Esempio n. 1
0
    public void createSquareWave()
    {
        //Instantiate prefab
        Vector3    spawnPos = this.transform.position + new Vector3(-10f, 0, 20f);
        GameObject newWave  = Instantiate(wavePrefab, spawnPos, Quaternion.identity);

        allWaves.Add(newWave);
        newWave.name = "waveHandle_" + allWaves.Count;

        //Get controller script
        SineController sineScript = newWave.GetComponent <SineController>();

        //Add material and Shader
        sineScript.mesh.GetComponent <MeshRenderer>().material = new Material(waveShader);
        /*sineScript.setMaterial();*/

        //Add WIM Child
        /*sineScript.setWIM();*/

        //Get AudioController script
        AudioController audioScript = newWave.GetComponent <AudioController>();

        //Add parents
        //https://en.wikipedia.org/wiki/Square_wave
        //Using the equation under fourier analysis
        int noiseReduce = 20; //The greater this number, the more square the wave

        for (int i = 1; i < noiseReduce; i += 2)
        {
            sineScript.addCollidedParent(0.2f * (2 * Mathf.PI * (float)i), 1f / (float)i); //the 0.2f is so the mesh looks right
        }

        //Set Object active
        newWave.SetActive(true);
    }
Esempio n. 2
0
    public void createSquareWave()
    {
        //Get prefab
        GameObject     newWave    = createNewWave();
        SineController sineScript = newWave.GetComponent <SineController>();

        //Add parents
        //https://en.wikipedia.org/wiki/Square_wave
        //Using the equation under fourier analysis
        int noiseReduce = 6; //The greater this number, the more square the wave

        for (int i = 1; i < noiseReduce; i += 2)
        {
            sineScript.addCollidedParent((float)i, 1f / (float)i); //the 0.2f is so the mesh looks right
        }
    }
Esempio n. 3
0
    public void createTriWave()
    {
        //Get prefab
        GameObject     newWave    = createNewWave();
        SineController sineScript = newWave.GetComponent <SineController>();

        //Add parents
        //https://en.wikipedia.org/wiki/Triangle_wave
        //Using first function under harmonics
        int harmonics = 10; //The greater this number, the more triangle the wave

        for (int i = 0; i < harmonics - 1; i++)
        {
            int mode = (2 * i) + 1;
            sineScript.addCollidedParent(mode, Mathf.Pow(-1f, i) * Mathf.Pow(mode, -2));
            //the 0.3f is so the mesh looks right
        }
    }
Esempio n. 4
0
    public void createSawWave()
    {
        //Get prefab
        GameObject     newWave    = createNewWave();
        SineController sineScript = newWave.GetComponent <SineController>();

        //Add parents
        //https://en.wikipedia.org/wiki/Sawtooth_wave
        //Using the x_sawtooth(t) equation
        int noiseReduce = 4; //The greater this number, the more sawtooth the wave

        for (int i = 1; i < noiseReduce; i++)
        {
            sineScript.addCollidedParent((float)i, -1f * Mathf.Pow(-1f, i) * (1f / (float)i));
            //the 0.3f is so the mesh looks right
            //the extra -1f is to invert the entire wave
        }
    }
Esempio n. 5
0
    public void createTriWave()
    {
        //Instantiate prefab
        Vector3    spawnPos = this.transform.position + new Vector3(-10f, 0, 20f);
        GameObject newWave  = Instantiate(wavePrefab, spawnPos, Quaternion.identity);

        allWaves.Add(newWave);
        newWave.name = "waveHandle_" + allWaves.Count;

        //Get controller script
        SineController sineScript = newWave.GetComponent <SineController>();

        //Add material and Shader
        sineScript.mesh.GetComponent <MeshRenderer>().material = new Material(waveShader);
        /*sineScript.setMaterial();*/

        //Add WIM Child
        /*sineScript.setWIM();*/

        //Get AudioController script
        AudioController audioScript = newWave.GetComponent <AudioController>();

        //Add parents
        //https://en.wikipedia.org/wiki/Triangle_wave
        //Using first function under harmonics
        int harmonics = 10; //The greater this number, the more triangle the wave

        for (int i = 0; i < harmonics - 1; i++)
        {
            int mode = (2 * i) + 1;
            sineScript.addCollidedParent(0.3f * (2 * Mathf.PI * mode), Mathf.Pow(-1f, i) * Mathf.Pow(mode, -2));
            //the 0.3f is so the mesh looks right
        }

        //Set Object active
        newWave.SetActive(true);
    }