using System; using System.Linq; using System.Collections.Generic; namespace UnityEditor.VFX.Operator { [VFXHelpURL("Operator-TriangleWave")] [VFXInfo(category = "Math/Wave")] class TriangleWave : VFXOperatorNumericUnified, IVFXOperatorNumericUnifiedConstrained { public class InputProperties { public float input = 0.5f; public float frequency = 1.0f; public float min = 0.0f; public float max = 1.0f; } protected override sealed string operatorName { get { return "Triangle Wave"; } } public IEnumerable slotIndicesThatMustHaveSameType { get { return Enumerable.Range(0, 4); } } public IEnumerable slotIndicesThatCanBeScalar { get { return Enumerable.Range(1, 4); } } protected sealed override ValidTypeRule typeFilter { get { return ValidTypeRule.allowEverythingExceptInteger; } } protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { // 2 * abs(round(frac(x*F)) - frac(x*F)) var expression = inputExpression[0] * inputExpression[1]; var dX = VFXOperatorUtility.Frac(expression); var slope = VFXOperatorUtility.Round(dX); var two = VFXOperatorUtility.TwoExpression[expression.valueType]; var res = two * (new VFXExpressionAbs(slope - dX)); return new[] { VFXOperatorUtility.Lerp(inputExpression[2], inputExpression[3], res) }; } } }