using UnityEngine; using System.IO; [AddComponentMenu("Modifiers/Warps/Bubble")] public class MegaBubbleWarp : MegaWarp { public float radius = 0.0f; public float falloff = 20.0f; Matrix4x4 mat = new Matrix4x4(); public override string WarpName() { return "Bubble"; } public override string GetHelpURL() { return "?page_id=111"; } public override Vector3 Map(int i, Vector3 p) { p = tm.MultiplyPoint3x4(p); Vector3 ip = p; float dist = p.magnitude; float dcy = Mathf.Exp(-totaldecay * Mathf.Abs(dist)); float val = ((Vector3.Magnitude(p)) / falloff); p += radius * (Vector3.Normalize(p)) / (val * val + 1.0f); p = Vector3.Lerp(ip, p, dcy); return invtm.MultiplyPoint3x4(p); } void Update() { Prepare(Decay); } public override bool Prepare(float decay) { totaldecay = Decay + decay; if ( totaldecay < 0.0f ) totaldecay = 0.0f; tm = transform.worldToLocalMatrix; invtm = tm.inverse; mat = Matrix4x4.identity; SetAxis(mat); return true; } }