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51 lines
1.4 KiB
51 lines
1.4 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UnityEditor.VFX.Operator
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{
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[VFXHelpURL("Operator-Discretize")]
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[VFXInfo(category = "Math/Clamp")]
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class Discretize : VFXOperatorNumericUnified, IVFXOperatorNumericUnifiedConstrained
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{
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public class InputProperties
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{
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[Tooltip("The value to be discretized.")]
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public float a = 0.0f;
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[Min(0.000001f), Tooltip("The granularity.")]
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public float b = 1.0f;
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}
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protected override sealed string operatorName { get { return "Discretize"; } }
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public IEnumerable<int> slotIndicesThatMustHaveSameType
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{
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get
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{
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return Enumerable.Range(0, 2);
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}
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}
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public IEnumerable<int> slotIndicesThatCanBeScalar
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{
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get
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{
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yield return 1;
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}
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}
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protected sealed override ValidTypeRule typeFilter
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{
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get
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{
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return ValidTypeRule.allowEverythingExceptIntegerAndDirection;
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}
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}
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protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
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{
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return new[] { VFXOperatorUtility.Discretize(inputExpression[0], inputExpression[1]) };
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}
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}
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}
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