Beispiel #1
0
    void AnimateTexture()
    {
        float pixelSize = 1f / resolution;

        if (animateTexture)
        {
            currentTextureAnimT += Time.deltaTime * textureAnimSpeed;
        }
        int texI = Mathf.Min(texture.width * texture.height - 1, (int)currentTextureAnimT);

        if (!Application.isPlaying || !animateTexture)
        {
            texI = resolution * resolution;
        }

        if (showClosestPoint || Application.isPlaying && animateTexture)
        {
            float y         = (int)(texI / (float)resolution);
            float x         = texI % resolution;
            var   samplePos = new Vector2(x, y) / resolution + Vector2.one * pixelSize / 2;

            if (!Application.isPlaying)
            {
                y         = (int)(sampleIndex / (float)resolution);
                x         = sampleIndex % resolution;
                samplePos = new Vector2(x, y) / resolution + Vector2.one * pixelSize / 2;
            }

            if (!makeTile)
            {
                float   minSqrDst  = 1;
                Vector2 nearestPos = Vector2.zero;
                for (int i = 0; i < points.Length; i++)
                {
                    float s = (samplePos - points[i]).sqrMagnitude;
                    if (s < minSqrDst)
                    {
                        minSqrDst  = s;
                        nearestPos = points[i];
                    }
                }

                Vis.DrawSphere(samplePos, sampleRadius / 20f, sampleCol, Style.Unlit);
                Vis.DrawLine(samplePos, nearestPos, lineWidth / 10, lineCol, Style.Unlit);
            }
        }

        Color[] cols = new Color[resolution * resolution];
        for (int i = 0; i < texI; i++)
        {
            cols[i] = new Color(values[i], values[i], values[i]);
        }
        texture.SetPixels(cols);
    }
Beispiel #2
0
    void Update()
    {
        if (useUV && Application.isPlaying)
        {
            uv.x += Time.deltaTime * speed;
            if (uv.x > 1)
            {
                uv.x  = 0;
                uv.y += inc;
                if (uv.y > 1)
                {
                    uv.y  = 1;
                    speed = 0;
                }
            }
            transform.forward = RayDir(uv);
        }
        var col = Color.red;

        RayBox(container.position, container.localScale, eye.position, eye.forward);
        if (dstInsideBox == 0)
        {
            col      = Color.grey;
            dstToBox = 999;
        }

        Debug.DrawRay(eye.position, eye.forward * dstToBox, col);
        Debug.DrawRay(eye.position + eye.forward * dstToBox, eye.forward * dstInsideBox, Color.white);
        if (dstInsideBox == 0)
        {
            dstToBox = 0;
        }
        else
        {
            Vis.DrawSphere(eye.position + eye.forward * dstToBox, .06f, col, Style.Unlit);
            Vis.DrawSphere(eye.position + eye.forward * (dstToBox + dstInsideBox), .06f, Color.white, Style.Unlit);
            if (showSamplePoints)
            {
                float step = dstInsideBox / numSamples;
                for (int i = 0; i < numSamples; i++)
                {
                    Vis.DrawSphere(eye.position + eye.forward * (dstToBox + step * i), .06f, sampleCol, Style.Unlit);
                }
            }
        }
    }
Beispiel #3
0
    void Do3D()
    {
        var   prng     = new System.Random(seed);
        var   points   = new Vector3[numCells * numCells * numCells];
        float cellSize = 1f / numCells;

        for (int x = 0; x < numCells; x++)
        {
            for (int y = 0; y < numCells; y++)
            {
                for (int z = 0; z < numCells; z++)
                {
                    float   randomX      = (float)prng.NextDouble();
                    float   randomY      = (float)prng.NextDouble();
                    float   randomZ      = (float)prng.NextDouble();
                    Vector3 randomOffset = new Vector3(randomX, randomY, randomZ) * cellSize;
                    Vector3 cellCorner   = (new Vector3(x, y, z)) * cellSize - Vector3.one * .5f;

                    int index = x + numCells * (y + z * numCells);
                    points[index] = cellCorner + randomOffset;
                }
            }
        }

        for (int i = 0; i < points.Length; i++)
        {
            float radius = debugRadius / 20f;
            if (Application.isPlaying && animatePoints)
            {
                float t = Time.time - i * pointAnimDelay - 5;
                radius = Mathf.Lerp(0, radius, t * pointGrowSpeed);
            }

            if (showAdj)
            {
                for (int j = 1; j < offsets3D.Length; j++)
                {
                    Vis.DrawSphere(points[i] + offsets3D[j], radius, new Color(pointCol.r * adjDimming, pointCol.g * adjDimming, pointCol.b * adjDimming), Style.Unlit);
                }
            }
            Vis.DrawSphere(points[i], radius, pointCol, Style.Unlit);
        }
    }
Beispiel #4
0
    void ShowPoints()
    {
        for (int i = 0; i < points.Length; i++)
        {
            float radius = debugRadius / 20f;
            if (Application.isPlaying && animatePoints)
            {
                float t = Time.time - i * pointAnimDelay;
                radius = Mathf.Lerp(0, radius, t * pointGrowSpeed);
            }

            if (showAdj)
            {
                for (int j = 1; j < offsets.Length; j++)
                {
                    Vis.DrawSphere(points[i] + offsets[j], radius, new Color(pointCol.r * adjDimming, pointCol.g * adjDimming, pointCol.b * adjDimming), Style.Unlit);
                }
            }
            Vis.DrawSphere(points[i], radius, pointCol, Style.Unlit);
        }
    }