private void OnTranslate() { if (Input.GetKeyDown(KeyCode.UpArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.Translate(currentCurve.ControlPoints[i], new Vector3(0, 1, 0)); } currentCurve.DrawCurve(); } if (Input.GetKeyDown(KeyCode.DownArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.Translate(currentCurve.ControlPoints[i], new Vector3(0, -1, 0)); } currentCurve.DrawCurve(); } if (Input.GetKeyDown(KeyCode.LeftArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.Translate(currentCurve.ControlPoints[i], new Vector3(-1, 0, 0)); } currentCurve.DrawCurve(); } if (Input.GetKeyDown(KeyCode.RightArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.Translate(currentCurve.ControlPoints[i], new Vector3(1, 0, 0)); } currentCurve.DrawCurve(); } if (Input.GetKeyDown(KeyCode.Z)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.Translate(currentCurve.ControlPoints[i], new Vector3(0, 0, 1)); } currentCurve.DrawCurve(); } if (Input.GetKeyDown(KeyCode.S)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.Translate(currentCurve.ControlPoints[i], new Vector3(0, 0, -1)); } currentCurve.DrawCurve(); } }
private void OnShear() { if (Input.GetKeyDown(KeyCode.UpArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.Shear(currentCurve.ControlPoints[i], 2, 0.2f); } } if (Input.GetKeyDown(KeyCode.DownArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.ShearInvert(currentCurve.ControlPoints[i], 2, 0.2f); } } currentCurve.DrawCurve(); }
private void OnRotateZ() { if (Input.GetKeyDown(KeyCode.UpArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.RotateZ(currentCurve.ControlPoints[i], 10); } currentCurve.DrawCurve(); } if (Input.GetKeyDown(KeyCode.DownArrow)) { for (int i = 0; i < currentCurve.ControlPoints.Count; i++) { currentCurve.ControlPoints[i] = TransformBezierUtils.RotateZInvert(currentCurve.ControlPoints[i], 10); } currentCurve.DrawCurve(); } }