using UnityEngine;
public class Grapher2 : MonoBehaviour {
public enum FunctionOption {
Linear,
Exponential,
Parabola,
Sine,
Ripple
}
private delegate float FunctionDelegate (Vector3 p, float t);
private static FunctionDelegate[] functionDelegates = {
Linear,
Exponential,
Parabola,
Sine,
Ripple
};
public FunctionOption
function
;
[Range(10, 100)]
public int resolution = 10;
private int currentResolution;
private ParticleSystem.Particle[] points;
private void CreatePoints () {
currentResolution = resolution;
points =
new
ParticleSystem.Particle[resolution * resolution];
float increment = 1f / (resolution - 1);
int i = 0;
for
(int x = 0; x < resolution; x++) {
for
(int z = 0; z < resolution; z++) {
Vector3 p =
new
Vector3(x * increment, 0f, z * increment);
points[i].position = p;
points[i].color =
new
Color(p.x, 0f, p.z);
points[i++].size = 0.1f;
}
}
}
void Update () {
if
(currentResolution != resolution || points ==
null
) {
CreatePoints();
}
FunctionDelegate f = functionDelegates[(int)
function
];
float t = Time.timeSinceLevelLoad;
for
(int i = 0; i < points.Length; i++) {
Vector3 p = points[i].position;
p.y = f(p, t);
points[i].position = p;
Color c = points[i].color;
c.g = p.y;
points[i].color = c;
}
particleSystem.SetParticles(points, points.Length);
}
private static float Linear (Vector3 p, float t) {
return
p.x;
}
private static float Exponential (Vector3 p, float t) {
return
p.x * p.x;
}
private static float Parabola (Vector3 p, float t){
p.x = 2f * p.x - 1f;
p.z = 2f * p.z - 1f;
return
1f - p.x * p.x * p.z * p.z;
}
private static float Sine (Vector3 p, float t){
return
0.50f +
0.25f * Mathf.Sin(4 * Mathf.PI * p.x + 4 * t) * Mathf.Sin(2 * Mathf.PI * p.z + t) +
0.10f * Mathf.Cos(3 * Mathf.PI * p.x + 5 * t) * Mathf.Cos(5 * Mathf.PI * p.z + 3 * t) +
0.15f * Mathf.Sin(Mathf.PI * p.x + 0.6f * t);
}
private static float Ripple (Vector3 p, float t){
p.x -= 0.5f;
p.z -= 0.5f;
float squareRadius = p.x * p.x + p.z * p.z;
return
0.5f + Mathf.Sin(15f * Mathf.PI * squareRadius - 2f * t) / (2f + 100f * squareRadius);
}
}