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  • Fractal_Test

    本文由博主(YinaPan)原创,转载请注明出处:http://www.cnblogs.com/YinaPan/p/Fractal_Test.html 

    参考:http://catlikecoding.com/unity/tutorials/constructing-a-fractal/

     1 using UnityEngine;
     2 using System.Collections;
     3 
     4 public class Fractal : MonoBehaviour {
     5     public Mesh[] meshes;
     6     public Material material;
     7     public int maxDepth;
     8     public float childScale;
     9     private int depth;
    10     public float spawnProbability;
    11     public float maxRotationSpeed;
    12     private float rotationSpeed;
    13 
    14     private static Vector3[] childDirections = {
    15                                                    Vector3.up,
    16                                                    Vector3.right,
    17                                                    Vector3.left,
    18                                                    Vector3.forward,
    19                                                    Vector3.back,
    20                                                    Vector3.down
    21                                                };
    22 
    23     private static Quaternion[] childOrientations = {
    24                                                         Quaternion.identity,
    25                                                         Quaternion.Euler(0f, 0f, -90f),
    26                                                         Quaternion.Euler(0f, 0f, 90f),
    27                                                         Quaternion.Euler(90f, 0f, 0f),
    28                                                         Quaternion.Euler(-90f, 0f, 0f),
    29                                                         Quaternion.Euler(0f, 0f, 180f)
    30                                                     };
    31 
    32     private Material[,] materials;
    33 
    34     private void InitializeMaterials() {
    35         materials = new Material[maxDepth + 1, 2];
    36         for (int i = 0; i <= maxDepth; i++) {
    37             float t = i / (maxDepth - 1f);
    38             t *= t;
    39             materials[i, 0] = new Material(material);
    40             materials[i, 0].color = Color.Lerp(Color.white, Color.yellow, t);
    41             materials[i, 1] = new Material(material);
    42             materials[i, 1].color = Color.Lerp(Color.white, Color.cyan, t);
    43         }
    44         materials[maxDepth, 0].color = Color.magenta;
    45         materials[maxDepth, 1].color = Color.red;
    46     }
    47 
    48     // Use this for initialization
    49     void Start() {
    50         if(materials == null){
    51             InitializeMaterials();
    52         }
    53         gameObject.AddComponent<MeshFilter>().mesh = meshes[Random.Range(0, meshes.Length)];
    54         gameObject.AddComponent<MeshRenderer>().material = materials[depth, Random.Range(0, 2)];
    55         rotationSpeed = Random.Range(-maxRotationSpeed, maxRotationSpeed);
    56         if(depth < maxDepth) {
    57             StartCoroutine(CreateChildren());
    58         }
    59 
    60     }
    61 
    62     private IEnumerator CreateChildren() {
    63         for (int i = 0; i < childDirections.Length; ++i) {
    64             if (Random.value < spawnProbability) {
    65                 yield return new WaitForSeconds(Random.Range(0.1f, 0.5f));
    66                 new GameObject("Fractal Child").AddComponent<Fractal>().Initialize(this, i);
    67             }
    68             
    69         }
    70     }
    71 
    72     private void Initialize(Fractal parent, int childIndex) {
    73         meshes = parent.meshes;
    74         materials = parent.materials;
    75         maxDepth = parent.maxDepth;
    76         depth = parent.depth + 1;
    77         transform.parent = parent.transform;
    78         childScale = parent.childScale;
    79         transform.localScale = Vector3.one * childScale;
    80         transform.localPosition = childDirections[childIndex] * (0.5f + 0.5f * childScale);
    81         transform.localRotation = childOrientations[childIndex];
    82         spawnProbability = parent.spawnProbability;
    83         maxRotationSpeed = parent.maxRotationSpeed;
    84     }
    85 
    86     // Update is called once per frame
    87     void Update() {
    88         transform.Rotate(0f, rotationSpeed * Time.deltaTime, 0f);
    89     }
    90 }
    View Code

    PS:失败的地方是:没有DynamicBatch,为何原文说会合并呢?

    unitypackage:https://files.cnblogs.com/files/YinaPan/Fractal_Test.rar

    本文由博主(YinaPan)原创或者转载,如若转载请务必注明出处,谢谢合作!
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  • 原文地址:https://www.cnblogs.com/YinaPan/p/Fractal_Test.html
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