holopy3/Assets/MazeGeneration/PlanePoints.cs

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2020-12-10 14:25:12 +00:00
using System.Collections.Generic;
using UnityEngine;
public class PlanePoints : ObjectPoints
{
protected override void CalculateEdgeVectors(int VectorCornerIdx)
{
base.CalculateEdgeVectors(VectorCornerIdx);
EdgeVectors.Add(CornerPoints[3] - CornerPoints[VectorCornerIdx]);
EdgeVectors.Add(CornerPoints[1] - CornerPoints[VectorCornerIdx]);
}
protected override void CalculateRandomPoint()
{
int randomCornerIdx = Random.Range(0, 2) == 0 ? 0 : 2; //there is two triangles in a plane, which tirangle contains the random point is chosen
//corner point is chosen for triangles as the variable
CalculateEdgeVectors(randomCornerIdx);
float u = Random.Range(0.0f, 1.0f);
float v = Random.Range(0.0f, 1.0f);
if (v + u > 1) //sum of coordinates should be smaller than 1 for the point be inside the triangle
{
v = 1 - v;
u = 1 - u;
}
RandomPoint = CornerPoints[randomCornerIdx] + u * EdgeVectors[0] + v * EdgeVectors[1];
}
protected override void CalculateCornerPoints()
{
base.CalculateCornerPoints();
CornerPoints.Add(ObjectVertices[0]); //corner points are added to show on the editor
CornerPoints.Add(ObjectVertices[10]);
CornerPoints.Add(ObjectVertices[110]);
CornerPoints.Add(ObjectVertices[120]);
}
}