48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
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using System;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.VFX;
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//using Direction = UnityEditor.VFX.Direction;
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namespace UnityEditor.VFX
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{
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[VFXInfo(type = typeof(DirectionType))]
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class VFXSlotDirection : VFXSlotEncapsulated
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{
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sealed public override VFXValue DefaultExpression(VFXValue.Mode mode)
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{
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return new VFXValue<Vector3>(Vector3.forward, mode);
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}
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sealed protected override bool CanConvertFrom(Type type)
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{
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return base.CanConvertFrom(type)
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|| type == typeof(Vector4)
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|| type == typeof(Vector3)
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|| type == typeof(Vector);
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//Doesn't expose cast from float/uint (scalar) due to the automatic normalization
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}
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sealed protected override VFXExpression ConvertExpression(VFXExpression expression, VFXSlot sourceSlot)
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{
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if (sourceSlot != null)
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{
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if (sourceSlot.GetType() == typeof(VFXSlotDirection))
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return expression; //avoid multiple normalization
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if (sourceSlot.property.attributes.Is(VFXPropertyAttributes.Type.Normalized))
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return expression; //avoid multiple normalization from Normalize attribute (rarely used for output slot)
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}
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if (expression.valueType == VFXValueType.Float4)
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expression = VFXOperatorUtility.CastFloat(expression, VFXValueType.Float3);
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return ApplyPatchExpression(expression);
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}
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protected override VFXExpression ApplyPatchExpression(VFXExpression expression)
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{
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return VFXOperatorUtility.Normalize(expression);
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}
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}
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}
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