// Use this for initialization

    void Start()
    {
        calculator  = new CalculatorMtr(-5, -5, 5, 5, 0.05f);
        calculatory = new CalculatorMtr(-5, -5, 5, 5, 0.01f);
        calculatort = new Calculator4D(-5, -5, -5, 5, 5, 5, 0.05f);
        cw.init(-5, -5, -5, 5, 5, 5, 0.05f);

        pi  = new ParticleIllustration(system);
        pi2 = new ParticleIllustration(linesystem, Color.black);
        GameObject go = GameObject.FindWithTag("InputText");

        tm = go.GetComponent <TextMesh>();

        calcubase = new Calculator();
        Debug.Log(calcubase.calculate("sin(xy)", 1.655f, -3.439f));
        Debug.Log(Mathf.Sin(1.655f * (-3.439f)));
    }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        //float tmp = Mathf.Sin(2.203f*-4.986f);
        //Debug.Log(tmp);

        GameObject go = GameObject.FindWithTag("InputText");

        tm = go.GetComponent <TextMesh>();

        planeMin = GameObject.Find("planeMin");
        planeMax = GameObject.Find("planeMax");
        planeAvg = GameObject.Find("planeAvg");
        planeMin.SetActive(false);
        planeMax.SetActive(false);
        planeAvg.SetActive(false);


        textX = GameObject.Find("TextX").GetComponent <Text>();
        textY = GameObject.Find("TextY").GetComponent <Text>();
        textZ = GameObject.Find("TextZ").GetComponent <Text>();

        calculator = new CalculatorMtr(-meshSize, -meshSize, meshSize, meshSize, 0.1f);
        calcubase  = new Calculator();
        gameObject.GetComponent <CalculatorWrapper>().init(-meshSize, -meshSize, -meshSize, meshSize, meshSize, meshSize, 0.1f);

        //inputM = new Vector3[101][];
        //for(int i = 0; i < 101; i++) {
        //    inputM[i] = new Vector3[101];
        //}
        //float tiny = 0.5f;
        //for(int i = 0; i < 101; i++) {
        //    for(int j = 0; j < 101; j++) {
        //        float tmp_x = i * tiny;
        //        float tmp_z = j * tiny;
        //        Vector3 tmp = new Vector3(tmp_x, calculate(tmp_x, tmp_z), tmp_z);
        //        inputM[i][j] = tmp;
        //    }
        //}

        meshRenderer = GeneratedMesh.GetComponent <GenerateMesh>();
        //calculateInput();
    }
Esempio n. 3
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    //private float divide(float min, float max, float gap, int slices, int index) {
    //    if (index == slices){ return max; }
    //    float ret=0;

    //    return ret;
    //}

    public void init(float xmin, float ymin, float zmin, float xmax, float ymax, float zmax, float g)
    {
        for (int i = 0; i < threadNum; i++)
        {
            calculator4ds.Add(new Calculator4D());
            calcuresults.Add(new List <List <List <float> > >());
        }
        xMin        = xmin;
        yMin        = ymin;
        xMax        = xmax;
        yMax        = ymax;
        zMin        = zmin;
        zMax        = zmax;
        gap         = g;
        sampleFreqx = Mathf.RoundToInt((xmax - xmin) / g);
        sampleFreqy = Mathf.RoundToInt((ymax - ymin) / g);
        sampleFreqz = Mathf.RoundToInt((zmax - zmin) / g);

        float xlgap  = (xmax - xmin) / calculator4ds.Count;
        float ylgap  = (ymax - ymin) / calculator4ds.Count;
        float zlgap  = (zmax - zmin) / calculator4ds.Count;
        int   gapnum = Mathf.RoundToInt(zlgap / gap);

        zlgap = Mathf.RoundToInt((float)gapnum) * gap;

        for (int i = 0; i < calculator4ds.Count; i++)
        {
            if (i == calculator4ds.Count - 1)
            {
                calculator4ds[i].init(xMin, yMin, zMin + i * zlgap, xMax, yMax, zMax, gap);
            }
            else
            {
                calculator4ds[i].init(xMin, yMin, zMin + i * zlgap, xMax, yMax, zMin + (i + 1) * zlgap - gap, gap);
            }
        }
        cmtr = new CalculatorMtr(xMin, yMin, xMax, yMax, gap / 10);
    }