You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

104 lines
2.8 KiB
C#

/******************************************************************************/
/*
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 MudFishEye : MudDistortion
{
[SerializeField] private float m_radius = 0.5f;
public float Radius { get => m_radius; set { m_radius = value; MarkDirty(); } }
[Range(0.0f, 10.0f)] [SerializeField] private float m_strength = 1.0f;
public float Amount { get => m_strength; set { m_strength = value; MarkDirty(); } }
public override float MaxDistortion => m_radius;
public override Aabb RawBoundsRs
{
get
{
Vector3 posRs = PointRs(transform.position);
Vector3 r = m_radius * Vector3.one;
Aabb bounds = new Aabb(-r, r);
bounds.Min += posRs;
bounds.Max += posRs;
return bounds;
}
}
public override void SanitizeParameters()
{
base.SanitizeParameters();
Validate.Positive(ref m_radius);
}
public override int FillComputeData(NativeArray<SdfBrush> aBrush, int iStart, List<Transform> aBone)
{
SdfBrush brush = SdfBrush.New();
brush.Type = (int) SdfBrush.TypeEnum.FishEye;
brush.Blend = m_radius;
brush.Radius = m_radius;
brush.Data0.x = m_strength;
aBrush[iStart] = brush;
return 1;
}
#if MUDBUN_BURST
[BurstCompile]
[MonoPInvokeCallback(typeof(Sdf.SdfBrushEvalFunc))]
[RegisterSdfBrushEvalFunc(SdfBrush.TypeEnum.FishEye)]
public static unsafe float EvaluateSdf(float res, ref float3 p, in float3 pRel, SdfBrush* aBrush, int iBrush)
{
float r = math.length(pRel);
if (r > aBrush[iBrush].Radius)
return res;
float t = r / aBrush[iBrush].Radius;
float strength = aBrush[iBrush].Data0.x;
float fade = 1.0f - math.pow(math.abs(t), strength);
p -= new float3((aBrush[iBrush].Radius * fade) * (aBrush[iBrush].Rotation * VectorUtil.NormalizeSafe(pRel, Vector3.up)));
return res;
}
#endif
public override void DrawSelectionGizmosRs()
{
base.DrawSelectionGizmosRs();
GizmosUtil.DrawInvisibleSphere(PointRs(transform.position), m_radius, Vector3.one, RotationRs(transform.rotation));
}
public override void DrawOutlineGizmosRs()
{
base.DrawOutlineGizmosRs();
GizmosUtil.DrawWireSphere(PointRs(transform.position), m_radius, Vector3.one, RotationRs(transform.rotation));
}
}
}