PersistentTrails.Track.updateDirectionMarkers C# (CSharp) Method

updateDirectionMarkers() public method

public updateDirectionMarkers ( ) : void
return void
        public void updateDirectionMarkers()
        {
            //Debug.Log("updating directionMarkers");

            for (int i = 0; i < NumDirectionMarkers; ++i)
            {
                float relValue = (i + 1) * 1.0f / (NumDirectionMarkers + 1);
                Vector3 direction = new Vector3();
                double lat = 0;
                double lon = 0;

                //calc positions along the path in evenly spaced distances
                Vector3 position = evaluateAt(relValue, out direction, out lat, out lon);

                GameObject cone = directionMarkers[i];
                cone.renderer.enabled = true;
                cone.renderer.material.SetColor("_EmissiveColor", LineColor);

                cone.transform.position = position;
                float scale = LineWidth * this.ConeRadiusToLineWidthFactor;
                cone.transform.localScale = new Vector3(scale, scale, scale);
                //Orientation:
                // get surface normal/up vector
                Vector3 up = this.referenceBody.GetSurfaceNVector(lat, lon);
                //construct rotation so that the cones local Z-Axis matches the direction axis, and its X-Axis matches the up-vector
                Quaternion rotation = Quaternion.LookRotation(direction, up);
                cone.transform.rotation = rotation;

            }

            //Debug.Log("hiding otherr markers");

            //hide all other gameobjects
            for (int i = NumDirectionMarkers; i < 20; ++i)
            {

                GameObject cone = directionMarkers[i];
                cone.renderer.enabled = false;
            }
        }