using UnityEngine; [AddComponentMenu("Modifiers/Warps/Wave")] public class MegaWaveWarp : MegaWarp { public float amp = 0.0f; public float amp2 = 0.0f; public float flex = 1.0f; public float wave = 1.0f; public float phase = 0.0f; public bool animate = false; public float Speed = 1.0f; public int divs = 4; public int numSegs = 4; public int numSides = 4; float time = 0.0f; float dy = 0.0f; float dist = 0.0f; float t = 0.0f; // TODO: put t in modifier and have as general anim value, maybe even modifiers as a context public override string WarpName() { return "Wave"; } public override string GetIcon() { return "MegaWave icon.png"; } public override string GetHelpURL() { return "?page_id=380"; } 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 u = Mathf.Abs(2.0f * p.x / dist); u = u * u; p.z += flex * MegaUtils.WaveFunc(p.y, time, amp * (1.0f - u) + amp2 * u, wave, phase, dy); p = Vector3.Lerp(ip, p, dcy); return invtm.MultiplyPoint3x4(p); } void Update() { if ( animate ) { if ( Application.isPlaying ) t += Time.deltaTime * Speed; phase = t; } } public override bool Prepare(float decay) { tm = transform.worldToLocalMatrix; invtm = tm.inverse; dist = (wave / 10.0f) * 4.0f * 5.0f; if ( dist == 0.0f ) dist = 1.0f; dy = Decay / 1000.0f; totaldecay = dy + decay; if ( totaldecay < 0.0f ) totaldecay = 0.0f; return true; } void BuildMesh(float t) { Vector3 pos = Vector3.zero; Vector3 last = Vector3.zero; float Dy = wave / (float)divs; float Dx = Dy * 4; int den = (int)(Dx * numSides * 0.5f); float starty = -(float)numSegs / 2.0f * Dy; float startx = -(float)numSides / 2.0f * Dx; Gizmos.color = gCol1; for ( int i = 0; i <= numSides; i++ ) { pos.x = startx + Dx * (float)i; float u = Mathf.Abs(pos.x / ((den != 0) ? den : 0.00001f)); u = u * u; for ( int j = 0; j <= numSegs; j++ ) { pos.y = starty + (float)j * Dy; pos.z = MegaUtils.WaveFunc(pos.y, t, amp * (1.0f - u) + amp2 * u, wave, phase, Decay / 1000.0f); if ( j > 0 ) Gizmos.DrawLine(last, pos); last = pos; } } Gizmos.color = gCol2; for ( int j = 0; j <= numSegs; j++ ) { pos.y = starty + (float)j * Dy; for ( int i = 0; i <= numSides; i++ ) { pos.x = startx + Dx * (float)i; float u = Mathf.Abs(pos.x / ((den != 0) ? den : 0.00001f)); u = u * u; pos.z = MegaUtils.WaveFunc(pos.y, t, amp * (1.0f - u) + amp2 * u, wave, phase, Decay / 1000.0f); if ( i > 0 ) Gizmos.DrawLine(last, pos); last = pos; } } } public override void DrawGizmo(Color col) { SetGizCols(col.a); tm = Matrix4x4.identity; invtm = tm.inverse; if ( !Prepare(0.0f) ) return; tm = tm * transform.localToWorldMatrix; // * tm; invtm = tm.inverse; Gizmos.matrix = transform.localToWorldMatrix; BuildMesh(t); } }