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