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208 lines
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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 MudNoiseModifier: MudModifier
{
public enum CoordinateSystemEnum
{
Cartesian,
Spherical,
}
[SerializeField] private float m_strength = 0.1f;
[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 float Strength { get => m_strength; set { m_strength = value; MarkDirty(); } }
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_boundaryAngle; set { m_boundaryAngle = 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 float MaxModification => m_strength;
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_strength);
Validate.NonNegative(ref m_boundaryBlend);
Validate.NonNegative(ref m_boundaryRadius);
Validate.NonNegative(ref m_baseOctaveSize);
}
public override int FillComputeData(NativeArray<SdfBrush> aBrush, int iStart, List<Transform> 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]
[MonoPInvokeCallback(typeof(Sdf.SdfBrushEvalFunc))]
[RegisterSdfBrushEvalFunc(SdfBrush.TypeEnum.NoiseModifier)]
public static unsafe float EvaluateSdf(float res, ref float3 p, in float3 pRel, SdfBrush* aBrush, int iBrush)
{
float noiseRes = MudNoiseVolume.EvaluateSdf(res, ref p, pRel, aBrush, iBrush);
res -= noiseRes;
return res;
}
#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;
}
}
}
}