167 lines
2.7 KiB
C#
167 lines
2.7 KiB
C#
using System;
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using UnityEngine;
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[AddComponentMenu("Modifiers/Warps/Twist")]
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public class MegaTwistWarp : MegaWarp
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{
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public float angle;
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public bool doRegion;
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public float from;
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public float to;
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public float Bias;
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public MegaAxis axis;
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private bool doBias;
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private float height;
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private float angleOverHeight;
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private float theAngle;
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private float bias;
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private Matrix4x4 mat = default(Matrix4x4);
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public override string WarpName()
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{
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return "Twist";
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}
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public override string GetIcon()
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{
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return "MegaTwist icon.png";
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}
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public override string GetHelpURL()
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{
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return "?page_id=2556";
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}
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private void CalcHeight(MegaAxis axis, float angle)
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{
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switch (axis)
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{
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case MegaAxis.X:
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height = Width;
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break;
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case MegaAxis.Z:
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height = Height;
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break;
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case MegaAxis.Y:
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height = Length;
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break;
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}
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if (height == 0f)
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{
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theAngle = 0f;
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angleOverHeight = 0f;
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}
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else
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{
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theAngle = angle;
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angleOverHeight = angle / height;
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}
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}
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public override Vector3 Map(int i, Vector3 p)
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{
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if (theAngle == 0f)
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{
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return 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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float x = p.x;
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float z = p.z;
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float num = ((!doRegion) ? p.y : ((p.y < from) ? from : ((!(p.y > to)) ? p.y : to)));
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float num3;
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if (doBias)
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{
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float num2 = num / height;
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num3 = theAngle * Mathf.Pow(Mathf.Abs(num2), bias);
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if (num2 < 0f)
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{
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num3 = 0f - num3;
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}
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}
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else
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{
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num3 = num * angleOverHeight;
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}
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float num4 = Mathf.Cos((float)Math.PI / 180f * num3);
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float num5 = Mathf.Sin((float)Math.PI / 180f * num3);
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p.x = num4 * x + num5 * z;
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p.z = (0f - num5) * x + num4 * z;
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p = Vector3.Lerp(a, p, t);
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p = invtm.MultiplyPoint3x4(p);
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return p;
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}
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public override bool Prepare(float decay)
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{
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tm = base.transform.worldToLocalMatrix;
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invtm = tm.inverse;
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mat = Matrix4x4.identity;
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switch (axis)
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{
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case MegaAxis.X:
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MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f);
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break;
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case MegaAxis.Y:
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MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f);
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break;
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}
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SetAxis(mat);
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if (Bias != 0f)
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{
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bias = 1f - (Bias + 100f) / 200f;
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if (bias < 1E-05f)
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{
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bias = 1E-05f;
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}
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if (bias > 0.99999f)
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{
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bias = 0.99999f;
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}
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bias = Mathf.Log(bias) / Mathf.Log(0.5f);
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doBias = true;
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}
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else
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{
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bias = 1f;
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doBias = false;
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}
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CalcHeight(axis, angle);
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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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if (from > to)
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{
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from = to;
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}
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if (to < from)
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{
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to = from;
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}
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return true;
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}
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public override void ExtraGizmo()
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{
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if (doRegion)
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{
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DrawFromTo(axis, from, to);
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}
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}
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}
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