protected virtual void Update()
        {
            if (thruster != null)
            {
                if (Application.isPlaying == true)
                {
                    flickerOffset += flickerSpeed * Time.deltaTime;
                }

                if (points == null)
                {
                    points = new float[128];

                    for (var i = points.Length - 1; i >= 0; i--)
                    {
                        points[i] = Random.value;
                    }
                }

                var noise  = Mathf.Repeat(flickerOffset, points.Length);
                var index  = (int)noise;
                var frac   = noise % 1.0f;
                var pointA = points[index];
                var pointB = points[(index + 1) % points.Length];
                var pointC = points[(index + 2) % points.Length];
                var pointD = points[(index + 3) % points.Length];
                var f      = 1.0f - SgtHelper.CubicInterpolate(pointA, pointB, pointC, pointD, frac) * flicker;
                var factor = SgtHelper.DampenFactor(damping, Time.deltaTime);

                throttle = Mathf.Lerp(throttle, thruster.Throttle, factor);

                transform.localScale = baseScale + throttleScale * throttle * f;
            }
        }
Пример #2
0
        private float Sample()
        {
            var noise  = Mathf.Repeat(offset, points.Length);
            var index  = (int)noise;
            var frac   = noise % 1.0f;
            var pointA = points[index];
            var pointB = points[(index + 1) % points.Length];
            var pointC = points[(index + 2) % points.Length];
            var pointD = points[(index + 3) % points.Length];

            return(SgtHelper.CubicInterpolate(pointA, pointB, pointC, pointD, frac));
        }
        public void UpdateMesh()
        {
            if (Detail > 2)
            {
                if (generatedMesh == null)
                {
                    generatedMesh = SgtHelper.CreateTempMesh("Mesh (Generated)");

                    ApplyMesh();
                }

                var total     = Detail + 1;
                var positions = new Vector3[total];
                var coords1   = new Vector2[total];
                var indices   = new int[Detail * 3];
                var angleStep = (Mathf.PI * 2.0f) / Detail;
                var noiseStep = 0.0f;

                if (Noise == true && NoisePoints > 0)
                {
                    SgtHelper.BeginRandomSeed(NoiseSeed);
                    {
                        points.Clear();

                        for (var i = 0; i < NoisePoints; i++)
                        {
                            points.Add(Random.value);
                        }

                        noiseStep = NoisePoints / (float)Detail;
                    }
                    SgtHelper.EndRandomSeed();
                }

                // Write center vertices
                positions[0] = Vector3.zero;
                coords1[0]   = Vector2.zero;

                // Write outer vertices
                for (var point = 0; point < Detail; point++)
                {
                    var angle = angleStep * point;
                    var x     = Mathf.Sin(angle);
                    var y     = Mathf.Cos(angle);
                    var r     = Radius;

                    if (Wave == true)
                    {
                        var waveAngle = (angle + WavePhase * Mathf.Deg2Rad) * WavePoints;

                        r += Mathf.Pow(Mathf.Cos(waveAngle) * 0.5f + 0.5f, WavePower * WavePower) * WaveStrength;
                    }

                    if (Noise == true && NoisePoints > 0)
                    {
                        var noise = Mathf.Repeat(noiseStep * point + NoisePhase, NoisePoints);
                        //var noise = point * noiseStep + NoisePhase;
                        var index  = (int)noise;
                        var frac   = noise % 1.0f;
                        var pointA = points[(index + 0) % NoisePoints];
                        var pointB = points[(index + 1) % NoisePoints];
                        var pointC = points[(index + 2) % NoisePoints];
                        var pointD = points[(index + 3) % NoisePoints];

                        r += SgtHelper.CubicInterpolate(pointA, pointB, pointC, pointD, frac) * NoiseStrength;
                    }

                    // Write outer vertices
                    var v = point + 1;

                    positions[v] = new Vector3(x * r, y * r, 0.0f);
                    coords1[v]   = new Vector2(1.0f, 0.0f);
                }

                for (var tri = 0; tri < Detail; tri++)
                {
                    var i  = tri * 3;
                    var v0 = tri + 1;
                    var v1 = tri + 2;

                    if (v1 >= total)
                    {
                        v1 = 1;
                    }

                    indices[i + 0] = 0;
                    indices[i + 1] = v0;
                    indices[i + 2] = v1;
                }

                generatedMesh.Clear(false);
                generatedMesh.vertices  = positions;
                generatedMesh.uv        = coords1;
                generatedMesh.triangles = indices;
                generatedMesh.RecalculateNormals();
                generatedMesh.RecalculateBounds();
            }
        }