using UnityEngine; [AddComponentMenu("Modifiers/Skew")] public class MegaSkew : MegaModifier { public float amount = 0.0f; public bool doRegion = false; public float to = 0.0f; public float from = 0.0f; public float dir = 0.0f; public MegaAxis axis = MegaAxis.X; Matrix4x4 mat = new Matrix4x4(); float amountOverLength = 0.0f; public override string ModName() { return "Skew"; } public override string GetHelpURL() { return "?page_id=319"; } public override Vector3 Map(int i, Vector3 p) { p = tm.MultiplyPoint3x4(p); float z = p.y; if ( doRegion ) { if ( p.y < from ) z = from; else if ( p.y > to ) z = to; } p.x -= z * amountOverLength; return invtm.MultiplyPoint3x4(p); } public override bool ModLateUpdate(MegaModContext mc) { return Prepare(mc); } public override bool Prepare(MegaModContext mc) { if ( from > 0.0f ) from = 0.0f; if ( to < 0.0f ) to = 0.0f; mat = Matrix4x4.identity; switch ( axis ) { case MegaAxis.X: MegaMatrix.RotateZ(ref mat, Mathf.PI * 0.5f); break; case MegaAxis.Y: MegaMatrix.RotateX(ref mat, -Mathf.PI * 0.5f); break; case MegaAxis.Z: break; } MegaMatrix.RotateY(ref mat, Mathf.Deg2Rad * dir); SetAxis(mat); float len = 0.0f; if ( !doRegion ) { switch ( axis ) { case MegaAxis.X: len = bbox.max.x - bbox.min.x; break; case MegaAxis.Z: len = bbox.max.y - bbox.min.y; break; case MegaAxis.Y: len = bbox.max.z - bbox.min.z; break; } } else len = to - from; if ( len == 0.0f ) len = 0.000001f; amountOverLength = amount / len; return true; } public override void ExtraGizmo(MegaModContext mc) { if ( doRegion ) DrawFromTo(axis, from, to, mc); } }