Пример #1
0
        public override Pose Calculate()
        {
            Col.Calculate();
            Prev.Calculate();
            Enabled.Calculate();
            if (!Enabled.value.value_b)
            {
                return(Prev.value);
            }
            YPRScale.Calculate();
            YPROmega.Calculate();
            YPRPhi.Calculate();
            OffsetScale.Calculate();
            OffsetOmega.Calculate();
            OffsetPhi.Calculate();
            Tick.Calculate();
            Duration.Calculate();
            Falloff.Calculate();

            if (controller != null && controller.executor != null)
            {
                Pose pose = Prev.value;

                float t = Tick.value.value_f;
                float d = Mathf.Max(0.001f, Duration.value.value_f);
                float f = Mathf.Max(0.001f, Falloff.value.value_f);
                if (t < d && t >= 0)
                {
                    float scale = Mathf.Pow(1f - t / d, f);
                    pose.yaw   += Mathf.Sin((YPROmega.value.value_v.x * t + YPRPhi.value.value_v.x) * 2.0f * Mathf.PI) * YPRScale.value.value_v.x * scale;
                    pose.pitch += Mathf.Sin((YPROmega.value.value_v.y * t + YPRPhi.value.value_v.y) * 2.0f * Mathf.PI) * YPRScale.value.value_v.y * scale;
                    pose.roll  += Mathf.Sin((YPROmega.value.value_v.z * t + YPRPhi.value.value_v.z) * 2.0f * Mathf.PI) * YPRScale.value.value_v.z * scale;

                    Vector3 right   = pose.rotation * Vector3.right;
                    Vector3 up      = pose.rotation * Vector3.up;
                    Vector3 forward = pose.rotation * Vector3.forward;

                    Vector3 ofs = Vector3.zero;
                    ofs += right * Mathf.Sin((OffsetOmega.value.value_v.x * t + OffsetPhi.value.value_v.x) * 2.0f * Mathf.PI) * OffsetScale.value.value_v.x * scale;
                    ofs += up * Mathf.Sin((OffsetOmega.value.value_v.y * t + OffsetPhi.value.value_v.y) * 2.0f * Mathf.PI) * OffsetScale.value.value_v.y * scale;
                    ofs += forward * Mathf.Sin((OffsetOmega.value.value_v.z * t + OffsetPhi.value.value_v.z) * 2.0f * Mathf.PI) * OffsetScale.value.value_v.z * scale;

                    pose.position += ofs;

                    return(pose);
                }
                else
                {
                    return(pose);
                }
            }

            return(Pose.Default);
        }