using System; using UnityEngine; [AddComponentMenu("Modifiers/Warps/ZStretch")] public class MegaZStretchWarp : MegaWarp { public float amount; public bool doRegion; public float to; public float from; public float amplify; public MegaAxis axis; private float heightMax; private float heightMin; private float amplifier; private Matrix4x4 mat = default(Matrix4x4); public override string WarpName() { return "ZStretch"; } public override string GetIcon() { return "MegaStretch icon.png"; } public override string GetHelpURL() { return "?page_id=2560"; } private void CalcBulge(MegaAxis axis, float stretch, float amplify) { amount = stretch; amplifier = ((!(amplify >= 0f)) ? (1f / (0f - amplify + 1f)) : (amplify + 1f)); if (!doRegion) { switch (axis) { case MegaAxis.X: heightMin = (0f - Width) * 0.5f; heightMax = Width * 0.5f; break; case MegaAxis.Z: heightMin = 0f; heightMax = Height; break; case MegaAxis.Y: heightMin = (0f - Length) * 0.5f; heightMax = Length * 0.5f; break; } } else { heightMin = from; heightMax = to; } } public override Vector3 Map(int i, Vector3 p) { if (amount == 0f || heightMax - heightMin == 0f) { return p; } if (doRegion && to - from == 0f) { return p; } p = tm.MultiplyPoint3x4(p); Vector3 a = p; float magnitude = p.magnitude; float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude)); float num = ((doRegion && p.z > to) ? ((to - heightMin) / (heightMax - heightMin)) : ((!doRegion || !(p.z < from)) ? ((p.z - heightMin) / (heightMax - heightMin)) : ((from - heightMin) / (heightMax - heightMin)))); float num2; float num3; if (amount < 0f) { num2 = amplifier * (0f - amount) + 1f; num3 = -1f / (amount - 1f); } else { num2 = 1f / (amplifier * amount + 1f); num3 = amount + 1f; } float num4 = 4f * (1f - num2); float num5 = -4f * (1f - num2); float num6 = 1f; float num7 = (num4 * num + num5) * num + num6; p.x *= num7; p.y *= num7; if (doRegion && p.z < from) { p.z += (num3 - 1f) * from; } else if (doRegion && p.z <= to) { p.z *= num3; } else if (doRegion && p.z > to) { p.z += (num3 - 1f) * to; } else { p.z *= num3; } p = Vector3.Lerp(a, p, t); p = invtm.MultiplyPoint3x4(p); return p; } public override bool Prepare(float decay) { tm = base.transform.worldToLocalMatrix; invtm = tm.inverse; mat = Matrix4x4.identity; switch (axis) { case MegaAxis.X: MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f); break; case MegaAxis.Y: MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f); break; } SetAxis(mat); CalcBulge(axis, amount, amplify); totaldecay = Decay + decay; if (totaldecay < 0f) { totaldecay = 0f; } return true; } public override void ExtraGizmo() { if (!doRegion) { } } }