Chaotic Motion
1.0
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Chaotic motion. Evolve the user specified chaotic system with the parameters held by the ChaoticSystem parent. More...
Public Member Functions | |
override void | Init () |
Init the equation using the selected equation and parameter bundle. More... | |
ChaosEqn | GetEquation () |
Additional Inherited Members | |
Public Attributes inherited from ChaoticSystem | |
const string | NO_PARAM = "none" |
float | timeZoom = 1f |
Time scale (>0) | |
int | selectedEqn |
Number of chaos system to evolve (w.r.t. ChaosFactory list) | |
int | selectedParams |
Number of parameter bundle selected for evolution (per chaotic equation) | |
Vector3 | evolveScale = Vector3.one |
Scale to apply to phyics evolution when mapping back to world space. | |
ParamBundle | customParams = null |
Custom parameter values for evolution (valid only if selectedParams exceeds number of params listed in chaosEqn) | |
bool | paramFoldout = false |
Editor foldout tab status. | |
bool | speedFoldout = false |
Protected Member Functions inherited from ChaoticSystem | |
void | TimeInit () |
int | CalcNumSteps () |
Protected Attributes inherited from ChaoticSystem | |
float | physicsTime |
float | worldTime |
float | DT = 0.005f |
Chaotic motion. Evolve the user specified chaotic system with the parameters held by the ChaoticSystem parent.
The script optionally handles a ChaosTrail - similar to a TrailRenderer but optimized to ensure that interpolated positions are added to the path to ensure a user-specified "smoothness" is acheived.
Evolution of the system is perfomed in "physics space" since each set of chaotic equations generally works in co-ordinates center on the origin. The script then adjusts the world position and scale based on the transform attributes of the game object the script is a component of.
Definition at line 18 of file ChaoticMotion.cs.
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virtual |
Init the equation using the selected equation and parameter bundle.
Reimplemented from ChaoticSystem.
Definition at line 53 of file ChaoticMotion.cs.