(UnityEngine.Camera.main.transform.position, point); var newScale = dist / 10 * 3;*/ DrawCoordinate(point + new Vector3(0, 0.4f, 0), point, distanceColor); } } } } /// /// 绘制点与点之间的距离 /// private void DrawLineBetweenPoints(List<Vector3> listToDraw, Color color, ...
// transfer the position of each point and distances between points to arrays for // speed of lookup at runtime points = new Vector3[Waypoints.Length+1]; distances = new float[Waypoints.Length+1]; float accumulateDistance = 0; for (int i = 0; i<points.Length; ++i) { var t1 = Wa...
public void AddPoints(params Vector3[] points) { anchors.AddRange(points); FixedCurve(); } /// /// clear anchors and reset them by new points. /// /// public void Reset(params Vector3[] points) { anchors.Clear(); anchors.AddRange(points); FixedCurve(); } /// /// clear...
public void AddPoints(params Vector3[] points) { anchors.AddRange(points); FixedCurve(); } /// /// clear anchors and reset them by new points. /// /// public void Reset(params Vector3[] points) { anchors.Clear(); anchors.AddRange(points); FixedCurve(); } /// /// clear...
In other words, the distance between any two given points of a rigid body remains constant in time regardless of external forces exerted on it.” The same principle applies in games. Adding a rigid body lets you make calls like the ones in Figure 5. Figure 5 Adding Movement and Velocity ...
2 Transform.LookAt:1)功能简述public voidLookAt(Transformtarget,Vector3worldUp= Vector3.up);Parameterstarget:Object to point towards.worldUp:Vector specifying the upward direction.Rotates the transform so the forward vector points at /target/'s current position.Then it rotates the transform ...
// Gets a vector that points from the player's position to the target's. var heading = target.position - player.position; As well as pointing in the direction of the target object, this vector’s magnitude is equal to the distance between the two positions. It is common to need a ...
//points in screen spacefloat2 p0 = _ScreenParams.xy * p[0].pos.xy / p[0].pos.w;float2 p1 = _ScreenParams.xy * p[1].pos.xy / p[1].pos.w;float2 p2 = _ScreenParams.xy * p[2].pos.xy / p[2].pos.w;//edge vectorsfloat2 v0 = p2 - p1;float2 v1 = p2 - p0;float2...
In addition to this, the nature of our interpolation algorithm means we cannot simply store the distance between control points and use that to modify the t parameter. Therefore, we create an index of discrete, uniform positions along the spline. This index is then used to provide the uniform...
It does apply a linear force to both connected items, using a very stiff, simulated spring to maintain the distance. You cannot configure the spring. This Joint 2D has a selectable constraint:Constraint A: Maintains a fixed distance between two anchor points on two bodies (when Max Distance ...