Files
aibis-dream/Assets/Scripts/FixSystem/Scope/WaveformVisualizer.cs
T
2024-10-10 12:46:34 +08:00

209 lines
6.0 KiB
C#

using UnityEngine;
public enum WaveformType
{
Sine,
Square,
Triangle,
Sawtooth,
Noise,
Composite,
Spike,
Pulse,
}
[RequireComponent(typeof(LineRenderer))]
public class WaveformVisualizer : MonoBehaviour
{
public int samples = 1024;
public float amplitude = 1f;
public float spatialFrequency = 1f;
public float temporalFrequency = 0.1f;
public float targetWaveformNoiseAmplitude = 0f;
public float noiseAmplitude = 0.5f;
[Range(0f, 1f)]
[HideInInspector]
public float clarity = 0f;
public Color noiseColor = Color.gray;
public Color clearColor = Color.green;
private LineRenderer lineRenderer;
private SpriteRenderer spriteRenderer;
private float spriteWidth;
private float spriteHeight;
private float[] waveformData;
private float[] noiseData;
private float[] displayData;
private float[] antiWaveformData;
[HideInInspector]
public WaveformType waveformType = WaveformType.Sine;
public float amplitudeModulationFrequency = 0.5f;
public float amplitudeModulationDepth = 0.5f;
public float phaseShift = 0f; // 相位偏移
private bool isCaptured = false; // 是否已拍照(冻结波形)
void Start()
{
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.positionCount = samples;
lineRenderer.useWorldSpace = false;
spriteRenderer = GetComponentInParent<SpriteRenderer>();
if (spriteRenderer != null)
{
spriteWidth = spriteRenderer.bounds.size.x;
spriteHeight = spriteRenderer.bounds.size.y;
lineRenderer.sortingLayerID = spriteRenderer.sortingLayerID;
lineRenderer.sortingOrder = spriteRenderer.sortingOrder + 1;
}
else
{
Debug.LogError("Could not find SpriteRenderer in parent object.");
}
waveformData = new float[samples];
noiseData = new float[samples];
displayData = new float[samples];
antiWaveformData = new float[samples];
DrawWaveform(); // 初始化波形
}
void Update()
{
if (!isCaptured)
{
GenerateNoiseData();
GenerateWaveformData();
if (phaseShift > 0)
{
GenerateAntiWaveformData();
}
for (int i = 0; i < samples; i++)
{
displayData[i] = Mathf.Lerp(noiseData[i], waveformData[i], clarity);
if (phaseShift > 0)
{
displayData[i] += antiWaveformData[i];
}
}
DrawWaveform();
}
}
void GenerateNoiseData()
{
float adjustedNoiseAmplitude = Mathf.Lerp(noiseAmplitude, targetWaveformNoiseAmplitude, clarity);
for (int i = 0; i < samples; i++)
{
noiseData[i] = Random.Range(-adjustedNoiseAmplitude, adjustedNoiseAmplitude);
}
}
void GenerateWaveformData()
{
for (int i = 0; i < samples; i++)
{
float t = (float)i / samples;
waveformData[i] = GetWaveformValue(t, 0) * clarity;
}
}
float GetWaveformValue(float t, float phaseOffset)
{
float time = Time.time * temporalFrequency;
float amplitudeModulation = 1f + amplitudeModulationDepth * Mathf.Sin(2f * Mathf.PI * amplitudeModulationFrequency * Time.time);
float angle = t * Mathf.PI * 2f * spatialFrequency + time + phaseOffset;
float value = 0f;
switch (waveformType)
{
case WaveformType.Sine:
value = Mathf.Sin(angle);
break;
case WaveformType.Square:
value = Mathf.Sign(Mathf.Sin(angle));
break;
case WaveformType.Triangle:
value = Mathf.PingPong(angle / Mathf.PI, 2f) - 1f;
break;
case WaveformType.Sawtooth:
value = ((angle / (Mathf.PI * 2f)) % 1f) * 2f - 1f;
break;
case WaveformType.Pulse:
value = Mathf.PingPong(angle / Mathf.PI, 2f) > 1f ? 1f : -1f;
break;
case WaveformType.Noise:
value = Mathf.PerlinNoise(angle / (Mathf.PI * 2f), Time.time * temporalFrequency) * 2f - 1f;
break;
case WaveformType.Composite:
value = Mathf.Sin(angle) + Mathf.Sin(angle * 2f) * 0.5f;
break;
case WaveformType.Spike:
value = Random.Range(0f, 1f) > 0.98f ? Random.Range(0.5f, 1f) : 0f;
break;
default:
value = 0f;
break;
}
return value * amplitude * amplitudeModulation;
}
void GenerateAntiWaveformData()
{
for (int i = 0; i < samples; i++)
{
float t = (float)i / samples;
antiWaveformData[i] = GetWaveformValue(t, phaseShift) * clarity;
}
}
void DrawWaveform()
{
for (int i = 0; i < samples; i++)
{
float x = ((float)i / (samples - 1)) * spriteWidth - (spriteWidth / 2f);
float amplitudeScale = Mathf.Lerp(0.2f, 1f, clarity);
float y = displayData[i] * amplitudeScale * (spriteHeight / 2f);
Vector3 position = new Vector3(x, y, 0);
lineRenderer.SetPosition(i, position);
}
Color waveColor = Color.Lerp(noiseColor, clearColor, clarity);
lineRenderer.startColor = waveColor;
lineRenderer.endColor = waveColor;
float startWidth = Mathf.Lerp(0.02f, 0.05f, clarity);
lineRenderer.startWidth = startWidth;
lineRenderer.endWidth = startWidth;
}
// 拍照功能
public void SetCaptured(bool captured)
{
isCaptured = captured;
}
// 应用相位偏移
public void SetPhaseShift(float phaseShiftValue)
{
phaseShift = phaseShiftValue;
}
// 重置波形
public void ResetWaveform()
{
isCaptured = false;
phaseShift = 0f;
}
}