还原水插件
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@@ -63,35 +63,23 @@ namespace WaveHarmonic.Crest
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_FollowHorizontalWaveMotion = true;
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}
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private protected override void Initialize()
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{
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base.Initialize();
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_Reporter ??= new(this);
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_DisplacementReporter = _Reporter;
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}
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private protected override void OnDisable()
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{
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base.OnDisable();
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_DisplacementReporter = null;
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}
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internal override float Filter(WaterRenderer water, int slice)
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{
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return AnimatedWavesLod.FilterByWavelength(water, slice, _FilterByWavelength ? _OctaveWavelength : 0f);
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}
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bool ReportDisplacement(WaterRenderer water, ref Rect bounds, ref float horizontal, ref float vertical)
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private protected override void OnUpdate(WaterRenderer water)
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{
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base.OnUpdate(water);
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if (!Enabled)
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{
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return false;
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return;
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}
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var maxDispVert = _MaximumDisplacementVertical;
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// let water system know how far from the sea level this shape may displace the surface
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// TODO: we need separate min/max vertical displacement to be optimal.
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if (_ReportRendererBounds)
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{
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var range = Data.HeightRange;
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@@ -101,34 +89,10 @@ namespace WaveHarmonic.Crest
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maxDispVert = Mathf.Max(maxDispVert, Mathf.Abs(seaLevel - minY), Mathf.Abs(seaLevel - maxY));
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}
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var rect = Data.Rect;
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if (bounds.Overlaps(rect, false))
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if (_MaximumDisplacementHorizontal > 0f || maxDispVert > 0f)
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{
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horizontal += _MaximumDisplacementHorizontal;
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vertical += maxDispVert;
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return true;
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water.ReportMaximumDisplacement(_MaximumDisplacementHorizontal, maxDispVert, 0f);
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}
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return false;
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}
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float ReportWaveDisplacement(WaterRenderer water, float displacement)
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{
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return displacement;
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}
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}
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partial class AnimatedWavesLodInput
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{
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Reporter _Reporter;
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sealed class Reporter : IReportsDisplacement, IReportWaveDisplacement
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{
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readonly AnimatedWavesLodInput _Input;
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public Reporter(AnimatedWavesLodInput input) => _Input = input;
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public bool ReportDisplacement(WaterRenderer water, ref Rect bounds, ref float horizontal, ref float vertical) => _Input.ReportDisplacement(water, ref bounds, ref horizontal, ref vertical);
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public float ReportWaveDisplacement(WaterRenderer water, float displacement) => _Input.ReportWaveDisplacement(water, displacement);
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}
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}
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