static bool RemoveOverlap(this IRageSpline path, int index0, int index1, float snapRadius, bool debug)
 {
     if (index1 == 0)
     {
         index0 = path.GetPointCount() - 1;
     }
     if (Vector3.Distance(path.GetPositionWorldSpace(index0), path.GetPositionWorldSpace(index1)) <= snapRadius)
     {
         if (debug)
         {
             Debug.Log("overlap path pos = " + path.GetPositionWorldSpace(index0));
         }
         path.SetNatural(index1, false);
         path.SetInControlPositionWorldSpace(index1, path.GetInControlPositionWorldSpace(index0));
         path.RemovePoint(index0);      // Then deletes the duplicate previous point
         return(true);
     }
     return(false);
 }
Exemplo n.º 3
0
    /// <summary> Special case for start-end points, where the out tangent must be copied instead of the in tangent </summary>
    public static bool MergeStartEndPoints(this IRageSpline rageSpline, bool debug)
    {
        if (rageSpline.GetPointCount() <= 2)
        {
            return(false);
        }
        var lastPointIdx  = rageSpline.GetPointCount() - 1;
        var lastPointPos  = rageSpline.GetPositionWorldSpace(lastPointIdx);
        var firstPointPos = rageSpline.GetPositionWorldSpace(0);

        if (Vector3.Distance(firstPointPos, lastPointPos) < 0.0001f)
        {
            if (debug)
            {
                Debug.Log("\t Removing endpoint overlap ");
            }
            rageSpline.SetInControlPositionWorldSpace(0, rageSpline.GetInControlPositionWorldSpace(lastPointIdx));
            rageSpline.RemovePoint(lastPointIdx);      // Then deletes the last point
            return(true);
        }
        return(false);
    }