rabidus-test/Assets/Amazing Assets/Curved World/Scripts/CurvedWorldUtilities.cs

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2023-10-02 19:12:35 +03:00
using UnityEngine;
namespace AmazingAssets.CurvedWorld
{
static public class CurvedWorldUtilities
{
static public Vector3 TransformPosition(Vector3 vertex, CurvedWorld.CurvedWorldController controller)
{
if (controller == null ||
(controller.disableInEditor && Application.isEditor && Application.isPlaying == false))
{
return vertex;
}
switch (controller.bendType)
{
case BEND_TYPE.ClassicRunner_X_Positive:
case BEND_TYPE.ClassicRunner_X_Negative:
case BEND_TYPE.ClassicRunner_Z_Positive:
case BEND_TYPE.ClassicRunner_Z_Negative:
{
return TransformPosition(vertex, controller.bendType, controller.bendPivotPointPosition, new Vector2(controller.bendVerticalSize, controller.bendHorizontalSize), new Vector2(controller.bendVerticalOffset, controller.bendHorizontalOffset));
}
case BEND_TYPE.TwistedSpiral_X_Positive:
case BEND_TYPE.TwistedSpiral_X_Negative:
case BEND_TYPE.TwistedSpiral_Z_Positive:
case BEND_TYPE.TwistedSpiral_Z_Negative:
{
return TransformPosition(vertex, controller.bendType, controller.bendPivotPointPosition, controller.bendRotationAxis, new Vector3(controller.bendCurvatureSize, controller.bendVerticalSize, controller.bendHorizontalSize), new Vector3(controller.bendCurvatureOffset, controller.bendVerticalOffset, controller.bendHorizontalOffset));
}
case BEND_TYPE.LittlePlanet_X:
case BEND_TYPE.LittlePlanet_Y:
case BEND_TYPE.LittlePlanet_Z:
case BEND_TYPE.CylindricalTower_X:
case BEND_TYPE.CylindricalTower_Z:
case BEND_TYPE.CylindricalRolloff_X:
case BEND_TYPE.CylindricalRolloff_Z:
{
return TransformPosition(vertex, controller.bendType, controller.bendPivotPointPosition, controller.bendCurvatureSize, controller.bendCurvatureOffset);
}
case BEND_TYPE.SpiralHorizontal_X_Positive:
case BEND_TYPE.SpiralHorizontal_X_Negative:
case BEND_TYPE.SpiralHorizontal_Z_Positive:
case BEND_TYPE.SpiralHorizontal_Z_Negative:
case BEND_TYPE.SpiralVertical_X_Positive:
case BEND_TYPE.SpiralVertical_X_Negative:
case BEND_TYPE.SpiralVertical_Z_Positive:
case BEND_TYPE.SpiralVertical_Z_Negative:
{
return TransformPosition(vertex, controller.bendType, controller.bendPivotPointPosition, controller.bendRotationCenterPosition, controller.bendAngle, controller.bendMinimumRadius);
}
case BEND_TYPE.SpiralHorizontalDouble_X:
case BEND_TYPE.SpiralHorizontalDouble_Z:
case BEND_TYPE.SpiralVerticalDouble_X:
case BEND_TYPE.SpiralVerticalDouble_Z:
{
return TransformPosition(vertex, controller.bendType, controller.bendPivotPointPosition, controller.bendRotationCenterPosition, controller.bendRotationCenter2Position, controller.bendAngle, controller.bendMinimumRadius, controller.bendAngle2, controller.bendMinimumRadius2);
}
case BEND_TYPE.SpiralHorizontalRolloff_X:
case BEND_TYPE.SpiralHorizontalRolloff_Z:
case BEND_TYPE.SpiralVerticalRolloff_X:
case BEND_TYPE.SpiralVerticalRolloff_Z:
{
return TransformPosition(vertex, controller.bendType, controller.bendPivotPointPosition, controller.bendRotationCenterPosition, controller.bendAngle, controller.bendMinimumRadius, controller.bendRolloff);
}
default:
return vertex;
}
}
static Vector3 TransformPosition(Vector3 vertex, BEND_TYPE bendType, Vector3 pivotPoint, Vector2 bendSize, Vector2 bendOffset)
{
switch (bendType)
{
case BEND_TYPE.ClassicRunner_X_Positive:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Max(0.0f, newPoint.x - bendOffset.x);
float yOff = Mathf.Max(0.0f, newPoint.x - bendOffset.y);
newPoint = new Vector3(0.0f, bendSize.x * xOff * xOff, -bendSize.y * yOff * yOff) * 0.001f;
return vertex + newPoint;
}
case BEND_TYPE.ClassicRunner_X_Negative:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Min(0.0f, newPoint.x + bendOffset.x);
float yOff = Mathf.Min(0.0f, newPoint.x + bendOffset.y);
newPoint = new Vector3(0.0f, bendSize.x * xOff * xOff, bendSize.y * yOff * yOff) * 0.001f;
return vertex + newPoint;
}
case BEND_TYPE.ClassicRunner_Z_Positive:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Max(0.0f, newPoint.z - bendOffset.x);
float yOff = Mathf.Max(0.0f, newPoint.z - bendOffset.y);
newPoint = new Vector3(bendSize.y * yOff * yOff, bendSize.x * xOff * xOff, 0.0f) * 0.001f;
return vertex + newPoint;
}
case BEND_TYPE.ClassicRunner_Z_Negative:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Min(0.0f, newPoint.z + bendOffset.x);
float yOff = Mathf.Min(0.0f, newPoint.z + bendOffset.y);
newPoint = new Vector3(-bendSize.y * yOff * yOff, bendSize.x * xOff * xOff, 0.0f) * 0.001f;
return vertex + newPoint;
}
default: return vertex;
}
}
static Vector3 TransformPosition(Vector3 vertex, BEND_TYPE bendType, Vector3 pivotPoint, float bendSize, float bendOffset)
{
switch (bendType)
{
case BEND_TYPE.LittlePlanet_X:
{
Vector3 newPoint = vertex - pivotPoint;
float yOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.y) - (bendOffset < 0 ? 0 : bendOffset)) * (newPoint.y < 0.0f ? -1.0f : 1.0f);
float zOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.z) - (bendOffset < 0 ? 0 : bendOffset)) * (newPoint.z < 0.0f ? -1.0f : 1.0f);
newPoint = new Vector3(-(bendSize * yOff * yOff + bendSize * zOff * zOff) * 0.001f, 0.0f, 0.0f);
return vertex + newPoint;
}
case BEND_TYPE.LittlePlanet_Y:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.x) - (bendOffset < 0 ? 0 : bendOffset)) * (newPoint.x < 0.0f ? -1.0f : 1.0f);
float zOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.z) - (bendOffset < 0 ? 0 : bendOffset)) * (newPoint.z < 0.0f ? -1.0f : 1.0f);
newPoint = new Vector3(0.0f, -(bendSize * zOff * zOff + bendSize * xOff * xOff) * 0.001f, 0.0f);
return vertex + newPoint;
}
case BEND_TYPE.LittlePlanet_Z:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.x) - (bendOffset < 0 ? 0 : bendOffset)) * (newPoint.x < 0.0f ? -1.0f : 1.0f);
float yOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.y) - (bendOffset < 0 ? 0 : bendOffset)) * (newPoint.y < 0.0f ? -1.0f : 1.0f);
newPoint = new Vector3(0.0f, 0.0f, -(bendSize * xOff * xOff + bendSize * yOff * yOff) * 0.001f);
return vertex + newPoint;
}
case BEND_TYPE.CylindricalTower_X:
{
Vector3 newPoint = vertex - pivotPoint;
float zOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.x) - bendOffset) * (newPoint.x < 0.0f ? -1.0f : 1.0f);
newPoint = new Vector3(0.0f, 0.0f, bendSize * zOff * zOff * 0.001f);
return vertex + newPoint;
}
case BEND_TYPE.CylindricalTower_Z:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.z) - bendOffset) * (newPoint.z < 0.0f ? -1.0f : 1.0f);
newPoint = new Vector3(bendSize * xOff * xOff * 0.001f, 0.0f, 0.0f);
return vertex + newPoint;
}
case BEND_TYPE.CylindricalRolloff_X:
{
Vector3 newPoint = vertex - pivotPoint;
float yOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.x) - bendOffset) * (newPoint.x < 0.0f ? -1.0f : 1.0f);
newPoint = new Vector3(0.0f, -bendSize * yOff * yOff * 0.001f, 0.0f);
return vertex + newPoint;
}
case BEND_TYPE.CylindricalRolloff_Z:
{
Vector3 newPoint = vertex - pivotPoint;
float xOff = Mathf.Max(0.0f, Mathf.Abs(newPoint.z) - bendOffset) * (newPoint.z < 0.0f ? -1.0f : 1.0f);
newPoint = new Vector3(0.0f, -bendSize * xOff * xOff * 0.001f, 0.0f);
return vertex + newPoint;
}
default: return vertex;
}
}
static Vector3 TransformPosition(Vector3 vertex, BEND_TYPE bendType, Vector3 pivotPoint, Vector3 rotationCenter, float bendAngle, float bendMinimumRadius)
{
switch (bendType)
{
case BEND_TYPE.SpiralHorizontal_X_Positive:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.x > rotationCenter.x)
{
rotationCenter.z = Mathf.Abs(rotationCenter.z) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.z) : rotationCenter.z;
float radius = rotationCenter.z;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absX = Mathf.Abs(rotationCenter.x - positionWS.x) / l;
float smoothAbsX = Smooth(absX);
Spiral_H_Rotate_X_Negative(ref positionWS, rotationCenter, absX, smoothAbsX, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.SpiralHorizontal_X_Negative:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.x < rotationCenter.x)
{
rotationCenter.z = Mathf.Abs(rotationCenter.z) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.z) : rotationCenter.z;
float radius = rotationCenter.z;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absX = Mathf.Abs(rotationCenter.x - positionWS.x) / l;
float smoothAbsX = Smooth(absX);
Spiral_H_Rotate_X_Positive(ref positionWS, rotationCenter, absX, smoothAbsX, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.SpiralHorizontal_Z_Positive:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.z > rotationCenter.z)
{
rotationCenter.x = Mathf.Abs(rotationCenter.x) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.x) : rotationCenter.x;
float radius = rotationCenter.x;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absZ = Mathf.Abs(rotationCenter.z - positionWS.z) / l;
float smoothAbsZ = Smooth(absZ);
Spiral_H_Rotate_Z_Positive(ref positionWS, rotationCenter, absZ, smoothAbsZ, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.SpiralHorizontal_Z_Negative:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.z < rotationCenter.z)
{
rotationCenter.x = Mathf.Abs(rotationCenter.x) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.x) : rotationCenter.x;
float radius = rotationCenter.x;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absZ = Mathf.Abs(rotationCenter.z - positionWS.z) / l;
float smoothAbsZ = Smooth(absZ);
Spiral_H_Rotate_Z_Negative(ref positionWS, rotationCenter, absZ, smoothAbsZ, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.SpiralVertical_X_Positive:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.x > rotationCenter.x)
{
rotationCenter.y = Mathf.Abs(rotationCenter.y) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.y) : rotationCenter.y;
float radius = rotationCenter.y;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absX = Mathf.Abs(rotationCenter.x - positionWS.x) / l;
float smoothAbsX = Smooth(absX);
Spiral_V_Rotate_X_Negative(ref positionWS, rotationCenter, absX, smoothAbsX, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.SpiralVertical_X_Negative:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.x < rotationCenter.x)
{
rotationCenter.y = Mathf.Abs(rotationCenter.y) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.y) : rotationCenter.y;
float radius = rotationCenter.y;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absX = Mathf.Abs(rotationCenter.x - positionWS.x) / l;
float smoothAbsX = Smooth(absX);
Spiral_V_Rotate_X_Positive(ref positionWS, rotationCenter, absX, smoothAbsX, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.SpiralVertical_Z_Positive:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.z > rotationCenter.z)
{
rotationCenter.y = Mathf.Abs(rotationCenter.y) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.y) : rotationCenter.y;
float radius = rotationCenter.y;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absZ = Mathf.Abs(rotationCenter.z - positionWS.z) / l;
float smoothAbsZ = Smooth(absZ);
Spiral_V_Rotate_Z_Positive(ref positionWS, rotationCenter, absZ, smoothAbsZ, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.SpiralVertical_Z_Negative:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
rotationCenter -= pivotPoint;
if (positionWS.z < rotationCenter.z)
{
rotationCenter.y = Mathf.Abs(rotationCenter.y) < bendMinimumRadius ? bendMinimumRadius * Sign(rotationCenter.y) : rotationCenter.y;
float radius = rotationCenter.y;
float angle = bendAngle * Sign(radius);
float l = 6.28318530717f * radius * (angle / 360);
float absZ = Mathf.Abs(rotationCenter.z - positionWS.z) / l;
float smoothAbsZ = Smooth(absZ);
Spiral_V_Rotate_Z_Negative(ref positionWS, rotationCenter, absZ, smoothAbsZ, l, angle);
}
positionWS += pivotPoint;
return positionWS;
}
default: return vertex;
}
}
static Vector3 TransformPosition(Vector3 vertex, BEND_TYPE bendType, Vector3 pivotPoint, Vector3 rotationCenter, Vector3 rotationCenter2, float bendAngle, float bendMinimumRadius, float bendAngle2, float bendMinimumRadius2)
{
switch (bendType)
{
case BEND_TYPE.SpiralHorizontalDouble_X:
{
Vector3 positionWS = vertex;
if (positionWS.x < pivotPoint.x)
{
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_X_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else if (positionWS.x > pivotPoint.x)
{
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_X_Positive, pivotPoint, rotationCenter2, bendAngle2, bendMinimumRadius2);
}
else
return vertex;
}
case BEND_TYPE.SpiralHorizontalDouble_Z:
{
Vector3 positionWS = vertex;
if (positionWS.z > pivotPoint.z)
{
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_Z_Positive, pivotPoint, rotationCenter2, bendAngle2, bendMinimumRadius2);
}
else if (positionWS.z < pivotPoint.z)
{
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_Z_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else
return vertex;
}
case BEND_TYPE.SpiralVerticalDouble_X:
{
Vector3 positionWS = vertex;
if (positionWS.x < pivotPoint.x)
{
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_X_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else if (positionWS.x > pivotPoint.x)
{
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_X_Positive, pivotPoint, rotationCenter2, bendAngle2, bendMinimumRadius2);
}
else
return vertex;
}
case BEND_TYPE.SpiralVerticalDouble_Z:
{
Vector3 positionWS = vertex;
if (positionWS.z > pivotPoint.z)
{
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_Z_Positive, pivotPoint, rotationCenter2, bendAngle2, bendMinimumRadius2);
}
else if (positionWS.z < pivotPoint.z)
{
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_Z_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else
return vertex;
}
default: return vertex;
}
}
static Vector3 TransformPosition(Vector3 vertex, BEND_TYPE bendType, Vector3 pivotPoint, Vector3 rotationCenter, float bendAngle, float bendMinimumRadius, float bendRolloff)
{
switch (bendType)
{
case BEND_TYPE.SpiralHorizontalRolloff_X:
{
if (vertex.x < rotationCenter.x - bendRolloff)
{
rotationCenter.x -= bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_X_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else if (vertex.x > rotationCenter.x + bendRolloff)
{
rotationCenter.x += bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_X_Positive, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else
return vertex;
}
case BEND_TYPE.SpiralHorizontalRolloff_Z:
{
if (vertex.z > rotationCenter.z + bendRolloff)
{
rotationCenter.z += bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_Z_Positive, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else if (vertex.z < rotationCenter.z - bendRolloff)
{
rotationCenter.z -= bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralHorizontal_Z_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else
return vertex;
}
case BEND_TYPE.SpiralVerticalRolloff_X:
{
if (vertex.x < rotationCenter.x - bendRolloff)
{
rotationCenter.x -= bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_X_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else if (vertex.x > rotationCenter.x + bendRolloff)
{
rotationCenter.x += bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_X_Positive, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else
return vertex;
}
case BEND_TYPE.SpiralVerticalRolloff_Z:
{
if (vertex.z > rotationCenter.z + bendRolloff)
{
rotationCenter.z += bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_Z_Positive, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else if (vertex.z < rotationCenter.z - bendRolloff)
{
rotationCenter.z -= bendRolloff;
return TransformPosition(vertex, BEND_TYPE.SpiralVertical_Z_Negative, pivotPoint, rotationCenter, bendAngle, bendMinimumRadius);
}
else
return vertex;
}
default: return vertex;
}
}
static Vector3 TransformPosition(Vector3 vertex, BEND_TYPE bendType, Vector3 pivotPoint, Vector3 rotationAxis, Vector3 bendSize, Vector3 bendOffset)
{
switch (bendType)
{
case BEND_TYPE.TwistedSpiral_X_Positive:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
float d = Mathf.Max(0, positionWS.x - bendOffset.x);
d = SmoothTwistedPositive(d, 100);
float angle = bendSize.x * d;
RotateVertex(ref positionWS, pivotPoint + new Vector3(bendOffset.x, 0, 0), rotationAxis, angle);
float yOff = Mathf.Max(0, positionWS.x - bendOffset.y);
float zOff = Mathf.Max(0, positionWS.x - bendOffset.z);
positionWS += new Vector3(0.0f, bendSize.y * yOff * yOff, -bendSize.z * zOff * zOff) * 0.001f;
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.TwistedSpiral_X_Negative:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
float d = Mathf.Min(0, positionWS.x + bendOffset.x);
d = SmoothTwistedNegative(d, -100);
float angle = bendSize.x * d;
RotateVertex(ref positionWS, pivotPoint - new Vector3(bendOffset.x, 0, 0), rotationAxis, angle);
float yOff = Mathf.Min(0, positionWS.x + bendOffset.y);
float zOff = Mathf.Min(0, positionWS.x + bendOffset.z);
positionWS += new Vector3(0.0f, bendSize.y * yOff * yOff, bendSize.z * zOff * zOff) * 0.001f;
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.TwistedSpiral_Z_Positive:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
float d = Mathf.Max(0, positionWS.z - bendOffset.x);
d = SmoothTwistedPositive(d, 100);
float angle = bendSize.x * d;
RotateVertex(ref positionWS, pivotPoint + new Vector3(0, 0, bendOffset.x), rotationAxis, angle);
float xOff = Mathf.Max(0, positionWS.z - bendOffset.z);
float yOff = Mathf.Max(0, positionWS.z - bendOffset.y);
positionWS += new Vector3(bendSize.z * xOff * xOff, bendSize.y * yOff * yOff, 0.0f) * 0.001f;
positionWS += pivotPoint;
return positionWS;
}
case BEND_TYPE.TwistedSpiral_Z_Negative:
{
Vector3 positionWS = vertex;
positionWS -= pivotPoint;
float d = Mathf.Min(0, positionWS.z + bendOffset.x);
d = SmoothTwistedNegative(d, -100);
float angle = bendSize.x * d;
RotateVertex(ref positionWS, pivotPoint - new Vector3(0, 0, bendOffset.x), rotationAxis, angle);
float xOff = Mathf.Min(0, positionWS.z + bendOffset.z);
float yOff = Mathf.Min(0, positionWS.z + bendOffset.y);
positionWS += new Vector3(-bendSize.z * xOff * xOff, bendSize.y * yOff * yOff, 0.0f) * 0.001f;
positionWS += pivotPoint;
return positionWS;
}
default: return vertex;
}
}
static float Smooth(float x)
{
float t = Mathf.Cos(x * 1.57079632679f);
return 1 - t * t;
}
static float SmoothTwistedPositive(float x, float scale)
{
float d = x / scale;
float s = d * d;
float smooth = Mathf.Lerp(s, d, s) * scale;
return x < scale ? smooth : x;
}
static float SmoothTwistedNegative(float x, float scale)
{
float d = x / scale;
float s = d * d;
float smooth = Mathf.Lerp(s, d, s) * scale;
return x < scale ? x : smooth;
}
static float Sign(float a)
{
return a < 0 ? -1.0f : 1.0f;
}
static float Abs(float a)
{
if (a > 0)
return a;
else if (a < 0)
return -a;
else
return 0;
}
static void RotateVertex(ref Vector3 vertex, Vector3 pivot, Vector3 axis, float angle)
{
//degree to rad / 2
angle *= 0.00872664625f;
float sinA = Mathf.Sin(angle);
float cosA = Mathf.Cos(angle);
Vector3 q = axis * sinA;
//vertex
vertex -= pivot;
vertex += Vector3.Cross(q, Vector3.Cross(q, vertex) + vertex * cosA) * 2;
vertex += pivot;
}
static void Spiral_H_Rotate_X_Positive(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.x = pivot.x;
vertex.y += pivot.y * smoothValue;
}
else
{
vertex.x += l;
vertex.y += pivot.y;
}
RotateVertex(ref vertex, pivot, new Vector3(0, 1, 0), angle * Mathf.Clamp01(absoluteValue));
}
static void Spiral_H_Rotate_X_Negative(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.x = pivot.x;
vertex.y += pivot.y * smoothValue;
}
else
{
vertex.x += -l;
vertex.y += pivot.y;
}
RotateVertex(ref vertex, pivot, new Vector3(0, -1, 0), angle * Mathf.Clamp01(absoluteValue));
}
static void Spiral_H_Rotate_Z_Positive(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.z = pivot.z;
vertex.y += pivot.y * smoothValue;
}
else
{
vertex.z += -l;
vertex.y += pivot.y;
}
RotateVertex(ref vertex, pivot, new Vector3(0, 1, 0), angle * Mathf.Clamp01(absoluteValue));
}
static void Spiral_H_Rotate_Z_Negative(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.z = pivot.z;
vertex.y += pivot.y * smoothValue;
}
else
{
vertex.z += l;
vertex.y += pivot.y;
}
RotateVertex(ref vertex, pivot, new Vector3(0, -1, 0), angle * Mathf.Clamp01(absoluteValue));
}
static void Spiral_V_Rotate_X_Positive(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.x = pivot.x;
vertex.z += pivot.z * smoothValue;
}
else
{
vertex.x += l;
vertex.z += pivot.z;
}
RotateVertex(ref vertex, pivot, new Vector3(0, 0, -1), angle * Mathf.Clamp01(absoluteValue));
}
static void Spiral_V_Rotate_X_Negative(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.x = pivot.x;
vertex.z += pivot.z * smoothValue;
}
else
{
vertex.x += -l;
vertex.z += pivot.z;
}
RotateVertex(ref vertex, pivot, new Vector3(0, 0, 1), angle * Mathf.Clamp01(absoluteValue));
}
static void Spiral_V_Rotate_Z_Positive(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.z = pivot.z;
vertex.x += pivot.x * smoothValue;
}
else
{
vertex.z += -l;
vertex.x += pivot.x;
}
RotateVertex(ref vertex, pivot, new Vector3(-1, 0, 0), angle * Mathf.Clamp01(absoluteValue));
}
static void Spiral_V_Rotate_Z_Negative(ref Vector3 vertex, Vector3 pivot, float absoluteValue, float smoothValue, float l, float angle)
{
if (absoluteValue < 1)
{
vertex.z = pivot.z;
vertex.x += pivot.x * smoothValue;
}
else
{
vertex.z += l;
vertex.x += pivot.x;
}
RotateVertex(ref vertex, pivot, new Vector3(1, 0, 0), angle * Mathf.Clamp01(absoluteValue));
}
}
}