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Misaki
2024-09-16 00:08:10 +09:00
commit 0a4745662a
218 changed files with 13387 additions and 0 deletions

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using Unity.Mathematics;
namespace Misaki.ArtTool
{
public static partial class Distribution
{
public static void GridDistribution(int index, GridDistributionSetting setting, out float4x4 localMatrix, out bool isValid)
{
var random = Random.CreateFromIndex((uint)index);
var localPosition = GetCubePosition(index, setting.count) * setting.spacing;
switch (setting.shape)
{
case GridShape.Cube:
isValid = true;
break;
case GridShape.Sphere:
var isInsideSphere = ShapeHelper.IsInsideSphere(localPosition, 0.0f, setting.count * setting.spacing);
isValid = isInsideSphere;
break;
case GridShape.Cylinder:
var isInsideCylinder = ShapeHelper.IsInsideCylinder(localPosition, 0.0f, setting.count * setting.spacing);
isValid = isInsideCylinder;
break;
default:
isValid = false;
break;
}
if (random.NextFloat() > setting.fill && isValid == true)
{
isValid = false;
}
localMatrix = float4x4.TRS(localPosition, quaternion.identity, new float3(1.0f));
}
private static float3 GetCubePosition(int index, int3 size)
{
float3 localPosition;
var yIndex = index / (size.x * size.z);
var remain = index % (size.x * size.z);
var zIndex = remain / size.x;
var xIndex = remain % size.x;
localPosition = new float3(xIndex, yIndex, zIndex);
localPosition -= (float3)(size - 1) * 0.5f;
return localPosition;
}
}
}

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fileFormatVersion: 2
guid: 776811becd42a27408b353bb0cc8e54e

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using Unity.Mathematics;
namespace Misaki.ArtTool
{
public static partial class Distribution
{
public static void LinearDistribution(int index, LinearDistributionSetting setting, out float4x4 localMatrix, out bool isValid)
{
var pointIndex = (uint)index + setting.indexOffset;
var localPosition = pointIndex * setting.positionSpacing;
var localEulerRotation = pointIndex * setting.rotationSpacing;
var localScale = 1.0f - (pointIndex * (1.0f - setting.scaleSpacing));
localPosition = math.mul(float3x3.EulerXYZ(math.radians(setting.stepRotation * pointIndex)), localPosition);
var localRotation = math.mul(quaternion.EulerXYZ(math.radians(localEulerRotation)), quaternion.EulerXYZ(math.radians(setting.stepRotation * pointIndex)));
localMatrix = float4x4.TRS(localPosition, localRotation, localScale);
isValid = true;
}
}
}

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fileFormatVersion: 2
guid: b6bf561350efd524a9a65100521eb388

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using Unity.Mathematics;
using UnityEngine.Splines;
namespace Misaki.ArtTool
{
public static partial class Distribution
{
public static void SplineDistribution(int index, int pointSize, float splineLength, float4x4 splineWorldMatrix, SplineDistributionSetting setting, out float4x4 localMatrix, out bool isValid)
{
var pointIndex = index + setting.indexOffset;
if (pointIndex > pointSize)
{
localMatrix = float4x4.zero;
isValid = false;
return;
}
var spline = setting.spline;
float t;
if (setting.isSpacingMode)
{
t = (pointIndex * setting.spacing) / splineLength;
}
else
{
t = pointIndex / (float)(pointSize - 1);
}
if (SplineUtility.Evaluate(spline.Spline, t, out var position, out var normal, out var upVector))
{
var localRotation = quaternion.LookRotationSafe(normal, upVector);
localMatrix = math.mul(splineWorldMatrix, float4x4.TRS(position, localRotation, new float3(1.0f)));
isValid = true;
}
else
{
localMatrix = float4x4.zero;
isValid = false;
}
}
}
}

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fileFormatVersion: 2
guid: 843f013f896d37543a4d48166e71b6b6