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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
using static UnityEditor.VFX.Block.PositionBase;
namespace UnityEditor.VFX.Block
{
sealed class PositionCone : PositionShapeBase
{
public override bool hasBase => true;
public class InputProperties
{
[Tooltip("Sets the cone used for positioning the particles.")]
public TArcCone arcCone = TArcCone.defaultValue;
}
public class CustomProperties
{
[Range(0, 1), Tooltip("Sets the position along the height to emit particles from when ‘Custom Emission’ is used.")]
public float heightSequencer = 0.0f;
[Range(0, 1), Tooltip("Sets the position on the arc to emit particles from when ‘Custom Emission’ is used.")]
public float arcSequencer = 0.0f;
}
public override IEnumerable<VFXNamedExpression> GetParameters(PositionShape positionBase, List<VFXNamedExpression> allSlots)
{
VFXExpression baseRadius = null;
VFXExpression topRadius = null;
VFXExpression height = null;
VFXExpression transform = null;
VFXExpression thickness = null;
foreach (var slot in allSlots)
{
if (slot.name.StartsWith("arcCone")
|| slot.name == nameof(CustomProperties.arcSequencer)
|| slot.name == nameof(CustomProperties.heightSequencer))
yield return slot;
if (slot.name == "arcCone_cone_baseRadius")
baseRadius = slot.exp;
else if (slot.name == "arcCone_cone_topRadius")
topRadius = slot.exp;
else if (slot.name == "arcCone_cone_height")
height = slot.exp;
else if (slot.name == "arcCone_cone_transform")
transform = slot.exp;
else if (slot.name == nameof(PositionShape.ThicknessProperties.Thickness))
thickness = slot.exp;
}
var tanSlope = (topRadius - baseRadius) / height;
var slope = new VFXExpressionATan(tanSlope);
yield return new VFXNamedExpression(CalculateVolumeFactor(positionBase.positionMode, baseRadius, thickness, 2.0f), "volumeFactor");
yield return new VFXNamedExpression(new VFXExpressionCombine(new VFXExpression[] { new VFXExpressionSin(slope), new VFXExpressionCos(slope) }), "sincosSlope");
var invFinalTransform = VFXOperatorUtility.InverseTransposeTRS(transform);
yield return new VFXNamedExpression(invFinalTransform, "arcCone_cone_inverseTranspose");
}
public override string GetSource(PositionShape positionBase)
{
string outSource = "";
if (positionBase.spawnMode == SpawnMode.Random)
outSource += @"float theta = arcCone_arc * RAND;";
else
outSource += @"float theta = arcCone_arc * arcSequencer;";
outSource += @"
float rNorm = sqrt(volumeFactor + (1 - volumeFactor) * RAND);
float2 sincosTheta;
sincos(theta, sincosTheta.x, sincosTheta.y);
float2 pos = (sincosTheta * rNorm);
";
if (positionBase.heightMode == HeightMode.Base)
{
outSource += @"
float hNorm = 0.0f;
";
}
else if (positionBase.spawnMode == SpawnMode.Random)
{
float distributionExponent = positionBase.positionMode == PositionMode.Surface ? 2.0f : 3.0f;
outSource += $@"
float hNorm = 0.0f;
if (abs(arcCone_cone_baseRadius - arcCone_cone_topRadius) > VFX_EPSILON)
{{
// Uniform distribution on cone
float heightFactor = arcCone_cone_baseRadius / max(VFX_EPSILON, arcCone_cone_topRadius);
float heightFactorPow = pow(heightFactor, {distributionExponent});
hNorm = pow(abs(heightFactorPow + (1.0f - heightFactorPow) * RAND), rcp({distributionExponent}));
hNorm = (hNorm - heightFactor) / (1.0f - heightFactor); // remap on [0,1]
}}
else
hNorm = RAND; // Uniform distribution on cylinder
";
}
else
{
outSource += @"
float hNorm = heightSequencer;
";
}
outSource += @"
float3 finalPos = lerp(float3(pos * arcCone_cone_baseRadius, 0.0f), float3(pos * arcCone_cone_topRadius, arcCone_cone_height), hNorm);
float3 currentAxisZ = float3(sincosTheta * sincosSlope.x, sincosSlope.y);
float3 currentAxisY = float3(sincosTheta, -sincosSlope.x);
finalPos = mul(arcCone_cone_transform, float4(finalPos.xzy, 1.0f)).xyz;
currentAxisY = mul(arcCone_cone_inverseTranspose, float4(currentAxisY.xzy, 0.0f)).xyz;
currentAxisZ = mul(arcCone_cone_inverseTranspose, float4(currentAxisZ.xzy, 0.0f)).xyz;
currentAxisY = normalize(currentAxisY);
currentAxisZ = normalize(currentAxisZ);
float3 currentAxisX = cross(currentAxisY, currentAxisZ);
";
if (positionBase.applyOrientation.HasFlag(PositionBase.Orientation.Axes))
{
outSource += VFXBlockUtility.GetComposeString(positionBase.compositionAxes, "axisX", "currentAxisX", "blendAxes") + "\n";
outSource += VFXBlockUtility.GetComposeString(positionBase.compositionAxes, "axisY", "currentAxisY", "blendAxes") + "\n";
outSource += VFXBlockUtility.GetComposeString(positionBase.compositionAxes, "axisZ", "currentAxisZ", "blendAxes") + "\n";
}
if (positionBase.applyOrientation.HasFlag(PositionBase.Orientation.Direction))
{
outSource += string.Format(positionBase.composeDirectionFormatString, "currentAxisZ");
}
outSource += VFXBlockUtility.GetComposeString(positionBase.compositionPosition, "position", "finalPos", "blendPosition") + "\n";
return outSource;
}
}
}