devNotes 8-22-16 equidistant segmenting hex lengths

using UnityEngine;
using System.Collections;
using ProceduralToolkit;
using UnityEngine.UI;
using System.Collections.Generic;
using VRTK;

public class Argos_Hex_Brush : MonoBehaviour
{
    Mesh mesh;

    [SerializeField]
    Material _material;

    public VRTK_ControllerEvents ctrl_events;

    public AnimationCurve scaleCurve; //let's say you edit from inspector, but you can built at runtime if you prefer

    MaterialPropertyBlock _block;

    public GameObject newHex_Loc_Prefab;

    private ArgosMeshDraft amDraft;
    public ArgosMeshDraft AmDraft
    {
        get { return amDraft; }
    }

    public ArgosSphere_Indexing argosSphere;
    private int lastHexIdx = -1;
    public Color color;
    public Text dbgTex;

    private UI_Control ui_Control;

    List<Vector3> CatmullRom_Point_List = new List<Vector3>();
    List<Vector3> Equi_Distant_Points  = new List<Vector3>();

    private Vector3 vLast_Point;
    private Vector3 vCursPos;
    private Vector3 vUp_Last;

    void Start ()
    {
        MeshFilter mf = GetComponent<MeshFilter>();
        if (mf.mesh == null)
            mf.mesh = new Mesh();
        mesh = mf.mesh;
        amDraft = new ArgosMeshDraft();

        _block = new MaterialPropertyBlock();

        amDraft.initQuadPool_AnimationCurve(5000, scaleCurve);

        ui_Control = GameObject.Find("UI_Control_Canvas").GetComponent < UI_Control>();

        ctrl_events.TriggerPressed += new ControllerInteractionEventHandler(Triggr_StartCollectingPoints);
        ctrl_events.TriggerReleased += new ControllerInteractionEventHandler(Triggr_StopCollectingPoints);
    }

    public void SetCursPos(Vector3 vPos)
    {
        vCursPos = vPos;
    }


    public void Triggr_StartCollectingPoints(object sender, ControllerInteractionEventArgs e)
    {
        vLast_Point = vCursPos;
        CatmullRom_Point_List.Clear();
        CatmullRom_Point_List.Add(vCursPos);
    }

    public void Triggr_StopCollectingPoints(object sender, ControllerInteractionEventArgs e)
    {



    }


    float accumTime = 0f;
    void Update ()
    {
        accumTime += Time.deltaTime;

        amDraft.QuadListUpdate();
        GetComponent<MeshFilter>().mesh = amDraft.ToMeshInternal();//

        //Vector3 vH0 = a12horns.v12HORN_Norms[0];
        Quaternion q;

        //for (int i = 0; i < 12; i++)
        //{
            //q = Quaternion.FromToRotation(vH0, a12horns.v12HORN_Norms[i]);

        q = Quaternion.identity;
        //print(q.ToString());
        Graphics.DrawMesh(GetComponent<MeshFilter>().mesh, Vector3.zero, q, _material, gameObject.layer, null, 0, _block);

        //}
    }

    public int GetNumVertices()
    {
        return amDraft.vertices.Count;
    }

    public Vector3 GetVertex(int i)
    {
        return amDraft.vertices[i];
    }

    public void SetVertex(int i, Vector3 v)
    {
        amDraft.vertices[i] = v;
    }

    public void MeshDraft_ToMesh()
    {
        if (amDraft != null)
        {
            GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
        }
    }

    public void initAddMeshDraft(MeshDraft md)
    {
        MeshFilter mf = GetComponent<MeshFilter>();
        if (mf.mesh == null)
            mf.mesh = new Mesh();
        mesh = mf.mesh;
        amDraft = new ArgosMeshDraft();

        if (amDraft != null)
        {
            amDraft.Add(md);
            GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
        }
    }

    public void Paint(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, Color col, float duration, float fade_start)
    {
        if (amDraft != null)
        {
            amDraft.Quad_Paint(v0, v1, v2, v3, col, duration, fade_start);
        }
    }

    public void PaintHex(Vector3 pos, Vector3 vOffset, float lineWidth)
    {
        float pointDist = lineWidth * 7f;
        Vector3 vDiff = pos - vLast_Point;
        if (vDiff.magnitude > lineWidth)
        {
            CatmullAdd(pos + vOffset,lineWidth);
            vLast_Point = pos;
        }

        int newIdx = argosSphere.getHexIdx(pos);
        dbgTex.text = "CM DIST = " + pointDist.ToString("F3");

        if(newIdx != lastHexIdx && newIdx != -1)
        { 
            List<Vector3> vL = argosSphere.HexQuads[newIdx].mdH.vertices;
            Paint(vL[0] + vOffset, vL[1] + vOffset, vL[3] + vOffset, vL[2] + vOffset, color, 0.1f, 0.7f);
            lastHexIdx = newIdx;
        }
    }

    public void CatmullAdd(Vector3 pos,float lineWidth)
    {
        Vector3 vUp;
        Vector3 vc12;
        Vector3 vcIn; //break by 8 for music

        CatmullRom_Point_List.Add(pos);
        Instantiate(newHex_Loc_Prefab, pos, Quaternion.identity);

        if(CatmullRom_Point_List.Count > 3)
        {
            Vector3[] splinePoints = new Vector3[8];

            int cmc = CatmullRom_Point_List.Count - 1;
            for (int i = 0; i<8; i++)
            {
                splinePoints[i] = ReturnCatmullRom((float)i / 8f,
                                                    CatmullRom_Point_List[cmc - 3],
                                                    CatmullRom_Point_List[cmc - 2],
                                                    CatmullRom_Point_List[cmc - 1],
                                                    CatmullRom_Point_List[cmc]);
                Equi_Distant_Points.Add(splinePoints[i]);//add points for serialized equidistant points
            }

            if (CatmullRom_Point_List.Count == 4)
            {
                vc12 = CatmullRom_Point_List[cmc - 1] - CatmullRom_Point_List[cmc - 2];
                vcIn = CatmullRom_Point_List[cmc - 2] - argosSphere.transform.position;
                vc12.Normalize();
                vcIn.Normalize();

                vUp_Last = Vector3.Cross(vcIn, vc12);
                vUp_Last.Normalize();
            }

            Vector3[] verts = new Vector3[4];

            for (int j = 0; j<7;j++)
            {
                Vector3 v12 = splinePoints[j + 1] - splinePoints[j];
                Vector3 vIn = splinePoints[j + 1] - argosSphere.transform.position;
                vIn.Normalize();
                v12.Normalize();
                vUp = Vector3.Cross(vIn, v12);
                vUp.Normalize();

                verts[0] = splinePoints[j] - vUp_Last * lineWidth / 2f;
                verts[1] = splinePoints[j] + vUp_Last * lineWidth / 2f;
                verts[2] = splinePoints[j+1] + vUp * lineWidth / 2f;
                verts[3] = splinePoints[j+1] - vUp * lineWidth / 2f;

                Paint(verts[0], verts[1], verts[2], verts[3], color, 30f, 0.7f);

                vUp_Last = vUp;
            }

            vc12 = CatmullRom_Point_List[cmc-1] - splinePoints[6];
            vcIn = CatmullRom_Point_List[cmc - 1] - argosSphere.transform.position;
            vc12.Normalize();
            vcIn.Normalize();
            vUp = Vector3.Cross(vcIn, vc12);
            vUp.Normalize();

            verts[0] = splinePoints[6] - vUp_Last * lineWidth / 2f;
            verts[1] = splinePoints[6] + vUp_Last * lineWidth / 2f;
            verts[2] = CatmullRom_Point_List[cmc - 1] + vUp * lineWidth / 2f;
            verts[3] = CatmullRom_Point_List[cmc - 1] - vUp * lineWidth / 2f;

            Paint(verts[0], verts[1], verts[2], verts[3], color, 30f, 0.7f);

            vUp_Last = vUp;
        }
    }

    //Returns a position between 4 Vector3 with Catmull-Rom Spline algorithm
    //http://www.iquilezles.org/www/articles/minispline/minispline.htm
    Vector3 ReturnCatmullRom(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
    {
        Vector3 a = 0.5f * (2f * p1);
        Vector3 b = 0.5f * (p2 - p0);
        Vector3 c = 0.5f * (2f * p0 - 5f * p1 + 4f * p2 - p3);
        Vector3 d = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);

        Vector3 pos = a + (b * t) + (c * t * t) + (d * t * t * t);

        return pos;
    }

    public void AddMeshDraft(MeshDraft md)
    {
        if (amDraft != null)
        {
            amDraft.Add(md);
            GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
        }
    }

    public void AddMeshDraft_Only(MeshDraft md)
    {
        if (amDraft != null)
        {
            amDraft.Add(md);
        }
    }

    public void AddQuad(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3)
    {
        if (amDraft != null)
        {
            amDraft.Add(MeshDraft.Quad(v0, v1, v2, v3));
            GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
        }        
    }

    public void AddQuad(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, Color col)
    {
        if (amDraft != null)
        {
            amDraft.Add(MeshDraft.Quad(v0, v1, v2, v3, col));
            GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
        }
    }
}

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Question: Why are Plato and Playdoh so close?

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