MegaRippleWarp.cs 3.2 KB

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  1. using UnityEngine;
  2. using System.IO;
  3. [AddComponentMenu("Modifiers/Warps/Ripple")]
  4. public class MegaRippleWarp : MegaWarp
  5. {
  6. public float amp = 0.0f;
  7. public float amp2 = 0.0f;
  8. public float flex = 1.0f;
  9. public float wave = 1.0f;
  10. public float phase = 0.0f;
  11. public bool animate = false;
  12. public float Speed = 1.0f;
  13. public float radius = 1.0f;
  14. public int segments = 10;
  15. public int circles = 4;
  16. float time = 0.0f;
  17. float dy = 0.0f;
  18. float t = 0.0f;
  19. public override string WarpName() { return "Ripple"; }
  20. public override string GetIcon() { return "MegaRipple icon.png"; }
  21. public override string GetHelpURL() { return "?page_id=2587"; }
  22. public override Vector3 Map(int i, Vector3 p)
  23. {
  24. p = tm.MultiplyPoint3x4(p);
  25. Vector3 ip = p;
  26. float dist = p.magnitude;
  27. float dcy = Mathf.Exp(-totaldecay * Mathf.Abs(dist));
  28. float a;
  29. if ( amp != amp2 )
  30. {
  31. float len = p.magnitude;
  32. if ( len == 0.0f )
  33. a = amp;
  34. else
  35. {
  36. float u = (Mathf.Acos(p.x / len)) / Mathf.PI;
  37. u = (u > 0.5f) ? (1.0f - u) : u;
  38. u *= 2.0f;
  39. u = Mathf.SmoothStep(0.0f, 1.0f, u);
  40. a = amp * (1.0f - u) + amp2 * u;
  41. }
  42. }
  43. else
  44. a = amp;
  45. float oldZ = p.y;
  46. p.y = 0.0f;
  47. float r = p.magnitude;
  48. p.y = oldZ + flex * MegaUtils.WaveFunc(r, time, a, wave, phase, dy);
  49. p = Vector3.Lerp(ip, p, dcy);
  50. return invtm.MultiplyPoint3x4(p);
  51. }
  52. void Update()
  53. {
  54. if ( animate )
  55. {
  56. if ( Application.isPlaying )
  57. t += Time.deltaTime * Speed;
  58. phase = t;
  59. }
  60. }
  61. public override bool Prepare(float decay)
  62. {
  63. tm = transform.worldToLocalMatrix;
  64. invtm = tm.inverse;
  65. dy = Decay / 1000.0f;
  66. totaldecay = dy + decay;
  67. if ( totaldecay < 0.0f )
  68. totaldecay = 0.0f;
  69. return true;
  70. }
  71. Vector3 GetPos(float u, float rad)
  72. {
  73. Vector3 pos = Vector3.zero;
  74. pos.x = rad * Mathf.Cos(u * Mathf.PI * 2.0f);
  75. pos.z = rad * Mathf.Sin(u * Mathf.PI * 2.0f);
  76. float u2 = (u > 0.5f) ? (u - 0.5f) : u;
  77. u2 = (u2 > 0.25f) ? (0.5f - u2) : u2;
  78. u2 = u2 * 4.0f;
  79. u2 = u2 * u2;
  80. pos.y = MegaUtils.WaveFunc(rad, t, amp * (1.0f - u2) + amp2 * u2, wave, phase, dy);
  81. return pos;
  82. }
  83. void MakeCircle(float t, float rad, float r1, float a1, float a2, float w, float s, float d, int numCircleSegs)
  84. {
  85. Vector3 last = Vector3.zero;
  86. Vector3 pos = Vector3.zero;
  87. Vector3 pos1 = Vector3.zero;
  88. Vector3 first = Vector3.zero;
  89. Gizmos.color = gCol2;
  90. for ( int i = 0; i < numCircleSegs; i++ )
  91. {
  92. float u = (float)i / (float)numCircleSegs;
  93. pos = GetPos(u, rad);
  94. pos1 = GetPos(u, r1);
  95. if ( i > 0 )
  96. Gizmos.DrawLine(last, pos);
  97. else
  98. first = pos;
  99. Gizmos.color = gCol1;
  100. Gizmos.DrawLine(pos1, pos);
  101. if ( (i & 1) == 0 )
  102. Gizmos.color = gCol1;
  103. else
  104. Gizmos.color = gCol2;
  105. last = pos;
  106. }
  107. Gizmos.DrawLine(last, first);
  108. }
  109. public override void DrawGizmo(Color col)
  110. {
  111. SetGizCols(col.a);
  112. tm = Matrix4x4.identity;
  113. invtm = tm.inverse;
  114. if ( !Prepare(0.0f) )
  115. return;
  116. tm = tm * transform.localToWorldMatrix; // * tm;
  117. invtm = tm.inverse;
  118. Gizmos.matrix = transform.localToWorldMatrix;
  119. float r1 = 0.0f;
  120. for ( int i = 0; i < circles; i++ )
  121. {
  122. float r = ((float)i / (float)circles) * radius;
  123. MakeCircle(t, r, r1, amp, amp2, wave, phase, dy, segments);
  124. r1 = r;
  125. }
  126. }
  127. }