static public VFXExpression Sequential3D(VFXExpression origin, VFXExpression axisX, VFXExpression axisY, VFXExpression axisZ, VFXExpression index, VFXExpression countX, VFXExpression countY, VFXExpression countZ, SequentialAddressingMode mode) { index = ApplyAddressingMode(index, countX * countY * countZ, mode); var z = new VFXExpressionCastUintToFloat(VFXOperatorUtility.Modulo(index, countZ)); var y = new VFXExpressionCastUintToFloat(VFXOperatorUtility.Modulo(index / countZ, countY)); var x = new VFXExpressionCastUintToFloat(index / (countY * countZ)); VFXExpression volumeSize = new VFXExpressionCombine(new VFXExpressionCastUintToFloat(countX), new VFXExpressionCastUintToFloat(countY), new VFXExpressionCastUintToFloat(countZ)); volumeSize = volumeSize - VFXOperatorUtility.OneExpression[VFXValueType.Float3]; var scaleAxisZero = Saturate(volumeSize); //Handle special case for one count => lead to be centered on origin (instead of -axis) volumeSize = new VFXExpressionMax(volumeSize, VFXOperatorUtility.OneExpression[VFXValueType.Float3]); var dt = new VFXExpressionCombine(x, y, z) / volumeSize; dt = dt * VFXOperatorUtility.TwoExpression[VFXValueType.Float3] - VFXOperatorUtility.OneExpression[VFXValueType.Float3]; var r = origin; r += dt.xxx * scaleAxisZero.xxx * axisX; r += dt.yyy * scaleAxisZero.yyy * axisY; r += dt.zzz * scaleAxisZero.zzz * axisZ; return(r); }
static public VFXExpression SequentialCircle(VFXExpression center, VFXExpression radius, VFXExpression normal, VFXExpression up, VFXExpression index, VFXExpression count, SequentialAddressingMode mode) { VFXExpression dt = ApplyAddressingMode(index, count, mode); dt = new VFXExpressionCastUintToFloat(dt); dt = dt / new VFXExpressionCastUintToFloat(count); var cos = new VFXExpressionCos(dt * VFXOperatorUtility.TauExpression[VFXValueType.Float]) as VFXExpression; var sin = new VFXExpressionSin(dt * VFXOperatorUtility.TauExpression[VFXValueType.Float]) as VFXExpression; var left = VFXOperatorUtility.Normalize(VFXOperatorUtility.Cross(normal, up)); radius = new VFXExpressionCombine(radius, radius, radius); sin = new VFXExpressionCombine(sin, sin, sin); cos = new VFXExpressionCombine(cos, cos, cos); return(center + (cos * up + sin * left) * radius); }
static public VFXExpression SequentialLine(VFXExpression start, VFXExpression end, VFXExpression index, VFXExpression count, SequentialAddressingMode mode) { VFXExpression dt = ApplyAddressingMode(index, count, mode); dt = new VFXExpressionCastUintToFloat(dt); var size = new VFXExpressionCastUintToFloat(count) - VFXOperatorUtility.OneExpression[VFXValueType.Float]; size = new VFXExpressionMax(size, VFXOperatorUtility.OneExpression[VFXValueType.Float]); dt = dt / size; dt = new VFXExpressionCombine(dt, dt, dt); return(VFXOperatorUtility.Lerp(start, end, dt)); }
static private VFXExpression ApplyAddressingMode(VFXExpression index, VFXExpression count, SequentialAddressingMode mode) { VFXExpression r = null; if (mode == SequentialAddressingMode.Wrap) { r = VFXOperatorUtility.Modulo(index, count); } else if (mode == SequentialAddressingMode.Clamp) { r = VFXOperatorUtility.Clamp(index, ZeroExpression[VFXValueType.Uint32], count, false); } else if (mode == SequentialAddressingMode.Mirror) { var direction = VFXOperatorUtility.Modulo(index / count, VFXOperatorUtility.TwoExpression[VFXValueType.Uint32]); var modulo = VFXOperatorUtility.Modulo(index, count); r = VFXOperatorUtility.Lerp(modulo, count - modulo, direction); } return(r); }
static public VFXExpression SequentialCircle(VFXExpression center, VFXExpression radius, VFXExpression normal, VFXExpression up, VFXExpression index, VFXExpression count, SequentialAddressingMode mode) { VFXExpression countForAddressing = count; if (mode == SequentialAddressingMode.Clamp || mode == SequentialAddressingMode.Mirror) { //Explicitly close the circle loop, if `index` equals to `count`, adds an extra step. countForAddressing = count + OneExpression[VFXValueType.Uint32]; } VFXExpression dt = ApplyAddressingMode(index, countForAddressing, mode); dt = new VFXExpressionCastUintToFloat(dt); dt = dt / new VFXExpressionCastUintToFloat(count); var cos = new VFXExpressionCos(dt * VFXOperatorUtility.TauExpression[VFXValueType.Float]) as VFXExpression; var sin = new VFXExpressionSin(dt * VFXOperatorUtility.TauExpression[VFXValueType.Float]) as VFXExpression; var left = VFXOperatorUtility.Normalize(VFXOperatorUtility.Cross(normal, up)); radius = new VFXExpressionCombine(radius, radius, radius); sin = new VFXExpressionCombine(sin, sin, sin); cos = new VFXExpressionCombine(cos, cos, cos); return(center + (cos * up + sin * left) * radius); }
static public VFXExpression ApplyAddressingMode(VFXExpression index, VFXExpression count, SequentialAddressingMode mode) { VFXExpression r = null; if (mode == SequentialAddressingMode.Wrap) { r = Modulo(index, count); } else if (mode == SequentialAddressingMode.Clamp) { var countMinusOne = count - OneExpression[VFXValueType.Uint32]; r = new VFXExpressionMin(index, countMinusOne); } else if (mode == SequentialAddressingMode.Mirror) { var two = TwoExpression[VFXValueType.Uint32]; var cycle = count * two - two; cycle = new VFXExpressionMax(cycle, OneExpression[VFXValueType.Uint32]); var modulo = Modulo(index, cycle); //var compare = new VFXExpressionCondition(VFXCondition.Less, new VFXExpressionCastUintToFloat(modulo), new VFXExpressionCastUintToFloat(count)); <= Use this line for 7.x.x/8.x.x/9.x.x backport var compare = new VFXExpressionCondition(VFXValueType.Uint32, VFXCondition.Less, modulo, count); r = new VFXExpressionBranch(compare, modulo, cycle - modulo); } return(r); }