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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
namespace UnityEditor.VFX.Block
{
class PositionCircleDeprecatedV2 : PositionBase
{
public override void Sanitize(int version)
{
var newPositionShape = ScriptableObject.CreateInstance<PositionShape>();
SanitizeHelper.MigrateBlockPositionToComposed(GetGraph(), GetParent().position, newPositionShape, this, PositionShapeBase.Type.Circle);
ReplaceModel(newPositionShape, this);
}
public override string name { get { return string.Format(base.name, "Arc Circle"); } }
public class InputProperties
{
[Tooltip("Sets the circle used for positioning the particles.")]
public TArcCircle arcCircle = TArcCircle.defaultValue;
}
public class CustomProperties
{
[Range(0, 1), Tooltip("Sets the position on the arc to emit particles from when ‘Custom Emission’ is used.")]
public float arcSequencer = 0.0f;
}
protected override bool needDirectionWrite => true;
public override string source
{
get
{
var outSource = @"
float3 finalDir = float3(sinTheta, cosTheta, 0.0f);
float3 finalPos = float3(sinTheta, cosTheta, 0.0f) * rNorm;
finalPos = mul(transform, float4(finalPos, 1.0f)).xyz;
finalDir = mul(inverseTranspose, float4(finalDir, 0.0f)).xyz;
finalDir = normalize(finalDir);
";
outSource += string.Format(composeDirectionFormatString, "finalDir") + "\n";
outSource += string.Format(composePositionFormatString, "finalPos") + "\n";
return outSource;
}
}
}
}