Rasagar/Library/PackageCache/com.unity.cinemachine/Runtime/Core/NoiseSettings.cs

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2024-08-26 13:07:20 -07:00
using UnityEngine;
using System;
using UnityEngine.Serialization;
namespace Cinemachine
{
/// <summary>
/// This is an asset that defines a noise profile. A noise profile is the
/// shape of the noise signal as a function of time. You can build arbitrarily complex shapes by
/// combining different base perlin noise frequencies at different amplitudes.
///
/// The frequencies and amplitudes should be chosen with care, to ensure an interesting
/// noise quality that is not obviously repetitive.
///
/// As a mathematical side-note, any arbitrary periodic curve can be broken down into a
/// series of fixed-amplitude sine-waves added together. This is called fourier decomposition,
/// and is the basis of much signal processing. It doesn't really have much to do with this
/// asset, but it's super interesting!
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[HelpURL(Documentation.BaseURL + "manual/CinemachineNoiseProfiles.html")]
public sealed class NoiseSettings : SignalSourceAsset
{
/// <summary>Describes the behaviour for a channel of noise</summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct NoiseParams
{
/// <summary>The frequency of noise for this channel. Higher magnitudes vibrate faster</summary>
[Tooltip("The frequency of noise for this channel. Higher magnitudes vibrate faster.")]
public float Frequency;
/// <summary>The amplitude of the noise for this channel. Larger numbers vibrate higher</summary>
[Tooltip("The amplitude of the noise for this channel. Larger numbers vibrate higher.")]
public float Amplitude;
/// <summary>If checked, then the amplitude and frequency will not be randomized</summary>
[Tooltip("If checked, then the amplitude and frequency will not be randomized.")]
public bool Constant;
/// <summary>Get the signal value at a given time, offset by a given amount</summary>
/// <param name="time">The current time</param>
/// <param name="timeOffset">The (unscaled) offset to add to the current time</param>
/// <returns>Value of the signal at desired time</returns>
public float GetValueAt(float time, float timeOffset)
{
float t = (Frequency * time) + timeOffset;
if (Constant)
return Mathf.Cos(t * 2 * Mathf.PI) * Amplitude * 0.5f;
return (Mathf.PerlinNoise(t, 0f) - 0.5f) * Amplitude;
}
}
/// <summary>
/// Contains the behaviour of noise for the noise module for all 3 cardinal axes of the camera
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct TransformNoiseParams
{
/// <summary>Noise definition for X-axis</summary>
[Tooltip("Noise definition for X-axis")]
public NoiseParams X;
/// <summary>Noise definition for Y-axis</summary>
[Tooltip("Noise definition for Y-axis")]
public NoiseParams Y;
/// <summary>Noise definition for Z-axis</summary>
[Tooltip("Noise definition for Z-axis")]
public NoiseParams Z;
/// <summary>Get the signal value at a given time, offset by a given amount</summary>
/// <param name="time">The current time</param>
/// <param name="timeOffsets">The (unscaled) offsets (per-channel) to add to the current time</param>
/// <returns>Value of the signal at desired time</returns>
public Vector3 GetValueAt(float time, Vector3 timeOffsets)
{
return new Vector3(
X.GetValueAt(time, timeOffsets.x),
Y.GetValueAt(time, timeOffsets.y),
Z.GetValueAt(time, timeOffsets.z));
}
}
/// <summary>The array of positional noise channels for this <c>NoiseSettings</c></summary>
[Tooltip("These are the noise channels for the virtual camera's position. Convincing noise setups "
+ "typically mix low, medium and high frequencies together, so start with a size of 3")]
[FormerlySerializedAs("m_Position")]
public TransformNoiseParams[] PositionNoise = Array.Empty<TransformNoiseParams>();
/// <summary>The array of orientation noise channels for this <c>NoiseSettings</c></summary>
[Tooltip("These are the noise channels for the virtual camera's orientation. Convincing noise "
+ "setups typically mix low, medium and high frequencies together, so start with a size of 3")]
[FormerlySerializedAs("m_Orientation")]
public TransformNoiseParams[] OrientationNoise = Array.Empty<TransformNoiseParams>();
/// <summary>Get the noise signal value at a specific time</summary>
/// <param name="noiseParams">The parameters that define the noise function</param>
/// <param name="time">The time at which to sample the noise function</param>
/// <param name="timeOffsets">Start time offset for each channel</param>
/// <returns>The 3-channel noise signal value at the specified time</returns>
public static Vector3 GetCombinedFilterResults(
TransformNoiseParams[] noiseParams, float time, Vector3 timeOffsets)
{
Vector3 pos = Vector3.zero;
if (noiseParams != null)
{
for (int i = 0; i < noiseParams.Length; ++i)
pos += noiseParams[i].GetValueAt(time, timeOffsets);
}
return pos;
}
/// <summary>
/// Returns the total length in seconds of the signal.
/// Returns 0 for signals of indeterminate length.
/// </summary>
public override float SignalDuration { get { return 0; } }
/// <summary>Interface for raw signal provider</summary>
/// <param name="timeSinceSignalStart">Time at which to get signal value</param>
/// <param name="pos">The position impulse signal</param>
/// <param name="rot">The rotation impulse signal</param>
public override void GetSignal(float timeSinceSignalStart, out Vector3 pos, out Quaternion rot)
{
pos = GetCombinedFilterResults(PositionNoise, timeSinceSignalStart, Vector3.zero);
rot = Quaternion.Euler(GetCombinedFilterResults(OrientationNoise, timeSinceSignalStart, Vector3.zero));
}
}
}