示例#1
0
        public static void SetPointsLineGraph(ref Vector2[] positions, PointsList.PointListGeneratorData data)
        {
            int resolution = data.FloatValues.Length;

            if (data.FloatValues.Length < 2)
            {
                return;
            }

            if (data.CenterPoint)
            {
                resolution += 2;
            }

            if (
                positions == null ||
                positions.Length != resolution
                )
            {
                positions = new Vector2[resolution];
            }

            float xPos = data.Center.x + data.Width * -0.5f;

            float xStep = data.Width / (float)(data.FloatValues.Length - 1.0f);

            for (int i = 0; i < data.FloatValues.Length; i++)
            {
                float value = Mathf.InverseLerp(
                    data.MinFloatValue,
                    data.MaxFloatValue,
                    data.FloatValues[i]
                    );

                value -= 0.5f;

                value *= data.Height;

                positions[i].x = xPos;
                positions[i].y = data.Center.y + value;

                xPos += xStep;
            }

            if (data.CenterPoint)
            {
                positions[data.FloatValues.Length].x = data.Center.x + data.Width * 0.5f;
                positions[data.FloatValues.Length].y = data.Center.y - data.Height * 0.5f;

                positions[data.FloatValues.Length + 1].x = data.Center.x + data.Width * -0.5f;
                positions[data.FloatValues.Length + 1].y = positions[data.FloatValues.Length].y;
            }
        }
示例#2
0
        public static void SetPointsGear(
            ref Vector2[] positions,
            PointsList.PointListGeneratorData data
            )
        {
            int resolution = data.Resolution * 4;

            if (
                positions == null ||
                positions.Length != resolution
                )
            {
                positions = new Vector2[resolution];
            }

            float angle          = data.FloatStartOffset * GeoUtils.TwoPI;
            float angleIncrement = GeoUtils.TwoPI / (float)data.Resolution;

            float outerRadiusX = data.Width;
            float outerRadiusY = data.Height;

            float innerRadiusX = data.EndRadius * outerRadiusX;
            float innerRadiusY = data.EndRadius * outerRadiusY;

            float bottomAngleOffset = angleIncrement * 0.49f * data.InnerScaler;
            float topAngleOffset    = angleIncrement * 0.49f * data.OuterScaler;

            int index;

            for (int i = 0; i < data.Resolution; i++)
            {
                index = i * 4;

                // add first inner point
                positions[index].x = data.Center.x + Mathf.Sin(angle - bottomAngleOffset) * innerRadiusX;
                positions[index].y = data.Center.y + Mathf.Cos(angle - bottomAngleOffset) * innerRadiusY;

                // add first outer point
                positions[index + 1].x = data.Center.x + Mathf.Sin(angle - topAngleOffset) * outerRadiusX;
                positions[index + 1].y = data.Center.y + Mathf.Cos(angle - topAngleOffset) * outerRadiusY;

                // add secont outer point
                positions[index + 2].x = data.Center.x + Mathf.Sin(angle + topAngleOffset) * outerRadiusX;
                positions[index + 2].y = data.Center.y + Mathf.Cos(angle + topAngleOffset) * outerRadiusY;

                // add second inner point
                positions[index + 3].x = data.Center.x + Mathf.Sin(angle + bottomAngleOffset) * innerRadiusX;
                positions[index + 3].y = data.Center.y + Mathf.Cos(angle + bottomAngleOffset) * innerRadiusY;

                angle += angleIncrement;
            }
        }
示例#3
0
        public static void SetPointsRect(ref Vector2[] positions, PointsList.PointListGeneratorData data)
        {
            if (
                positions == null ||
                positions.Length != 4
                )
            {
                positions = new Vector2[4];
            }

            float halfWidth  = data.Width * 0.5f;
            float halfHeight = data.Height * 0.5f;

            int offset = data.IntStartOffset % 4;

            offset  = 4 + offset;
            offset %= 4;

            for (int i = 0; i < 4; i++)
            {
                int index = i + offset;
                index %= 4;

                switch (index)
                {
                case 0:
                    positions[i].x = data.Center.x - halfWidth;
                    positions[i].y = data.Center.y + halfHeight;
                    break;

                case 1:
                    positions[i].x = data.Center.x + halfWidth;
                    positions[i].y = data.Center.y + halfHeight;
                    break;

                case 2:
                    positions[i].x = data.Center.x + halfWidth;
                    positions[i].y = data.Center.y - halfHeight;
                    break;

                case 3:
                    positions[i].x = data.Center.x - halfWidth;
                    positions[i].y = data.Center.y - halfHeight;
                    break;
                }
            }
        }
示例#4
0
        public static void SetPointsAngleLine(ref Vector2[] positions, PointsList.PointListGeneratorData data)
        {
            if (
                positions == null ||
                positions.Length != 2
                )
            {
                positions = new Vector2[2];
            }

            float xDir = Mathf.Sin(data.Angle * GeoUtils.TwoPI);
            float yDir = Mathf.Cos(data.Angle * GeoUtils.TwoPI);

            float startOffset = data.Length * data.FloatStartOffset;

            positions[0].x = data.Center.x + xDir * startOffset;
            positions[0].y = data.Center.y + yDir * startOffset;

            positions[1].x = data.Center.x + xDir * (data.Length + startOffset);
            positions[1].y = data.Center.y + yDir * (data.Length + startOffset);
        }
示例#5
0
        public static void SetPointsStar(
            ref Vector2[] positions,
            PointsList.PointListGeneratorData data
            )
        {
            int resolution = data.Resolution * 2;

            if (
                positions == null ||
                positions.Length != resolution
                )
            {
                positions = new Vector2[resolution];
            }

            float angle          = data.FloatStartOffset * GeoUtils.TwoPI;
            float angleIncrement = (GeoUtils.TwoPI * data.Length) / (float)resolution;

            float outerRadiusX = data.Width;
            float outerRadiusY = data.Height;

            float innerRadiusX = data.EndRadius * outerRadiusX;
            float innerRadiusY = data.EndRadius * outerRadiusX;

            for (int i = 0; i < resolution; i += 2)
            {
                // add outer point
                positions[i].x = data.Center.x + Mathf.Sin(angle) * outerRadiusX;
                positions[i].y = data.Center.y + Mathf.Cos(angle) * outerRadiusY;

                angle += angleIncrement;

                // add inner point
                positions[i + 1].x = data.Center.x + Mathf.Sin(angle) * innerRadiusX;
                positions[i + 1].y = data.Center.y + Mathf.Cos(angle) * innerRadiusY;

                angle += angleIncrement;
            }
        }
示例#6
0
        public static void SetPoints(ref Vector2[] positions, PointsList.PointListGeneratorData data)
        {
            switch (data.Generator)
            {
            case PointsList.PointListGeneratorData.Generators.Custom:
                break;

            case PointsList.PointListGeneratorData.Generators.Rect:
                SetPointsRect(ref positions, data);
                break;

            case PointsList.PointListGeneratorData.Generators.Round:
                SetPointsRound(ref positions, data);
                break;

            case PointsList.PointListGeneratorData.Generators.RadialGraph:
                SetPointsRadialGraph(ref positions, data);
                break;

            case PointsList.PointListGeneratorData.Generators.LineGraph:
                SetPointsLineGraph(ref positions, data);
                break;

            case PointsList.PointListGeneratorData.Generators.AngleLine:
                SetPointsAngleLine(ref positions, data);
                break;

            case PointsList.PointListGeneratorData.Generators.Star:
                SetPointsStar(ref positions, data);
                break;

            case PointsList.PointListGeneratorData.Generators.Gear:
                SetPointsGear(ref positions, data);
                break;
            }
        }
示例#7
0
        public static void SetPointsRadialGraph(ref Vector2[] positions, PointsList.PointListGeneratorData data)
        {
            int resolution = data.FloatValues.Length;

            if (data.FloatValues.Length < 3)
            {
                return;
            }

            if (
                positions == null ||
                positions.Length != resolution
                )
            {
                positions = new Vector2[resolution];
            }

            float angle          = data.FloatStartOffset * GeoUtils.TwoPI;
            float angleIncrement = GeoUtils.TwoPI / (float)(resolution);

            for (int i = 0; i < resolution; i++)
            {
                float value = Mathf.InverseLerp(
                    data.MinFloatValue,
                    data.MaxFloatValue,
                    data.FloatValues[i]
                    );

                value *= data.Radius;

                positions[i].x = data.Center.x + Mathf.Sin(angle) * value;
                positions[i].y = data.Center.y + Mathf.Cos(angle) * value;

                angle += angleIncrement;
            }
        }
示例#8
0
        public static void SetPointsRound(ref Vector2[] positions, PointsList.PointListGeneratorData data)
        {
            float absLength = Mathf.Abs(data.Length);

            int   numFullSteps   = Mathf.CeilToInt(data.Resolution * absLength);
            float partStepAmount = 1.0f + ((data.Resolution * absLength) - (float)numFullSteps);

            bool addPartialStep = partStepAmount >= 0.0001f;

            int resolution = numFullSteps;

            if (addPartialStep)
            {
                resolution++;
            }

            if (data.CenterPoint)
            {
                resolution++;
            }

            if (
                positions == null ||
                positions.Length != resolution
                )
            {
                positions = new Vector2[resolution];
            }

            if (data.CenterPoint)
            {
                positions[resolution - 1].x = data.Center.x;
                positions[resolution - 1].y = data.Center.y;
            }

            float halfWidth  = Mathf.Max(0.001f, data.Width * 0.5f);
            float halfHeight = Mathf.Max(0.001f, data.Height * 0.5f);

            float angle          = data.FloatStartOffset * GeoUtils.TwoPI;
            float angleIncrement = (GeoUtils.TwoPI) / (float)(data.Resolution);

            if (data.SkipLastPosition)
            {
                angleIncrement = (GeoUtils.TwoPI) / ((float)data.Resolution + 1);
            }

            angleIncrement *= Mathf.Sign(data.Direction);

            float relCompletion;

            for (int i = 0; i < numFullSteps; i++)
            {
                relCompletion = (float)i / (float)resolution;

                positions[i].x = data.Center.x + Mathf.Sin(angle) * (halfWidth + (halfWidth * data.EndRadius * relCompletion));
                positions[i].y = data.Center.y + Mathf.Cos(angle) * (halfHeight + (halfHeight * data.EndRadius * relCompletion));

                angle += angleIncrement;
            }

            // add last point
            if (addPartialStep)
            {
                relCompletion = ((float)numFullSteps + partStepAmount) / (float)resolution;
                //				angle -= angleIncrement * (1.0f - partStepAmount);
                positions[numFullSteps].x = data.Center.x + Mathf.Sin(angle) * (halfWidth + (halfWidth * data.EndRadius * relCompletion));
                positions[numFullSteps].y = data.Center.y + Mathf.Cos(angle) * (halfHeight + (halfHeight * data.EndRadius * relCompletion));

                int prevStep = Mathf.Max(numFullSteps - 1, 0);

                // lerp back to partial position
                positions[numFullSteps].x = Mathf.LerpUnclamped(positions[prevStep].x, positions[numFullSteps].x, partStepAmount);
                positions[numFullSteps].y = Mathf.LerpUnclamped(positions[prevStep].y, positions[numFullSteps].y, partStepAmount);
            }
        }