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104 lines
2.8 KiB
C#
104 lines
2.8 KiB
C#
/******************************************************************************/
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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 MudFishEye : MudDistortion
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{
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[SerializeField] private float m_radius = 0.5f;
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public float Radius { get => m_radius; set { m_radius = value; MarkDirty(); } }
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[Range(0.0f, 10.0f)] [SerializeField] private float m_strength = 1.0f;
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public float Amount { get => m_strength; set { m_strength = value; MarkDirty(); } }
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public override float MaxDistortion => m_radius;
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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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Vector3 r = m_radius * Vector3.one;
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Aabb bounds = new Aabb(-r, r);
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bounds.Min += posRs;
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bounds.Max += posRs;
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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.Positive(ref m_radius);
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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.FishEye;
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brush.Blend = m_radius;
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brush.Radius = m_radius;
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brush.Data0.x = m_strength;
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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.FishEye)]
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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 r = math.length(pRel);
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if (r > aBrush[iBrush].Radius)
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return res;
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float t = r / aBrush[iBrush].Radius;
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float strength = aBrush[iBrush].Data0.x;
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float fade = 1.0f - math.pow(math.abs(t), strength);
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p -= new float3((aBrush[iBrush].Radius * fade) * (aBrush[iBrush].Rotation * VectorUtil.NormalizeSafe(pRel, Vector3.up)));
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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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GizmosUtil.DrawInvisibleSphere(PointRs(transform.position), m_radius, Vector3.one, RotationRs(transform.rotation));
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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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GizmosUtil.DrawWireSphere(PointRs(transform.position), m_radius, Vector3.one, RotationRs(transform.rotation));
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}
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}
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}
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