Files
2026-02-21 16:45:37 +08:00

102 lines
1.5 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Radial Skew")]
public class MegaRadialSkew : MegaModifier
{
public float angle;
public MegaAxis axis;
public MegaAxis eaxis;
public bool biaxial;
public override string ModName()
{
return "RaidalSkew";
}
public override string GetHelpURL()
{
return "?page_id=305";
}
private Vector3 GetSkew(Vector3 p)
{
if (biaxial)
{
switch (axis)
{
case MegaAxis.X:
switch (eaxis)
{
case MegaAxis.Y:
p.x = (p.z = 0f);
break;
case MegaAxis.Z:
p.x = (p.y = 0f);
break;
default:
p.x = (p.y = 0f);
break;
}
break;
case MegaAxis.Y:
switch (eaxis)
{
case MegaAxis.X:
p.y = (p.z = 0f);
break;
case MegaAxis.Z:
p.x = (p.y = 0f);
break;
default:
p.x = (p.y = 0f);
break;
}
break;
case MegaAxis.Z:
switch (eaxis)
{
case MegaAxis.X:
p.y = (p.z = 0f);
break;
case MegaAxis.Y:
p.x = (p.z = 0f);
break;
default:
p.y = (p.z = 0f);
break;
}
break;
}
}
else
{
switch (axis)
{
case MegaAxis.X:
p.x = 0f;
break;
case MegaAxis.Y:
p.y = 0f;
break;
case MegaAxis.Z:
p.z = 0f;
break;
}
}
return p.normalized;
}
public override Vector3 Map(int i, Vector3 p)
{
p = tm.MultiplyPoint3x4(p);
float num = Mathf.Atan((float)Math.PI / 180f * angle);
Vector3 vector = GetSkew(p) * num * p[(int)axis];
p += vector;
return invtm.MultiplyPoint3x4(p);
}
}