Aetheria/Assets/Scripts/Gameplay/FieldDriver.cs
Meta Vens 6140a06a0a Swap Unity.Mathematics usings for CultMath
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:39:12 +02:00

305 lines
11 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using CultMath;
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, InspectorHeader("Melee")]
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, InspectorHeader("Tendril")]
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, InspectorHeader("Grab")]
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<FieldHit> _hits = new List<FieldHit>();
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<MeshCollider>();
_field = GetComponent<MeshRenderer>().material;
var clickableCollider = GetComponent<ClickableCollider>();
if(clickableCollider!=null)
{
clickableCollider.OnClick += (_, _, ray, hit) =>
{
AddHit(hit.point, ray.direction, 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 = Vector3.Scale(normalize(transform.InverseTransformPoint(position)), transform.localScale),
Direction = normalize(transform.rotation * direction),
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 = AetheriaMath.Damp(_tendrilBasePos, _grabObject.position, TendrilBaseDamping, Time.deltaTime);
switch (_grabPhase)
{
case GrabPhase.Extend:
_tendrilBendTarget = _grabObjectStartPos;
_grabObject.position += _grabObjectVelocity * Time.deltaTime;
_tendrilTargetPos = lerp(
lerp(_grabObjectStartTendrilBasePos, _grabObjectStartPos, _grabTime),
lerp(_grabObjectStartPos, _grabObject.position, _grabTime),
pow(_grabTime, TendrilExtensionExponent));
_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, transform.position, _grabTime*_grabTime);
_tendrilBendTarget = lerp(_grabObjectStartPos, _grabObjectEndPos, _grabTime*_grabTime);
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 = AetheriaMath.GetQuadraticSplinePosition(_tendrilBasePos, _tendrilBendTarget, _tendrilTargetPos, l);
Gizmos.DrawLine(previous, next);
previous = next;
}
}
}
private void OnDestroy()
{
_hitBuffer.Dispose();
}
}