/******************************************************************************/ /* Project - MudBun Publisher - Long Bunny Labs http://LongBunnyLabs.com Author - Ming-Lun "Allen" Chou http://AllenChou.net */ /******************************************************************************/ using System.Collections.Generic; using Unity.Collections; using UnityEngine; #if MUDBUN_BURST using Unity.Burst; using Unity.Mathematics; using AOT; #endif namespace MudBun { #if MUDBUN_BURST [BurstCompile] #endif public class MudNoiseVolume : MudSolid { public enum CoordinateSystemEnum { Cartesian, Spherical, } [SerializeField] private SdfBrush.NoiseTypeEnum m_noiseType = SdfBrush.NoiseTypeEnum.BakedPerlin; [SerializeField] private CoordinateSystemEnum m_coordinateSystem = CoordinateSystemEnum.Cartesian; [SerializeField] private SdfBrush.BoundaryShapeEnum m_boundaryShape = SdfBrush.BoundaryShapeEnum.Box; [SerializeField] private float m_boundaryBlend = 0.0f; [SerializeField] [ConditionalField("m_boundaryShape", SdfBrush.BoundaryShapeEnum.Sphere, SdfBrush.BoundaryShapeEnum.Cylinder, SdfBrush.BoundaryShapeEnum.Torus, SdfBrush.BoundaryShapeEnum.SolidAngle)] private float m_boundaryRadius = 0.4f; [SerializeField] [ConditionalField("m_boundaryShape", SdfBrush.BoundaryShapeEnum.SolidAngle)] private float m_boundaryAngle = 45.0f; [SerializeField] private Vector3 m_offset = Vector3.zero; [SerializeField] private Vector3 m_baseOctaveSize = Vector3.one; [SerializeField] [Range(0.0f, 1.0f)] private float m_threshold = 0.5f; [SerializeField] [Range(0.0f, 1.0f)] private float m_thresholdFade = 0.0f; [SerializeField] [Range(1, 3)] private int m_numOctaves = 2; [SerializeField] private float m_octaveOffsetFactor = 0.5f; [SerializeField] private bool m_lockPosition = false; public SdfBrush.NoiseTypeEnum NoiseType { get => m_noiseType; set { m_noiseType = value; MarkDirty(); } } public CoordinateSystemEnum CoordinateSystem { get => m_coordinateSystem; set { m_coordinateSystem = value; MarkDirty(); } } public SdfBrush.BoundaryShapeEnum BoundaryShape { get => m_boundaryShape; set { m_boundaryShape = value; MarkDirty(); } } public float BoundaryBlend { get => m_boundaryBlend; set { m_boundaryBlend = value; MarkDirty(); } } public float BoundaryRadius { get => m_boundaryRadius; set { m_boundaryRadius = value; MarkDirty(); } } public float BoundaryAngle { get => m_boundaryRadius; set { m_boundaryRadius = value; MarkDirty(); } } public Vector3 Offset { get => m_offset; set { m_offset = value; MarkDirty(); } } public Vector3 BaseOctaveSize { get => m_baseOctaveSize; set { m_baseOctaveSize = value; MarkDirty(); } } public float Threshold { get => m_threshold; set { m_threshold = value; MarkDirty(); } } public float ThresholdFade { get => m_thresholdFade; set { m_thresholdFade = value; MarkDirty(); } } public int NumOctaves { get => m_numOctaves; set { m_numOctaves = value; MarkDirty(); } } public float OctaveOffsetFactor { get => m_octaveOffsetFactor; set { m_octaveOffsetFactor = value; MarkDirty(); } } public bool LockPosition { get => m_lockPosition; set { m_lockPosition = value; MarkDirty(); } } public override Aabb RawBoundsRs { get { Vector3 posRs = PointRs(transform.position); Aabb bounds = BoundaryShapeBounds(m_boundaryShape, m_boundaryRadius); Vector3 r = 0.5f * Mathf.Max(m_baseOctaveSize.x, m_baseOctaveSize.y, m_baseOctaveSize.z) * Vector3.one; bounds.Min += posRs - r; bounds.Max += posRs + r; return bounds; } } public override void SanitizeParameters() { base.SanitizeParameters(); Validate.NonNegative(ref m_boundaryBlend); Validate.NonNegative(ref m_boundaryRadius); Validate.NonNegative(ref m_baseOctaveSize); } public override int FillComputeData(NativeArray aBrush, int iStart, List aBone) { SdfBrush brush = SdfBrush.New(); brush.Type = (int) SdfBrush.TypeEnum.UniformNoise; brush.Radius = m_boundaryRadius; brush.Flags.AssignBit((int) SdfBrush.FlagBit.LockNoisePosition, m_lockPosition); brush.Flags.AssignBit((int) SdfBrush.FlagBit.SphericalNoiseCoordinates, (m_coordinateSystem == CoordinateSystemEnum.Spherical)); brush.Data0 = new Vector4(m_baseOctaveSize.x, m_baseOctaveSize.y, m_baseOctaveSize.z, m_threshold); brush.Data1 = new Vector4(m_offset.x, m_offset.y, m_offset.z, m_numOctaves); brush.Data2 = new Vector4(m_octaveOffsetFactor, m_thresholdFade, (int) m_boundaryShape, m_boundaryBlend); brush.Data3.x = Mathf.Sin(m_boundaryAngle * MathUtil.Deg2Rad); brush.Data3.y = Mathf.Cos(m_boundaryAngle * MathUtil.Deg2Rad); brush.Data3.z = (int) m_noiseType; if (aBone != null) { brush.BoneIndex = aBone.Count; aBone.Add(gameObject.transform); } aBrush[iStart] = brush; return 1; } #if MUDBUN_BURST [BurstCompile] private static float SdfBoundary(in float3 pRel, in SdfBrush b, int shape, ref float fadeDist) { float3 pRelCopy = pRel; float3 h = math.abs(0.5f * b.Size); fadeDist = 0.0f; float res = float.MaxValue; switch ((SdfBrush.BoundaryShapeEnum) shape) { case SdfBrush.BoundaryShapeEnum.Box: { res = Sdf.Box(pRelCopy, h); fadeDist = math.cmax(h); break; } case SdfBrush.BoundaryShapeEnum.Sphere: { res = Sdf.Ellipsoid(pRelCopy, b.Radius * b.Size); fadeDist = b.Radius * math.cmax(b.Size); break; } case SdfBrush.BoundaryShapeEnum.Cylinder: { float2 elongation = math.max(0.0f, new float3(b.Size).xz - 1.0f); pRelCopy.xz -= math.clamp(pRelCopy.xz, -elongation, elongation); res = Sdf.Cylinder(pRelCopy, h.y, b.Radius); fadeDist = math.max(b.Radius, h.y); break; } case SdfBrush.BoundaryShapeEnum.Torus: { float3 hTorus = new float3(h.x + 0.5f * b.Radius, h.y, h.z + 0.5f * b.Radius); res = Sdf.Torus(pRelCopy, hTorus.x - hTorus.z, hTorus.z - b.Radius, b.Radius); fadeDist = math.max(math.max(h.x, h.z), b.Radius); break; } case SdfBrush.BoundaryShapeEnum.SolidAngle: { res = Sdf.SolidAngle(pRelCopy, new float2(b.Data3.x, b.Data3.y), b.Radius); res = math.max(res, Sdf.Box(pRelCopy, b.Radius * b.Size)); fadeDist = b.Radius; break; } } return res; } [BurstCompile] private static void CartesianToSpherical(in float3 p, out float3 ret) { float r = math.length(p); ret = new float3(r, math.atan2(p.z, p.x), math.acos(p.y / r)); } [BurstCompile] private static void SphericalToCartesian(in float3 p, out float3 ret) { float s = math.sin(p.z); ret = p.x * new float3(math.cos(p.y) * s, math.cos(p.z), math.sin(p.y) * s); } [BurstCompile] [MonoPInvokeCallback(typeof(Sdf.SdfBrushEvalFunc))] [RegisterSdfBrushEvalFunc(SdfBrush.TypeEnum.UniformNoise)] public static unsafe float EvaluateSdf(float resDummy, ref float3 p, in float3 pRel, SdfBrush* aBrush, int iBrush) { const float kSphericalNoisePeriod = 4.0f; const float kCartesianNoisePeriod = 8.0f; float3 h = 0.5f * aBrush[iBrush].Size; float thresholdFadeDist = MathUtil.Epsilon; int boundaryShape = (int) aBrush[iBrush].Data2.z; float res = SdfBoundary(pRel, aBrush[iBrush], boundaryShape, ref thresholdFadeDist); float thresholdFadeT = math.sqrt(math.saturate(math.length(pRel) / thresholdFadeDist)); // because noise functions are not real SDFs float distScale = 1.0f; float3 sample0 = 0.0f, sample1 = 0.0f; float3 period0 = 0.0f, period1 = 0.0f; float weight0 = 0.0f, weight1 = 0.0f; int numSamples = 0; bool lockPosition = aBrush[iBrush].Flags.IsBitSet((int) SdfBrush.FlagBit.LockNoisePosition); float3 size = new float4(aBrush[iBrush].Data0).xyz; float3 offset = new float4(aBrush[iBrush].Data1).xyz; if (!aBrush[iBrush].Flags.IsBitSet((int) SdfBrush.FlagBit.SphericalNoiseCoordinates)) { // uniform sample0 = lockPosition ? pRel : p; period0 = kCartesianNoisePeriod; weight0 = 1.0f; numSamples = 1; } else { // radial float3 s0; float3 s1; CartesianToSpherical(pRel.xzy + MathUtil.Epsilon, out s0); CartesianToSpherical(-pRel.xyz + MathUtil.Epsilon, out s1); sample0 = s0 * new float3(1.0f, kSphericalNoisePeriod / MathUtil.TwoPi, 1.0f); sample1 = s1 * new float3(1.0f, kSphericalNoisePeriod / MathUtil.TwoPi, 1.0f); period0 = new float3(kCartesianNoisePeriod, kSphericalNoisePeriod, kCartesianNoisePeriod); period1 = new float3(kCartesianNoisePeriod, kSphericalNoisePeriod, kCartesianNoisePeriod); weight0 = math.min(sample0.z, MathUtil.Pi - sample0.z) / MathUtil.HalfPi; weight1 = 1.0f - weight0; numSamples = 2; if (!lockPosition) { sample0 += new float3(aBrush[iBrush].Position); sample1 += new float3(aBrush[iBrush].Position); } distScale = 0.25f; //clamp(s.x, 1.0f, 1.0f); } float threshold = aBrush[iBrush].Data0.w; float thresholdFade = aBrush[iBrush].Data2.y; threshold += (1.0f - threshold) * thresholdFade * thresholdFadeT; int numOctaves = (int) aBrush[iBrush].Data1.w; float octaveOffsetFactor = aBrush[iBrush].Data2.x; float boundaryBlend = aBrush[iBrush].Data2.w; boundaryBlend = math.max(0.1f * math.cmin(h), boundaryBlend); int noiseType = (int) aBrush[iBrush].Data3.z; float nRes = 0.0f; for (int i = 0; i < numSamples; ++i) { float n = Sdf.Noise(noiseType, (i == 0 ? sample0 : sample1), -h, h, offset, size, threshold, numOctaves, octaveOffsetFactor, (i == 0 ? period0 : period1)); nRes += (i == 0 ? weight0 : weight1) * n * distScale; } return Sdf.IntCubic(res, nRes, boundaryBlend); } #endif public override void DrawSelectionGizmosRs() { base.DrawSelectionGizmosRs(); Vector3 posRs = PointRs(transform.position); Quaternion rotRs = RotationRs(transform.rotation); switch (m_boundaryShape) { case SdfBrush.BoundaryShapeEnum.Box: GizmosUtil.DrawInvisibleBox(posRs, transform.localScale, rotRs); break; case SdfBrush.BoundaryShapeEnum.Sphere: GizmosUtil.DrawInvisibleSphere(posRs, m_boundaryRadius, transform.localScale, rotRs); break; case SdfBrush.BoundaryShapeEnum.Cylinder: GizmosUtil.DrawInvisibleCylinder(posRs, m_boundaryRadius, transform.localScale.y, rotRs); break; case SdfBrush.BoundaryShapeEnum.Torus: GizmosUtil.DrawInvisibleTorus ( PointRs(transform.position), m_boundaryRadius, transform.localScale.x, transform.localScale.z, RotationRs(transform.rotation) ); break; case SdfBrush.BoundaryShapeEnum.SolidAngle: GizmosUtil.DrawInvisibleSphere(posRs, m_boundaryRadius, Vector3.one, Quaternion.identity); break; } } public override void DrawOutlineGizmosRs() { base.DrawOutlineGizmosRs(); Vector3 posRs = PointRs(transform.position); Quaternion rotRs = RotationRs(transform.rotation); switch (m_boundaryShape) { case SdfBrush.BoundaryShapeEnum.Box: GizmosUtil.DrawWireBox(posRs, transform.localScale, rotRs); break; case SdfBrush.BoundaryShapeEnum.Sphere: GizmosUtil.DrawWireSphere(posRs, m_boundaryRadius, transform.localScale, rotRs); break; case SdfBrush.BoundaryShapeEnum.Cylinder: GizmosUtil.DrawWireCylinder(posRs, m_boundaryRadius, 0.0f, transform.localScale.y, rotRs); break; case SdfBrush.BoundaryShapeEnum.Torus: GizmosUtil.DrawWireTorus ( PointRs(transform.position), m_boundaryRadius, transform.localScale.x, transform.localScale.z, RotationRs(transform.rotation) ); break; case SdfBrush.BoundaryShapeEnum.SolidAngle: GizmosUtil.DrawWireSolidAngle(posRs, m_boundaryRadius, m_boundaryAngle * MathUtil.Deg2Rad, rotRs); break; } } } }