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/******************************************************************************/
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/*
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Project - MudBun
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Publisher - Long Bunny Labs
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http://LongBunnyLabs.com
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Author - Ming-Lun "Allen" Chou
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http://AllenChou.net
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*/
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/******************************************************************************/
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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#if MUDBUN_BURST
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using Unity.Burst;
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using Unity.Mathematics;
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using AOT;
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#endif
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namespace MudBun
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{
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#if MUDBUN_BURST
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[BurstCompile]
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#endif
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public class MudNoiseModifier: MudModifier
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{
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public enum CoordinateSystemEnum
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{
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Cartesian,
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Spherical,
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}
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[SerializeField] private float m_strength = 0.1f;
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[SerializeField] private SdfBrush.NoiseTypeEnum m_noiseType = SdfBrush.NoiseTypeEnum.BakedPerlin;
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[SerializeField] private CoordinateSystemEnum m_coordinateSystem = CoordinateSystemEnum.Cartesian;
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[SerializeField] private SdfBrush.BoundaryShapeEnum m_boundaryShape = SdfBrush.BoundaryShapeEnum.Box;
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[SerializeField] private float m_boundaryBlend = 0.0f;
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[SerializeField] [ConditionalField("m_boundaryShape", SdfBrush.BoundaryShapeEnum.Sphere, SdfBrush.BoundaryShapeEnum.Cylinder, SdfBrush.BoundaryShapeEnum.Torus, SdfBrush.BoundaryShapeEnum.SolidAngle)]
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private float m_boundaryRadius = 0.4f;
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[SerializeField] [ConditionalField("m_boundaryShape", SdfBrush.BoundaryShapeEnum.SolidAngle)]
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private float m_boundaryAngle = 45.0f;
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[SerializeField] private Vector3 m_offset = Vector3.zero;
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[SerializeField] private Vector3 m_baseOctaveSize = Vector3.one;
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[SerializeField] [Range(0.0f, 1.0f)] private float m_threshold = 0.5f;
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[SerializeField] [Range(0.0f, 1.0f)] private float m_thresholdFade = 0.0f;
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[SerializeField] [Range(1, 3)] private int m_numOctaves = 2;
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[SerializeField] private float m_octaveOffsetFactor = 0.5f;
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[SerializeField] private bool m_lockPosition = false;
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public float Strength { get => m_strength; set { m_strength = value; MarkDirty(); } }
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public SdfBrush.NoiseTypeEnum NoiseType { get => m_noiseType; set { m_noiseType = value; MarkDirty(); } }
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public CoordinateSystemEnum CoordinateSystem { get => m_coordinateSystem; set { m_coordinateSystem = value; MarkDirty(); } }
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public SdfBrush.BoundaryShapeEnum BoundaryShape { get => m_boundaryShape; set { m_boundaryShape = value; MarkDirty(); } }
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public float BoundaryBlend { get => m_boundaryBlend; set { m_boundaryBlend = value; MarkDirty(); } }
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public float BoundaryRadius { get => m_boundaryRadius; set { m_boundaryRadius = value; MarkDirty(); } }
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public float BoundaryAngle { get => m_boundaryAngle; set { m_boundaryAngle = value; MarkDirty(); } }
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public Vector3 Offset { get => m_offset; set { m_offset = value; MarkDirty(); } }
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public Vector3 BaseOctaveSize { get => m_baseOctaveSize; set { m_baseOctaveSize = value; MarkDirty(); } }
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public float Threshold { get => m_threshold; set { m_threshold = value; MarkDirty(); } }
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public float ThresholdFade { get => m_thresholdFade; set { m_thresholdFade = value; MarkDirty(); } }
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public int NumOctaves { get => m_numOctaves; set { m_numOctaves = value; MarkDirty(); } }
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public float OctaveOffsetFactor { get => m_octaveOffsetFactor; set { m_octaveOffsetFactor = value; MarkDirty(); } }
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public bool LockPosition { get => m_lockPosition; set { m_lockPosition = value; MarkDirty(); } }
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public override float MaxModification => m_strength;
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public override Aabb RawBoundsRs
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{
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get
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{
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Vector3 posRs = PointRs(transform.position);
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Aabb bounds = BoundaryShapeBounds(m_boundaryShape, m_boundaryRadius);
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Vector3 r = 0.5f * Mathf.Max(m_baseOctaveSize.x, m_baseOctaveSize.y, m_baseOctaveSize.z) * Vector3.one;
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bounds.Min += posRs - r;
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bounds.Max += posRs + r;
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return bounds;
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}
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}
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public override void SanitizeParameters()
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{
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base.SanitizeParameters();
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Validate.NonNegative(ref m_strength);
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Validate.NonNegative(ref m_boundaryBlend);
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Validate.NonNegative(ref m_boundaryRadius);
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Validate.NonNegative(ref m_baseOctaveSize);
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}
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public override int FillComputeData(NativeArray<SdfBrush> aBrush, int iStart, List<Transform> aBone)
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{
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SdfBrush brush = SdfBrush.New();
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brush.Type = (int) SdfBrush.TypeEnum.UniformNoise;
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brush.Radius = m_boundaryRadius;
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brush.Flags.AssignBit((int) SdfBrush.FlagBit.LockNoisePosition, m_lockPosition);
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brush.Flags.AssignBit((int) SdfBrush.FlagBit.SphericalNoiseCoordinates, (m_coordinateSystem == CoordinateSystemEnum.Spherical));
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brush.Data0 = new Vector4(m_baseOctaveSize.x, m_baseOctaveSize.y, m_baseOctaveSize.z, m_threshold);
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brush.Data1 = new Vector4(m_offset.x, m_offset.y, m_offset.z, m_numOctaves);
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brush.Data2 = new Vector4(m_octaveOffsetFactor, m_thresholdFade, (int) m_boundaryShape, m_boundaryBlend);
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brush.Data3.x = Mathf.Sin(m_boundaryAngle * MathUtil.Deg2Rad);
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brush.Data3.y = Mathf.Cos(m_boundaryAngle * MathUtil.Deg2Rad);
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brush.Data3.z = (int) m_noiseType;
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if (aBone != null)
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{
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brush.BoneIndex = aBone.Count;
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aBone.Add(gameObject.transform);
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}
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aBrush[iStart] = brush;
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return 1;
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}
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#if MUDBUN_BURST
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[BurstCompile]
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[MonoPInvokeCallback(typeof(Sdf.SdfBrushEvalFunc))]
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[RegisterSdfBrushEvalFunc(SdfBrush.TypeEnum.NoiseModifier)]
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public static unsafe float EvaluateSdf(float res, ref float3 p, in float3 pRel, SdfBrush* aBrush, int iBrush)
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{
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float noiseRes = MudNoiseVolume.EvaluateSdf(res, ref p, pRel, aBrush, iBrush);
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res -= noiseRes;
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return res;
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}
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#endif
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public override void DrawSelectionGizmosRs()
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{
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base.DrawSelectionGizmosRs();
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Vector3 posRs = PointRs(transform.position);
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Quaternion rotRs = RotationRs(transform.rotation);
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switch (m_boundaryShape)
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{
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case SdfBrush.BoundaryShapeEnum.Box:
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GizmosUtil.DrawInvisibleBox(posRs, transform.localScale, rotRs);
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break;
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case SdfBrush.BoundaryShapeEnum.Sphere:
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GizmosUtil.DrawInvisibleSphere(posRs, m_boundaryRadius, transform.localScale, rotRs);
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break;
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case SdfBrush.BoundaryShapeEnum.Cylinder:
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GizmosUtil.DrawInvisibleCylinder(posRs, m_boundaryRadius, transform.localScale.y, rotRs);
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break;
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case SdfBrush.BoundaryShapeEnum.Torus:
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GizmosUtil.DrawInvisibleTorus
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(
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PointRs(transform.position),
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m_boundaryRadius,
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transform.localScale.x,
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transform.localScale.z,
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RotationRs(transform.rotation)
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);
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break;
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case SdfBrush.BoundaryShapeEnum.SolidAngle:
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GizmosUtil.DrawInvisibleSphere(posRs, m_boundaryRadius, Vector3.one, Quaternion.identity);
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break;
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}
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}
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public override void DrawOutlineGizmosRs()
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{
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base.DrawOutlineGizmosRs();
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Vector3 posRs = PointRs(transform.position);
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Quaternion rotRs = RotationRs(transform.rotation);
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switch (m_boundaryShape)
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{
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case SdfBrush.BoundaryShapeEnum.Box:
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GizmosUtil.DrawWireBox(posRs, transform.localScale, rotRs);
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break;
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case SdfBrush.BoundaryShapeEnum.Sphere:
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GizmosUtil.DrawWireSphere(posRs, m_boundaryRadius, transform.localScale, rotRs);
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break;
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case SdfBrush.BoundaryShapeEnum.Cylinder:
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GizmosUtil.DrawWireCylinder(posRs, m_boundaryRadius, 0.0f, transform.localScale.y, rotRs);
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break;
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case SdfBrush.BoundaryShapeEnum.Torus:
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GizmosUtil.DrawWireTorus
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(
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PointRs(transform.position),
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m_boundaryRadius,
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transform.localScale.x,
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transform.localScale.z,
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RotationRs(transform.rotation)
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);
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break;
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case SdfBrush.BoundaryShapeEnum.SolidAngle:
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GizmosUtil.DrawWireSolidAngle(posRs, m_boundaryRadius, m_boundaryAngle * MathUtil.Deg2Rad, rotRs);
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break;
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}
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}
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}
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}
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