using UnityEngine; [AddComponentMenu("Modifiers/Warps/FFD 3x3x3")] public class MegaFFD3x3x3Warp : MegaFFDWarp { public override string WarpName() { return "FFD3x3x3"; } public override int GridSize() { return 3; } public override Vector3 Map(int ii, Vector3 p) { Vector3 q = Vector3.zero; Vector3 pp = tm.MultiplyPoint3x4(p); if ( inVol ) { for ( int i = 0; i < 3; i++ ) { if ( pp[i] < -EPSILON || pp[i] > 1.0f + EPSILON ) return p; } } Vector3 ipp = pp; float dist = pp.magnitude; float dcy = Mathf.Exp(-totaldecay * Mathf.Abs(dist)); float ip, jp, kp; float sx = 1.0f - pp.x; float sy = 1.0f - pp.y; float sz = 1.0f - pp.z; for ( int i = 0; i < 3; i++ ) { if ( i == 0 ) ip = sx * sx; else { if ( i == 1 ) ip = 2.0f * pp.x * sx; else ip = pp.x * pp.x; } for ( int j = 0; j < 3; j++ ) { if ( j == 0 ) jp = ip * sy * sy; else { if ( j == 1 ) jp = ip * 2.0f * pp.y * sy; else jp = ip * pp.y * pp.y; } for ( int k = 0; k < 3; k++ ) { if ( k == 0 ) kp = jp * sz * sz; else { if ( k == 1 ) kp = jp * 2.0f * pp.z * sz; else kp = jp * pp.z * pp.z; } int ix = (i * 9) + (j * 3) + k; q.x += pt[ix].x * kp; q.y += pt[ix].y * kp; q.z += pt[ix].z * kp; } } } q = Vector3.Lerp(ipp, q, dcy); return invtm.MultiplyPoint3x4(q); } public override int GridIndex(int i, int j, int k) { return (i * 9) + (j * 3) + k; } }