void Start() { sites = new List <Point>(); voronoi = new FortuneVoronoi(); chunks = new List <GameObject>(); handlers = new List <HapticHandler> (); CreateSites(true, false); CreateChunks(); OSCHandler.Instance.Init(); //init OSC servers = new Dictionary <string, ServerLog>(); if (doInitializeNiw) { OSCHandler.Instance.SendMessageToClient("NiwServer", "/niw/server/config/invert/low/avg/zero", 0); OSCHandler.Instance.SendMessageToClient("NiwServer", "/niw/server/push/invert/low/avg/zero/contactdetect", "aggregator/floorcontact"); OSCHandler.Instance.SendMessageToClient("NiwServer", "/niw/server/config/invert/low", 0.025f); OSCHandler.Instance.SendMessageToClient("NiwServer", "/niw/server/config/invert/low/avg/zero/contactdetect", 10000); } GameObject bubbles = GameObject.Find("Bubbles"); bubbleGenerator = bubbles.GetComponent <BubbleGenerator> (); }
void Start() { sites = new List <Point>(); voronoi = new FortuneVoronoi(); chunks = new List <FractureChunk>(); chunksPool = new Queue <FractureChunk>(); CreateMap(); }
// Use this for initialization void Start() { _sites = new List <Point>(); //_bounds = new BoundingRect(){ xmin = 0, ymin = 0, xmax = 100, ymax = 100 }; _bounds = new BoundingRect() { xmin = -50, ymin = 0, xmax = 50, ymax = 100 }; _voronoi = new FortuneVoronoi(); Debug.Log("The Bounds: " + _bounds.ToString()); }
void Start() { AmountOfSites.onSubmit.AddListener(value => numSites = int.Parse(value)); AmountOfSites.text.text = "" + numSites; sites = new List <Point>(); voronoi = new FortuneVoronoi(); CreateSites(true, true, numSites); CreateLines(); }
// Use this for initialization void Start() { _sites = new List <Point>(); _siteObjects = new List <GameObject>(); _voronoi = new FortuneVoronoi(); _bounds = new BoundingRect() { xmin = this.transform.position.x - this.transform.localScale.x / 2, ymin = this.transform.position.y - this.transform.localScale.y / 2, xmax = this.transform.position.x + this.transform.localScale.x / 2, ymax = this.transform.position.y + this.transform.localScale.y / 2 }; Debug.Log("The Bounds: " + _bounds.ToString()); }
private bool gizmos; // drawing diagram separately /* * Constructor (can't set up normally since extending MonoBehaviour) */ public void init(Bounds bounds, GameObject fracPiece, GameObject startObj, GameObject piecesContainer, int nSites = 10, bool randSites = false, int relaxIter = 1, bool gizmos = false) { objectBounds = bounds; this.fracPiece = fracPiece; this.startObj = startObj; this.piecesContainer = piecesContainer; fullRand = randSites; standardRelaxIterations = relaxIter; this.nSites = nSites; this.gizmos = gizmos; sites = new List <Site>(); fv = new FortuneVoronoi(); fracturedPieces = new List <GameObject>(); }
void Start() { sites = new List <Point>(); voronoi = new FortuneVoronoi(); chunks = new List <GameObject>(); }
void Start() { sites = new List <Point>(); voronoi = new FortuneVoronoi(); }