public void NormalizedSpringValueCalculator_Demo(int resolution)
    {
        NormalizedSpringValueCalculator calculator = new NormalizedSpringValueCalculator(resolution);

        DebugHelper.PrintInRed("Resolution: " + resolution.ToString());
        int   steps = 20;
        float t     = 0f;
        float prev  = 0f;
        float springValue;
        float aproxValue;
        float delta;

        while (t < 1f)
        {
            springValue = calculator.GetSpringValue(t);
            aproxValue  = calculator.GetApproximateSpringValue(t);
            delta       = springValue - prev;
            Debug.Log("t: " + t.ToString() + ", springValue: " + springValue.ToString() + ", aprox: " + aproxValue.ToString() + ", delta: " + delta.ToString());
            t   += /* UnityEngine.Random.Range(.9f, 1.1f) *  */ (1f / steps);
            prev = springValue;
        }
        springValue = calculator.GetSpringValue(t);
        aproxValue  = calculator.GetApproximateSpringValue(t);
        delta       = springValue - prev;
        Debug.Log("t: " + t.ToString() + ", springValue: " + springValue.ToString() + ", aprox: " + aproxValue.ToString() + ", delta: " + delta.ToString());
    }
Example #2
0
 void Awake()
 {
     thisRunningProcesses = new List <IProcess>();
     springCalculator     = new NormalizedSpringValueCalculator(100);
 }