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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.VFX.Operator
{
[VFXHelpURL("Operator-Remap")]
[VFXInfo(category = "Math/Remap")]
class Remap : VFXOperatorNumericUnified, IVFXOperatorNumericUnifiedConstrained
{
[VFXSetting, SerializeField, Tooltip("When enabled, the input value is clamped between the min and max of the old range.")]
private bool m_Clamp = false;
public class InputProperties
{
[Tooltip("Sets the value to be remapped into the new range.")]
public float input = 0.5f;
[Tooltip("Sets the start of the old input range.")]
public float oldRangeMin = 0.0f;
[Tooltip("Sets the end of the old input range.")]
public float oldRangeMax = 1.0f;
[Tooltip("Sets the start of the new remapped range.")]
public float newRangeMin = 5.0f;
[Tooltip("Sets the end of the new remapped range.")]
public float newRangeMax = 10.0f;
}
protected override sealed string operatorName { get { return "Remap"; } }
public IEnumerable<int> slotIndicesThatMustHaveSameType
{
get
{
return Enumerable.Range(0, 5);
}
}
public IEnumerable<int> slotIndicesThatCanBeScalar
{
get
{
return Enumerable.Range(1, 4);
}
}
protected sealed override ValidTypeRule typeFilter
{
get
{
return ValidTypeRule.allowEverythingExceptInteger;
}
}
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
{
VFXExpression input;
if (m_Clamp)
input = VFXOperatorUtility.Clamp(inputExpression[0], inputExpression[1], inputExpression[2]);
else
input = inputExpression[0];
return new[] { VFXOperatorUtility.Fit(input, inputExpression[1], inputExpression[2], inputExpression[3], inputExpression[4]) };
}
}
}