use switch statement for sampling method selection, add tooltips to inspector attributes

This commit is contained in:
Xevion
2020-05-05 10:14:35 -05:00
parent df97edd5a4
commit 97df401b84

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Net;
using UnityEditor;
using UnityEngine;
@@ -9,14 +10,19 @@ public enum SamplingTypes {
};
public class CubeRendering : MonoBehaviour {
[Tooltip("The sampling method used to generate points")]
public SamplingTypes samplingMethod = SamplingTypes.Random;
[Tooltip("The number of points (spheres) placed inside the region")]
public int numPoints = 100;
[Tooltip("The size of the rendered cubes")]
public float cubeSize = 1;
[Tooltip("The Size of the region points are generated in")]
public Vector2 regionSize = Vector2.one;
// Store the previous value, only useful for the inspector
[Tooltip("Testing.")] private int _prevNumPoints;
private SamplingTypes _samplingMethod;
private int _prevNumPoints;
private Vector2 _prevRegionSize;
private List<Vector2> _points;
@@ -28,10 +34,15 @@ public class CubeRendering : MonoBehaviour {
_prevNumPoints = numPoints;
_prevRegionSize = regionSize;
if (samplingMethod == SamplingTypes.Random)
_points = PointGeneration.random_sampling(numPoints, regionSize, transform.position);
else if (samplingMethod == SamplingTypes.Poisson) {
_points = new List<Vector2>();
switch (samplingMethod) {
case SamplingTypes.Random:
_points = PointGeneration.random_sampling(numPoints, regionSize, transform.position);
break;
case SamplingTypes.Poisson:
_points = new List<Vector2>();
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
@@ -42,9 +53,9 @@ public class CubeRendering : MonoBehaviour {
new Vector3(regionSize.x * 2 + cubeSize, regionSize.y * 2 + cubeSize, cubeSize));
// Render spheres at every point
if (_points != null)
foreach (Vector2 point in _points) {
Gizmos.DrawSphere(point, cubeSize);
}
if (_points == null) return;
foreach (var point in _points) {
Gizmos.DrawSphere(point, cubeSize);
}
}
}