ObjectRotationRandomization.cs 7.0 KB

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  1. #if UNITY_EDITOR
  2. using UnityEngine;
  3. namespace O3DWB
  4. {
  5. public static class ObjectRotationRandomization
  6. {
  7. #region Public Static Functions
  8. public static void Randomize(GameObject gameObject, ObjectRotationRandomizationSettings randomizationSettings)
  9. {
  10. if(randomizationSettings.RandomizeRotation)
  11. {
  12. Transform objectTransform = gameObject.transform;
  13. if (randomizationSettings.XAxisRandomizationSettings.Randomize) RandomizeRotationForAxis(objectTransform, randomizationSettings.XAxisRandomizationSettings.Axis, randomizationSettings.XAxisRandomizationSettings.RandomizationModeSettings);
  14. if (randomizationSettings.YAxisRandomizationSettings.Randomize) RandomizeRotationForAxis(objectTransform, randomizationSettings.YAxisRandomizationSettings.Axis, randomizationSettings.YAxisRandomizationSettings.RandomizationModeSettings);
  15. if (randomizationSettings.ZAxisRandomizationSettings.Randomize) RandomizeRotationForAxis(objectTransform, randomizationSettings.ZAxisRandomizationSettings.Axis, randomizationSettings.ZAxisRandomizationSettings.RandomizationModeSettings);
  16. if (randomizationSettings.CustomAxisRandomizationSettings.Randomize) RandomizeRotationForAxis(objectTransform, randomizationSettings.CustomAxisRandomizationSettings.Axis, randomizationSettings.CustomAxisRandomizationSettings.RandomizationModeSettings);
  17. }
  18. }
  19. public static Quaternion GenerateRandomRotationQuaternion(ObjectRotationRandomizationSettings randomizationSettings)
  20. {
  21. Quaternion randomRotationQuaternion = Quaternion.identity;
  22. if (randomizationSettings.RandomizeRotation)
  23. {
  24. if (randomizationSettings.XAxisRandomizationSettings.Randomize) randomRotationQuaternion = GenerateRandomRotationQuaternionForAxis(Vector3.right, randomizationSettings.XAxisRandomizationSettings.RandomizationModeSettings) * randomRotationQuaternion;
  25. if (randomizationSettings.YAxisRandomizationSettings.Randomize) randomRotationQuaternion = GenerateRandomRotationQuaternionForAxis(Vector3.up, randomizationSettings.YAxisRandomizationSettings.RandomizationModeSettings) * randomRotationQuaternion;
  26. if (randomizationSettings.ZAxisRandomizationSettings.Randomize) randomRotationQuaternion = GenerateRandomRotationQuaternionForAxis(Vector3.forward, randomizationSettings.ZAxisRandomizationSettings.RandomizationModeSettings) * randomRotationQuaternion;
  27. if (randomizationSettings.CustomAxisRandomizationSettings.Randomize) randomRotationQuaternion = GenerateRandomRotationQuaternionForAxis(randomizationSettings.CustomAxisRandomizationSettings.Axis, randomizationSettings.CustomAxisRandomizationSettings.RandomizationModeSettings) * randomRotationQuaternion;
  28. }
  29. return randomRotationQuaternion;
  30. }
  31. #endregion
  32. #region Private Static Functions
  33. private static void RandomizeRotationForAxis(Transform objectTransform, TransformAxis axis, AxisRotationRandomizationModeSettings rotationRandomizationModeSettings)
  34. {
  35. Vector3 axisVector = TransformAxes.GetVector(axis, TransformSpace.Global, objectTransform);
  36. RandomizeRotationForAxis(objectTransform, axisVector, rotationRandomizationModeSettings);
  37. }
  38. private static void RandomizeRotationForAxis(Transform objectTransform, Vector3 axis, AxisRotationRandomizationModeSettings rotationRandomizationModeSettings)
  39. {
  40. if (rotationRandomizationModeSettings.RandomizationMode == AxisRotationRandomizationMode.RandomRotationStep)
  41. RandomizeRotationForAxis(objectTransform, axis, rotationRandomizationModeSettings.RandomRotationStepAxisRandomizationSettings.StepSizeInDegrees);
  42. else
  43. if (rotationRandomizationModeSettings.RandomizationMode == AxisRotationRandomizationMode.RandomRotationValue)
  44. {
  45. RandomizeTransformRotationForAxis(objectTransform, axis,
  46. rotationRandomizationModeSettings.RandomRotationValueAxisRandomizationSettings.MinRotationInDegrees,
  47. rotationRandomizationModeSettings.RandomRotationValueAxisRandomizationSettings.MaxRotationInDegrees);
  48. }
  49. }
  50. private static Quaternion GenerateRandomRotationQuaternionForAxis(Vector3 axis, AxisRotationRandomizationModeSettings rotationRandomizationModeSettings)
  51. {
  52. if (rotationRandomizationModeSettings.RandomizationMode == AxisRotationRandomizationMode.RandomRotationStep)
  53. return GenerateRandomRotationQuaternionForAxis(axis, rotationRandomizationModeSettings.RandomRotationStepAxisRandomizationSettings.StepSizeInDegrees);
  54. else
  55. if (rotationRandomizationModeSettings.RandomizationMode == AxisRotationRandomizationMode.RandomRotationValue)
  56. {
  57. return GenerateRandomRotationQuaternionForAxis(axis,
  58. rotationRandomizationModeSettings.RandomRotationValueAxisRandomizationSettings.MinRotationInDegrees,
  59. rotationRandomizationModeSettings.RandomRotationValueAxisRandomizationSettings.MaxRotationInDegrees);
  60. }
  61. else return Quaternion.identity;
  62. }
  63. private static void RandomizeRotationForAxis(Transform objectTransform, Vector3 axis, float stepSizeInDegrees)
  64. {
  65. int numberOfStepsInFullRotation = (int)(360.0f / stepSizeInDegrees + 0.5f);
  66. int randomMultiple = UnityEngine.Random.Range(0, numberOfStepsInFullRotation + 1);
  67. float randomRotation = randomMultiple * stepSizeInDegrees;
  68. objectTransform.Rotate(axis, randomRotation, Space.World);
  69. }
  70. private static Quaternion GenerateRandomRotationQuaternionForAxis(Vector3 axis, float stepSizeInDegrees)
  71. {
  72. int numberOfStepsInFullRotation = (int)(360.0f / stepSizeInDegrees + 0.5f);
  73. int randomMultiple = UnityEngine.Random.Range(0, numberOfStepsInFullRotation + 1);
  74. float randomRotation = randomMultiple * stepSizeInDegrees;
  75. return Quaternion.AngleAxis(randomRotation, axis);
  76. }
  77. private static void RandomizeTransformRotationForAxis(Transform objectTransform, Vector3 axis, float minRotationValueInDegrees, float maxRotationValueInDegrees)
  78. {
  79. float randomRotation = UnityEngine.Random.Range(minRotationValueInDegrees, maxRotationValueInDegrees);
  80. objectTransform.Rotate(axis, randomRotation, Space.World);
  81. }
  82. private static Quaternion GenerateRandomRotationQuaternionForAxis(Vector3 axis, float minRotationValueInDegrees, float maxRotationValueInDegrees)
  83. {
  84. float randomRotation = UnityEngine.Random.Range(minRotationValueInDegrees, maxRotationValueInDegrees);
  85. return Quaternion.AngleAxis(randomRotation, axis);
  86. }
  87. #endregion
  88. }
  89. }
  90. #endif