void Update() { if (Input.GetKeyDown(KeyCode.LeftArrow) && counter > 0) { counter--; } if (Input.GetKeyDown(KeyCode.RightArrow) && counter < mat.Length) { counter++; } t = Time.time; GraphFunction3D f = functions[(int)function]; for (int i = 0, z = 0; z < resolution; z++) { v = (z + 0.5f) * step - spread / 2; for (int x = 0; x < resolution; x++, i++) { u = (x + 0.5f) * step - spread / 2; points[i].localPosition = f(u, v, t); points[i].localScale = size; } } for (int i = 0; i < points.Length; i++) { points [i].gameObject.GetComponent <Renderer> ().material = mat[counter]; } }
void Update() { float t = Time.time; GraphFunction3D f = functions[(int)function]; float step = 2f / resolution; for (int i = 0, z = 0; z < resolution; z++) { float v = (z + 0.5f) * step - 1f; for (int x = 0; x < resolution; x++, i++) { float u = (x + 0.5f) * step - 1f; points[i].localPosition = f(u, v, t); } } }