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#Actualhawksprite

Posted 10 January 2013 - 11:59 AM

So I started reading up on DFT, I believe I understand a decent bit of the formula now. Allthough I stick have a good bit to go.

It isn't working but this is what I have so far:

	public float getWaveHeight(int index)
	{	
		float t = Time.deltaTime;
		
		float x_n = waveVerticeList[index].x;
		float N = meshLength; // Total vertice count
		float e = 2.71828f;
		float i = Mathf.Sqrt (-1.0f);
		float k = index;
		
		float sub = (2 * Mathf.PI) * k * N;
		
		float DFT = x_n * (Mathf.Cos (sub) + i * Mathf.Sin (sub));
		
		Debug.Log (DFT);
		// Fallback
		return DFT;
	}
	
	public void runComputeShader()
	{
		for (int i = 0; i < meshLength; i++)	
		{
			waveVerticeList[i].y = getWaveHeight (i);
		}
		
		parentMesh.vertices = waveVerticeList;
		//parentMesh.RecalculateNormals ();
	}
Is it even in the right path? I'm not 100% sure what i'm doing hahaha.

#2hawksprite

Posted 10 January 2013 - 11:59 AM

So I started reading up on DFT, I believe I understand a decent bit of the formula now. Allthough I stick have a good bit to go.

It isn't working but this is what I have so far:

	public float getWaveHeight(int index)
	{	
		float t = Time.deltaTime;
		
		float x_n = waveVerticeList[index].x;
		float N = meshLength; // Total vertice count
		float e = 2.71828f;
		float i = Mathf.Sqrt (-1.0f);
		float k = index;
		
		float sub = (2 * Mathf.PI) * k * N;
		
		float DFT = x_n * (Mathf.Cos (sub) + i * Mathf.Sin (sub));
		
		Debug.Log (DFT);
		// Fallback
		return DFT;
	}
	
	public void runComputeShader()
	{
		for (int i = 0; i < meshLength; i++)	
		{
			waveVerticeList[i].y = getWaveHeight (i);
		}
		
		parentMesh.vertices = waveVerticeList;
		//parentMesh.RecalculateNormals ();
	}
Is it even in the right path? I'm not 100% sure what i'm doing hahaha.

#1hawksprite

Posted 10 January 2013 - 11:59 AM

So I started reading up on DFT, I believe I understand a decent bit of the formula now.  Allthough I stick have a good bit to go.

 

It isn't working but this is what I have so far:

 

 
</p><div>public float getWaveHeight(int index)</div>
<div>{</div>
<div>float t = Time.deltaTime;</div>
<div> </div>
<div>float x_n = waveVerticeList[index].x;</div>
<div>float N = meshLength; // Total vertice count</div>
<div>float e = 2.71828f;</div>
<div>float i = Mathf.Sqrt (-1.0f);</div>
<div>float k = index;</div>
<div> </div>
<div>float sub = (2 * Mathf.PI) * k * N;</div>
<div> </div>
<div>float DFT = x_n * (Mathf.Cos (sub) + i * Mathf.Sin (sub));</div>
<div> </div>
<div>Debug.Log (DFT);</div>
<div>// Fallback</div>
<div>return DFT;</div>
<div>}</div>
<div> </div>
<div>public void runComputeShader()</div>
<div>{</div>
<div>for (int i = 0; i < meshLength; i++)</div>
<div>{</div>
<div>waveVerticeList[i].y = getWaveHeight (i);</div>
<div>}</div>
<div> </div>
<div>parentMesh.vertices = waveVerticeList;</div>
<div>//parentMesh.RecalculateNormals ();</div>
<div>}</div>
<div>
 
Is it even in the right path?  I'm not 100% sure what i'm doing hahaha.

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