MeshLinesGenerator.UpdateCollumnVerticesPosition C# (CSharp) 메소드

UpdateCollumnVerticesPosition() 공개 메소드

public UpdateCollumnVerticesPosition ( ) : void
리턴 void
    void UpdateCollumnVerticesPosition()
    {
        Profiler.BeginSample("Update Collumn Vertices");
        Vector3 forwardVec = transform.forward;
        float deltaT = Time.deltaTime;
        Vector3 posIncrement =  meshSpeed * forwardVec * deltaT;
        Vector3 tempPos = Vector3.zero;

        Vector3 anchorLocalPos = stitchAnchorOffset * audioDirector.averageAmplitude;

        for(int h = 0; h < meshCollumnsArray.Length; h++)
        {
            for(int i = 0 ; i < collumnDepth ; i++)
            {
                // handle origin stitches/vertices
                if (i < collumnStitchIndex)
                {
                    // leap motion finger stitching
                    if (fingertipStitch.isValidData == true)
                    {
                        int reversedJointsOrderIndex = (jointsPerFinger - i) - 1;
                        collumnsArrayVerticesArray[h][i] = fingerJointsArrayStitchesPosArray[reversedJointsOrderIndex][h];
                    }
                    else
                    {
                        // default to common origin stitch point
                        // old/normal way, unified origin point
                        stitchPosObject.transform.localPosition = anchorLocalPos;
                        collumnsArrayVerticesArray[h][i] = stitchPosObject.transform.position; //stitchAnchorOffset + tempPosition;
                    }
                }
                else // oridinary vertices
                {
                    //// not unified physics now, could cause trouble later`
                    // doing in line for perf as seen in --> https://www.youtube.com/watch?v=WE3PWHLGsX4

                    tempPos = collumnsArrayVerticesArray[h][i];
                    tempPos.x += posIncrement.x;
                    tempPos.y += posIncrement.y;
                    tempPos.z += posIncrement.z;
                    collumnsArrayVerticesArray[h][i] = tempPos;
                }
            }

            meshCollumnsMeshComponentArray[h].vertices = collumnsArrayVerticesArray[h];
        }
        Profiler.EndSample();
    }