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using UnityEngine;
namespace UnityEditor.VFX.Operator
{
[VFXHelpURL("Operator-Distance(Sphere)")]
[VFXInfo(name = "Distance (Sphere)", category = "Math/Geometry")]
class DistanceToSphere : VFXOperator
{
public class InputProperties
{
[Tooltip("Sets the sphere used for the distance calculation.")]
public Sphere sphere = Sphere.defaultValue;
[Tooltip("Sets the position used for the distance calculation.")]
public Position position = new Position();
}
public class OutputProperties
{
[Tooltip("Outputs the closest point on the sphere to the supplied position.")]
public Position closestPosition;
[Tooltip("Outputs the signed distance from the sphere. Negative values represent points that are inside the sphere.")]
public float distance;
}
override public string name { get { return "Distance (Sphere)"; } }
public override void Sanitize(int version)
{
if (version < 4)
{
SanitizeHelper.MigrateVector3OutputToSpaceableKeepingLegacyBehavior(this, "Position");
}
base.Sanitize(version);
}
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
{
VFXExpression sphereDelta = (inputExpression[2] - inputExpression[0]);
VFXExpression sphereDeltaLength = VFXOperatorUtility.Length(sphereDelta);
VFXExpression sphereDistance = (sphereDeltaLength - inputExpression[1]);
VFXExpression pointOnSphere = (inputExpression[1] / sphereDeltaLength);
pointOnSphere = (sphereDelta * VFXOperatorUtility.CastFloat(pointOnSphere, inputExpression[0].valueType) + inputExpression[0]);
return new VFXExpression[] { pointOnSphere, sphereDistance };
}
}
}