Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GerstnerWaves
{
public static class GerstnerWaves
{
public static int _WaveCount;
public static Vector4[] _WaveData = new Vector4[10];
public static Vector4[] _WaveData2 = new Vector4[10];
static WaveStruct tempWave = new WaveStruct();
public static WaveStruct GerstnerWave(Vector2 pos, int numWaves, float amplitude, float direction, float wavelength, bool omni, Vector2 omniPos)
{
//float noise = SimplexNoise2D.snoise(new Vector2(pos.x, pos.z) * 0.01f) * 2f;
//pos += new Vector3(noise, 0f, noise);// add noise here
////////////////////////////////wave value calculations//////////////////////////
Vector3 wave = Vector3.zero;//wave vector
float wSpeed = Mathf.Sqrt(9.8f * (6.28318f / wavelength));//frequency of the wave based off wavelength
float w = 6.28318f / wavelength;//2pi over wavelength(hardcoded)
float peak = 1;//peak value, 1 is the sharpest peaks
float qi = peak / (w * amplitude * numWaves);
Vector2 windDir = Vector2.zero;
float dir = 0;
if (!omni)
{
direction = direction * Mathf.Deg2Rad;//convert the incoming degrees to radians
windDir = new Vector2(Mathf.Sin(direction), Mathf.Cos(direction)).normalized;//calculate wind direction - TODO - currently radians
dir = Vector2.Dot(pos, windDir);//calculate a gradient along the wind direction
}
else
{
windDir = (pos - omniPos).normalized;
dir = Vector2.Dot(windDir, (pos - omniPos));
}
////////////////////////////position output calculations/////////////////////////
float calc = dir * w + -Time.time * wSpeed;//the wave calculation
float cosCalc = Mathf.Cos(calc);//cosine version(used for horizontal undulation)
float sinCalc = Mathf.Sin(calc);//sin version(used for vertical undulation)
//calculate the offsets for the current point
wave.x = qi * amplitude * windDir.x * cosCalc;
wave.z = qi * amplitude * windDir.y * cosCalc;
wave.y = (((sinCalc * 0.5f + 0.5f) * amplitude) - amplitude * 0.5f) / numWaves;//the height is divided by the number of waves
////////////////////////////normal output calculations/////////////////////////
float wa = w * amplitude;
//normal vector
Vector3 n = new Vector3(-(windDir.x * wa * cosCalc),
-(windDir.y * wa * cosCalc),
1 - (qi * wa * sinCalc));
////////////////////////////////assign to output///////////////////////////////
tempWave.position = wave * Mathf.Clamp01(amplitude * 10000);
tempWave.normal = (n / numWaves) * amplitude;
return tempWave;
}
static Vector2 tempPos = new Vector2();
static WaveStruct[] tempWaves = new WaveStruct[10];
static WaveStruct tempWaveOut = new WaveStruct();
public static WaveStruct SampleWaves(Vector3 position, float opacity)
{
tempPos.x = position.x;
tempPos.y = position.z;
tempWaveOut.position = Vector3.zero;
tempWaveOut.normal = Vector3.zero;
for (int i = 0; i < _WaveCount; i++)
{
tempWaves[i] = GerstnerWave(tempPos, _WaveCount, _WaveData[i].x * opacity, _WaveData[i].y, _WaveData[i].z, _WaveData[i].w == 0 ? false : true, new Vector2(_WaveData2[i].x, _WaveData2[i].y)); // calculate the wave
tempWaveOut.position += tempWaves[i].position; // add the position
tempWaveOut.normal += tempWaves[i].normal; // add the normal
}
return tempWaveOut;
}
}
public class WaveStruct
{
public Vector3 position;
public Vector3 normal;
}
}