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- using UnityEngine;
- [AddComponentMenu("Modifiers/Warps/Bend")]
- public class MegaBendWarp : MegaWarp
- {
- public float angle = 0.0f;
- public float dir = 0.0f;
- public MegaAxis axis = MegaAxis.X;
- public bool doRegion = false;
- public float from = 0.0f;
- public float to = 0.0f;
- Matrix4x4 mat = new Matrix4x4();
- Matrix4x4 tmAbove = new Matrix4x4();
- Matrix4x4 tmBelow = new Matrix4x4();
- float r = 0.0f;
- public override string WarpName() { return "Bend"; }
- public override string GetIcon() { return "MegaBend icon.png"; }
- public override string GetHelpURL() { return "?page_id=2551"; }
- void CalcR(MegaAxis axis, float ang)
- {
- float len = 0.0f;
- if ( !doRegion )
- {
- switch ( axis )
- {
- case MegaAxis.X: len = Width; break;
- case MegaAxis.Z: len = Height; break;
- case MegaAxis.Y: len = Length; break;
- }
- }
- else
- len = to - from;
- if ( Mathf.Abs(ang) < 0.000001f )
- r = 0.0f;
- else
- r = len / ang;
- }
- public override Vector3 Map(int i, Vector3 p)
- {
- if ( r == 0.0f && !doRegion )
- return p;
- p = tm.MultiplyPoint3x4(p); // tm may have an offset gizmo etc
- if ( doRegion )
- {
- if ( p.y <= from )
- return invtm.MultiplyPoint3x4(tmBelow.MultiplyPoint3x4(p));
- else
- {
- if ( p.y >= to )
- return invtm.MultiplyPoint3x4(tmAbove.MultiplyPoint3x4(p));
- }
- }
- if ( r == 0.0f )
- return invtm.MultiplyPoint3x4(p);
- Vector3 ip = p;
- float dist = p.magnitude;
- float dcy = Mathf.Exp(-totaldecay * Mathf.Abs(dist));
- float x = p.x;
- float y = p.y;
- float yr = y / r;
- float c = Mathf.Cos(Mathf.PI - yr);
- float s = Mathf.Sin(Mathf.PI - yr);
- float px = r * c + r - x * c;
- p.x = px;
- float pz = r * s - x * s;
- p.y = pz;
- p = Vector3.Lerp(ip, p, dcy);
- p = invtm.MultiplyPoint3x4(p);
- return p;
- }
- void Calc()
- {
- tm = transform.worldToLocalMatrix;
- invtm = tm.inverse;
- 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);
- CalcR(axis, Mathf.Deg2Rad * -angle);
- if ( doRegion )
- {
- doRegion = false;
- float len = to - from;
- float rat1, rat2;
- if ( len == 0.0f )
- rat1 = rat2 = 1.0f;
- else
- {
- rat1 = to / len;
- rat2 = from / len;
- }
- Vector3 pt;
- tmAbove = Matrix4x4.identity;
- MegaMatrix.Translate(ref tmAbove, 0.0f, -to, 0.0f);
- MegaMatrix.RotateZ(ref tmAbove, -Mathf.Deg2Rad * angle * rat1);
- MegaMatrix.Translate(ref tmAbove, 0.0f, to, 0.0f);
- pt = new Vector3(0.0f, to, 0.0f);
- MegaMatrix.Translate(ref tmAbove, tm.MultiplyPoint3x4(Map(0, invtm.MultiplyPoint3x4(pt))) - pt);
- tmBelow = Matrix4x4.identity;
- MegaMatrix.Translate(ref tmBelow, 0.0f, -from, 0.0f);
- MegaMatrix.RotateZ(ref tmBelow, -Mathf.Deg2Rad * angle * rat2);
- MegaMatrix.Translate(ref tmBelow, 0.0f, from, 0.0f);
- pt = new Vector3(0.0f, from, 0.0f);
- MegaMatrix.Translate(ref tmBelow, tm.MultiplyPoint3x4(Map(0, invtm.MultiplyPoint3x4(pt))) - pt);
- doRegion = true;
- }
- }
- public override bool Prepare(float decay)
- {
- Calc();
- totaldecay = Decay + decay;
- if ( totaldecay < 0.0f )
- totaldecay = 0.0f;
- return true;
- }
- public override void ExtraGizmo()
- {
- if ( doRegion )
- DrawFromTo(axis, from, to);
- }
- }
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