您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

167 行
4.3 KiB

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
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; }
}
#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];
for (var i = 0; i < 6; i++)
_time[i] = Random.Range(-10000.0f, 0.0f);
}
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
}
}