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Misaki
2024-09-16 00:08:10 +09:00
commit 0a4745662a
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using Unity.Mathematics;
using UnityEngine;
namespace Misaki.ArtTool
{
[ExecuteInEditMode]
public class LinearField : FieldBase
{
public float length = 1.0f;
private float3 fieldForward;
private float3 fieldPosition;
public override void Initialize()
{
fieldForward = transform.forward;
fieldPosition = transform.position;
}
public override float Operate(float3 position)
{
var plane = new Unity.Mathematics.Geometry.Plane(fieldForward, fieldPosition);
var distance = plane.SignedDistanceToPoint(position) / length;
var weight = math.saturate(distance / 2.0f + 0.5f);
weight = Remapping(weight);
return weight;
}
private void OnDrawGizmos()
{
Gizmos.matrix = transform.localToWorldMatrix;
var end = Vector3.forward * length;
var start = Vector3.forward * -length;
Gizmos.DrawLine(start, end);
var right = Quaternion.LookRotation(Vector3.forward) * Quaternion.Euler(0.0f, 180.0f + 30.0f, 0.0f) * Vector3.forward;
var left = Quaternion.LookRotation(Vector3.forward) * Quaternion.Euler(0.0f, 180.0f - 30.0f, 0.0f) * Vector3.forward;
Gizmos.DrawLine(end, end + right * 0.5f);
Gizmos.DrawLine(end, end + left * 0.5f);
Gizmos.DrawWireCube(end, Vector3.one);
Gizmos.DrawWireCube(start, Vector3.one);
}
}
}