You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 

97 lines
3.6 KiB

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.VFX.Block
{
class PositionConeDeprecated : PositionBase
{
[VFXSetting, Tooltip("Controls whether particles are spawned on the base of the cone, or throughout the entire volume.")]
public HeightMode heightMode;
public override string name { get { return string.Format(base.name, "Cone (deprecated)"); } }
public class InputProperties
{
[Tooltip("Sets the cone used for positioning the particles.")]
public ArcCone ArcCone = ArcCone.defaultValue;
}
public class CustomProperties
{
[Range(0, 1), Tooltip("Sets the position along the height to emit particles from when ‘Custom Emission’ is used.")]
public float HeightSequencer = 0.0f;
[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 void Sanitize(int version)
{
var newPositionConeV2 = ScriptableObject.CreateInstance<PositionConeDeprecatedV2>();
SanitizeHelper.MigrateBlockTShapeFromShape(newPositionConeV2, this);
var newPositionCone = ScriptableObject.CreateInstance<PositionShape>();
SanitizeHelper.MigrateBlockPositionToComposed(GetGraph(), GetParent().position, newPositionCone, newPositionConeV2, PositionShapeBase.Type.Cone);
ReplaceModel(newPositionCone, this);
}
public override string source
{
get
{
string outSource = "";
if (spawnMode == SpawnMode.Random)
outSource += @"float theta = ArcCone_arc * RAND;";
else
outSource += @"float theta = ArcCone_arc * ArcSequencer;";
outSource += @"
float rNorm = sqrt(volumeFactor + (1 - volumeFactor) * RAND);
float2 sincosTheta;
sincos(theta, sincosTheta.x, sincosTheta.y);
float2 pos = (sincosTheta * rNorm);
";
if (heightMode == HeightMode.Base)
{
outSource += @"
float hNorm = 0.0f;
";
}
else if (spawnMode == SpawnMode.Random)
{
float distributionExponent = positionMode == PositionMode.Surface ? 2.0f : 3.0f;
outSource += $@"
float hNorm = 0.0f;
if (abs(ArcCone_radius0 - ArcCone_radius1) > VFX_EPSILON)
{{
// Uniform distribution on cone
float heightFactor = ArcCone_radius0 / max(VFX_EPSILON,ArcCone_radius1);
float heightFactorPow = pow(heightFactor, {distributionExponent});
hNorm = pow(heightFactorPow + (1.0f - heightFactorPow) * RAND, rcp({distributionExponent}));
hNorm = (hNorm - heightFactor) / (1.0f - heightFactor); // remap on [0,1]
}}
else
hNorm = RAND; // Uniform distribution on cylinder
";
}
else
{
outSource += @"
float hNorm = HeightSequencer;
";
}
outSource += VFXBlockUtility.GetComposeString(compositionDirection, "direction.xzy", "normalize(float3(pos * sincosSlope.x, sincosSlope.y))", "blendDirection") + "\n";
outSource += VFXBlockUtility.GetComposeString(compositionPosition, "position.xzy", "lerp(float3(pos * ArcCone_radius0, 0.0f), float3(pos * ArcCone_radius1, ArcCone_height), hNorm) + ArcCone_center.xzy", "blendPosition");
return outSource;
}
}
}
}