using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; using CultMath; using CultMath.UnityBridge; using static CultMath.math; public class FieldDriver : MonoBehaviour { public Camera Camera; public float2 Push; public float FrontTwist; public float RearTwist; [Inspectable] public float TestMagnitude; [Inspectable] public float FlowSpeed; [Inspectable] public float FlowSpeedThrottleExponent; [Inspectable] public float WaveThrottleExponent; public int MaxHits; [Inspectable] public ExponentialCurve MagnitudeTimeScaling; [Inspectable] public float MeleeRange; [Inspectable] public float MeleeRangeExponent; [Inspectable] public float MeleeFlatness; [Inspectable] public float MeleeShaping; [Inspectable] public float MeleeDuration; [Inspectable] public float MeleeAngle; [Inspectable] public float MeleeAngleExponent; [Inspectable] public float TendrilBaseRadius = 3; [Inspectable] public float TendrilTipRadius = .1f; [Inspectable] public float TendrilExtensionExponent = .75f; [Inspectable] public float TendrilExtendBaseAnimationExponent = .5f; [Inspectable] public float TendrilBaseDamping = 2; [Inspectable] public float TendrilTipRadiusAnimationExponent = 2f; [Inspectable] public float TendrilFadeExponent = 2; // [Inspectable] // public float GrabScaleAnimationExponent = .5f; [Inspectable] public float GrabExtendTime; [Inspectable] public float GrabEnvelopTime; [Inspectable] public float GrabPullTime; [Inspectable] public RectTransform.Axis RefractionAxis = RectTransform.Axis.Horizontal; private Material _field; private ComputeBuffer _hitBuffer; private List _hits = new List(); private float _waveOffset; private float _meleeTime; private bool _meleeActive; private MeshCollider _collider; private Transform _grabObject; private Vector3 _grabObjectStartPos; private Vector3 _grabObjectStartTendrilBasePos; private Vector3 _grabObjectEndPos; private Vector3 _grabObjectVelocity; private float _grabObjectScale; private float _grabTime; private GrabPhase _grabPhase; private Vector3 _tendrilBasePos; private Vector3 _tendrilBendTarget; private Vector3 _tendrilTargetPos; private float _fadePoint; private enum GrabPhase { Extend, Envelop, Pull } private struct FieldHit { public float3 Position; public float3 Direction; public float Magnitude; public float Time; } void Start() { _collider = GetComponent(); _field = GetComponent().material; var clickableCollider = GetComponent(); if(clickableCollider!=null) { clickableCollider.OnClick += (_, _, ray, hit) => { AddHit(hit.point.ToCultMath(), ray.direction.ToCultMath(), TestMagnitude); }; } _hitBuffer = new ComputeBuffer(MaxHits, 32); } public void AddHit(float3 position, float3 direction, float magnitude) { if (_hits.Count >= MaxHits) return; var hit = new FieldHit { Position = normalize(transform.InverseTransformPoint(position.ToUnity()).ToCultMath()) * transform.localScale.ToCultMath(), Direction = normalize((transform.rotation * direction.ToUnity()).ToCultMath()), Magnitude = magnitude, Time = 0 }; //Debug.Log($"Received hit: Position={hit.Position}, Direction={hit.Direction}"); _hits.Add(hit); } public int HitCount => _hits.Count; public void Melee() { _meleeActive = true; _meleeTime = 0; } public bool CanGrab => _grabObject == null; public void GrabObject(Transform t, Vector3 v) { _grabPhase = GrabPhase.Extend; _grabObject = t; _grabObjectStartPos = t.position; _grabObjectVelocity = v; _grabObjectScale = t.localScale.x; _tendrilBasePos = _grabObjectStartTendrilBasePos = _collider.ClosestPoint(_grabObjectStartPos); _fadePoint = .999f; } void Update() { var pushMag = min(length(Push), 1); _waveOffset = frac(_waveOffset + Time.deltaTime * FlowSpeed * pow(max(pushMag, max(abs(FrontTwist), abs(RearTwist))), FlowSpeedThrottleExponent)); var refractionRotation = Matrix4x4.Rotate(Camera.transform.rotation).inverse; if (RefractionAxis == RectTransform.Axis.Vertical) refractionRotation = Matrix4x4.Rotate(Quaternion.Euler(90, 0, 0)) * refractionRotation; _field.SetFloat("_WaveOffset", _waveOffset * PI * 2); _field.SetFloat("_Push", pushMag); _field.SetVector("_PushDirection", new Vector4(-Push.x, 0, -Push.y)); _field.SetFloat("_TwistFront", FrontTwist); _field.SetFloat("_TwistRear", RearTwist); _field.SetVector("_InverseScale", new Vector4(1/transform.localScale.x,1/transform.localScale.y,1/transform.localScale.z)); _field.SetMatrix("_ReflRotate", refractionRotation); for (int i = 0; i < _hits.Count; i++) { var hit = _hits[i]; hit.Time += Time.deltaTime / MagnitudeTimeScaling.Evaluate(_hits[i].Magnitude); _hits[i] = hit; if (hit.Time > 1) { _hits.RemoveAt(i); i--; } } _hitBuffer.SetData(_hits); _field.SetBuffer("_Hits", _hitBuffer); _field.SetInt("_HitCount", _hits.Count); if (_meleeActive) { _meleeTime += Time.deltaTime / MeleeDuration; if (_meleeTime < 1) { _field.SetVector("_MeleeDirection", Quaternion.AngleAxis(sign(_meleeTime*2-1) * MeleeAngle * pow(abs(_meleeTime * 2 - 1), MeleeAngleExponent), Vector3.up) * -Vector3.forward); _field.SetFloat("_MeleeDisplacement", pow(1 - 2 * abs(_meleeTime - .5f), MeleeRangeExponent) * MeleeRange); _field.SetFloat("_MeleeShape", MeleeShaping); _field.SetFloat("_MeleeFlattening", MeleeFlatness); } else { _meleeActive = false; _field.SetFloat("_MeleeDisplacement", 0); } } if(_grabObject != null) { _grabTime += Time.deltaTime / _grabPhase switch { GrabPhase.Extend => GrabExtendTime, GrabPhase.Envelop => GrabEnvelopTime, GrabPhase.Pull => GrabPullTime, _ => throw new ArgumentOutOfRangeException() }; if (_grabTime > 1) { _grabTime = 0; if (_grabPhase == GrabPhase.Envelop) { _grabObjectEndPos = _grabObject.position; } if (_grabPhase == GrabPhase.Pull) { Destroy(_grabObject.gameObject); _grabObject = null; _field.SetFloat("_TendrilInfluence", 0); } else _grabPhase++; } if (_grabObject != null) { _tendrilBasePos = damp(_tendrilBasePos.ToCultMath(), _grabObject.position.ToCultMath(), TendrilBaseDamping, Time.deltaTime).ToUnity(); switch (_grabPhase) { case GrabPhase.Extend: _tendrilBendTarget = _grabObjectStartPos; _grabObject.position += _grabObjectVelocity * Time.deltaTime; _tendrilTargetPos = lerp( lerp(_grabObjectStartTendrilBasePos.ToCultMath(), _grabObjectStartPos.ToCultMath(), _grabTime), lerp(_grabObjectStartPos.ToCultMath(), _grabObject.position.ToCultMath(), _grabTime), pow(_grabTime, TendrilExtensionExponent)).ToUnity(); _field.SetFloat("_TendrilInfluence", pow(_grabTime, TendrilExtendBaseAnimationExponent)); _field.SetFloat("_TendrilSize", lerp(TendrilBaseRadius/2,TendrilBaseRadius,pow(_grabTime, TendrilExtendBaseAnimationExponent))); _field.SetFloat("_TendrilRadius", _grabObjectScale * pow(_grabTime, TendrilTipRadiusAnimationExponent) * TendrilTipRadius); break; case GrabPhase.Envelop: _tendrilBendTarget = _grabObjectStartPos; _tendrilTargetPos = _grabObject.position += _grabObjectVelocity * Time.deltaTime * (1-_grabTime); _field.SetFloat("_TendrilInfluence", 1); _field.SetFloat("_TendrilSize", TendrilBaseRadius); _field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius); break; case GrabPhase.Pull: _tendrilTargetPos = _grabObject.position = lerp(_grabObjectEndPos.ToCultMath(), transform.position.ToCultMath(), _grabTime*_grabTime).ToUnity(); _tendrilBendTarget = lerp(_grabObjectStartPos.ToCultMath(), _grabObjectEndPos.ToCultMath(), _grabTime*_grabTime).ToUnity(); if (_fadePoint > .99 && transform.InverseTransformPoint(_grabObject.position).sqrMagnitude < 1) _fadePoint = _grabTime; _field.SetFloat("_TendrilInfluence", pow(smoothstep(1, _fadePoint, _grabTime), TendrilFadeExponent)); _field.SetFloat("_TendrilSize", TendrilBaseRadius); _field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius); break; default: throw new ArgumentOutOfRangeException(); } _field.SetVector("_TendrilBase", Vector3.Scale(transform.InverseTransformPoint(_tendrilBasePos).normalized, transform.localScale)); _field.SetVector("_TendrilBend", Vector3.Scale(transform.InverseTransformPoint(_tendrilBendTarget), transform.localScale)); _field.SetVector("_TendrilTarget", Vector3.Scale(transform.InverseTransformPoint(_tendrilTargetPos), transform.localScale)); } } } private float almostIdentity( float x ) { return x*x*(2.0f-x); } private float smooth(float t) { return t * t * (3.0f - 2.0f * t); } private const int GIZMO_STEPS = 16; private void OnDrawGizmosSelected() { if (_grabObject != null) { Vector3 previous = _tendrilBasePos; for (int i = 1; i <= GIZMO_STEPS; i++) { var l = (float)i / GIZMO_STEPS; var next = quadratic_bezier(_tendrilBasePos.ToCultMath(), _tendrilBendTarget.ToCultMath(), _tendrilTargetPos.ToCultMath(), l).ToUnity(); Gizmos.DrawLine(previous, next); previous = next; } } } private void OnDestroy() { _hitBuffer.Dispose(); } }