class TMA_TrapColoringAngleToTrap(common.ulb:TrapColoring) {
public:
float func Result(TrapMode pTrapMode)
float angle = real(@colorFn(atan2(pTrapMode.getTransformedPoint(0)\
-@tz1)*@tz2)^@tz3)
if angle < 0
angle = angle + #pi * 2
endif
return angle / (#pi * 2)
endfunc
default:
title = "Angle to Trap +"
rating = recommended
func colorFn
caption = "Coloring Mode Fn"
default = ident()
hint = "Changes the gradient mapping onto the elements"
endfunc
complex param tz1
caption = "Color Offset"
default = (0,0)
hint = "Changes the gradient mapping onto the elements"
endparam
complex param tz2
caption = "Color Strength"
default = (1,0)
hint = "Changes the gradient mapping onto the elements"
endparam
complex param tz3
caption = "Color Power"
default = (1,0)
hint = "Changes the gradient mapping onto the elements"
endparam
}