Пример #1
0
        public LineGLVO BuildSpline(List <Vector3> points, float width, Color color, bool autoDelete = true, bool AA = false, bool continuous = false, bool stretch = false)
        {
            if (points.Count == 0)
            {
                return(null);
            }

            LineGLVO vo = ScriptableObject.CreateInstance <LineGLVO>();

            List <Vector3> p       = new List <Vector3>(points);
            List <Vector3> results = new List <Vector3>();

            if (continuous)
            {
                p.Remove(p[p.Count - 1]);
                results = MeshUtils.CatmullRom(p);
                results.Add(results[0]);
            }
            else
            {
                results = MeshUtils.CatmullRom(p);
            }
            vo.Points = results;

            vo.Color         = color;
            vo.AutoDelete    = autoDelete;
            vo.Width         = width;
            vo.VariableWidth = true;
            vo.Stretch       = stretch;
            vo.AA            = AA;
            vo.Continuous    = true;
            _vos.Add(vo);

            return(vo);
        }
Пример #2
0
        public LineGLVO Build(List <Vector3> points, float width, Color color, bool autoDelete = true, bool AA = false)
        {
            if (points.Count == 0)
            {
                return(null);
            }

            LineGLVO vo = ScriptableObject.CreateInstance <LineGLVO>();

            vo.Points     = points;
            vo.Color      = color;
            vo.AutoDelete = autoDelete;
            vo.Width      = width;
            vo.AA         = AA;
            _vos.Add(vo);
            return(vo);
        }
Пример #3
0
        public LineGLVO BuildStretchLine(List <Vector3> points, float width, Color color, bool autoDelete = true, bool AA = false, bool continuous = false)
        {
            if (points.Count == 0)
            {
                return(null);
            }

            LineGLVO vo = ScriptableObject.CreateInstance <LineGLVO>();

            vo.Points = MeshUtils.CatmullRom(points);

            vo.Color         = color;
            vo.AutoDelete    = autoDelete;
            vo.Width         = width;
            vo.VariableWidth = false;
            vo.AA            = AA;
            vo.Continuous    = true;
            vo.Stretch       = true;
            _vos.Add(vo);

            return(vo);
        }
Пример #4
0
 public void ClearLine(LineGLVO key)
 {
     _vos.Remove(key);
 }
Пример #5
0
 public void ClearLine(LineGLVO key)
 {
     _vos.Remove(key);
 }
Пример #6
0
        void OnPostRender()
        {
            _removing = new List <LineGLVO>();

            System.Random rand = new System.Random(1);


            GL.PushMatrix();
            LineMaterial.SetPass(0);
            GL.Begin(GL.QUADS);
            int i = 0, l = _vos.Count;

            for (; i < l; ++i)
            {
                _previousLeftVertice  = Vector3.zero;
                _previousRightVertice = Vector3.zero;
                LineGLVO vo = _vos[i];
                if (vo.Points != null)
                {
                    int j = 1, k = vo.Points.Count;
                    for (; j < k; ++j)
                    {
                        GL.Color(vo.Color);
                        Vector3 p = (vo.Points[j - 1] - vo.Points[j]).normalized;

                        Vector3 prevP = vo.Points[j - 1];
                        Vector3 point = vo.Points[j];

                        p = Vector3.Cross(point - prevP, Vector3.forward);
                        p.Normalize();

                        Vector3 v = prevP;

                        float width = vo.Width;

                        if (vo.VariableWidth)
                        {
                            width = vo.Width + ((Mathf.Sin(((j + (rand.Next(-20, 20)) / 5f))) / 50f) - vo.Width / 4);
                        }

                        if (vo.Stretch && j > k - 10)
                        {
                            width = vo.Width - ((j - (k - 10)) / 80f) - Vector3.Distance(point, vo.Points[k - 10]) / 10f;
                        }
                        if (vo.Stretch && j < 10)
                        {
                            width = vo.Width - Mathf.Abs(j - 10) / 50f;
                        }

                        if ((_previousLeftVertice == Vector3.zero &&
                             _previousRightVertice == Vector3.zero) ||
                            !vo.Continuous)
                        {
                            GL.Vertex(v - p * (width * 0.5f));
                            GL.Vertex(v + p * (width * 0.5f));
                        }
                        else
                        {
                            GL.Vertex(_previousLeftVertice);
                            GL.Vertex(_previousRightVertice);
                        }

                        v = vo.Points[j];
                        GL.Vertex(v + p * (width * 0.5f));
                        GL.Vertex(v - p * (width * 0.5f));

                        _previousLeftVertice  = v - p * (width * 0.5f);
                        _previousRightVertice = v + p * (width * 0.5f);

                        if (vo.AA)
                        {
                            //adding fake Anti aliasing to the line by adding fading quads to the edge.
//							float width = 0.4f;
//							v = vo.Points[j-1];
//							Vector3 v1 = vo.Points[j];
//							GL.Vertex(v + p * (vo.Width*width));
//							GL.Vertex(v1 + p * (vo.Width*width));
//							Color c = vo.Color;
//							c.a = 0;
//							GL.Color(c);
//							GL.Vertex(v1 + p * ((vo.Width*width) + vo.Width*width));
//							GL.Vertex(v + p * (vo.Width*width + vo.Width*width));
//
//							GL.Color(vo.Color);
//							GL.Vertex(v - p * (vo.Width*width));
//							GL.Vertex(v1 - p * (vo.Width*width));
//							GL.Color(c);
//							GL.Vertex(v1 - p * ((vo.Width*width) + vo.Width*width));
//							GL.Vertex(v - p * (vo.Width*width + vo.Width*width));



//							GL.Color(Color.red);
//							GL.Vertex(v - p * (vo.Width*0.5f));
//							GL.Vertex(v - (p1 * (vo.Width*0.5f)));
//							GL.Color(Color.red);
//							GL.Vertex(v + p * (vo.Width*0.5f));
//							GL.Vertex(v + (p1 * (vo.Width*0.5f)));
                        }
                    }
                }
                if (vo.AutoDelete)
                {
                    _removing.Add(vo);
                }
            }

            GL.End();
            GL.PopMatrix();
        }