// Use this for initialization void Awake() { cA = Camera.main.GetComponent <CubeArray> (); //Assign the 4 blocks of each group blocks = new Transform[4]; for (int i = 0; i < transform.childCount; i++) { blocks [i] = transform.GetChild(i); } getRotByType(type); }
public static Vector3d GetPoint(CubeArray <Vector3d> array, double u, double v, double w) { for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { _coordBufferSurf.Value[x + y * 4] = BezierHelper.Bezier(array[x, y, 0], array[x, y, 1], array[x, y, 2], array[x, y, 3], w); } } for (int x = 0; x < 4; x++) { _coordBufferCurv.Value[x] = BezierHelper.Bezier(_coordBufferSurf.Value[x + 4 * 0], _coordBufferSurf.Value[x + 4 * 1], _coordBufferSurf.Value[x + 4 * 2], _coordBufferSurf.Value[x + 4 * 3], v); } return(BezierHelper.Bezier(_coordBufferCurv.Value[0], _coordBufferCurv.Value[1], _coordBufferCurv.Value[2], _coordBufferCurv.Value[3], u)); }
public override void Initialize() { _jellyData = OwnerNode.GetComponent <JellyData>(); _initialData = new CubeArray <Vector3d>(_jellyData.DataPoints); _displacementVectors = new CubeArray <Vector3d>(_initialData.xSize, _initialData.ySize, _initialData.zSize); _displacementFrequency = new CubeArray <double>(_initialData.xSize, _initialData.ySize, _initialData.zSize); var gen = new Random(); for (int y = 0; y < _initialData.ySize; y++) { for (int z = 0; z < _initialData.zSize; z++) { for (int x = 0; x < _initialData.xSize; x++) { _displacementVectors[x, y, z] = new Vector3d(gen.NextDouble() * 2.0 - 1.0, gen.NextDouble() * 2.0 - 1.0, gen.NextDouble() * 2.0 - 1.0).Normalized(); _displacementFrequency[x, y, z] = gen.NextDouble() * _frequencyMult; } } } base.Initialize(); }
void Start() { cA = gameObject.GetComponent <CubeArray> (); hScore = gameObject.GetComponent <Highscore> (); }
void Start() { cA = gameObject.GetComponent <CubeArray>(); score = gameObject.GetComponent <Scoring>(); }
public static Vector3d GetPoint(CubeArray <Vector3d> array, Vector3d uvw) { return(GetPoint(array, uvw.X, uvw.Y, uvw.Z)); }