public static void Main(String[] args) { RenderWindow window = new RenderWindow(new VideoMode(1000, 700), "title"); RenderTexture tex = new RenderTexture(1000, 700); Sprite texSprite = new Sprite(tex.Texture); Fractal fractal = new Fractal(); fractal.CreateTreeFractal(500, 700, 3, 100, 0); Console.WriteLine(fractal.Nodes.Count); while (window.IsOpen()) { window.Clear(); tex.Clear(new Color(0, 0, 0, 200 )); foreach (Shape s in fractal.Nodes) { window.Draw(s); } tex.Display(); window.Draw(texSprite); window.Display(); Image img = window.Capture(); img.SaveToFile("C:/i.png"); Console.ReadLine(); } }
// method that actual creates the child private void Initialize(Fractal parent, Vector3 direction, Quaternion orientation) { mesh = parent.mesh; material = parent.material; maxDepth = parent.maxDepth; // child will inherit parent shape, material, maxDept depth = parent.depth + 1; // create set local variable to parent + 1 childScale = parent.childScale; // inherit public childscale from parent transform.parent = parent.transform; // nests the gameObjects as children transform.localScale = Vector3.one * childScale; // changes scale of each child transform.localPosition = direction * (0.5f + 0.5f * childScale); // chnages z-pos of each child while considering size change }
private void Initialize (Fractal parent, int childIndex) { mesh = parent.mesh; materials = parent.materials; maxDepth = parent.maxDepth; depth = parent.depth + 1; childScale = parent.childScale; transform.parent = parent.transform; transform.localScale = Vector3.one * childScale; transform.localPosition = childDirections[childIndex] * (0.5f + 0.5f * childScale); transform.localRotation = childOrientations[childIndex]; }
private void Initialize(Fractal parent, int childIndex) { meshes = parent.meshes; materials = parent.materials; maxDepth = parent.maxDepth; depth = parent.depth + 1; childScale = parent.childScale; transform.parent = parent.transform; spawnProbability = parent.spawnProbability; maxRotationSpeed = parent.maxRotationSpeed; maxTwist = parent.maxTwist; transform.localScale = Vector3.one * childScale; transform.localPosition = childDirections[childIndex] * (0.5f + 0.5f * childScale); transform.localRotation = childOrientations[childIndex]; }
private void Initialize(Fractal parent, Vector3 direction, Quaternion orientation) { meshes = parent.meshes; maxDepth = parent.maxDepth; childScale = parent.childScale; spawnProbability = parent.spawnProbability; maxRotationSpeed = parent.maxRotationSpeed; maxTwist = parent.maxTwist; _depth = parent._depth + 1; _materials = parent._materials; transform.parent = parent.transform; transform.localScale = Vector3.one * childScale; transform.localPosition = direction * (0.5f + 0.5f * childScale); transform.localRotation = orientation; }
private void button1_Click(object sender, EventArgs e) { DialogResult = DialogResult.OK; Fractal frm = new Fractal(); if (selectedcolor != null) { Fractal.HSBColor.FromHSB(new Fractal.HSBColor(red, green, blue)); this.Close(); //MessageBox.Show(Convert.ToString(red)); } else { //ignore this.Close(); } }
public void CreateFractal() { fractal = new Fractal(); }
private void Initialize(Fractal parent, int childIndex) { childCount++; // int index = childThresholds.BinarySearch(childCount); // int highest = index < 0 ? ~index : index; // depthResult = childThresholds[highest]; tag = "Fractal"; Rigidbody sr = this.gameObject.AddComponent<Rigidbody>(); TrailRenderer ptr = parent.GetComponent<TrailRenderer>(); TrailRenderer tr = this.gameObject.AddComponent<TrailRenderer>(); tr.materials = ptr.materials; sr.isKinematic = false; sr.useGravity = true; mesh = parent.mesh; BoxCollider bc = this.gameObject.AddComponent<BoxCollider>(); materials = parent.materials; maxDepth = parent.maxDepth; depth = parent.depth + 1; childScale = parent.childScale; tr.startWidth = childScale * 4; tr.endWidth = childScale * 2; transform.parent = parent.transform; transform.localScale = Vector3.one * childScale; transform.localPosition = childDirections[childIndex] * (0.5f + 0.5f * childScale); transform.localRotation = childOrientations[childIndex]; sr.AddForce(childDirections[childIndex] * 1000, ForceMode.Acceleration); }
void Start() { #if !UNITY_EDITOR Cursor.visible = false; #endif // Filters attached on camera filterArray = cameraEffect.GetComponents<Filter>(); for (int i = 0; i < filterArray.Length; ++i) { Filter filter = filterArray[i]; if (filter.enabled) { currentFilter = i; currentFilterType = filter.GetType(); break; } } kaleido = GameObject.FindObjectOfType<Kaleido>(); kaleido3DManager = GameObject.FindObjectOfType<Kaleido3DManager>(); wireframe = GameObject.FindObjectOfType<Wireframe>(); planet = GameObject.FindObjectOfType<Planet>(); splashes = GameObject.FindObjectOfType<Splashes>(); fractal = GameObject.FindObjectOfType<Fractal>(); warband = GameObject.FindObjectOfType<WarbandManager>(); glitchyCam = GameObject.FindObjectOfType<GlitchyCam>(); kaleido3DManager.transform.parent.gameObject.SetActive(false); planet.transform.parent.gameObject.SetActive(false); wireframe.transform.parent.gameObject.SetActive(false); // warband.transform.parent.gameObject.SetActive(false); }
private void runToolStripMenuItem_Click(object sender, EventArgs e) { Fractal frmchild = new Fractal(); frmchild.MdiParent = this; frmchild.Show(); }
private double adjustCurrentHigh(int index, Fractal highFractal, double highestHighValue, Fractal lowFractal, ref double lowestLowValue) { for (int i = highFractal.index; i < index; i++) { if (MarketSeries.High[i] > highestHighValue) { highestHighValue = MarketSeries.High[i]; } } for (int i = lowFractal.index; i < index; i++) { if (MarketSeries.Low[i] < lowestLowValue) { lowestLowValue = MarketSeries.Low[i]; } } return(highestHighValue); }
public IEnumerator Create () { if (materials == null) { InitializeMaterials(); } if(depth > 0) transform.Rotate(Random.Range (-maxTwist, maxTwist), 0f, 0f); if(this.GetComponent<MeshFilter>() == null) { gameObject.AddComponent<MeshFilter>().mesh = mesh; gameObject.AddComponent<MeshRenderer>().material = materials[usedColor]; } if(depth < maxDepth) { for (int i = 0; i < childDirections.Length; i++) { if(Random.value < spawnProbability || depth == 0) { Fractal go = new GameObject("Fractal Child").AddComponent<Fractal>(); go.Initialize(this, i); Vector3 scale = go.transform.localScale; go.transform.scaleFrom(.2f,Vector3.zero); yield return new WaitForSeconds(.2f); } } } if(depth == 0) { FractalMaster = this; } else { NonMasterFractals.Add(this); } usedColor ++; if(usedColor >= materials.Length) { usedColor = 0; } }
public FractalEvent(int index, Fractal fractal) { this.fractal = fractal; this.index = index; }
private static string getCircleLabel(Fractal fractal) { return("circle-" + (fractal.high ? "H" : "L") + "-" + fractal.index); }
public override void Execute(ref WooState state) { if (state._Objects > 0) { state._Objects--; Vector3 val = new Vector3(0.0, 0.5, 0.0); val.y *= state._Scale.y; val.Mul(state._Rotation); Fractal newFractal = new Fractal(new Vector3(state._Position.x + val.x, state._Position.y + val.y, state._Position.z + val.z), state._Scale * 0.5, state._Rotation, state._DistanceMinimum, state._DistanceScale, state._DistanceOffset, state._DistanceIterations, state._DistanceExtents, state._StepSize, state._FractalIterations, state._FractalIterationCount, state._ColourIterationCount, state._DEMode); newFractal._Material = GenerateMaterial(state); newFractal.CreateElement(state._Preview, state._Parent); } }
private Bitmap Draw() { int iters = iterations + 2 * steps; return(Fractal.createImage(currSrc * scale, currMvX * scale, currMvY * scale, iters)); }
private static string getArrowLabel(Fractal fractal) { return("arrow-" + (fractal.high ? "high" : "low") + "-" + fractal.index); }
private void Initialize(Fractal parent, int childIndex) { fractalColors = parent.fractalColors; gameObject.layer = parent.gameObject.layer; mesh = parent.mesh; RotateSpeed = parent.RotateSpeed; spawnProbability = parent.spawnProbability; materials = parent.materials; maxDepth = parent.maxDepth; depth = parent.depth + 1; maxTwist = parent.maxTwist; childScale = parent.childScale; transform.parent = parent.transform; transform.localScale = Vector3.one * childScale; transform.localPosition = childDirections[childIndex] * (0.5f + 0.5f * childScale); transform.localRotation = childOrientations[childIndex]; }
private static Color[] RenderNebulaFace(Color[] dest,Nebula neb,Fractal.Face face,int size) { Color[] source = neb.Render(face,size); for(int i=0;i<dest.Length;i++){ switch (neb.nebulaMode){ case Nebula.NebulaMode.Color: dest[i] += source[i]; break; case Nebula.NebulaMode.ColorMask: float grey = (source[i].r + source[i].g + source[i].b)/3f; dest[i] = dest[i] * (Color.white - new Color(grey,grey,grey)*2) + source[i]*1.5f; break; case Nebula.NebulaMode.Mask: dest[i] = (dest[i] * source[i])*2; break; } // Original //dest[i] = source[i] * TextureTools.GetBlendingFactor( TextureTools.BlendingMode.Color, source[i] , dest[i]) + dest[i] * TextureTools.GetBlendingFactor( TextureTools.BlendingMode.Color, source[i] , dest[i]); dest[i].a = (dest[i].r + dest[i].g + dest[i].b)/3f; } return dest; }