Пример #1
0
        public static void DrawAsterisms()
        {
            if (m_leftCamera == null || m_rightCamera == null)
            {
                Debug.LogError("No Draw Camera Defined.");
                return;
            }

            if (AsterismParser.AsterismData == null)
            {
                return;
            }

            VectorLine.SetCamera3D(m_leftCamera);
            foreach (Asterism asterism in AsterismParser.AsterismData)
            {
                if (asterism.lineArt == null)
                {
                    continue;
                }
                asterism.lineArt.Draw3D();
            }

            /*
             * VectorLine.SetCamera3D(m_rightCamera);
             * foreach(Asterism asterism in AsterismParser.AsterismData) {
             * if ( asterism.lineArt == null ) { continue; }
             * asterism.lineArt.Draw3D();
             * }*/
        }
Пример #2
0
    void SetSelectionLine()
    {
        if (currentSelectionLine != null)
        {
            VectorLine.Destroy(ref currentSelectionLine);
        }

        VectorLine.SetCamera3D(Camera.main);
        currentCapName = "cap" + solved;
        VectorLine.SetEndCap(currentCapName, EndCap.Mirror, lineTex, capTex);
        endCaps.Add(currentCapName);

        LineType lineType  = LineType.Discrete;
        Joins    joins     = Joins.None;
        float    lineWidth = Screen.width * 0.07f;

        if (currentSelectionLine == null)
        {
            lineColors = new List <Color32>();
//			currentSelectionLine = new VectorLine("Line", new List<Vector3>(), lineMaterial, lineWidth, lineType, joins);
            currentSelectionLine          = new VectorLine("Line", new List <Vector3>(), lineWidth, lineType, joins);
            currentSelectionLine.material = lineMaterial;
            if (currentSelectionLine.endCap == null)
            {
                currentSelectionLine.endCap = currentCapName;
            }
        }
    }
Пример #3
0
    void Start()
    {
        deformedLineList = new List <VectorLine>();
        pointLists       = new List <List <Vector3> >();
        VectorLine.SetCamera3D(myCamera);
        //Wireframe of cube
        VectorLine line = new VectorLine("Wireframe", new List <Vector3>(), 1.0f, LineType.Discrete);

        Mesh cubeMesh = ((MeshFilter)gameObject.GetComponent("MeshFilter")).mesh;

        line.MakeWireframe(cubeMesh);
        line.drawTransform = gameObject.transform;
        line.Draw3DAuto();

        mainLine = new VectorLine("MainLine", new List <Vector3>(), 10.0f);
        mainLine.Draw3DAuto();

        deformedLine = new VectorLine("deformedLine", new List <Vector3>(), 10.0f);
        deformedLine.Draw3DAuto();

        lineTransformList         = new List <Transform>();
        deformedLineTransformList = new List <Transform>();

        //Force Line
        forceVectorList = new List <Vector3>();
        //forceLine = new VectorLine("ForceLine", new List<Vector3>(), 30.0f);
        //VectorLine.SetEndCap("Arrow", EndCap.Both, -1.0F, lineTex, frontTex, backTex);
        //forceLine.endCap = "Arrow";
        //forceLine.Draw3DAuto();
    }
Пример #4
0
        protected void onEnterMapView()
        {
            Utils.Log("[SystemHeatOverlay]: Entered map view, clearing panels", LogType.Overlay);

            VectorLine.SetCamera3D(PlanetariumCamera.Camera);
            ClearPanels();
        }
Пример #5
0
 // Use this for initialization
 void Start()
 {
     //We have to start turtle analysis at the same place each time we stir
     initialPosition = new Vector3(transform.localPosition.x,
                                   transform.localPosition.y,
                                   transform.localPosition.z);
     VectorLine.SetCamera3D(FindObjectOfType <Camera>());
 }
Пример #6
0
 public void Init()
 {
     if (listLine == null)
     {
         listLine = new List <object>();
         VectorLine.SetCamera3D(mainCam);
         isHasDraw = false;
     }
 }
Пример #7
0
        protected void onExitMapView()
        {
            if (SystemHeatSettings.DebugOverlay)
            {
                Utils.Log("[SystemHeatOverlay]: Entered map view, clearing panels");
            }

            VectorLine.SetCamera3D(FlightCamera.fetch.mainCamera);
        }
Пример #8
0
        protected void onEnterMapView()
        {
            if (SystemHeatSettings.DebugOverlay)
            {
                Utils.Log("[SystemHeatOverlay]: Entered map view, clearing panels");
            }

            VectorLine.SetCamera3D(PlanetariumCamera.Camera);
            ClearPanels();
        }
Пример #9
0
 void Start()
 {
     preview.SetActive(false); //disable until we need it
     gridGranularity = (float)(1m / 20m);
     originSet       = false;
     isColliding     = false;
     allowPlacing    = false;
     delLine         = new VectorLine("Delete", new List <Vector3>(), 6.0f, LineType.Discrete);
     VectorLine.SetCamera3D(myCamera);
     delLine.Draw3DAuto();
 }
Пример #10
0
 // Use this for initialization
 void Start()
 {
     //board = GetComponent<Board> ();
     //player = GetComponent<Player> ();
     NotificationCenter.DefaultCenter().AddObserver(this, "MenuEnter");
     NotificationCenter.DefaultCenter().AddObserver(this, "MenuExit");
     NotificationCenter.DefaultCenter().AddObserver(this, "TimerTrigger");
     NotificationCenter.DefaultCenter().AddObserver(this, "PlayerDeath");
     NotificationCenter.DefaultCenter().AddObserver(this, "Pause");
     NotificationCenter.DefaultCenter().AddObserver(this, "Unpause");
     VectorLine.SetCamera3D();
 }
Пример #11
0
    // Use this for initialization
    void Start()
    {
        for (int i = 0; i < MAX_MESHES; i++)
        {
            points[i]          = new List <Vector3>();
            points[i].Capacity = MAX_VERTEX;
            meshBack[i]        = new Mesh();
        }

        totalTimeSeconds   = 1700;
        timeStepsPerSecond = 10;
        polarSteps         = 100;

        // handle line
        VectorLine.SetCamera3D(lineCam);
        linePoints                      = new List <Vector3>();
        line                            = new VectorLine("line", linePoints, 7.0f, LineType.Continuous, Joins.Fill);
        line.drawTransform              = displayCube.transform;
        line2d                          = new VectorLine("line2d", linePoints, 2.0f, LineType.Continuous, Joins.Fill);
        GameObject.Find("line").layer   = 9;
        GameObject.Find("line2d").layer = 8;

        // Initialize the object color palette text fields
        redValueTextObj.text   = redSliderObj.value.ToString();
        greenValueTextObj.text = greenSliderObj.value.ToString();
        blueValueTextObj.text  = blueSliderObj.value.ToString();

        currentObjectColor = new Color(0, 0.5f, 0.5f, 1);        //RGBa colors.
        setObjectColor(currentObjectColor);

        // Initialize the background color palette text fields
        redValueTextBG.text   = redSliderBG.value.ToString();
        greenValueTextBG.text = greenSliderBG.value.ToString();
        blueValueTextBG.text  = blueSliderBG.value.ToString();

        currentBGColor = new Color(1, 1, 1, 1);        //RGBa colors.

        setBGColor(currentBGColor);

        // Initialize the line color palette text fields
        redValueTextLine.text   = redSliderLine.value.ToString();
        greenValueTextLine.text = greenSliderLine.value.ToString();
        blueValueTextLine.text  = blueSliderLine.value.ToString();

        currentLineColor = new Color(1, 0, 0, 1);        //RGBa colors.
        setLineColor(currentLineColor);

        setAxesColor(blackAxesToggle.isOn);
    }
Пример #12
0
    void Start()
    {
        VectorLine.SetCamera3D(Camera.main);

        if (!GetComponent <File>().IsBacklink)
        {
            var from = From.transform.position;
            var to   = To.transform.position;
            from.y = -0.05f / 2;
            to.y   = -0.05f / 2;

            Vector3 extentDirection = Vector3.zero;
            var     diff            = to - from;
            if (Math.Abs(diff.x) > Math.Abs(diff.z))
            {
                extentDirection = Math.Sign(diff.x) * Vector3.right;
            }
            else
            {
                extentDirection = Math.Sign(diff.z) * Vector3.forward;
            }

            if (ForcedExtentDirection != Vector3.zero)
            {
                extentDirection = ForcedExtentDirection;
            }

            var invExtent = -extentDirection;
            if (ForcedInvExtentDirection != Vector3.zero)
            {
                invExtent = ForcedInvExtentDirection;
            }

            inStraight  = new VectorLine("In", new[] { from, from + extentDirection }, LineMaterial, 1.5f);
            inter       = new VectorLine("Inter", new[] { from + extentDirection, to + invExtent }, LineMaterial, 1.5f);
            outStraight = new VectorLine("Out", new[] { to + invExtent, to }, LineMaterial, 1.5f);
        }

        if (To.Type != File.FileTypes.Shortcut)
        {
            To.Type       = File.FileTypes.Shortcut;
            To.IsBacklink = true;
            To.Refresh();
            To.UpdateIcon();
            To.GetComponent <Link>().To = GetComponent <File>();
        }
    }
Пример #13
0
    void Start()
    {
        VectorLine.SetCamera3D(myCamera);
        demoLine = new VectorLine("demoLine", new List <Vector3>(), 20.0f, LineType.Discrete);
        Hemisphere.CreateHemisphereMesh();
        demoLine.points3.Add(target1.transform.position);
        demoLine.points3.Add(pos.transform.position);
        demoLine.points3.Add(target2.transform.position);
        demoLine.points3.Add(pos.transform.position);
        demoLine.Draw3DAuto();

        origin = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        origin.transform.position = pos.transform.position;
        Destroy(origin.GetComponent <MeshRenderer>());

        freedomPos = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        freedomPos.transform.localScale = new Vector3(0.01F, 0.01F, 0.01F);
        Destroy(freedomPos.GetComponent <MeshRenderer>());
    }
Пример #14
0
    // Start is called before the first frame update
    void Start()
    {
        CommonData.Lenght        = Lenght;
        CommonData.numberOfLines = numberOfLines;

        distanceBetweenLines            = Lenght / (2 * numberOfLines);
        CommonData.distanceBetweenLines = distanceBetweenLines;
        CommonData.X_position           = gameObject.transform.localPosition.x;
        CommonData.Z_position           = gameObject.transform.localPosition.z;
        Debug.Log("x=" + gameObject.transform.localPosition.x + "  z=" + gameObject.transform.localPosition.z);
        CommonData.Scale      = gameObject.transform.localScale.x;
        CommonData.Y_Rotate   = gameObject.transform.localEulerAngles.y;
        gridPoints            = new List <Vector3>();
        XOY_Points            = new List <Vector3>();
        spline_Current_Points = new List <Vector3>();
        spline_Base_Points    = new List <Vector3>();
        colorGrid             = Color.white;
        colorSpline_Current   = Color.red;
        colorSpline_Base      = Color.blue;
        colorXOY = Color.white;
        VectorLine.SetCamera3D(CameraMain);

        VectorLine.SetEndCap("arrow", EndCap.Both, 0, -3, -3, 3, lineTex, frontTex, frontTex);
        Grid           = new VectorLine("Grid", gridPoints, lineWidth * CommonData.distanceBetweenLines);
        XOY_Line       = new VectorLine("XOY_Line", XOY_Points, 8 * lineWidth * CommonData.distanceBetweenLines);
        Spline_Base    = new VectorLine("Spline_Base", spline_Base_Points, 10 * lineWidth * CommonData.distanceBetweenLines, LineType.Continuous);
        Spline_Current = new VectorLine("Spline_Current", spline_Current_Points, 10 * lineWidth * CommonData.distanceBetweenLines, LineType.Continuous);

        // var graph_current = GameObject.Find("Spline_Current");
        // var graph_base = GameObject.Find("Spline_Base");
        //
        // var controller = GameObject.Find("Controller");
        //
        //
        // graph_current.transform.parent = controller.transform;
        // graph_base.transform.parent = controller.transform;
        //
        //
        // graph_current.transform.localPosition = new Vector3(0, 0, -0.015f);
        // graph_base.transform.localPosition = new Vector3(0, 0, -0.015f);
    }
Пример #15
0
        public OverlayLine(Transform parent, int id)
        {
            Utils.Log($"[OverlayLine]: building line for loop ID {id}");



            if (HighLogic.LoadedSceneIsEditor)
            {
                VectorLine.SetCamera3D(EditorLogic.fetch.editorCamera);
            }

            if (HighLogic.LoadedSceneIsFlight)
            {
                VectorLine.SetCamera3D(FlightCamera.fetch.mainCamera);
            }
            line                      = new VectorLine($"SystemHeat_Loop{id}_VectorLine", new List <Vector3>(), SystemHeatSettings.OverlayBaseLineWidth, LineType.Continuous, Joins.Weld);
            line.layer                = 0;
            line.material             = new Material(Shader.Find("GUI/Text Shader"));
            line.material.renderQueue = 3000;

            lineColor = SystemHeatSettings.GetLoopColor(id);
        }
Пример #16
0
    private void DrawArrow(Vector3 direction_camera)
    {
        Vector3 ray_direction_world_space = Camera.main.cameraToWorldMatrix.MultiplyVector(direction_camera);

        float   arrowHeadAngle = 45;
        float   arrow_length   = 0.005f;
        Vector3 right          = Quaternion.LookRotation(ray_direction_world_space) *
                                 Quaternion.Euler(0, 180 + arrowHeadAngle, 0) * new Vector3(0, 0, arrow_length);

        Vector3 left = Quaternion.LookRotation(ray_direction_world_space) *
                       Quaternion.Euler(0, 180 - arrowHeadAngle, 0) * new Vector3(0, 0, arrow_length);

        VectorLine.SetCamera3D(Camera.main);

        float line_width = 2f;
        float time       = Time.deltaTime * 2;

        VectorLine line = VectorLine.SetLine3D(Color.red, time, new Vector3[] { ray_begin.position, ray_end.position, left, right, ray_end.position });

        line.SetWidth(line_width);
        line.Draw();
    }
Пример #17
0
    IEnumerator CreatePath()
    {
        Pathway.transform.position = Pathway_init;
        MoveSpeed_actual           = MoveSpeed;

        Safeway_Threshold_actual = Safeway_Threshold;

        int checks = 0;

        while (TargetGrand == null || TargetGrand.Data.Fitness.Ratio > 0.6F)
        {
            int r = Random.Range(0, GameManager.instance.Grands.Length);
            TargetGrand = GameManager.instance.Grands[r].GrandObj;
            checks++;
            if (checks > 10)
            {
                break;
            }
        }

        if (TargetGrand == null)
        {
            TargetGrand = GameManager.Generator.Generate(0);
        }

        TargetGrand_Face       = GameManager.Generator.GenerateNewFace(TargetGrand.Data);
        MOB[1].T.rotation      = Quaternion.Euler(face_rotation_x, 0, 0);
        MOB[1].T.localPosition = Vector3.zero;
        MOB[1].AddChild(TargetGrand_Face);

        TargetGrand_Face.transform.localPosition = Vector3.up * 4;
        BalancePoint = Vector3.zero;


        EndPoint.position = StartPoint.position - StartPoint.up * TotalDistance;
        MOB[0][0].transform.localScale = new Vector3(19.5F, TotalDistance / 3, 1.0F);

        MiddlePoints = new Transform[PathPoints];

        Velocity = EndPoint.position - StartPoint.position;
        Velocity.Normalize();
        CrossVelocity = Vector3.Cross(Velocity, -Vector3.forward).normalized;

        float pathrate = 0.9F / PathPoints;

        for (int i = 0; i < PathPoints; i++)
        {
            GameObject g = new GameObject("Path Point " + i);
            MiddlePoints[i]          = g.transform;
            MiddlePoints[i].position = Vector3.Lerp(StartPoint.position, EndPoint.position,
                                                    Mathf.Clamp(pathrate + (pathrate * i), 0.0F, 1.0F));
            MiddlePoints[i].position += CrossVelocity * ((Random.value - Random.value) * 10);
            MiddlePoints[i].SetParent(MOB[0].transform);
        }
        List <float>   splinewidths = new List <float>();
        List <Vector3> splinepoints = new List <Vector3>();

        splinepoints.Add(StartPoint.localPosition);
        splinewidths.Add(Safeway_Threshold);
        for (int i = 0; i < MiddlePoints.Length; i++)
        {
            splinepoints.Add(MiddlePoints[i].localPosition);
            splinewidths.Add(Safeway_Threshold / i + 1);
        }
        splinepoints.Add(EndPoint.localPosition);
        splinewidths.Add(0.0F);
        VectorLine.Destroy(ref Safeway);

        int mvmt_segments = 10 + MiddlePoints.Length * 10;

        Safeway = new VectorLine("Safeway Path", new List <Vector3>(mvmt_segments + 1), Safeway_Threshold_actual * 1.2F, LineType.Continuous);
        Safeway.MakeSpline(splinepoints.ToArray(), mvmt_segments, 0, false);

        Safeway.drawTransform = MOB[0].transform;
        Safeway.SetColor(PathColor);
        Safeway.joins = Joins.Fill;

        int objnum = 20 + MiddlePoints.Length * 5;

        PathInstances = new FOBJ[objnum];

        float point    = 0.0F;
        float objratio = 0.9F / objnum;

        for (int i = 0; i < objnum; i++)
        {
            PathInstances[i] = (FOBJ)Instantiate(PathPrefabs[Random.Range(0, PathPrefabs.Length)]);
            MOB[0].AddChild(PathInstances[i]);

            point += Random.Range(objratio / 1.5F, objratio * 1.5F);

            Vector3 pos     = Safeway.GetPoint3D01(point);
            Vector3 nextpos = Safeway.GetPoint3D01(point + 0.1F);
            Vector3 vel     = (nextpos - pos).normalized;

            Vector3 cross = Vector3.Cross(vel, -Vector3.forward).normalized;
            float   xd    = cross.x * Safeway_Threshold_actual / 10;
            pos.x += Random.value > 0.5F ? xd : -xd;

            PathInstances[i].T.position = pos;
            PathInstances[i].T.LookAt(pos + vel);
            PathInstances[i].T.rotation *= Quaternion.Euler(0, 90, 90);
        }
        Safeway.Draw3D();
        VectorLine.SetCamera3D(Camera.main);
        VectorManager.useDraw3D = true;

        yield return(null);
    }
Пример #18
0
    private void plotDeformedCoords(string str)
    {
        VectorLine.SetCamera3D(myCamera);
        string[]       strArr           = str.Split('|');
        string[]       coords           = strArr[0].Split(';');
        string[]       meshCoords       = strArr[1].Split(';');
        string[]       indices          = strArr[2].Split(' ');
        string[]       meshIndexStrings = strArr[3].Split(';');
        List <Vector3> vectorList       = new List <Vector3>();
        int            numPoints        = coords.Length - 1;
        int            numMesh          = meshCoords.Length - 1;

        print("Number of Points received: " + numPoints);
        print("Number of Mesh Points received: " + numMesh);
        for (int i = 0; i < numPoints; i++) //stop one before because the last one is empty
        {
            Vector3 newCoords = getLocalCoords(coords[i]);
            //Vector3 worldPosNewCoords = domain.transform.TransformPoint(newCoords);
            vectorList.Add(newCoords);

            GameObject newObj = GameObject.Instantiate(allTransformList[i].gameObject, domain.transform);

            List <GameObject> children = new List <GameObject>();
            foreach (Transform child in newObj.transform)
            {
                children.Add(child.gameObject);
            }
            children.ForEach(child => Destroy(child));
            newObj.transform.localScale = allTransformList[i].localScale;
            Color color = ((Renderer)newObj.GetComponent <Renderer>()).material.color;
            color.a = 1F;
            ((Renderer)newObj.GetComponent <Renderer>()).material.color = color;
            newObj.transform.localPosition = newCoords;
            deformedTransformList.Add(newObj.transform);
        }
        //add the mesh coordinates too
        for (int i = 0; i < numMesh; i++)
        {
            //Vector3 worldPosNewCoords = domain.transform.TransformPoint(getLocalCoords(meshCoords[i]));
            vectorList.Add(getLocalCoords(meshCoords[i]));
        }
        //--------------------------------------TODO----------------------------------------------
        //Modify lineTransformList
        //Need to construct a new spline between each node
        //instead of updating every intermediate mesh coord, maybe just make these spline gameObjects children of the main gameObject
        // See if there is too much deviation when scaling / rotating to use this hack

        //for(int i = 0; i < indices.Length - 1; i++)
        //{
        //    domain.GetComponent<InitLines>().deformedLineTransformList.Insert(i, deformedTransformList[int.Parse(indices[i]) - 1]);
        //    domain.GetComponent<InitLines>().deformedLine.points3.Add(deformedTransformList[int.Parse(indices[i]) - 1].position);
        //}

        for (int i = 0; i < meshIndexStrings.Length - 1; i++)
        {
            VectorLine     line            = null;
            GameObject     vectorLineObj   = null;
            List <Vector3> splinePointList = null;
            string[]       currMeshIndices = meshIndexStrings[i].Split(' ');
            splinePointList = new List <Vector3>();
            for (int j = 0; j < currMeshIndices.Length; j++)
            {
                int index = int.Parse(currMeshIndices[j]) - 1;
                splinePointList.Add(vectorList[index]);
            }
            line = new VectorLine("Spline", splinePointList, 10.0f, LineType.Continuous, Joins.Fill);
            line.Draw3DAuto();
            line.SetColor(Color.red);
            vectorLineObj      = GameObject.Find("Spline");
            vectorLineObj.name = "Complete Spline";
            domain.GetComponent <InitLines>().addDeformedLine(line, splinePointList);
        }
    }
Пример #19
0
        protected void onExitMapView()
        {
            Utils.Log("[SystemHeatOverlay]: Entered map view, clearing panels", LogType.Overlay);

            VectorLine.SetCamera3D(FlightCamera.fetch.mainCamera);
        }
Пример #20
0
    // Start is called before the first frame update
    void Start()
    {
        VectorLine.SetCamera3D(CameraMain);
        VectorLine.SetEndCap("arrow", EndCap.Both, 0, -3, -3, 3, lineTex, frontTex, frontTex);
        var points = new List <Vector3>();

        // Lines down X axis
        for (int i = -numberOfLines; i <= numberOfLines; i++)
        {
            if (i != 0)
            {
                points.Add(new Vector3(i * distanceBetweenLines, -((numberOfLines) * distanceBetweenLines), 0));
                points.Add(new Vector3(i * distanceBetweenLines, (numberOfLines) * distanceBetweenLines, 0));
            }
        }
        // Lines down Z axis
        for (int i = -numberOfLines; i <= numberOfLines; i++)
        {
            if (i != 0)
            {
                points.Add(new Vector3(-((numberOfLines) * distanceBetweenLines), i * distanceBetweenLines, 0));
                points.Add(new Vector3((numberOfLines) * distanceBetweenLines, i * distanceBetweenLines, 0));
            }
        }
        var line = new VectorLine("Grid", points, lineWidth * distanceBetweenLines);

        line.SetColor(Color.white);
        line.Draw3D();
        splinePoints = new List <Vector3>();


        //spline = new VectorLine("Grid", new List<Vector3>(7000), 4);

        for (float i = -20; i <= 20; i += 0.05f)
        {
            //Debug.Log(index);
            // spline.points3[index] = new Vector3(i, i * i, 0);
            //index++;
            if ((i * i) <= numberOfLines && (i * i) >= -numberOfLines)
            {
                splinePoints.Add(new Vector3(i * distanceBetweenLines, i * i * distanceBetweenLines, 0));
            }
        }
        Debug.Log(splinePoints.Count);
        //spline = new VectorLine("Spline", new List<Vector3>(segments + 1), 6.0f, LineType.Continuous);


        var XOY_points = new List <Vector3>();

        // XOY_points.Add(new Vector3(0, (numberOfLines * distanceBetweenLines), 0));
        // XOY_points.Add(new Vector3(0, -(numberOfLines * distanceBetweenLines), 0));
        var XO_line = new VectorLine("XO", new List <Vector3>(), 6 * lineWidth * distanceBetweenLines);

        XO_line.points3.Add(new Vector3(-(numberOfLines * distanceBetweenLines), 0, 0));
        XO_line.points3.Add(new Vector3((numberOfLines * distanceBetweenLines), 0, 0));
        XO_line.endCap = "arrow";
        XO_line.SetColor(Color.black);
        XO_line.Draw3D();
        var YO_line = new VectorLine("YO", new List <Vector3>(), 6 * lineWidth * distanceBetweenLines);

        YO_line.points3.Add(new Vector3(0, (numberOfLines * distanceBetweenLines), 0));
        YO_line.points3.Add(new Vector3(0, -(numberOfLines * distanceBetweenLines), 0));
        YO_line.endCap = "arrow";
        YO_line.SetColor(Color.black);
        YO_line.Draw3D();
        spline = new VectorLine("Spline", splinePoints, 10 * lineWidth * distanceBetweenLines, LineType.Continuous);
        //spline.texture = lineTex;
        // spline.continuousTexture = true;
        spline.joins = Joins.Fill;

        spline.SetColor(Color.red);
        spline.endCap = "arrow";
        //spline.MakeSpline(splinePoints.ToArray());
        Debug.Log(spline.points3.Count);
        spline.Draw3D();
        var grid       = GameObject.Find("Grid");
        var graph      = GameObject.Find("Spline");
        var xo         = GameObject.Find("XO");
        var yo         = GameObject.Find("YO");
        var controller = GameObject.Find("Controller");

        grid.transform.parent         = controller.transform;
        graph.transform.parent        = controller.transform;
        graph.transform.localPosition = new Vector3(0, 0, -0.1f);
        xo.transform.parent           = controller.transform;
        yo.transform.parent           = controller.transform;
        xo.transform.localPosition    = new Vector3(0, 0, -0.1f);
        yo.transform.localPosition    = new Vector3(0, 0, -0.1f);
        grid.transform.localPosition  = new Vector3(0, 0, 0);
    }
Пример #21
0
 /// <summary>
 /// Awake is called when the script instance is being loaded.
 /// </summary>
 void Awake()
 {
     lineWidth = 2f;
     VectorLine.SetCamera3D(mainCam);
 }