forked from BilalY/Rasagar
61 lines
1.6 KiB
C#
61 lines
1.6 KiB
C#
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using UnityEngine;
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namespace UnityEditor.TerrainTools
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{
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internal class BrushJitterHandler
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{
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private readonly float m_MinValue;
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private readonly float m_MaxValue;
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private bool m_UseNewRandomValue;
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private float m_RandomValue;
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public float jitter { get; set; }
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public bool smoothJitter { get; set; } = false;
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public float frequency { get; set; } = 1.0f;
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public BrushJitterHandler(float jitter, float minValue, float maxValue, bool smoothJitter = false)
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{
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this.jitter = jitter;
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this.smoothJitter = smoothJitter;
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m_MinValue = minValue;
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m_MaxValue = maxValue;
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}
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public float CalculateValue(float initialValue)
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{
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return Mathf.Lerp(initialValue, initialValue + m_RandomValue, jitter);
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}
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public void RequestRandomization()
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{
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m_UseNewRandomValue = true;
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}
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public void Update()
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{
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if (m_UseNewRandomValue)
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{
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if (smoothJitter)
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{
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m_RandomValue = Mathf.Lerp(m_MinValue, m_MaxValue, Mathf.PerlinNoise(Time.time * frequency, 0.0f));
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}
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else
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{
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m_RandomValue = Random.Range(m_MinValue, m_MaxValue);
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}
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m_UseNewRandomValue = false;
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}
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}
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public void OnGuiLayout(string toolTip)
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{
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GUIContent content = EditorGUIUtility.TrTextContent("Jitter", toolTip);
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jitter = EditorGUILayout.Slider(content, jitter, 0.0f, 1.0f);
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}
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}
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}
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