Update effector base and push apart effector

This commit is contained in:
Misaki
2024-09-16 22:17:03 +09:00
parent 8374938734
commit 1c39403cbf
12 changed files with 167 additions and 103 deletions

View File

@@ -21,16 +21,18 @@ namespace Misaki.ArtTool
public float3 scale;
public float uniformScale;
public override void Operate(int index, float4x4 nodeWorldMatrix, ReadOnlySpan<PointData> points, ref float4x4 pointWorldMatrix, ref bool isValid)
public override void Operate(int index, float4x4 nodeWorldMatrix, Span<PointData> points)
{
if (!isEnablePosition && !isEnableRotation && !isEnableScale)
{
return;
}
MatrixHelper.DecomposeMatrix(pointWorldMatrix, out var position, out var rotation, out var scale);
var currentPoint = points[index];
var weight = CalculateFieldsWeight(pointWorldMatrix.c3.xyz);
MatrixHelper.DecomposeMatrix(currentPoint.matrix, out var position, out var rotation, out var scale);
var weight = CalculateFieldsWeight(position);
if (weight == 0)
{
return;
@@ -48,7 +50,7 @@ namespace Misaki.ArtTool
newPosition += math.mul(effectorMatrix, new float4(this.position, 0)).xyz;
break;
case TransformSpace.Object:
newPosition += math.mul(pointWorldMatrix, new float4(this.position, 0)).xyz;
newPosition += math.mul(currentPoint.matrix, new float4(this.position, 0)).xyz;
break;
default:
break;
@@ -70,7 +72,7 @@ namespace Misaki.ArtTool
break;
case TransformSpace.Object:
newRotation = math.mul(rotation,
quaternion.EulerXYZ(math.mul(pointWorldMatrix, new float4(math.radians(this.rotation), 0)).xyz));
quaternion.EulerXYZ(math.mul(currentPoint.matrix, new float4(math.radians(this.rotation), 0)).xyz));
break;
default:
break;
@@ -92,7 +94,9 @@ namespace Misaki.ArtTool
scale = math.lerp(scale, newScale, weight);
}
pointWorldMatrix = float4x4.TRS(position, rotation, scale);
currentPoint.matrix = float4x4.TRS(position, rotation, scale);
points[index] = currentPoint;
}
}
}

View File

@@ -7,13 +7,14 @@ namespace Misaki.ArtTool
{
public float radius = 1.0f;
public uint iteration = 10;
public bool isHideMode = false;
// TODO: Average the push direction and distance of each point for more consistence result
public override void Operate(int index, float4x4 nodeWorldMatrix, ReadOnlySpan<PointData> points, ref float4x4 pointWorldMatrix, ref bool isValid)
public override void Operate(int index, float4x4 nodeWorldMatrix, Span<PointData> points)
{
var currentPoint = points[index];
var weight = CalculateFieldsWeight(pointWorldMatrix.c3.xyz);
var weight = CalculateFieldsWeight(currentPoint.matrix.c3.xyz);
if (weight == 0)
{
return;
@@ -23,21 +24,26 @@ namespace Misaki.ArtTool
{
for (var p = 0; p < points.Length; p++)
{
var targetPoint = points[p];
if (ReferenceEquals(currentPoint, targetPoint))
if (index == p)
{
continue;
}
var targetPoint = points[p];
var distance = math.distance(currentPoint.matrix.c3.xyz, targetPoint.matrix.c3.xyz);
if (distance < radius)
{
var direction = math.normalizesafe(currentPoint.matrix.c3.xyz - targetPoint.matrix.c3.xyz);
pointWorldMatrix.c3.xyz += distance * weight * direction;
currentPoint.matrix.c3.xyz += (radius - distance) * weight * direction;
//Debug.Log($"Push at index {index} with distance {radius - distance} and direction {direction}");
}
}
}
points[index] = currentPoint;
}
}
}

View File

@@ -26,13 +26,15 @@ namespace Misaki.ArtTool
public float3 scaleMinMax;
public float uniformScaleMinMax;
public override void Operate(int index, float4x4 nodeWorldMatrix, ReadOnlySpan<PointData> points, ref float4x4 pointWorldMatrix, ref bool isValid)
public override void Operate(int index, float4x4 nodeWorldMatrix, Span<PointData> points)
{
if (!isEnablePosition && !isEnableRotation && !isEnableScale)
{
return;
}
var currentPoint = points[index];
Random random;
if (synchronized)
{
@@ -50,9 +52,9 @@ namespace Misaki.ArtTool
}
}
MatrixHelper.DecomposeMatrix(pointWorldMatrix, out var position, out var rotation, out var scale);
MatrixHelper.DecomposeMatrix(currentPoint.matrix, out var position, out var rotation, out var scale);
var weight = CalculateFieldsWeight(pointWorldMatrix.c3.xyz);
var weight = CalculateFieldsWeight(position);
if (weight == 0)
{
return;
@@ -68,7 +70,7 @@ namespace Misaki.ArtTool
newPosition = math.mul(effectorMatrix, new float4(newPosition, 0.0f)).xyz;
break;
case TransformSpace.Object:
newPosition = math.mul(pointWorldMatrix, new float4(newPosition, 0.0f)).xyz;
newPosition = math.mul(currentPoint.matrix, new float4(newPosition, 0.0f)).xyz;
break;
default:
break;
@@ -86,7 +88,7 @@ namespace Misaki.ArtTool
angle = math.mul(effectorMatrix, new float4(angle, 0.0f)).xyz;
break;
case TransformSpace.Object:
angle = math.mul(pointWorldMatrix, new float4(angle, 0.0f)).xyz;
angle = math.mul(currentPoint.matrix, new float4(angle, 0.0f)).xyz;
break;
default:
break;
@@ -117,7 +119,9 @@ namespace Misaki.ArtTool
scale = math.lerp(scale, scale + newScale, weight);
}
pointWorldMatrix = float4x4.TRS(position, rotation, scale);
currentPoint.matrix = float4x4.TRS(position, rotation, scale);
points[index] = currentPoint;
}
}
}