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100 lines
3.7 KiB
100 lines
3.7 KiB
using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.VFX.Block
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{
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class PositionConeDeprecatedV2 : PositionBase
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{
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public override void Sanitize(int version)
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{
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var newPositionShape = ScriptableObject.CreateInstance<PositionShape>();
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SanitizeHelper.MigrateBlockPositionToComposed(GetGraph(), GetParent().position, newPositionShape, this, PositionShapeBase.Type.Cone);
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ReplaceModel(newPositionShape, this);
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}
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[VFXSetting, Tooltip("Controls whether particles are spawned on the base of the cone, or throughout the entire volume.")]
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public HeightMode heightMode = HeightMode.Volume;
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public override string name { get { return string.Format(base.name, "Arc Cone"); } }
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public class InputProperties
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{
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[Tooltip("Sets the cone used for positioning the particles.")]
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public TArcCone arcCone = TArcCone.defaultValue;
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}
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public class CustomProperties
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{
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[Range(0, 1), Tooltip("Sets the position along the height to emit particles from when ‘Custom Emission’ is used.")]
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public float heightSequencer = 0.0f;
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[Range(0, 1), Tooltip("Sets the position on the arc to emit particles from when ‘Custom Emission’ is used.")]
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public float arcSequencer = 0.0f;
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}
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protected override bool needDirectionWrite => true;
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public override string source
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{
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get
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{
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string outSource = "";
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if (spawnMode == SpawnMode.Random)
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outSource += @"float theta = arcCone_arc * RAND;";
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else
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outSource += @"float theta = arcCone_arc * arcSequencer;";
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outSource += @"
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float rNorm = sqrt(volumeFactor + (1 - volumeFactor) * RAND);
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float2 sincosTheta;
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sincos(theta, sincosTheta.x, sincosTheta.y);
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float2 pos = (sincosTheta * rNorm);
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";
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if (heightMode == HeightMode.Base)
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{
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outSource += @"
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float hNorm = 0.0f;
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";
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}
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else if (spawnMode == SpawnMode.Random)
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{
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float distributionExponent = positionMode == PositionMode.Surface ? 2.0f : 3.0f;
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outSource += $@"
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float hNorm = 0.0f;
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if (abs(arcCone_cone_baseRadius - arcCone_cone_topRadius) > VFX_EPSILON)
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{{
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// Uniform distribution on cone
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float heightFactor = arcCone_cone_baseRadius / max(VFX_EPSILON, arcCone_cone_topRadius);
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float heightFactorPow = pow(heightFactor, {distributionExponent});
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hNorm = pow(abs(heightFactorPow + (1.0f - heightFactorPow) * RAND), rcp({distributionExponent}));
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hNorm = (hNorm - heightFactor) / (1.0f - heightFactor); // remap on [0,1]
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}}
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else
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hNorm = RAND; // Uniform distribution on cylinder
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";
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}
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else
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{
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outSource += @"
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float hNorm = heightSequencer;
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";
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}
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outSource += @"
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float3 finalPos = lerp(float3(pos * arcCone_cone_baseRadius, 0.0f), float3(pos * arcCone_cone_topRadius, arcCone_cone_height), hNorm);
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float3 finalDir = normalize(float3(pos * sincosSlope.x, sincosSlope.y));
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finalPos = mul(arcCone_cone_transform, float4(finalPos.xzy, 1.0f)).xyz;
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finalDir = mul(arcCone_cone_inverseTranspose, float4(finalDir.xzy, 0.0f)).xyz;
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finalDir = normalize(finalDir);
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";
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outSource += VFXBlockUtility.GetComposeString(compositionDirection, "direction", "finalDir", "blendDirection") + "\n";
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outSource += VFXBlockUtility.GetComposeString(compositionPosition, "position", "finalPos", "blendPosition") + "\n";
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return outSource;
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}
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}
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}
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}
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