Gravity() публичный статический Метод

public static Gravity ( Matrix4x4 m, float fraction ) : Matrix4x4
m Matrix4x4
fraction float
Результат Matrix4x4
Пример #1
0
    public void Interpret(out Mesh meshBranches, out Mesh meshLeaves)
    {
        Turtle turtle = new Turtle(Eval(initialWidth));

        foreach (var elem in str){
            switch (elem.symbol){
            case LSElement.LSSymbol.LEAF:
                AddLeaf (turtle.Peek().M,elem.data [0], elem.data [1], turtle.GetDist());
                break;
            case LSElement.LSSymbol.DRAW:
                float movDist = elem.data [0];
                AddCone(turtle.Peek().M, movDist, turtle.GetWidth(), turtle.GetWidth() * elem.data[1], turtle.GetDist());
                turtle.Move(movDist);
                break;
            case LSElement.LSSymbol.TURN:
                turtle.Turn(elem.data[0]);
                break;
            case LSElement.LSSymbol.ROLL:
                turtle.Roll(elem.data[0]);
                break;
            case LSElement.LSSymbol.PUSH_STATE:
                turtle.Push();
                break;
            case LSElement.LSSymbol.POP_STATE:
                turtle.Pop();
                break;
            case LSElement.LSSymbol.WIDTH:
                turtle.SetWidth(elem.data[0]);
                break;
            case LSElement.LSSymbol.GRAVITY:
                turtle.Gravity(elem.data[0]);
                break;
            }
        }

        float max = 0;
        foreach (var u in uvLeafs) {
            max = Mathf.Max (u.x, max);
        }
        for (int i = 0; i < uvs.Count; i++) {
            uvs [i] = new Vector2( uvs [i].x/max,0);
        }
        for (int i = 0; i < uvLeafs.Count; i++) {
            uvLeafs [i] = new Vector2( uvLeafs[i].x/max ,0);
        }

        meshBranches = new Mesh();
        if (vertices.Count >= 65536) {
            Debug.LogError ("Tree - too many verts: "+vertices.Count);
        } else {
            vertCount = vertices.Count;
            meshBranches.vertices = vertices.ToArray ();
            meshBranches.triangles = indices.ToArray ();
            meshBranches.uv = uvs.ToArray ();
            PostprocessMesh (meshBranches);
            //Debug.Log ("vertices "+vertices.Count);
        }
        uvs.Clear();
        vertices.Clear();
        indices.Clear();

        meshLeaves = new Mesh();
        if (verticesLeaf.Count >= 65536) {
            Debug.LogError ("Tree leaves - too many verts: "+verticesLeaf.Count);
        } else {
            vertLeafCount = verticesLeaf.Count;
            meshLeaves.vertices = verticesLeaf.ToArray ();
            meshLeaves.triangles = indicesLeaf.ToArray ();
            meshLeaves.uv = uvLeafs.ToArray ();
            PostprocessMesh (meshLeaves);
        }
        uvLeafs.Clear();
        verticesLeaf.Clear();
        indicesLeaf.Clear();
    }