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66 lines
2.1 KiB
66 lines
2.1 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-Remap")]
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[VFXInfo(category = "Math/Remap")]
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class Remap : VFXOperatorNumericUnified, IVFXOperatorNumericUnifiedConstrained
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{
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[VFXSetting, SerializeField, Tooltip("When enabled, the input value is clamped between the min and max of the old range.")]
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private bool m_Clamp = false;
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public class InputProperties
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{
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[Tooltip("Sets the value to be remapped into the new range.")]
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public float input = 0.5f;
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[Tooltip("Sets the start of the old input range.")]
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public float oldRangeMin = 0.0f;
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[Tooltip("Sets the end of the old input range.")]
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public float oldRangeMax = 1.0f;
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[Tooltip("Sets the start of the new remapped range.")]
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public float newRangeMin = 5.0f;
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[Tooltip("Sets the end of the new remapped range.")]
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public float newRangeMax = 10.0f;
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}
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protected override sealed string operatorName { get { return "Remap"; } }
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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, 5);
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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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return Enumerable.Range(1, 4);
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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.allowEverythingExceptInteger;
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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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VFXExpression input;
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if (m_Clamp)
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input = VFXOperatorUtility.Clamp(inputExpression[0], inputExpression[1], inputExpression[2]);
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else
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input = inputExpression[0];
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return new[] { VFXOperatorUtility.Fit(input, inputExpression[1], inputExpression[2], inputExpression[3], inputExpression[4]) };
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}
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}
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}
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