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Misaki
2024-09-16 00:08:10 +09:00
commit 0a4745662a
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using System;
using Unity.Mathematics;
using UnityEngine;
using Random = Unity.Mathematics.Random;
namespace Misaki.ArtTool
{
public class RandomEffector : EffectorBase
{
public float2 minMax = new(-1.0f, 1.0f);
public bool synchronized;
public uint seed = 123456;
public TransformSpace transformSpace;
public bool isEnablePosition;
public float3 positionMinMax;
public bool isEnableRotation;
public float3 rotationMinMax;
public bool isEnableScale;
public bool isAbsoluteScale;
public bool isUniformScale;
public float3 scaleMinMax;
public float uniformScaleMinMax;
public override void Operate(int index, float4x4 nodeWorldMatrix, ReadOnlySpan<PointData> points, ref float4x4 pointWorldMatrix, ref bool isValid)
{
if (!isEnablePosition && !isEnableRotation && !isEnableScale)
{
return;
}
Random random;
if (synchronized)
{
random = Random.CreateFromIndex(seed);
}
else
{
if (index > uint.MaxValue - seed)
{
random = Random.CreateFromIndex(seed - (uint)index);
}
else
{
random = Random.CreateFromIndex(seed + (uint)index);
}
}
MatrixHelper.DecomposeMatrix(pointWorldMatrix, out var position, out var rotation, out var scale);
var weight = CalculateFieldsWeight(pointWorldMatrix.c3.xyz);
if (weight == 0)
{
return;
}
if (isEnablePosition)
{
var newPosition = random.NextFloat3(positionMinMax * minMax.x, positionMinMax * minMax.y);
switch (transformSpace)
{
case TransformSpace.Effector:
newPosition = math.mul(effectorMatrix, new float4(newPosition, 0.0f)).xyz;
break;
case TransformSpace.Object:
newPosition = math.mul(pointWorldMatrix, new float4(newPosition, 0.0f)).xyz;
break;
default:
break;
}
position = math.lerp(position, position + newPosition, weight);
}
if (isEnableRotation)
{
var angle = random.NextFloat3(rotationMinMax * minMax.x, rotationMinMax * minMax.y);
switch (transformSpace)
{
case TransformSpace.Effector:
angle = math.mul(effectorMatrix, new float4(angle, 0.0f)).xyz;
break;
case TransformSpace.Object:
angle = math.mul(pointWorldMatrix, new float4(angle, 0.0f)).xyz;
break;
default:
break;
}
var newRotation = quaternion.Euler(math.radians(angle));
rotation = Quaternion.Lerp(rotation, math.mul(rotation, newRotation), weight);
}
if (isEnableScale)
{
float3 newScale;
if (isUniformScale)
{
var minScale = isAbsoluteScale ? uniformScaleMinMax : 1.0f + (uniformScaleMinMax - 1.0f) * minMax.x;
var maxScale = isAbsoluteScale ? 0.0f : 1.0f + (uniformScaleMinMax - 1.0f) * minMax.y;
newScale = random.NextFloat(minScale, maxScale);
}
else
{
var minScale = isAbsoluteScale ? scaleMinMax : 1.0f + ((scaleMinMax - 1.0f) * minMax.x);
var maxScale = isAbsoluteScale ? 0.0f : 1.0f + ((scaleMinMax - 1.0f) * minMax.y);
newScale = random.NextFloat3(minScale, maxScale);
}
scale = math.lerp(scale, scale + newScale, weight);
}
pointWorldMatrix = float4x4.TRS(position, rotation, scale);
}
}
}