void DrawResampledCurve(Color theColor) { //Draws debug segments curveSteps.Clear(); curveSteps = SS_Common.ResampleCurve(300, elements[0], transform); Gizmos.color = theColor; for (int i = 0; i < curveSteps.Count - 1; i++) { DrawLinearSegment(curveSteps[i], curveSteps[i + 1]); } }
void DrawResampledCurve() { //Draws debug segments curveSteps.Clear(); curveSteps = SS_Common.ResampleCurve(numSteps, elements[0], transform); for (int i = 0; i < curveSteps.Count - 1; i++) { if (i % 2 == 0) { Gizmos.color = Color.white; } else { Gizmos.color = Color.black; } DrawLinearSegment(curveSteps[i], curveSteps[i + 1]); } }
void OnDrawGizmos() { //The Bezier curve's color Gizmos.color = curveColor; //Draw Each Element for (int i = 0; i < elements.Length; i++) { //Debug.Log("Element "+ i); //DrawElement(elements[i]); } curveSteps.Clear(); curveSteps = SS_Common.ResampleCurve(numSteps, elements[0], transform); for (int i = 0; i < curveSteps.Count - 1; i++) { Gizmos.color = Color.black; Gizmos.DrawIcon(transform.position, "Light Gizmo.tiff", true); } Gizmos.color = Color.green; /* * //Draw Each Element * for (int i = 0; i < elements.Length; i++) * { * //Debug.Log("Element "+ i); * DrawElement(elements[i]); * Gizmos.DrawIcon(transform.position, "Light Gizmo.tiff", true); * }*/ #if UNITY_EDITOR if (UnityEditor.Selection.activeGameObject != gameObject) { DrawResampledCurve(curveColor); } else { //Draw Each Element for (int i = 0; i < elements.Length; i++) { //Debug.Log("Element "+ i); DrawElement(elements[i]); } } #endif if (showResampleUI) { DrawResampledCurve(); } if (creatingKnot) { //Debug.Log("Moving created knot"); Vector3 newTargetPosition = MousePosRoutine(); Vector3 newPointPosition = new Vector3(newTargetPosition.x - transform.position.x, 0, newTargetPosition.z - transform.position.z); createdKnot.kPos = newPointPosition; } }
public Vector3[] thePoints() { curveSteps.Clear(); curveSteps = SS_Common.ResampleCurve(numSteps, elements[0], transform); return(curveSteps.ToArray()); }