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