rj-action-library/Runtime/Procedural/Scatter/Transform/RandomizeTransform.cs

91 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Godot;
using System;
namespace Rokojori
{
[Tool]
[GlobalClass]
public partial class RandomizeTransform:Scatterer
{
[ExportGroup( "All" )]
[Export]
public float noiseScale = 1;
[Export]
public ScattererOwnPositionMode ownPositionMode = ScattererOwnPositionMode.Ignore;
[ExportGroup( "Position" )]
[Export]
public Vector3 positionOffset = Vector3.Zero;
[Export]
public float positionOffsetScale = 1;
[Export]
public float positionNoiseScale = 1;
[Export]
public Vector3 positionNoiseOffset = Vector3.Zero;
[ExportGroup( "Rotation" )]
[Export]
public Vector3 rotationOffset = Vector3.Zero;
[Export]
public float rotationOffsetScale = 1;
[Export]
public float rotationNoiseScale = 1;
[Export]
public Vector3 rotationNoiseOffset = Vector3.Zero;
[ExportGroup( "Scale" )]
[Export]
public float uniformScaleMultiplyMin = 1;
[Export]
public float uniformScaleMultiplyMax = 1;
[Export]
public Vector3 componentScaleMinMultiply = Vector3.One;
[Export]
public Vector3 componentScaleMaxMultiply = Vector3.One;
[Export]
public float scaleNoiseScale = 1;
[Export]
public Vector3 scaleNoiseOffset = Vector3.Zero;
protected override List<ScatterPoint> _Scatter( List<ScatterPoint> points )
{
var output = points;
var ownOffset = ScattererOwnPosition.ComputeOffset( ownPositionMode, this );
points.ForEach(
p =>
{
var point = p.position;
var positionPerlin = ( point + positionNoiseOffset + ownOffset ) * ( noiseScale * positionNoiseScale );
var rotationPerlin = ( point + rotationNoiseOffset + ownOffset ) * ( noiseScale * rotationNoiseScale );
var scalePerlin = ( point + scaleNoiseOffset + ownOffset ) * ( noiseScale * scaleNoiseScale );
var positionRandom = Noise.PerlinPolar3( positionPerlin );
var rotationRandom = Noise.PerlinPolar3( rotationPerlin );
var scaleRandom = Noise.Perlin3( scalePerlin );
var uniformScaleRandom = Noise.Perlin( scalePerlin + new Vector3( 100002, -10002, 1000 ) );
p.position += positionOffset * positionRandom * positionOffsetScale;
p.rotation *= Quaternion.FromEuler( rotationOffset * rotationRandom * rotationOffsetScale );
p.scale *= Math3D.LerpComponents( componentScaleMinMultiply, componentScaleMaxMultiply, scaleRandom );
p.scale *= Mathf.Lerp( uniformScaleMultiplyMin, uniformScaleMultiplyMax, uniformScaleRandom );
}
);
return output;
}
}
}