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//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using Klak.Math;
namespace Klak.Motion
{
[AddComponentMenu("Klak/Motion/Brownian Motion")]
public class BrownianMotion : MonoBehaviour
{
#region Editable Properties
[SerializeField] bool _enablePositionNoise = true;
[SerializeField] bool _enableRotationNoise = true;
[SerializeField] float _positionFrequency = 0.2f;
[SerializeField] float _rotationFrequency = 0.2f;
[SerializeField] float _positionAmplitude = 0.5f;
[SerializeField] float _rotationAmplitude = 10.0f;
[SerializeField] Vector3 _positionScale = Vector3.one;
[SerializeField] Vector3 _rotationScale = new Vector3(1, 1, 0);
[SerializeField, Range(0, 8)] int _positionFractalLevel = 3;
[SerializeField, Range(0, 8)] int _rotationFractalLevel = 3;
#endregion
#region Public Properties And Methods
public bool enablePositionNoise {
get { return _enablePositionNoise; }
set { _enablePositionNoise = value; }
}
public bool enableRotationNoise {
get { return _enableRotationNoise; }
set { _enableRotationNoise = value; }
}
public float positionFrequency {
get { return _positionFrequency; }
set { _positionFrequency = value; }
}
public float rotationFrequency {
get { return _rotationFrequency; }
set { _rotationFrequency = value; }
}
public float positionAmplitude {
get { return _positionAmplitude; }
set { _positionAmplitude = value; }
}
public float rotationAmplitude {
get { return _rotationAmplitude; }
set { _rotationAmplitude = value; }
}
public Vector3 positionScale {
get { return _positionScale; }
set { _positionScale = value; }
}
public Vector3 rotationScale {
get { return _rotationScale; }
set { _rotationScale = value; }
}
public int positionFractalLevel {
get { return _positionFractalLevel; }
set { _positionFractalLevel = value; }
}
public int rotationFractalLevel {
get { return _rotationFractalLevel; }
set { _rotationFractalLevel = value; }
}
public void Rehash()
{
for (var i = 0; i < 6; i++)
_time[i] = i * 0.66f + 32;
//_time[i] = Random.Range(-10000.0f, 0.0f);
}
#endregion
#region Private Members
const float _fbmNorm = 1 / 0.75f;
Vector3 _initialPosition;
Quaternion _initialRotation;
float[] _time;
#endregion
#region MonoBehaviour Functions
void Start()
{
_time = new float[6];
Rehash();
}
void OnEnable()
{
_initialPosition = transform.localPosition;
_initialRotation = transform.localRotation;
}
void Update()
{
var dt = Time.deltaTime;
if (_enablePositionNoise)
{
for (var i = 0; i < 3; i++)
_time[i] += _positionFrequency * dt;
var n = new Vector3(
Perlin.Fbm(_time[0], _positionFractalLevel),
Perlin.Fbm(_time[1], _positionFractalLevel),
Perlin.Fbm(_time[2], _positionFractalLevel));
n = Vector3.Scale(n, _positionScale);
n *= _positionAmplitude * _fbmNorm;
transform.localPosition = _initialPosition + n;
}
if (_enableRotationNoise)
{
for (var i = 0; i < 3; i++)
_time[i + 3] += _rotationFrequency * dt;
var n = new Vector3(
Perlin.Fbm(_time[3], _rotationFractalLevel),
Perlin.Fbm(_time[4], _rotationFractalLevel),
Perlin.Fbm(_time[5], _rotationFractalLevel));
n = Vector3.Scale(n, _rotationScale);
n *= _rotationAmplitude * _fbmNorm;
transform.localRotation =
Quaternion.Euler(n) * _initialRotation;
}
}
#endregion
}
}