110 lines
2.1 KiB
C#
110 lines
2.1 KiB
C#
using UnityEngine;
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[AddComponentMenu("Modifiers/Warps/FFD 4x4x4")]
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public class MegaFFD4x4x4Warp : MegaFFDWarp
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{
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public override string WarpName()
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{
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return "FFD4x4x4";
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}
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public override int GridSize()
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{
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return 4;
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}
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public override Vector3 Map(int ii, Vector3 p)
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{
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Vector3 zero = Vector3.zero;
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Vector3 vector = tm.MultiplyPoint3x4(p);
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if (inVol)
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{
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for (int i = 0; i < 3; i++)
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{
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if (vector[i] < 0f - EPSILON || vector[i] > 1f + EPSILON)
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{
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return p;
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}
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}
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}
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Vector3 a = vector;
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float magnitude = vector.magnitude;
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float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
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float num = 1f - vector.x;
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float num2 = 1f - vector.y;
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float num3 = 1f - vector.z;
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float num4 = num2 * num2;
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float num5 = vector.y * vector.y;
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float num6 = num3 * num3;
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float num7 = vector.z * vector.z;
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for (int j = 0; j < 4; j++)
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{
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float num8;
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switch (j)
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{
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case 0:
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num8 = num * num * num;
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break;
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case 1:
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num8 = 3f * vector.x * num * num;
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break;
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case 2:
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num8 = 3f * vector.x * vector.x * num;
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break;
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default:
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num8 = vector.x * vector.x * vector.x;
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break;
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}
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for (int k = 0; k < 4; k++)
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{
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float num9;
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switch (k)
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{
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case 0:
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num9 = num8 * (num2 * num4);
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break;
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case 1:
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num9 = num8 * (3f * vector.y * num4);
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break;
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case 2:
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num9 = num8 * (3f * num5 * num2);
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break;
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default:
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num9 = num8 * (num5 * vector.y);
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break;
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}
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for (int l = 0; l < 4; l++)
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{
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float num10;
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switch (l)
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{
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case 0:
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num10 = num9 * (num3 * num6);
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break;
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case 1:
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num10 = num9 * (3f * vector.z * num6);
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break;
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case 2:
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num10 = num9 * (3f * num7 * num3);
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break;
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default:
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num10 = num9 * (num7 * vector.z);
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break;
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}
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int num11 = (j << 4) + (k << 2) + l;
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zero.x += pt[num11].x * num10;
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zero.y += pt[num11].y * num10;
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zero.z += pt[num11].z * num10;
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}
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}
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}
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zero = Vector3.Lerp(a, zero, t);
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return invtm.MultiplyPoint3x4(zero);
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}
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public override int GridIndex(int i, int j, int k)
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{
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return (i << 4) + (j << 2) + k;
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}
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}
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