Files
com.misaki.art-tools/Runtime/Cloner/Contracts/Effector/EffectorBase.cs
2024-09-16 22:17:03 +09:00

84 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
namespace Misaki.ArtTool
{
public abstract class EffectorBase : MonoBehaviour
{
public float strength = 1.0f;
public List<FieldData> fieldDataList = new();
public EventHandler propertyChanged;
protected float4x4 effectorMatrix;
private void OnEnable()
{
foreach (var item in fieldDataList)
{
if (item == null)
{
return;
}
item.field.propertyChanged += OnPropertyChanged;
}
}
private void OnDisable()
{
foreach (var item in fieldDataList)
{
if (item == null)
{
return;
}
item.field.propertyChanged -= OnPropertyChanged;
}
}
private void OnPropertyChanged(object sender, EventArgs e)
{
propertyChanged?.Invoke(sender, e);
}
public virtual void Initialize()
{
for (var i = 0; i < fieldDataList.Count; i++)
{
fieldDataList[i].field.Initialize();
}
effectorMatrix = transform.localToWorldMatrix;
}
public virtual void Operate(int index, float4x4 nodeWorldMatrix, Span<PointData> points)
{
}
protected float CalculateFieldsWeight(float3 worldPosition)
{
var weight = 1.0f;
var fieldCount = fieldDataList.Count;
for (var i = 0; i < fieldCount; i++)
{
var fieldData = fieldDataList[i];
if (!fieldData.enable || fieldData.opacity <= 0.0f)
{
continue;
}
weight = math.lerp(weight, fieldData.field.Operate(worldPosition), fieldData.opacity);
}
weight *= strength;
return weight;
}
}
}