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Controller_6.cs
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Controller_6.cs
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//
// Copyright (c) 2017 Geri Borbás http://www.twitter.com/_eppz
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using UnityEngine;
using System.Collections;
namespace EPPZ.Geometry.Scenes
{
using Lines;
using Model;
/// <summary>
/// 6. Vertex facing
/// </summary>
public class Controller_6 : MonoBehaviour
{
public Color defaultColor;
public Color passingColor;
public CornerLineRenderer cornerRenderer;
public Renderer normalPointRenderer;
public Transform[] segmentATransforms;
public Transform[] segmentBTransforms;
public Transform[] normalTransforms;
private Segment segmentA;
private Segment segmentB;
private Segment normal;
void Start()
{
// Create models.
segmentA = Segment.SegmentWithPointTransforms(segmentATransforms);
segmentB = Segment.SegmentWithPointTransforms(segmentBTransforms);
normal = Segment.SegmentWithPointTransforms(normalTransforms);
// Feed renderer.
cornerRenderer.segmentA = segmentA;
cornerRenderer.segmentB = segmentB;
cornerRenderer.normal = normal;
}
void Update()
{
// Update model.
segmentA.UpdateWithTransforms(segmentATransforms);
segmentB.UpdateWithTransforms(segmentBTransforms);
normal.UpdateWithTransforms(normalTransforms);
// Test.
RenderTestResult(NormalFacingTest());
}
bool NormalFacingTest()
{
Vector2 point = normal.b;
bool acute = segmentA.IsPointLeft(segmentB.b);
bool leftA = segmentA.IsPointLeft(point);
bool leftB = segmentB.IsPointLeft(point);
bool outward = (acute) ? leftA && leftB : leftA || leftB;
bool inward = !outward;
return inward;
}
void RenderTestResult(bool testResult)
{
Color color = (testResult) ? passingColor : defaultColor;
// Layout color.
cornerRenderer.segmentNormalColor = color;
normalPointRenderer.material.color = color;
}
}
}