public FibNNNode(string name0, FibNNManager fibManager0) { name = name0; fibManager = fibManager0; // if (fibManager.ynMesh == false) { go = GameObject.CreatePrimitive(PrimitiveType.Cube); go.transform.parent = fibManager.parentNodes.transform; fibManager.cntGos++; go.name = name; fibManager.MakeMaterialTransparent(go.GetComponent <Renderer>().material); // goTextName = fibManager.CreateText(go, name); goTextValue = fibManager.CreateText(go, FormatValue(value)); // goValue = GameObject.CreatePrimitive(PrimitiveType.Cylinder); goValue.transform.parent = fibManager.parent.transform; fibManager.cntGos++; goValue.name = "value " + name; goGraphBack = GameObject.CreatePrimitive(PrimitiveType.Cube); goGraphBack.transform.parent = fibManager.parent.transform; fibManager.cntGos++; goGraphBack.name = "graphback " + name; fibManager.MakeMaterialTransparent(goGraphBack.GetComponent <Renderer>().material); // goGraph = GameObject.CreatePrimitive(PrimitiveType.Cube); goGraph.transform.parent = fibManager.parent.transform; fibManager.cntGos++; goGraph.name = "graph " + name; fibManager.MakeMaterialTransparent(goGraph.GetComponent <Renderer>().material); } // goLink = GameObject.CreatePrimitive(PrimitiveType.Cube); fibManager.cntGos++; goLink.transform.parent = fibManager.parent.transform; goLink.name = "link " + name; // goLink.name = "link " + name + " -> " + fibNodeFrom.name; goLink.GetComponent <Renderer>().material.color = Color.grey; // pointGo = GameObject.CreatePrimitive(PrimitiveType.Sphere); pointGo.transform.parent = fibManager.parent.transform; // fibManager.cntNodes++; }
void Start() { meshGo = new GameObject("meshGo"); startTime = Time.realtimeSinceStartup; int numLevels = 10; //11 fibManager = new FibNNManager(numLevels); //float f = 6; //Debug.Log("Sigmoid:" + f + " = " + fibManager.Sigmoid(f) + "\n"); // FibMesh fibMesh = new FibMesh(vertices, uvs, triangles); //int numLevels = 3; //List<Vector3>[]levels = new List<Vector3>[numLevels]; //levels[0] = new List<Vector3> { new Vector3(0, 0, 0) }; //levels[1] = new List<Vector3> { new Vector3(0, 0, 1) , new Vector3(1, 0, 1) }; //levels[2] = new List<Vector3> { new Vector3(0, 0, 2) , new Vector3(1, 0, 2) , new Vector3(3, 0, 2) }; ////Vector3[] vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 1) }; // //Vector2[] uvs = new Vector2[] { new Vector2(0, 256), new Vector2(256, 256), new Vector2(256, 0) }; // //int[] triangles = new int[] { 0, 1, 2 }; //Vector3[] vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 1) , new Vector3(0, 0, 2), new Vector3(1, 0, 2), new Vector3(3, 0, 2) }; //Vector2[] uvs = new Vector2[] { new Vector2(0, 256), new Vector2(256, 256), new Vector2(256, 0) , new Vector2(0, 256), new Vector2(256, 256), new Vector2(256, 0) }; // int[] triangles = new int[] { 0, 1, 2, 0, 2, 3 }; //Mesh mesh = new Mesh(); //meshGo.AddComponent<MeshFilter>().mesh = mesh; //MeshRenderer meshRenderer = meshGo.AddComponent<MeshRenderer>(); //Material mat = meshRenderer.material = new Material(Shader.Find("Transparent/Diffuse")); //mat.color = new Color(0, 1, 0, .5f); //mesh.vertices = vertices; //mesh.triangles = triangles; //mesh.uv = uvs; //mesh.RecalculateNormals(); //Debug.Log("mesh:vertices:" + mesh.vertices.Length + "\n"); }