80 lines
1.7 KiB
C#
80 lines
1.7 KiB
C#
using System;
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using UnityEngine;
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[AddComponentMenu("Modifiers/Warps/Hump")]
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public class MegaHumpWarp : MegaWarp
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{
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public float amount;
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public float cycles = 1f;
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public float phase;
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public bool animate;
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public float speed = 1f;
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public MegaAxis axis = MegaAxis.Z;
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private float amt;
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private Vector3 size = Vector3.zero;
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public override string WarpName()
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{
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return "Hump";
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}
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public override string GetHelpURL()
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{
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return "?page_id=207";
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}
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public override Vector3 Map(int i, Vector3 p)
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{
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p = tm.MultiplyPoint3x4(p);
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Vector3 a = p;
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float magnitude = p.magnitude;
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float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
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switch (axis)
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{
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case MegaAxis.X:
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p.x += amt * Mathf.Sin(Mathf.Sqrt(p.x * p.x / size.x) + Mathf.Sqrt(p.y * p.y / size.y) * (float)Math.PI / 0.1f * ((float)Math.PI / 180f * cycles) + phase);
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break;
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case MegaAxis.Y:
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p.y += amt * Mathf.Sin(Mathf.Sqrt(p.y * p.y / size.y) + Mathf.Sqrt(p.x * p.x / size.x) * (float)Math.PI / 0.1f * ((float)Math.PI / 180f * cycles) + phase);
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break;
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case MegaAxis.Z:
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p.z += amt * Mathf.Sin(Mathf.Sqrt(p.x * p.x / size.x) + Mathf.Sqrt(p.y * p.y / size.y) * (float)Math.PI / 0.1f * ((float)Math.PI / 180f * cycles) + phase);
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break;
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}
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p = Vector3.Lerp(a, p, t);
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return invtm.MultiplyPoint3x4(p);
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}
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private void Update()
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{
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if (animate)
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{
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phase += Time.deltaTime * speed;
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}
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Prepare(Decay);
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}
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public override bool Prepare(float decay)
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{
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totaldecay = Decay + decay;
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if (totaldecay < 0f)
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{
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totaldecay = 0f;
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}
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tm = base.transform.worldToLocalMatrix;
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invtm = tm.inverse;
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size.x = Width;
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size.y = Height;
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size.z = Length;
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amt = amount / 100f;
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return true;
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}
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}
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