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50 lines
1.7 KiB
50 lines
1.7 KiB
using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.VFX.Operator
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{
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[VFXHelpURL("Operator-Step")]
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[VFXInfo(category = "Math/Arithmetic")]
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class Step : VFXOperatorNumericUnified, IVFXOperatorNumericUnifiedConstrained
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{
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protected override sealed string operatorName { get { return "Step"; } }
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public class InputProperties
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{
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[Tooltip("The value to compare")]
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public float Value = 0.0f;
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[Tooltip("The threshold from which the function will return one")]
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public float Threshold = 0.5f;
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}
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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 override sealed ValidTypeRule typeFilter { get { return ValidTypeRule.allowEverythingExceptIntegerAndDirection; } }
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protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
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{
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return new[]
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{
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VFXOperatorUtility.Saturate(VFXOperatorUtility.Ceil(inputExpression[0] - inputExpression[1])),
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// TODO : It would be nice to have inverted step output (1 if below threshold), but we need to be able to define multiple output slots.
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//VFXOperatorUtility.Clamp( new VFXExpressionFloor(inputExpression[0])-inputExpression[1], VFXValue.Constant(0.0f), VFXValue.Constant(1.0f)),
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};
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}
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}
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}
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