// Start is called before the first frame update void Start() { for (int i = 0; i < 10; i++) { var tempSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); tempSphere.transform.position = new Vector3(Random.Range(-1f, 1f), i, 0); leftControlePts.Add(tempSphere); } for (int j = 0; j < 10; j++) { var tempSphere1 = GameObject.CreatePrimitive(PrimitiveType.Sphere); tempSphere1.transform.position = new Vector3(5 + Random.Range(-1f, 1f), j, 0); rightControlePts.Add(tempSphere1); } foreach (var sphere in leftControlePts) { leftControleVec.Add(sphere.transform.position); } foreach (var sphere in rightControlePts) { rightControleVec.Add(sphere.transform.position); } var filter = GetComponent <MeshFilter>(); bottleMesh = new BottleMesh(filter); bottleMesh.CreateMesh(leftControleVec, rightControleVec); GetComponent <MeshRenderer>().material = mat; }
private void Start() { predictor = GetComponent <Predictor>(); InitializeBottle(); bottleMesh = new BottleMesh(GetComponent <MeshFilter>()); bottleMesh.CreateMesh(leftCtlPos, rightCtlPos); int agentNum = int.Parse(gameObject.name.Split('(')[1].Split(')')[0]); Debug.Log(agentNum); predictor.inputTexture = renderTextures[agentNum]; GetComponentInChildren <Camera>().targetTexture = renderTextures[agentNum]; }