예제 #1
0
        private void Form_Animal(animal_object animal, float bodySize, float greediness, int seed)
        {
            // // give appropriate name
            // int d0 = UnityEngine.Random.Range(0, adjectives.Length);
            // int d1 = (int)(bodySize*.999f * nounsConsumer.Length);
            // int d2 = UnityEngine.Random.Range(0, nounsConsumer[d1].Length);
            // animal.name = adjectives[d0] + " " + nounsConsumer[d1][d2];
            animal.name = name_generator.GetName6(seed);

            // assign mesh
            animal.Renderer.sharedMesh = Consumer_Meshs[(int)(bodySize * .999f * Consumer_Meshs.Length)];

            // generate texture and material
            // var yuv = new Vector3(.8f-.5f*bodySize, .4f, .8f*greediness-.4f);
            // // convert yuv to rgb
            // Color rgb = (Vector4)(AnimalTexture.yuv_to_rgb.MultiplyVector(yuv)) + new Vector4(0,0,0,1);
            // // scale mesh
            animal.transform.localScale = Vector3.one;// * (1+bodySize*.1f);
            // var lab = new LABColor(70-50*bodySize, 10+40*greediness, -50);

            float L    = 70 - 50 * bodySize;
            var   lab1 = new LABColor(L, 50, -80);
            var   lab2 = new LABColor(L, 30, 20);
            var   lab  = LABColor.Lerp(lab1, lab2, greediness);
            Color rgb  = lab.ToColor();

            Generate_and_Apply(animal, seed, rgb);
        }
예제 #2
0
        private void Form_Plant(animal_object plant, float bodySize, float greediness, int seed)
        {
            // give appropriate name
            // int d0 = UnityEngine.Random.Range(0, adjectives.Length);
            // int d1 = (int)(bodySize*.999f * nounsProducer.Length);
            // int d2 = UnityEngine.Random.Range(0, nounsProducer[d1].Length);
            // plant.name = adjectives[d0] + " " + nounsProducer[d1][d2];
            plant.name = name_generator.GetName1(seed);

            // assign mesh
            plant.Renderer.sharedMesh = Producer_Meshs[(int)(bodySize * .999f * Producer_Meshs.Length)];

            // generate texture and material
            // var yuv = new Vector3(.7f-.7f*bodySize, -.4f, .8f*greediness-.4f);
            // Color rgb = (Vector4)(AnimalTexture.yuv_to_rgb.MultiplyVector(yuv)) + new Vector4(0,0,0,1);
            // // scale mesh
            plant.transform.localScale = Vector3.one;// * (1+bodySize*.1f);
            // var lab = new LABColor(80-50*bodySize, -50+40*greediness, 50);
            float L    = 80 - 50 * bodySize;
            var   lab1 = new LABColor(L, -50, 10);
            var   lab2 = new LABColor(L, -5, 65);
            var   lab  = LABColor.Lerp(lab1, lab2, greediness);
            Color rgb  = lab.ToColor();

            Generate_and_Apply(plant, seed, rgb);
        }
예제 #3
0
        // public static LABColor LerpLCH(LABColor a, LABColor b, float t){
        //     float C0 = Mathf.Sqrt(a.A*a.A + a.B*a.B);
        //     float C1 = Mathf.Sqrt(b.A*b.A + b.B*b.B);
        //     float h0 = Mathf.Atan2(a.B, a.A);
        //     float h1 = Mathf.Atan2(b.B, b.A);

        //     float C = Mathf.Lerp(C0, C1, t);
        //     float h = Mathf.Lerp(h0, h1, t);

        //     float L = Mathf.Lerp(a.L, b.L, t);
        //     float A = C*Mathf.Cos(h);
        //     float B = C*Mathf.Sin(h);

        //     return new LABColor(L, A, B);
        // }

        // static function for interpolation between two Unity Colors through normalized colorspace
        public static Color Lerp(Color a, Color b, float t)
        {
            return((LABColor.Lerp(LABColor.FromColor(a), LABColor.FromColor(b), t)).ToColor());
        }