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⇐ Math Utility
SignalGenerator(<-time <-frequency <-phaseShift <-invert <-signalType) ->sigValue
Computes the value for a given signal waveform and pushes it to the stack.
A function to derive the y-coordinate for a given x-coordinate on a graph line following one of the indicated wave patterns.
Useful to animate an object or to produce a pattern over time. For instance, could be used to vary the strength of an emitter over time, or to “pulse” (oscillate) the brightness of light source or beacon.
Arguments and type in order:
The resulting variable sigValue contains a float value between -1 and 1 which represents the current state of the wave at the provided step (time) given its provided frequency and other factors.
To create a sine wave that should start at its peak and run for 80 frames until it repeats, we should set the frequency to (1.0/80.0), phase shift to 0.25, start the time value at 0 and add 1 to it every frame.
Play the following example in the editor console to spawn a continuous stream of creeper using the sine wave at the bottom of the map.
$time:0 $duration:80.0 $phaseShift:0.25 $invert:0 $signalType:1 SignalGenerator(<-time <-frequency <-phaseShift <-invert <-signalType) ->sigValue <-time 1 add ->time #Let's use the result to spawn some creeper in a range of cells: AddCreeper(<-time <-mapX mod, <-sigValue 20.0 mul 20 add, 1) :Once 1.0 <-duration div ->frequency GetMapSize ->mapZ ->mapX
This is how each wave is produced in the game's source code:
float t = frequency * time + phase; value = (float)Mathf.Sin(2f * Mathf.PI * t);
value = Mathf.Sign(Mathf.Sin(2f * Mathf.PI * t));
value = 1f - 4f * (float)Mathf.Abs(Mathf.Round(t - 0.25f) - (t - 0.25f));
value = 2f * (t - (float)Mathf.Floor(t + 0.5f));
The function will output the same number for a given interval. Interval is 1/frequency. It only changes to a new value on the next interval. Hence a random number per interval, or a random number at a given frequency. Otherwise, just use the rand functions to get a new value on each call.
float interval = 1 / frequency; int slot = (int)(time / interval) ; slot = (slot * 1431655781) + (slot * 1183186591) + (slot * 622729787) + (slot * 338294347); if (slot < 0) slot = -slot; value = (float)GameSpace.instance.RandDoubleInput(randSeed + slot)*2-1;
# On a map with terrain of 200 in X direction and at least 150 in Z direction (3D coordinates) # generate a sine wave of creeper across the map. # On a map with terrain of 200 in X direction and at least 150 in Z direction (3D coordinates) # generate a sine wave of creeper across the map. 180 ->numFrames # at 30 frames a sec, cycle every 6 seconds. 1 <-numFrames asFloat div ->frequency #stepsize 0 ->phaseShift false ->invert 1 ->signalType #sine do (<-numFrames 0) SignalGenerator(I <-frequency <-phaseShift <-invert <-signalType) ->sigValue Round(<-sigValue 2) ->sigValue TraceAllSp (I " : " <-sigValue) SetCreeper(I 75 add(<-sigValue mul(50)) 15 true) loop
The above command generated this sinusoidal creeper pattern on a map
# Oscillate $UID:1 GetUnitMoveCell(<-UID) ->cellZ ->cellX if (<-cellz -1 EQ) SignalGenerator(<-time , <-frequency , <-phaseShift , <-invert , <-signaltype) ->sigValue <-time 1 + ->time <-sigvalue 1 + <-scale * ->sigvalue GetUnitPosition(<-UID) ->pos GetExactTerrain(<-pos.X <-pos.Z false) ->exactTerrainHeight SetUnitPosition(<-UID V3(<-pos.x , <-exactTerrainHeight <-sigvalue + , <-pos.z)) # Buil-in unit # SetObjPosition(2 "" V3(0 <-sigValue 0) false) # for custom unit else 0 ->time endIf :Once # Parameters for SignalGenerator 1.0 180 / ->frequency # we cycle over 180 frames 0.0 ->phaseShift # offset from zero-time false ->invert # Invert the waveform 1 ->signalType # type of signal generated 0.5 ->scale # control the maximum size of movement
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