void Update()
    {
        flying -= 0.1f;
        float yoff = flying;

        for (int y = 0; y < rows; y++)
        {
            float xoff = 0;
            for (int x = 0; x < cols; x++)
            {
                terrain[x][y] = P5JSExtension.map(P5JSExtension.noise(xoff, yoff), 0, 1, -100, 100);
                xoff         += 0.2f;
            }
            yoff += 0.2f;
        }

        gameObject.transform.position = new Vector3(-w / 2, -h / 2 + 50, 0);
        gameObject.transform.rotation = Quaternion.Euler(180 / 3, 0, 0);


        for (int y = 0; y < rows - 1; y++)
        {
            P5JSExtension.beginShape(MeshTopology.LineStrip);
            for (int x = 0; x < cols; x++)
            {
                P5JSExtension.vertex(x * scl, y * scl, terrain[x][y]);
                P5JSExtension.vertex(x * scl, (y + 1) * scl, terrain[x][y + 1]);
            }
        }
        gameObject.GetComponent <MeshFilter>().mesh = P5JSExtension.endShape();
    }
    void Update()
    {
        //Note not using background clear
        float dt = 0.01f;
        float dx = (a * (y - x)) * dt;
        float dy = (x * (b - z) - y) * dt;
        float dz = (x * y - c * z) * dt;

        x = x + dx;
        y = y + dy;
        z = z + dz;

        points.Add(new Vector3(x, y, z));

        //Note Could not add Hue change overtime,
        P5JSExtension.beginShape(MeshTopology.LineStrip);
        foreach (Vector3 v in points)
        {
            Vector3 offset = P5JSExtension.random3D();
            offset *= 0.1f;
            Vector3 a = v + offset;
            P5JSExtension.vertex(a.x, a.y, a.z);
        }
        gameObject.GetComponent <MeshFilter>().mesh = P5JSExtension.endShape();
    }
    void OnGUI()
    {
        //P5JSExtension.background(0);
        float r = 200;

        for (int i = 0; i < total + 1; i++)
        {
            float lat = P5JSExtension.map(i, 0, total, 0, Mathf.PI);
            for (int j = 0; j < total + 1; j++)
            {
                float lon = P5JSExtension.map(j, 0, total, 0, 2 * Mathf.PI);

                float x = r * Mathf.Sin(lat) * Mathf.Cos(lon);
                float y = r * Mathf.Sin(lat) * Mathf.Sin(lon);
                float z = r * Mathf.Cos(lat);
                globe[i][j] = new Vector3(x, y, z);
            }
        }

        P5JSExtension.beginShape(MeshTopology.Triangles);
        for (int i = 0; i < total; i++)
        {
            for (int j = 0; j < total + 1; j++)
            {
                Vector3 v1 = globe[i][j];
                P5JSExtension.vertex(v1.x, v1.y, v1.z);
                Vector3 v2 = globe[i + 1][j];
                P5JSExtension.vertex(v2.x, v2.y, v2.z);
            }
        }
        gameObject.GetComponent <MeshFilter>().mesh = P5JSExtension.endShape();
    }
Exemplo n.º 4
0
    void OnGUI()
    {
        var a = 100;
        var b = 100;
        var n = slider.value;

        P5JSExtension.beginShape(MeshTopology.LineStrip);
        for (float angle = 0; angle < 2 * Mathf.PI; angle += 0.1f)
        {
            var na = 2 / n;
            var x  = Mathf.Pow(Mathf.Abs(Mathf.Cos(angle)), na) * a * sgn(Mathf.Cos(angle));
            var y  = Mathf.Pow(Mathf.Abs(Mathf.Sin(angle)), na) * b * sgn(Mathf.Sin(angle));
            P5JSExtension.vertex(x, y);
        }
        gameObject.GetComponent <MeshFilter>().mesh = P5JSExtension.endShape(P5JSExtension.CLOSED);
    }
Exemplo n.º 5
0
 public void show()
 {
     for (var i = 0; i < leaves.Count; i++)
     {
         //leaves[i].show();
     }
     P5JSExtension.beginShape(MeshTopology.Lines);
     for (var i = 0; i < branches.Count; i++)
     {
         Branch b = branches[i];
         if (b.parent != null)
         {
             P5JSExtension.vertex(b.pos.x, b.pos.y, b.pos.z);
             P5JSExtension.vertex(b.parent.pos.x, b.parent.pos.y, b.parent.pos.z);
         }
     }
     meshfilter.mesh = P5JSExtension.endShape();
 }
    void OnGUI()
    {
        m = slider.value;
        P5JSExtension.background(51);
        var radius = 100;

        var total     = 100;
        var increment = (2 * Mathf.PI) / total;

        P5JSExtension.beginShape(MeshTopology.LineStrip);
        for (float angle = 0; angle < 2 * Mathf.PI; angle += increment)
        {
            var r = supershape(angle);
            var x = radius * r * Mathf.Cos(angle);
            var y = radius * r * Mathf.Sin(angle);
            P5JSExtension.vertex(x, y);
        }
        gameObject.GetComponent <MeshFilter>().mesh = P5JSExtension.endShape(P5JSExtension.CLOSED);
    }
Exemplo n.º 7
0
    void OnGUI()
    {
        m        = P5JSExtension.map(Mathf.Sin(mchange), -1, 1, 0, 7);
        mchange += 0.02f;

        //P5JSExtension.background(0);
        float r = 200;

        for (int i = 0; i < total + 1; i++)
        {
            float lat = P5JSExtension.map(i, 0, total, -Mathf.PI / 2, Mathf.PI / 2);
            float r2  = supershape(lat, m, 0.2f, 1.7f, 1.7f);
            for (int j = 0; j < total + 1; j++)
            {
                float lon = P5JSExtension.map(j, 0, total, -Mathf.PI, Mathf.PI);
                float r1  = supershape(lon, m, 0.2f, 1.7f, 1.7f);
                float x   = r * r1 * Mathf.Cos(lon) * r2 * Mathf.Cos(lat);
                float y   = r * r1 * Mathf.Sin(lon) * r2 * Mathf.Cos(lat);
                float z   = r * r2 * Mathf.Sin(lat);
                globe[i][j] = new Vector3(x, y, z);
            }
        }

        P5JSExtension.beginShape(MeshTopology.Triangles);
        for (int i = 0; i < total; i++)
        {
            for (int j = 0; j < total + 1; j++)
            {
                Vector3 v1 = globe[i][j];
                P5JSExtension.vertex(v1.x, v1.y, v1.z);
                Vector3 v2 = globe[i + 1][j];
                P5JSExtension.vertex(v2.x, v2.y, v2.z);
            }
        }
        gameObject.GetComponent <MeshFilter>().mesh = P5JSExtension.endShape();
    }