93 lines
2.5 KiB
C#
93 lines
2.5 KiB
C#
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using UnityEngine;
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using static UnityEngine.Mathf;
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public static class FunctionLibrary
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{
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public delegate Vector3 Function(float u, float v, float t);
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public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
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private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
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public static Function GetFunction(FunctionName name)
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{
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return functions[(int)name];
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}
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public static FunctionName GetNextFunctionName(FunctionName name)
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{
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return (int)name < functions.Length - 1 ? name + 1 : 0;
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}
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public static FunctionName GetRandomFunctionName()
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{
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return (FunctionName)Random.Range(0, functions.Length);
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}
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public static FunctionName GetRandomFunctionNameOtherThan(FunctionName name)
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{
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var choice = (FunctionName)Random.Range(1, functions.Length);
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return choice == name ? 0 : choice;
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}
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public static Vector3 Wave(float u, float v, float t)
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{
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Vector3 p;
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p.x = u;
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p.y = Sin(PI * (u + v + t));
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p.z = v;
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return p;
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}
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public static Vector3 MultiWave(float u, float v, float t)
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{
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Vector3 p;
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p.x = u;
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p.y = Sin(PI * (u + 0.5f * t));
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p.y += 0.5f * Sin(2f * PI * (v + t));
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p.y += Sin(PI * (u + v + 0.25f * t));
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p.y *= 1f / 2.5f;
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p.z = v;
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return p;
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}
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public static Vector3 Ripple(float u, float v, float t)
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{
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var d = Sqrt(u * u + v * v);
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Vector3 p;
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p.x = u;
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p.y = Sin(PI * (4f * d - t));
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p.y /= 1f + 10f * d;
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p.z = v;
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return p;
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}
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public static Vector3 Sphere(float u, float v, float t)
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{
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float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
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float s = r * Cos(0.5f * PI * v);
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Vector3 p;
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p.x = s * Sin(PI * u);
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p.y = r * Sin(0.5f * PI * v);
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p.z = s * Cos(PI * u);
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return p;
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}
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public static Vector3 Torus(float u, float v, float t)
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{
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float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
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float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
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float s = r1 + r2 * Cos(PI * v);
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Vector3 p;
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p.x = s * Sin(PI * u);
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p.y = r2 * Sin(PI * v);
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p.z = s * Cos(PI * u);
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return p;
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}
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public static Vector3 Morph(float u, float v, float t, Function from, Function to, float progress)
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{
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return Vector3.LerpUnclamped(from(u, v, t), to(u, v, t), SmoothStep(0.0f, 1.0f, progress));
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}
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}
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