Example #1
0
    // Color System:

    public static SpanF spanColorSignedForGreen(SpanF v)
    {
        return(v.boundedBy(span(-1.0, 1.0)).times(SpanF.exactly(Math.PI)).cos().times(SpanF.exactly(0.5)).add(SpanF.exactly(0.5)));
    }
Example #2
0
 public static SpanF spanColorSignedForBlue(SpanF v)
 {
     return(spanColorSignedForGreen(v.add(SpanF.exactly(0.5)).times(SpanF.exactly(1.0))));
 }
Example #3
0
    private Color EvalFlowVolume(Vector3 center, float radius, Cubic <SpanF> modelPos)
    {
        float   forces  = 0.0f;
        float   forceM  = 0.0f;
        float   chargeE = 0.008f;
        float   chargeM = 0.014f;
        Vector3 flowDir = Vector3.zero;

        var   centerQ           = spanVectorFromUnity(center, radius);
        var   torqueQ           = spanVectorFromUnity(Vector3.zero, 0.0f);
        float flowVertRadius    = 0.04f;
        float flowVertFwdRadius = 0.02f;
        var   magTorqueCharge   = SpanF.exactly(0.021);

        if (false)
        {
            var rv  = modelPos.Y.times(SpanF.exactly(2.0));
            var rc  = SpanAPI.spanColorSignedToRGB(rv);
            var clr = new Color(rc.X, rc.Y, rc.Z, 0.9f);
            if (PreviousRY != rv.To)
            {
                Debug.Log("M/G: " + rv + "    " + rc.Y);
                PreviousRY = rv.To;
            }
            return(clr);
        }

        if (true)
        {
            foreach (var fv in this.CachedFlowVerts)
            {
                var dist           = (fv.Location - center).magnitude;
                var oneOverDistSqr = (1.0f / (dist * dist));
                var fe             = chargeE * oneOverDistSqr;

                if (false)
                {
                    var locQ = spanVectorFromUnity(fv.Location, flowVertRadius);
                    var fQ   = spanVectorFromUnity(fv.ForwardDir, flowVertFwdRadius);
                    var rQ   = SpanAPI.spanVectorSubtract(centerQ, locQ);
                    var cQ   = SpanAPI.spanVectorCross(rQ, fQ);
                    //var cQ = SpanAPI.spanVectorDot(rQ, fQ);
                    var scQ = magTorqueCharge.times(SpanF.exactly(oneOverDistSqr));
                    cQ      = SpanAPI.spanVectorScale(cQ, scQ);
                    torqueQ = SpanAPI.spanVectorAdd(torqueQ, cQ);
                }

                var fm = chargeM * oneOverDistSqr * Vector3.Dot(fv.Location - center, -fv.ForwardDir);

                forces  += fe;
                flowDir += fv.ForwardDir * fe;
                //forceM += fm;
            }
        }

        if (false)
        {
            var torqueMagQ = SpanAPI.spanVectorMagnitude(torqueQ);
            var rawVal     = torqueMagQ;
            Debug.Log("Val = " + rawVal);
            //var toColorRangeOffset = SpanAPI.spanExactly (1.0);
            var toColorRangeScale = SpanAPI.spanExactly(1.0);
            //var rgb = torqueMagQ.add(toColorRangeOffset).times(toColorRangeScale).ToColorRGB ();

            var valInRange = rawVal.times(SpanAPI.spanExactly(2.0f / 2.6f)).add(SpanAPI.spanExactly(-1.0f));
            var rgb        = valInRange.ToColorRGB();
            //rgb = new Cubic<float> (0, (float)SpanAPI.spanColorSignedForGreen (valInRange).To, 0);
            var alpha = rgb.Y;             // Mathf.Max(Mathf.Max(rgb.X,rgb.Y),rgb.Z) * 0.5f;
            return(new Color(rgb.X, rgb.Y, rgb.Z, alpha));
        }

        flowDir.y *= 10.0f;
        var yval     = Mathf.Clamp01(Mathf.Abs(flowDir.normalized.y));
        var dirColor = Color.Lerp(this.ColorX, this.ColorY, yval);

        var clearColor = this.ChakraColor;
        var fullColor  = dirColor;        //ColorWithAlpha (dirColor, 1.0f);

        return(Color.Lerp(clearColor, fullColor, Mathf.Clamp01(forces)));
    }