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using System;
using System.Linq;
using UnityEngine;
using UnityEngine.VFX;
//using Direction = UnityEditor.VFX.Direction;
namespace UnityEditor.VFX
{
[VFXInfo(type = typeof(DirectionType))]
class VFXSlotDirection : VFXSlotEncapsulated
{
sealed public override VFXValue DefaultExpression(VFXValue.Mode mode)
{
return new VFXValue<Vector3>(Vector3.forward, mode);
}
sealed protected override bool CanConvertFrom(Type type)
{
return base.CanConvertFrom(type)
|| type == typeof(Vector4)
|| type == typeof(Vector3)
|| type == typeof(Vector);
//Doesn't expose cast from float/uint (scalar) due to the automatic normalization
}
sealed protected override VFXExpression ConvertExpression(VFXExpression expression, VFXSlot sourceSlot)
{
if (sourceSlot != null)
{
if (sourceSlot.GetType() == typeof(VFXSlotDirection))
return expression; //avoid multiple normalization
if (sourceSlot.property.attributes.Is(VFXPropertyAttributes.Type.Normalized))
return expression; //avoid multiple normalization from Normalize attribute (rarely used for output slot)
}
if (expression.valueType == VFXValueType.Float4)
expression = VFXOperatorUtility.CastFloat(expression, VFXValueType.Float3);
return ApplyPatchExpression(expression);
}
protected override VFXExpression ApplyPatchExpression(VFXExpression expression)
{
return VFXOperatorUtility.Normalize(expression);
}
}
}