public void Refresh(float size = 1, bool first_time = true) { if (first_time) { mesh_filter = GetComponent <MeshFilter>(); eye_controls = gameObject.transform.Find("eyes").gameObject.GetComponent <Oculus>(); } int dice_role = UnityEngine.Random.Range(0, 2); Mesh pottery = pots[dice_role]; mesh_filter.mesh = pots[dice_role]; eye_controls.Refresh(new Vector3(0.5f, 0.1f, 0.25f), size / 2, (int)security.clamp(0, 7, UnityEngine.Random.Range(0, 8))); }
public void Refresh(float size = 1, bool first_time = true) { size = security.clamp(0, 1, size); if (first_time) { interpolation = true; optimise = true; save = false; eye_details = new key_animal_data(); mode = 3; distribute_parameters(size); mesh_filter = GetComponent <MeshFilter>(); eye_controls = gameObject.transform.Find("eyes").gameObject.GetComponent <Oculus>(); mouth_controls = gameObject.transform.Find("mouth").gameObject.GetComponent <Maw>(); testman = new animal((int)leg_joint_select, (int)body_joint_select); Stopwatch parameter_insert_time = new Stopwatch(); // TIME TESTING parameter_insert_time.Start(); // TIME TESTING testman.render_mode = mode; float degrees_to_radians_scalefactor = ((float)(System.Math.PI * 2) / (360)); testman.hind_leg.bones[0].XY = foot_xy * degrees_to_radians_scalefactor; testman.hind_leg.bones[0].XZ = foot_xz * degrees_to_radians_scalefactor; testman.hind_leg.bones[0].Length = foot_length; testman.hind_leg.joints[0].Radius = paw_size; testman.hind_leg.joints[1].Radius = wrist_size; if (leg_joint_select > 2) { // enable shin slider testman.hind_leg.bones[1].XY = shin_xy * degrees_to_radians_scalefactor; testman.hind_leg.bones[1].XZ = shin_xz * degrees_to_radians_scalefactor; testman.hind_leg.bones[1].Length = shin_length; testman.hind_leg.joints[2].Radius = knee_size; } if (leg_joint_select == 4) { testman.hind_leg.bones[2].XY = thigh_xy * degrees_to_radians_scalefactor; testman.hind_leg.bones[2].XZ = thigh_xz * degrees_to_radians_scalefactor; testman.hind_leg.bones[2].Length = thigh_length; testman.hind_leg.joints[3].Radius = shoulder_size; // enable foot, shin and thigh sliders } testman.torso.bones[0].XY = back_xy * degrees_to_radians_scalefactor; testman.torso.bones[0].Length = back_length; testman.torso.joints[0].Radius = rear_size; testman.torso.joints[1].Radius = front_size; if (body_joint_select == 3) { testman.torso.bones[1].XY = belly_xy * degrees_to_radians_scalefactor; testman.torso.bones[1].Length = belly_length; testman.torso.joints[2].Radius = belly_size; } testman.skull.joints[0].Radius = main_size; testman.skull.bones[0].XY = jaw_xy * degrees_to_radians_scalefactor; testman.skull.bones[0].Length = jaw_length; testman.skull.joints[1].Radius = chin_size; eye_details = testman.collect_body_parts(height_percent, neck_length, (int)number_of_leg_pairs, leg_depth); parameter_insert_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("parameter insertion time: " + parameter_insert_time.Elapsed); // TIME TESTING } // placing eye, finding eye coordinates Stopwatch eye_placing_time = new Stopwatch(); // TIME TESTING eye_placing_time.Start(); // TIME TESTING // binary search var source = eye_details; float y = (eye_height_percent / 100) * (source.main_radius + source.main_chin_vertical_distance - source.chin_radius) + source.head_position.y - source.main_chin_vertical_distance + source.chin_radius; float z = (eye_width_percent / 100) * Mathf.Sqrt(Mathf.Pow(source.main_radius, 2) - Mathf.Pow(y - source.head_position.y, 2)); float x = source.head_position.x + Mathf.Sqrt(Mathf.Pow(source.main_radius, 2) - Mathf.Pow(z, 2)); Vector3 position = new Vector3(x, y, z); float in_or_out = Single.MaxValue; Vector3 extreme = position + new Vector3(eye_details.main_radius * 10, 0, 0); Vector3 middle; for (int h = 0; h < 100; h++) { middle = (extreme - position) / 2 + position; in_or_out = 0; for (int i = 0; i < testman.corpus.joints.Length; i++) { in_or_out = in_or_out + testman.corpus.joints[i].evaluated_distance(middle); } if (in_or_out < 1) { extreme = middle; } else { position = middle; } } eye_controls.Refresh(position, 1.0F - 0.5F * size, (int)eye_type, false, first_time); eye_placing_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("eye placing time: " + eye_placing_time.Elapsed); // TIME TESTING //placing mouth Stopwatch mouth_placing_time = new Stopwatch(); // TIME TESTING mouth_placing_time.Start(); // TIME TESTING // binary search Stopwatch mouth_search_time = new Stopwatch(); // TIME TESTING mouth_search_time.Start(); // TIME TESTING y = source.head_position.y - source.main_chin_vertical_distance; y = ((position.y - y) * mouth_height_percent / 100) + y; z = 0; x = source.head_position.x; position = new Vector3(x, y, z); in_or_out = Single.MaxValue; extreme = position + new Vector3(eye_details.main_radius * 10, 0, 0); for (int h = 0; h < 100; h++) { middle = (extreme - position) / 2 + position; in_or_out = 0; for (int i = 0; i < testman.corpus.joints.Length; i++) { in_or_out = in_or_out + testman.corpus.joints[i].evaluated_distance(middle); } if (in_or_out < 1) { extreme = middle; } else { position = middle; } } mouth_search_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("mouth search time: " + mouth_search_time.Elapsed); // TIME TESTING Stopwatch mouth_refresh_time = new Stopwatch(); // TIME TESTING mouth_refresh_time.Start(); // TIME TESTING mouth_controls.Refresh(position, 1.0F - 0.5F * size, (int)mouth_type, first_time); mouth_refresh_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("mouth refresh time: " + mouth_refresh_time.Elapsed); // TIME TESTING mouth_placing_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("mouth placing time: " + mouth_placing_time.Elapsed); // TIME TESTING if (first_time) { Stopwatch region_finding_time = new Stopwatch(); // TIME TESTING region_finding_time.Start(); // TIME TESTING testman.find_region(); region_finding_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("region finding time: " + region_finding_time.Elapsed); // TIME TESTING Stopwatch region_partision_time = new Stopwatch(); // TIME TESTING region_partision_time.Start(); // TIME TESTING testman.partision_region(number_of_marching_cubes); region_partision_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("region partision time: " + region_partision_time.Elapsed); // TIME TESTING testman.interpolation = interpolation; testman.optimisation = optimise; Stopwatch mesh_making_time = new Stopwatch(); // TIME TESTING mesh_making_time.Start(); // TIME TESTING testman.make_mesh(); mesh_making_time.Stop(); // TIME TESTING UnityEngine.Debug.Log("mesh making time: " + mesh_making_time.Elapsed); // TIME TESTING mesh_filter.mesh = testman.animal_mesh; float volume = mesh_filter.mesh.bounds.size.x * mesh_filter.mesh.bounds.size.y * mesh_filter.mesh.bounds.size.z; float dim = (float)System.Math.Pow(volume, (1.0f / 3.0f)); float scale_factor = 1.0F / dim; transform.localScale = new Vector3(scale_factor, scale_factor, scale_factor); } if (save) { // Debug.Log("Saving animal to file..."); testman.save_mesh(); } save = false; }