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35 changed files with 1711 additions and 827 deletions

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using System;
using UnityEngine;
public class Clock : MonoBehaviour
{
const float hoursToDegrees = -30.0f;
const float minutesToDegrees = -6.0f;
const float secondsToDegrees = -6.0f;
[SerializeField]
Transform hoursPivot = default;
[SerializeField]
Transform minutesPivot = default;
[SerializeField]
Transform secondsPivot = default;
private void Update()
{
var time = DateTime.Now.TimeOfDay;
hoursPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, hoursToDegrees * (float)time.TotalHours);
minutesPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, minutesToDegrees * (float)time.TotalMinutes);
secondsPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, secondsToDegrees * (float)time.TotalSeconds);
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using UnityEngine;
using static UnityEngine.Mathf;
public static class FunctionLibrary
{
public delegate Vector3 Function(float u, float v, float y);
public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
public static Function GetFunction(FunctionName name)
{
return functions[(int)name];
}
public static Vector3 Wave(float u, float v, float t)
{
Vector3 p;
p.x = u;
p.y = Sin(PI * (u + v + t));
p.z = v;
return p;
}
public static Vector3 MultiWave(float u, float v, float t)
{
Vector3 p;
p.x = u;
p.y = Sin(PI * (u + 0.5f * t));
p.y += 0.5f * Sin(2f * PI * (v + t));
p.y += Sin(PI * (u + v + 0.25f * t));
p.y *= 1f / 2.5f;
p.z = v;
return p;
}
public static Vector3 Ripple(float u, float v, float t)
{
var d = Sqrt(u * u + v * v);
Vector3 p;
p.x = u;
p.y = Sin(PI * (4f * d - t));
p.y /= 1f + 10f * d;
p.z = v;
return p;
}
public static Vector3 Sphere(float u, float v, float t)
{
float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
float s = r * Cos(0.5f * PI * v);
Vector3 p;
p.x = s * Sin(PI * u);
p.y = r * Sin(0.5f * PI * v);
p.z = s * Cos(PI * u);
return p;
}
public static Vector3 Torus(float u, float v, float t)
{
float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
float s = r1 + r2 * Cos(PI * v);
Vector3 p;
p.x = s * Sin(PI * u);
p.y = r2 * Sin(PI * v);
p.z = s * Cos(PI * u);
return p;
}
}

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using UnityEngine;
public class Graph : MonoBehaviour
{
[SerializeField]
Transform pointPrefab = default;
[SerializeField, Range(10, 100)]
int resolution = 10;
[SerializeField]
FunctionLibrary.FunctionName function = default;
Transform[] points;
private void Awake()
{
var step = 2f / resolution;
var scale = Vector3.one * step;
points = new Transform[resolution * resolution];
for (int i = 0; i < points.Length; i++)
{
Transform point = Instantiate(pointPrefab);
point.localScale = scale;
point.SetParent(transform, false);
points[i] = point;
}
}
private void Update()
{
FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
var time = Time.time;
var step = 2.0f / resolution;
var v = 0.5f * step - 1f;
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
{
if (x == resolution)
{
x = 0;
z += 1;
v = (z + 0.5f) * step - 1f;
}
float u = (x + 0.5f) * step - 1f;
points[i].localPosition = f(u, v, time);
}
}
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