Here are the examples of the csharp api NodeEditorFramework.Utilities.RTEditorGUI.CalculateBezierSegmentCount(UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
2 Examples
19
View Source File : RTEditorGUI.cs
License : MIT License
Project Creator : virror
License : MIT License
Project Creator : virror
public static void DrawBezier (Vector2 startPos, Vector2 endPos, Vector2 startTan, Vector2 endTan, Color col, Texture2D tex, float width = 1)
{
if (Event.current.type != EventType.Repaint)
return;
// Own Bezier Formula
// Slower than handles because of the horrendous amount of calls into the native api
// Calculate optimal segment count
int segmentCount = CalculateBezierSegmentCount (startPos, endPos, startTan, endTan);
// Draw bezier with calculated segment count
DrawBezier (startPos, endPos, startTan, endTan, col, tex, segmentCount, width);
}
19
View Source File : RTEditorGUI.cs
License : MIT License
Project Creator : wqaetly
License : MIT License
Project Creator : wqaetly
public static void DrawBezier (Vector2 startPos, Vector2 endPos, Vector2 startTan, Vector2 endTan, Color col, Texture2D tex, float width = 1)
{
if (Event.current.type != EventType.Repaint)
return;
Rect clippingRect = GUIScaleUtility.getTopRect;
clippingRect.x = clippingRect.y = 0;
Rect bounds = new Rect(Mathf.Min(startPos.x, endPos.x), Mathf.Min(startPos.y, endPos.y),
Mathf.Abs(startPos.x - endPos.x), Mathf.Abs(startPos.y - endPos.y));
if (!bounds.Overlaps(clippingRect))
return;
// Own Bezier Formula
// Slower than handles because of the horrendous amount of calls into the native api
// Calculate optimal segment count
int segmentCount = CalculateBezierSegmentCount (startPos, endPos, startTan, endTan);
// Draw bezier with calculated segment count
DrawBezier (startPos, endPos, startTan, endTan, col, tex, segmentCount, width);
}