示例#1
0
        private static void DoAddNodePreview(Event myEvent, ref Vector3 hitPoint)
        {
            if (myEvent.control)
            {
                var currentSelection = GetCurrentlySelectedNodes();
                Handles.SphereHandleCap(-1, hitPoint, Quaternion.identity, NodePreviewSize, EventType.Repaint);
                if (currentSelection.Count != 1)
                {
                    return;
                }

                // Draw the spline preview
                var currentNode = currentSelection[0];
                if (currentNode != null)
                {
                    if (_previewSpline == null)
                    {
                        _previewSpline = new SplineSegment();
                    }
                    _previewSpline.FirstControlPoint.Position  = currentNode.NodePosition;
                    _previewSpline.SecondControlPoint.Position = hitPoint;
                    _previewSpline.Recalculate();

                    Handles.DrawLine(_previewSpline.FirstControlPoint.Position,
                                     _previewSpline.SecondControlPoint.Position);
                    //NodeConnectionGUI.DrawSplineSceneGUI(SceneView.currentDrawingSceneView.camera, _previewSpline, Color.white, Color.white);
                }
            }
        }
示例#2
0
        public SplineSegment ProcessSpline(SplineSegment spline)
        {
            spline.Recalculate(true);
            var config = Configuration.GetConfig <Config>();

            if (config == null)
            {
                return(spline);
            }

            var rand = new Random(NodeConnection.ThisNode.Seed);

            float accum = (float)rand.NextDouble() * (rand.Flip() ? -1 : 1);

            for (var i = 0; i < spline.Points.Count; ++i)
            {
                var p       = spline.Points[i];
                var tangent = spline.GetTangent(p.NaturalTime).normalized;
                var offset  = tangent * accum * config.AmplitudeCoefficient;
                p.Position = Vector3.Lerp(p.Position, p.Position + offset, config.Amplitude.Evaluate(p.UniformTime));

                spline.Points[i] = p;

                var flip = rand.NextDouble() > 0.5 ? 1 : -1;
                accum += config.Frequency * (float)rand.NextDouble() * flip;
            }
            return(spline);
        }
示例#3
0
        private void RecalculateSpline()
        {
            var instance = Network;

            if (!instance)
            {
                return;
            }
            _spline.Resolution = instance.SplineResolution;

            _spline.FirstControlPoint.Position  = ThisNode.NodePosition;
            _spline.SecondControlPoint.Position = NextNode.NodePosition;

            _spline.FirstControlPoint.Control   = ThisNode.GetNodeControl(NextNode);
            _spline.SecondControlPoint.Control  = NextNode.GetNodeControl(ThisNode);
            _spline.FirstControlPoint.UpVector  = ThisNode.GetUpVector();
            _spline.SecondControlPoint.UpVector = NextNode.GetUpVector();

            _spline.Recalculate();
        }