// // Arrow // public static HashSet <Triangle2> Arrow(MyVector2 p1, MyVector2 p2, float lineWidth, float arrowSize) { HashSet <Triangle2> arrowTriangles = new HashSet <Triangle2>(); //An arrow consists of two parts: the pointy part and the rectangular part //First we have to see if we can fit the parts MyVector2 lineDir = p2 - p1; float lineLength = MyVector2.Magnitude(lineDir); if (lineLength < arrowSize) { Debug.Log("Cant make arrow because line is too short"); return(null); } //Make the arrow tip MyVector2 lineDirNormalized = MyVector2.Normalize(lineDir); MyVector2 arrowBottom = p2 - lineDirNormalized * arrowSize; MyVector2 lineNormal = MyVector2.Normalize(new MyVector2(lineDirNormalized.y, -lineDirNormalized.x)); MyVector2 arrowBottom_R = arrowBottom + lineNormal * arrowSize * 0.5f; MyVector2 arrowBottom_L = arrowBottom - lineNormal * arrowSize * 0.5f; Triangle2 arrowTipTriangle = new Triangle2(p2, arrowBottom_R, arrowBottom_L); arrowTriangles.Add(arrowTipTriangle); //Make the arrow rectangle float halfWidth = lineWidth * 0.5f; MyVector2 p1_T = p1 + lineNormal * halfWidth; MyVector2 p1_B = p1 - lineNormal * halfWidth; MyVector2 p2_T = arrowBottom + lineNormal * halfWidth; MyVector2 p2_B = arrowBottom - lineNormal * halfWidth; HashSet <Triangle2> rectangle = LineSegment(p1_T, p1_B, p2_T, p2_B); foreach (Triangle2 t in rectangle) { arrowTriangles.Add(t); } return(arrowTriangles); }