Бырков Аким Дмитриевич

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1 Работа призера заключительного этапа командной инженерной олимпиады школьников Олимпиада Национальной технологической инициативы Профиль «Виртуальная и дополненная реальность» Бырков Аким Дмитриевич Класс: 9Б Школа: ГБОУ СОШ 606 с углубленным изучением английского языка Пушкинского района Санкт Петербурга Город: г. Санкт - Петербург Регион: г. Санкт - Петербург Команда на заключительном этапе: Виртуалити Уникальный номер участника: 9-2 Параллель: Результаты заключительного этапа: Индивидульная часть Командная часть Математика Информатика Макс. Результат Итого Балл Всего ,6

2 Индивидуальная часть Персональный лист участника с номером 9-2:

3 Математика

4

5 Информатика ЗадачаА program Zad_A; const FIn = 'input.txt'; FOut = 'output.txt'; var A, B, T: Integer; sub, i, dup, tt: Integer; msum: real; begin AssignFile(input, FIn); Reset(input); AssignFile(output, FOut); Rewrite(output); Read(A, B, T); sub := B - A; msum := (T + 1) * T / 2; if (msum < sub) or (sub < T) then Writeln(-1) else if sub = msum then for i := 1 to T do Write(i, ' ') else begin tt := T; while (sub < msum) or (T - tt > sub - msum) do begin Dec(tt); msum := (tt + 1) * tt / 2; end; dup := sub - floor(msum); if dup = 0 then begin for i := 1 to T - tt do Write(0, ' '); for i := 1 to tt do begin write(i, ' '); end; end else begin for i := 1 to T - tt - 1 do Write(0, ' '); for i := 1 to tt do begin write(i, ' '); if i = dup then write(i, ' '); end; end; end; end.

6 Командная часть Результаты были получены в рамках выступления команды: Виртуалити Личный состав команды: Бырков Аким Дмитриевич Сопрачев Андрей Константинович Сечинский Егор Валерьевич Карбаинова Анастасия Александровна

7 ViveControllerInputTest /* * Copyright (c) 2016 Razeware LLC * * 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; public class ViveControllerInputTest : MonoBehaviour private SteamVR_TrackedObject trackedobj; private SteamVR_Controller.Device Controller get return SteamVR_Controller.Input((int)trackedObj.index); void Awake() trackedobj = GetComponent<SteamVR_TrackedObject>(); private void Update() if (Controller.GetAxis()!= Vector2.zero) Debug.Log(gameObject.name + Controller.GetAxis());

8 if (Controller.GetHairTriggerDown()) Debug.Log(gameObject.name + " Trigger Press"); if (Controller.GetHairTriggerUp()) Debug.Log(gameObject.name + " Trigger Release"); if (Controller.GetPressDown(SteamVR_Controller.ButtonMask.Grip)) Debug.Log(gameObject.name + " Grip Press"); if (Controller.GetPressUp(SteamVR_Controller.ButtonMask.Grip)) Debug.Log(gameObject.name + " Grip Release"); LaserPointer /* * Copyright (c) 2016 Razeware LLC * * 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;

9 public class LaserPointer : MonoBehaviour public Transform camerarigtransform; public Transform headtransform; // The camera rig's head public Vector3 teleportreticleoffset; // Offset from the floor for the reticle to avoid z-fighting public LayerMask teleportmask; // Mask to filter out areas where teleports are allowed private SteamVR_TrackedObject trackedobj; public GameObject laserprefab; // The laser prefab private GameObject laser; // A reference to the spawned laser private Transform lasertransform; // The transform component of the laser for ease of use public GameObject teleportreticleprefab; // Stores a reference to the teleport reticle prefab. private GameObject reticle; // A reference to an instance of the reticle private Transform teleportreticletransform; // Stores a reference to the teleport reticle transform for ease of use private Vector3 hitpoint; // Point where the raycast hits private bool shouldteleport; // True if there's a valid teleport target private SteamVR_Controller.Device Controller get return SteamVR_Controller.Input((int)trackedObj.index); void Awake() trackedobj = GetComponent<SteamVR_TrackedObject>(); //new void Start() laser = Instantiate(laserPrefab); lasertransform = laser.transform; reticle = Instantiate(teleportReticlePrefab); teleportreticletransform = reticle.transform; void Update() // Is the touchpad held down? if (Controller.GetPress(SteamVR_Controller.ButtonMask.Touchpad)) RaycastHit hit; // Send out a raycast from the controller if (Physics.Raycast(trackedObj.transform.position, transform.forward, out hit, 100, teleportmask)) hitpoint = hit.point;

10 ShowLaser(hit); //Show teleport reticle reticle.setactive(true); teleportreticletransform.position = hitpoint + teleportreticleoffset; shouldteleport = true; else // Touchpad not held down, hide laser & teleport reticle laser.setactive(false); reticle.setactive(false); // Touchpad released this frame & valid teleport position found if (Controller.GetPressUp(SteamVR_Controller.ButtonMask.Touchpad) && shouldteleport) Teleport(); private void ShowLaser(RaycastHit hit) laser.setactive(true); //Show the laser lasertransform.position = Vector3.Lerp(trackedObj.transform.position, hitpoint,.5f); // Move laser to the middle between the controller and the position the raycast hit lasertransform.lookat(hitpoint); // Rotate laser facing the hit point lasertransform.localscale = new Vector3(laserTransform.localScale.x, lasertransform.localscale.y, hit.distance); // Scale laser so it fits exactly between the controller & the hit point private void Teleport() shouldteleport = false; // Teleport in progress, no need to do it again until the next touchpad release reticle.setactive(false); // Hide reticle Vector3 difference = camerarigtransform.position - headtransform.position; // Calculate the difference between the center of the virtual room & the player's head difference.y = 0; // Don't change the final position's y position, it should always be equal to that of the hit point camerarigtransform.position = hitpoint + difference; // Change the camera rig position to where the the teleport reticle was. Also add the difference so the new virtual room position is relative to the player position, allowing the player's new position to be exactly where they pointed. (see illustration) ControllerGrabObject

11 using UnityEngine; public class ControllerGrabObject : MonoBehaviour private SteamVR_TrackedObject trackedobj; private GameObject collidingobject; private GameObject objectinhand; MainControl mc; public SteamVR_Controller.Device Controller get return SteamVR_Controller.Input((int)trackedObj.index); void Awake() mc = GameObject.FindObjectOfType<MainControl>(); trackedobj = GetComponent<SteamVR_TrackedObject>(); void Update() /*if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger)) mc.rightsticdown(); if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_Grip)) mc.deleteright(); if (Controller.GetAxis().x!= 0) mc.axisright(controller.getaxis().x); if (Controller.GetHairTriggerUp()) mc.rightsticup(controller.velocity, Controller.angularVelocity); */ BezierCurveScript using UnityEngine; using System.Collections;

12 using System.Collections.Generic; public class BezierCurveScript : MonoBehaviour public class BezierPath public List<Vector3> pathpoints; private int segments; public int pointcount; public BezierPath() pathpoints = new List<Vector3>(); pointcount = 100; public void DeletePath() pathpoints.clear(); Vector3 BezierPathCalculation(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) float tt = t * t; float ttt = t * tt; float u = 1.0f - t; float uu = u * u; float uuu = u * uu; Vector3 B = new Vector3(); B = uuu * p0;

13 B += 3.0f * uu * t * p1; B += 3.0f * u * tt * p2; B += ttt * p3; return B; public void CreateCurve(List<Vector3> controlpoints) segments = controlpoints.count / 3; for (int s = 0; s < controlpoints.count - 3; s += 3) Vector3 p0 = controlpoints[s]; Vector3 p1 = controlpoints[s + 1]; Vector3 p2 = controlpoints[s + 2]; Vector3 p3 = controlpoints[s + 3]; if (s == 0) pathpoints.add(bezierpathcalculation(p0, p1, p2, p3, 0.0f)); for (int p = 0; p < (pointcount / segments); p++) float t = (1.0f / (pointcount / segments)) * p; Vector3 point = new Vector3(); point = BezierPathCalculation(p0, p1, p2, p3, t); pathpoints.add(point);

14 private void createline(vector3 start, Vector3 end, float linesize, Color c) GameObject canvas = new GameObject("canvas" + canvasindex); canvas.transform.parent = transform; canvas.transform.rotation = transform.rotation; LineRenderer lines = (LineRenderer)canvas.AddComponent<LineRenderer>(); lines.material = new Material(shader); lines.material.color = c; lines.useworldspace = false; lines.setwidth(linesize, linesize); lines.setvertexcount(2); lines.setposition(0, start); lines.setposition(1, end); canvasindex++; private void UpdatePath() List<Vector3> c = new List<Vector3>(); for (int o = 0; o < objects.length; o++) if (objects[o]!= null) Vector3 p = objects[o].transform.position;

15 c.add(p); path.deletepath(); path.createcurve(c); private int canvasindex = 0; public Shader shader; BezierPath path = new BezierPath(); public GameObject[] objects; // Use this for initialization void Start() UpdatePath(); // Update is called once per frame void Update() UpdatePath(); for (int i = 1; i < (path.pointcount); i++) Vector3 startv = path.pathpoints[i - 1]; Vector3 endv = path.pathpoints[i]; createline(startv, endv, 0.25f, Color.blue);

16 void OnDrawGizmos() UpdatePath(); for (int i = 1; i < (path.pointcount); i++) Vector3 startv = path.pathpoints[i - 1]; Vector3 endv = path.pathpoints[i]; Gizmos.color = Color.blue; Gizmos.DrawLine(startv, endv); handtrack using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; public class handtrack : MonoBehaviour public GameObject go; public LineRenderer lr; List<GameObject> gos = new List<GameObject>(); Vector3[] pos = new Vector3[2]; private void Update() if (gos.count > 0 && Time.timeScale ==1) float min = 999; GameObject obj = null; foreach ( var c in gos) float d = Vector3.Distance(transform.position, c.transform.position); if (d < min) min = d; obj = c;

17 go = obj; pos[0] = transform.position; pos[1] = go.transform.position; lr.setpositions(pos); lr.enabled = true; else lr.enabled = false; go = null; private void OnTriggerEnter(Collider other) if (other.tag == "zarad") gos.add(other.gameobject); public void Delete(GameObject go) if (gos.contains(go)) gos.remove(go); private void OnTriggerExit(Collider other) if (gos.contains(other.gameobject)) gos.remove(other.gameobject); leftsticcontr using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class leftsticcontr : MonoBehaviour public MainControl mc; public Animator anim; public Image play; public Sprite plays, playpause; bool istap; private SteamVR_TrackedObject trackedobj; public SteamVR_TrackedController stc; public audiocontrol ac;

18 void Awake() trackedobj = GetComponent<SteamVR_TrackedObject>(); private SteamVR_Controller.Device Controller get return SteamVR_Controller.Input((int)trackedObj.index); bool ispause; bool prest; void Update() if (Input.GetKeyDown(KeyCode.R)) Application.LoadLevel(0); if (!prest && stc.padpressed) prest = true; ac.playclip(); Debug.Log("yhsefcgjdfsbhkasnf"); if ((Controller.GetAxis().x > 0.1f) &&!ispause && stc) mc.deletego(); else if (stc.padpressed) Debug.Log("stc"); if (ispause == true) ispause = false; else if (ispause == false) ispause = true; play.sprite = ispause? plays : playpause; if (ispause == true) anim.setbool("ispause", true); mc.pausedepause(); //Debug.Log("isPause=" + ispause); else Debug.Log("isPause=" + ispause); anim.setbool("ispause", false); mc.pausedepause(); else if (!stc.padpressed) prest = false;

19 if (Controller.GetAxis().x > 0.1f) anim.setbool("todel", true); anim.setbool("topause", false); else if (Controller.GetAxis().x < -0.1f) anim.setbool("todel", false); anim.setbool("topause", true); else anim.setbool("todel", false); anim.setbool("topause", false); if (Controller.GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x == 1 &&!istap) istap = true; mc.startstopdrag(controller); if (Controller.GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x < 0.9f && istap) istap = false; if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_DPad_Right)) mc.deletego(); if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_DPad_Left)) mc.pausedepause(); /* if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_Grip)) mc.deleteleft(); if (Controller.GetAxis().x!= 0) mc.axisleft(controller.getaxis().x); if (Controller.GetHairTriggerUp())

20 mc.leftsticup(controller.velocity, Controller.angularVelocity); if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger)) mc.leftsticdown(); */ MainControl using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System.Linq; public class MainControl : MonoBehaviour public GameObject electronprefab; public rightsticcontrol handr; public handtrack handl; public Transform pivot2spawn; public GameObject objectinhand; public Animator anim; public MeshRenderer mr; public Material[] mat; public int currentq = -1; public Text t; public List<Qulons.zarad> qulons = new List<Qulons.zarad>(); float targetanim = 0; float currentanim = 0; public void Spawn(SteamVR_Controller.Device Controller) if (handr.canspawn) GameObject go = Instantiate(electronPrefab, transform); go.getcomponent<qulons.zarad>().currentq = currentq; qulons.add(go.getcomponent<qulons.zarad>()); go.transform.position = pivot2spawn.transformpoint(new Vector3(0, 0.04f + Mathf.Abs(currentQ) * 0.01f, 0)); go.getcomponent<rigidbody>().velocity = Controller.velocity; go.getcomponent<rigidbody>().angularvelocity = Controller.angularVelocity; public void Spawn (int q, float x, float y, float z) GameObject go = Instantiate(electronPrefab, transform); go.getcomponent<qulons.zarad>().currentq = q;

21 qulons.add(go.getcomponent<qulons.zarad>()); go.transform.position = new Vector3(x, y, z); private void Start() ChangeQ(1); public void ChangeQ(float pos) currentq = (int)(pos * 4.3f); targetanim = Mathf.Abs(currentQ / 4f); if (currentq == 0) mr.material = mat[0]; else if (currentq < 0) mr.material = mat[1]; else if (currentq > 0) mr.material = mat[2]; t.text = "Q = " + currentq; public void StartStopDrag(SteamVR_Controller.Device Controller) if (objectinhand == null) if (handl.go!= null) objectinhand = handl.go; else objectinhand.getcomponent<rigidbody>().velocity = Controller.velocity; objectinhand.getcomponent<rigidbody>().angularvelocity = Controller.angularVelocity; objectinhand = null; public void DeleteGO() if (objectinhand!= null) qulons.remove(objectinhand.getcomponent<qulons.zarad>()); handl.delete(objectinhand); Destroy(objectInHand); objectinhand = null;

22 public void PauseDepause() if (Time.timeScale == 0) Time.timeScale = 1; else Time.timeScale = 0; objectinhand = null; private void Update() Drag(); qulons = FindObjectsOfType<Qulons.zarad>().ToList(); currentanim += (targetanim - currentanim) * Time.deltaTime * 5; anim.setfloat("blend", currentanim); void Drag() if (objectinhand!= null) objectinhand.transform.position = handl.transform.transformpoint(new Vector3(0, 0.06f + Mathf.Abs(currentQ) * 0.015f, 0)); objectinhand.transform.rotation = handl.transform.rotation; /* public void SpawnRight(Transform t) GameObject go = Instantiate(electronPrefab, transform); qulons.add(go.getcomponent<qulons.zarad>()); go.transform.position = t.position; objectinrighthand = go; objectinrighthand.getcomponent<qulons.zarad>().select(); public void SpawnLeft(Transform t) GameObject go = Instantiate(electronPrefab, transform); qulons.add(go.getcomponent<qulons.zarad>()); go.transform.position = t.position; objectinlefthand = go; objectinlefthand.getcomponent<qulons.zarad>().select();

23 public void DeleteRight() if(objectinrighthand!= null) qulons.remove(objectinrighthand.getcomponent<qulons.zarad>()); Destroy(objectInRightHand); else if (objectinlefthand!= null) qulons.remove(objectinlefthand.getcomponent<qulons.zarad>()); Destroy(objectInLeftHand); public void DeleteLeft() if (objectinlefthand!= null) qulons.remove(objectinlefthand.getcomponent<qulons.zarad>()); Destroy(objectInLeftHand); else if (objectinrighthand!= null) qulons.remove(objectinrighthand.getcomponent<qulons.zarad>()); Destroy(objectInRightHand); public void RightSticDown() if (handr.go!= null) StartDragRight(); else SpawnRight(handR.transform); public void LeftSticDown() if (handl.go!= null) StartDragLeft(); else SpawnLeft(handL.transform);

24 public void Update() if (objectinlefthand!= null) DragLeft(); if (objectinrighthand!= null) DragRight(); public void RightSticUp(Vector3 vel, Vector3 angl) EndDragRight(vel, angl); public void LeftSticUp(Vector3 vel, Vector3 angl) EndDragLeft(vel, angl); public void AxisLeft(float p) if (objectinlefthand!= null) objectinlefthand.getcomponent<qulons.zarad>().changeq((int)(p * 4.5f)); public void AxisRight(float p) if (objectinrighthand!= null) objectinrighthand.getcomponent<qulons.zarad>().changeq((int)(p * 4.5f)); void StartDragRight() if (handr.go.getcomponent<qulons.zarad>() && objectinlefthand == null) objectinrighthand = handr.go; objectinrighthand.getcomponent<qulons.zarad>().select(); void StartDragLeft() if (handl.go.getcomponent<qulons.zarad>() && objectinlefthand == null) objectinlefthand = handl.go; objectinlefthand.getcomponent<qulons.zarad>().select();

25 void DragLeft() if (objectinlefthand!= null && handl.go!= null) objectinlefthand = handl.go; objectinlefthand.transform.position = handl.transform.position; objectinlefthand.transform.rotation = handl.transform.rotation; //UI с индикацией заряда около электрона void EndDragRight(Vector3 vel, Vector3 angl) if (objectinrighthand!= null) objectinrighthand.getcomponent<qulons.zarad>().deselect(); objectinrighthand.getcomponent<rigidbody>().velocity = vel; objectinrighthand.getcomponent<rigidbody>().angularvelocity = angl; objectinrighthand = null; void EndDragLeft(Vector3 vel, Vector3 angl) if (objectinlefthand!= null) objectinlefthand.getcomponent<qulons.zarad>().deselect(); objectinlefthand.getcomponent<rigidbody>().velocity = vel; objectinlefthand.getcomponent<rigidbody>().angularvelocity = angl; objectinlefthand = null; */ righthandtrigger using System.Collections; using System.Collections.Generic; using UnityEngine; public class righthandtrigger : MonoBehaviour public List<GameObject> gos = new List<GameObject>(); private void OnTriggerEnter(Collider other) if(other.tag == "zarad") gos.add(other.gameobject); private void OnTriggerExit(Collider other) if (gos.contains(other.gameobject)) gos.remove(other.gameobject);

26 rightsticcontrol using System.Collections; using System.Collections.Generic; using UnityEngine; public class rightsticcontrol : MonoBehaviour public MainControl mc; public MeshRenderer mr; private SteamVR_TrackedObject trackedobj; public righthandtrigger rht; public bool canspawn; bool istap; void Awake() trackedobj = GetComponent<SteamVR_TrackedObject>(); private SteamVR_Controller.Device Controller get return SteamVR_Controller.Input((int)trackedObj.index); void Update() if (rht.gos.count > 0) canspawn = false; mr.enabled = false; else canspawn = true; mr.enabled = true; if (Controller.GetAxis().x!= 0) mc.changeq(controller.getaxis().x); if (Controller.GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x == 1 &&!istap) istap = true; mc.spawn(controller); if (Controller.GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x < 0.9f && istap)

27 istap = false; // if (Controller.GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger)) /* if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_Grip)) mc.deleteleft(); if (Controller.GetAxis().x!= 0) mc.axisleft(controller.getaxis().x); if (Controller.GetHairTriggerUp()) mc.leftsticup(controller.velocity, Controller.angularVelocity); if (Controller.GetPressDown(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger)) mc.leftsticdown(); */ Bezier using UnityEngine; using System.Collections.Generic; [RequireComponent(typeof(LineRenderer))] public class Bezier : MonoBehaviour public Transform[] controlpoints; public LineRenderer linerenderer; private int curvecount = 0; private int layerorder = 0; private int SEGMENT_COUNT = 50; void Start() if (!linerenderer) linerenderer = GetComponent<LineRenderer>(); linerenderer.sortinglayerid = layerorder; curvecount = (int)controlpoints.length / 3; void Update()

28 DrawCurve(); void DrawCurve() for (int j = 0; j <curvecount; j++) for (int i = 1; i <= SEGMENT_COUNT; i++) float t = i / (float)segment_count; int nodeindex = j * 3; Vector3 pixel = CalculateCubicBezierPoint(t, controlpoints [nodeindex].position, controlpoints [nodeindex + 1].position, controlpoints [nodeindex + 2].position, controlpoints [nodeindex + 3].position); linerenderer.setvertexcount(((j * SEGMENT_COUNT) + i)); linerenderer.setposition((j * SEGMENT_COUNT) + (i - 1), pixel); Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) float u = 1 - t; float tt = t * t; float uu = u * u; float uuu = uu * u; float ttt = tt * t; Vector3 p = uuu * p0; p += 3 * uu * t * p1; p += 3 * u * tt * p2; p += ttt * p3; return p; GameObjectDragAndDrop using UnityEngine; using System.Collections; public class GameObjectDragAndDrop : MonoBehaviour private bool ismousedrag; private GameObject target; public Vector3 screenposition; public Vector3 offset; // Update is called once per frame

29 void Update () if (Input.GetMouseButtonDown (0)) RaycastHit hitinfo; target = ReturnClickedObject (out hitinfo); if (target!= null) ismousedrag = true; //Convert world position to screen position. screenposition = Camera.main.WorldToScreenPoint (target.transform.position); offset = target.transform.position - Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenposition.z)); if (Input.GetMouseButtonUp (0)) ismousedrag = false; if (ismousedrag) //track mouse position. Vector3 currentscreenspace = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenposition.z); //convert screen position to world position with offset changes. Vector3 currentposition = Camera.main.ScreenToWorldPoint (currentscreenspace) + offset; //It will update target gameobject's current postion. target.transform.position = currentposition; /// <summary> /// It will ray cast to mousepostion and return any hit objet. /// </summary> /// <param name="hit"></param> /// <returns></returns> GameObject ReturnClickedObject (out RaycastHit hit) GameObject target = null; Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray.origin, ray.direction * 10, out hit)) target = hit.collider.gameobject; return target;

30 Line using UnityEngine; using System.Collections; [RequireComponent(typeof(LineRenderer))] public class Line : MonoBehaviour public LineRenderer lr; public Transform p0; public Transform p1; public int layerorder = 0; void Start() lr.setvertexcount(2); lr.sortinglayerid = layerorder; void Update() lr.setposition(0,p0.position); lr.setposition(1,p1.position);

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