summaryrefslogtreecommitdiffhomepage
path: root/Assets/Scripts/Graph.cs
blob: e454ebbcd1c7a75b7d42b2c9b910a865f3a55339 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class Graph : MonoBehaviour
{
	[SerializeField]
	Transform pointPrefab;

	const int max_resolution = 50;

	int resolution = 30;
	int old_resolution = 30;

	static MathFunctionLibrary.FunctionEnum function;
	MathFunctionLibrary.FunctionEnum old_function;

	[SerializeField, Range(0.1f, 2.0f)]
	float function_scale = 1.0f;

	[SerializeField, Range(0f, 10f)]
	float lerp_speed = 2.0f;
	float lerp_timer = 0f;
	bool lerping = false;

	// prevents lag spike from skipping too many frames of animation
	const float lerp_max_delta = 1f/20f; 


	Transform[] points;

	public float GetLerp()
	{
		if(lerp_speed <= 0)
		{
			return 0f;
		}
		else
		{
			return lerp_timer / lerp_speed;
		}
	}

	public void SetFunctionScale(float scale)
	{
		function_scale = scale;
	}

	public void SetResolution(int res)
	{
		resolution = res;
	}

	public void SetFunction(int func)
	{
		function = (MathFunctionLibrary.FunctionEnum)func;
	}

	public bool IsLerping()
	{
		return lerping;
	}

	void UpdateResolution()
	{
		float step = 2f / resolution;
		for(int i = 0, x = 0, z = 0; i < (max_resolution * max_resolution); i++, x++) {
			Transform point = points[i];
			if(i >= (resolution * resolution))
			{
				point.gameObject.SetActive(false);
			}
			else
			{
				point.gameObject.SetActive(true);
				if(x == resolution)
				{
					x = 0;
					z += 1;
				}
				Vector3 position = pointPrefab.localPosition;
				position.x = (x + 0.5f) * step - 1f;
				position.z = (z + 0.5f) * step - 1f;
				point.localPosition = position;
				point.localScale = new Vector3(step, step, step);
			}
		}
	}

	void Awake()
	{
		points = new Transform[max_resolution * max_resolution];
		float step = 2f / resolution;
		for(int i = 0, x = 0, z = 0; i < (max_resolution * max_resolution); i++, x++) {
			Transform point = Instantiate(pointPrefab);
			points[i] = point;
			if(i >= (resolution * resolution))
			{
				point.gameObject.SetActive(false);
			}
			if(x == resolution)
			{
				x = 0;
				z += 1;
			}
			Vector3 position = pointPrefab.localPosition;
			point.SetParent(transform, false);
			position.x = (x + 0.5f) * step - 1f;
			position.z = (z + 0.5f) * step - 1f;
			point.localPosition = position;
			point.localScale = new Vector3(step, step, step);
		}
	}

	// Start is called before the first frame update
	void Start()
	{

	}

	// Update is called once per frame
	void Update()
	{
		float time = Time.time;

		if(old_resolution != resolution) {
			old_resolution = resolution;
			UpdateResolution();
		}

		if(function != old_function)
		{
			if(lerp_timer <= 0f)
			{
				if(lerping)
				{
					lerping = false;
					old_function = function;
				}
				else
				{
					lerping = true;
					lerp_timer = lerp_speed;
				}
			}
			else
			{
				lerp_timer -= Mathf.Min(Time.deltaTime, lerp_max_delta);
			}
		}

		MathFunctionLibrary.Function visual_function = MathFunctionLibrary.GetFunction(function);
		MathFunctionLibrary.Function previous_function = MathFunctionLibrary.GetFunction(old_function);

		for(int i = 0; i < resolution * resolution; i++) {
			Transform point = points[i];
			Vector3 position = point.localPosition;
			if(function == old_function)
			{
				position.y = visual_function(
						position.x * function_scale,
						position.z * function_scale,
						time
						);
			}
			else
			{
				var starting = previous_function(
						position.x * function_scale,
						position.z * function_scale,
						time
						);
				var target = visual_function(
						position.x * function_scale,
						position.z * function_scale,
						time
						);
				position.y = Mathf.Lerp(target, starting, lerp_timer / lerp_speed);
			}
			point.localPosition = position;
		}
	}
}