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using System.Linq;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.VFX.Block
{
class PositionSphereDeprecated : PositionBase
{
public override string name { get { return string.Format(base.name, "Sphere (deprecated)"); } }
public class InputProperties
{
[Tooltip("Sets the sphere used for positioning the particles.")]
public ArcSphere ArcSphere = ArcSphere.defaultValue;
}
public class CustomProperties
{
[Range(0, 1), Tooltip("When using customized emission, control the position around the arc to emit particles from.")]
public float ArcSequencer = 0.0f;
}
protected override bool needDirectionWrite => true;
public override void Sanitize(int version)
{
var newPositionSphereV2 = ScriptableObject.CreateInstance<PositionSphereDeprecatedV2>();
SanitizeHelper.MigrateBlockTShapeFromShape(newPositionSphereV2, this);
var newPositionSphere = ScriptableObject.CreateInstance<PositionShape>();
SanitizeHelper.MigrateBlockPositionToComposed(GetGraph(), GetParent().position, newPositionSphere, newPositionSphereV2, PositionShapeBase.Type.Sphere);
ReplaceModel(newPositionSphere, this);
}
public override string source
{
get
{
string outSource = @"float cosPhi = 2.0f * RAND - 1.0f;";
if (spawnMode == SpawnMode.Random)
outSource += @"float theta = ArcSphere_arc * RAND;";
else
outSource += @"float theta = ArcSphere_arc * ArcSequencer;";
outSource += @"
float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);
float2 sincosTheta;
sincos(theta, sincosTheta.x, sincosTheta.y);
sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);
float3 sphereNormal = float3(sincosTheta, cosPhi);
";
outSource += string.Format(composeDirectionFormatString, "sphereNormal");
outSource += string.Format(composePositionFormatString, "sphereNormal * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center");
return outSource;
}
}
}
}