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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop

/feature-ReflectionProbeFit
runes 7 年前
当前提交
364ad2cc
共有 111 个文件被更改,包括 11131 次插入31 次删除
  1. 4
      ScriptableRenderPipeline/Core/Resources/GPUCopy.compute
  2. 4
      ScriptableRenderPipeline/Core/Resources/GPUCopy.cs
  3. 6
      ScriptableRenderPipeline/Core/Resources/GPUCopyAsset.cs
  4. 16
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDCubemapInspector.cs
  5. 32
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Handles.cs
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Preview.cs
  7. 19
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.ProbeUtility.cs
  8. 19
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.cs
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs
  10. 6
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
  11. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
  12. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl
  13. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  14. 9
      SampleScenes/Common/Scripts/Klak.meta
  15. 8
      SampleScenes/HDTest/AnimTest.meta
  16. 713
      SampleScenes/HDTest/AnimTest.unity
  17. 8
      SampleScenes/HDTest/AnimTest.unity.meta
  18. 968
      SampleScenes/HDTest/AnimTest2.unity
  19. 8
      SampleScenes/HDTest/AnimTest2.unity.meta
  20. 8
      ScriptableRenderPipeline/HDRenderPipeline/Editor/EditorRenderPipelineResources.meta
  21. 9
      SampleScenes/Common/Scripts/Klak/Extension.meta
  22. 143
      SampleScenes/Common/Scripts/Klak/Extension/MaterialExtension.cs
  23. 12
      SampleScenes/Common/Scripts/Klak/Extension/MaterialExtension.cs.meta
  24. 51
      SampleScenes/Common/Scripts/Klak/Extension/VectorMathExtension.cs
  25. 12
      SampleScenes/Common/Scripts/Klak/Extension/VectorMathExtension.cs.meta
  26. 21
      SampleScenes/Common/Scripts/Klak/LICENSE.md
  27. 7
      SampleScenes/Common/Scripts/Klak/LICENSE.md.meta
  28. 9
      SampleScenes/Common/Scripts/Klak/Math.meta
  29. 40
      SampleScenes/Common/Scripts/Klak/Math/BasicMath.cs
  30. 12
      SampleScenes/Common/Scripts/Klak/Math/BasicMath.cs.meta
  31. 9
      SampleScenes/Common/Scripts/Klak/Math/Editor.meta
  32. 84
      SampleScenes/Common/Scripts/Klak/Math/Editor/InterpolatorConfigDrawer.cs
  33. 12
      SampleScenes/Common/Scripts/Klak/Math/Editor/InterpolatorConfigDrawer.cs.meta
  34. 126
      SampleScenes/Common/Scripts/Klak/Math/Interpolator.cs
  35. 12
      SampleScenes/Common/Scripts/Klak/Math/Interpolator.cs.meta
  36. 137
      SampleScenes/Common/Scripts/Klak/Math/NoiseGenerator.cs
  37. 12
      SampleScenes/Common/Scripts/Klak/Math/NoiseGenerator.cs.meta
  38. 194
      SampleScenes/Common/Scripts/Klak/Math/Perlin.cs
  39. 12
      SampleScenes/Common/Scripts/Klak/Math/Perlin.cs.meta
  40. 230
      SampleScenes/Common/Scripts/Klak/Math/Tween.cs
  41. 12
      SampleScenes/Common/Scripts/Klak/Math/Tween.cs.meta
  42. 107
      SampleScenes/Common/Scripts/Klak/Math/XXHash.cs
  43. 12
      SampleScenes/Common/Scripts/Klak/Math/XXHash.cs.meta
  44. 9
      SampleScenes/Common/Scripts/Klak/Motion.meta
  45. 176
      SampleScenes/Common/Scripts/Klak/Motion/BrownianMotion.cs
  46. 12
      SampleScenes/Common/Scripts/Klak/Motion/BrownianMotion.cs.meta
  47. 178
      SampleScenes/Common/Scripts/Klak/Motion/ConstantMotion.cs
  48. 12
      SampleScenes/Common/Scripts/Klak/Motion/ConstantMotion.cs.meta
  49. 9
      SampleScenes/Common/Scripts/Klak/Motion/Editor.meta
  50. 96
      SampleScenes/Common/Scripts/Klak/Motion/Editor/BrownianMotionEditor.cs
  51. 12
      SampleScenes/Common/Scripts/Klak/Motion/Editor/BrownianMotionEditor.cs.meta
  52. 99
      SampleScenes/Common/Scripts/Klak/Motion/Editor/ConstantMotionEditor.cs
  53. 12
      SampleScenes/Common/Scripts/Klak/Motion/Editor/ConstantMotionEditor.cs.meta
  54. 81
      SampleScenes/Common/Scripts/Klak/Motion/Editor/SmoothFollowEditor.cs
  55. 12
      SampleScenes/Common/Scripts/Klak/Motion/Editor/SmoothFollowEditor.cs.meta
  56. 168
      SampleScenes/Common/Scripts/Klak/Motion/SmoothFollow.cs
  57. 12
      SampleScenes/Common/Scripts/Klak/Motion/SmoothFollow.cs.meta
  58. 383
      SampleScenes/HDTest/AnimTest/AnimTest Profile.asset
  59. 8
      SampleScenes/HDTest/AnimTest/AnimTest Profile.asset.meta
  60. 9
      SampleScenes/HDTest/AnimTest/CMUMocap.meta
  61. 1001
      SampleScenes/HDTest/AnimTest/CMUMocap/85_12.fbx
  62. 654
      SampleScenes/HDTest/AnimTest/CMUMocap/85_12.fbx.meta
  63. 15
      SampleScenes/HDTest/AnimTest/CMUMocap/Acknowledgement.txt
  64. 8
      SampleScenes/HDTest/AnimTest/CMUMocap/Acknowledgement.txt.meta
  65. 248
      SampleScenes/HDTest/AnimTest/Cube.mat
  66. 8
      SampleScenes/HDTest/AnimTest/Cube.mat.meta
  67. 9
      SampleScenes/HDTest/AnimTest/NeoLowMan.meta
  68. 67
      SampleScenes/HDTest/AnimTest/NeoLowMan/Dance.controller
  69. 8
      SampleScenes/HDTest/AnimTest/NeoLowMan/Dance.controller.meta
  70. 9
      SampleScenes/HDTest/AnimTest/NeoLowMan/Materials.meta
  71. 248
      SampleScenes/HDTest/AnimTest/NeoLowMan/Materials/body.mat
  72. 8
      SampleScenes/HDTest/AnimTest/NeoLowMan/Materials/body.mat.meta
  73. 322
      SampleScenes/HDTest/AnimTest/NeoLowMan/Neo.fbx
  74. 418
      SampleScenes/HDTest/AnimTest/NeoLowMan/Neo.fbx.meta
  75. 248
      SampleScenes/HDTest/AnimTest/Sphere.mat
  76. 8
      SampleScenes/HDTest/AnimTest/Sphere.mat.meta
  77. 9
      SampleScenes/HDTest/AnimTest/ThreeDScans.meta
  78. 17
      SampleScenes/HDTest/AnimTest/ThreeDScans/Acknowledgement.txt
  79. 8
      SampleScenes/HDTest/AnimTest/ThreeDScans/Acknowledgement.txt.meta
  80. 9
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg.meta
  81. 1001
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg.fbx
  82. 81
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg.fbx.meta
  83. 248
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg.mat
  84. 8
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg.mat.meta
  85. 1001
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg_maskmap.png
  86. 94
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg_maskmap.png.meta
  87. 1001
      SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg_normals.png

4
ScriptableRenderPipeline/Core/Resources/GPUCopy.compute


// Autogenerated file. Do not edit by hand
#include "ShaderLibrary/Common.hlsl"
#include "../ShaderLibrary/Common.hlsl"
SamplerState sampler_LinearClamp;

RWTexture2D<float1> _Result1;
TEXTURE2D(_Source4);
Texture2D<float4> _Source4;
#pragma kernel KSampleCopy4_1_x

4
ScriptableRenderPipeline/Core/Resources/GPUCopy.cs


static readonly int _Size = Shader.PropertyToID("_Size");
public void SampleCopyChannel_xyzw2x(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)
{
if (size.x < 8 || size.y < 8)
Debug.LogWarning("Trying to copy a channel from a texture smaller than 8x* or *x8. ComputeShader cannot perform it.");
cmd.DispatchCompute(m_Shader, k_SampleKernel_xyzw2x, (int)(size.x) / 8, (int)(size.y) / 8, 1);
cmd.DispatchCompute(m_Shader, k_SampleKernel_xyzw2x, (int)Mathf.Max((size.x) / 8, 1), (int)Mathf.Max((size.y) / 8, 1), 1);
}
}

6
ScriptableRenderPipeline/Core/Resources/GPUCopyAsset.cs


using System;
using System;
using System.Collections.Generic;
using System.Text;

// CSharp method
csm.AppendLine(string.Format(@" public void SampleCopyChannel_{0}2{1}(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)", channelName, o.subscript));
csm.AppendLine(" {");
csm.AppendLine(string.Format(" if (size.x < {0} || size.y < {0})", k_KernelSize.ToString()));
csm.AppendLine(" Debug.LogWarning(\"Trying to copy a channel from a texture smaller than 8x* or *x8. ComputeShader cannot perform it.\");");
csm.AppendLine(string.Format(" cmd.DispatchCompute(m_Shader, {0}, (int)(size.x) / {1}, (int)(size.y) / {1}, 1);", kernelIndexName, k_KernelSize.ToString()));
csm.AppendLine(string.Format(" cmd.DispatchCompute(m_Shader, {0}, (int)Mathf.Max((size.x) / {1}, 1), (int)Mathf.Max((size.y) / {1}, 1), 1);", kernelIndexName, k_KernelSize.ToString()));
csm.AppendLine(" }");
}
csc.AppendLine(" }");

16
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDCubemapInspector.cs


{
hideFlags = HideFlags.HideAndDontSave
};
InitIcons();
}
void OnEnable()

if (s_MipMapLow == null)
InitIcons();
m_ReflectiveMaterial.SetTexture("_Cubemap", target as Texture);
}

public override void OnPreviewSettings()
{
var mipmapCount = 0;
var cubemap = target as Cubemap;
var rt = target as RenderTexture;
if (cubemap != null)
mipmapCount = cubemap.mipmapCount;
if (rt != null)
mipmapCount = rt.useMipMap
? (int)(Mathf.Log(Mathf.Max(rt.width, rt.height)) / Mathf.Log(2))
: 1;
GUI.enabled = true;
GUILayout.Box(s_ExposureLow, s_PreLabel, GUILayout.MaxWidth(20));

GUILayout.Box(s_MipMapHigh, s_PreLabel, GUILayout.MaxWidth(20));
GUI.changed = false;
mipLevelPreview = GUILayout.HorizontalSlider(mipLevelPreview, 0, ((Cubemap)target).mipmapCount, GUILayout.MaxWidth(80));
mipLevelPreview = GUILayout.HorizontalSlider(mipLevelPreview, 0, mipmapCount, GUILayout.MaxWidth(80));
GUILayout.Box(s_MipMapLow, s_PreLabel, GUILayout.MaxWidth(20));
}

m_PreviewUtility.camera.farClipPlane = 20.0f;
m_PreviewUtility.camera.transform.position = new Vector3(0, 0, 2);
m_PreviewUtility.camera.transform.LookAt(Vector3.zero);
//m_PreviewUtility.camera.clearFlags = CameraClearFlags.Skybox;
}
bool HandleMouse(Rect Viewport)

32
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Handles.cs


using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering
{

var s = m_UIState;
var p = m_SerializedReflectionProbe;
var o = this;
BakeRealtimeProbeIfPositionChanged(s, p, o);
if (!s.sceneViewEditing)
return;

if (EditorGUI.EndChangeCheck())
Repaint();
}
void BakeRealtimeProbeIfPositionChanged(UIState s, SerializedReflectionProbe sp, Editor o)
{
if (Application.isPlaying
|| ((ReflectionProbeMode)sp.mode.intValue) != ReflectionProbeMode.Realtime)
{
m_PositionHash = 0;
return;
}
var hash = 0;
for (var i = 0; i < sp.so.targetObjects.Length; i++)
{
var p = (ReflectionProbe)sp.so.targetObjects[i];
var tr = p.GetComponent<Transform>();
hash ^= tr.position.GetHashCode();
}
if (hash != m_PositionHash)
{
m_PositionHash = hash;
for (var i = 0; i < sp.so.targetObjects.Length; i++)
{
var p = (ReflectionProbe)sp.so.targetObjects[i];
p.RenderProbe();
}
}
}
static void Handle_InfluenceBoxEditing(UIState s, SerializedReflectionProbe sp, Editor o)

2
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Preview.cs


if (ValidPreviewSetup())
{
Editor editor = m_CubemapEditor;
CreateCachedEditor(((ReflectionProbe)target).texture, null, ref editor);
CreateCachedEditor(((ReflectionProbe)target).texture, typeof(HDCubemapInspector), ref editor);
m_CubemapEditor = editor as HDCubemapInspector;
}

19
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.ProbeUtility.cs


static Mesh s_SphereMesh;
static int _Cubemap = Shader.PropertyToID("_Cubemap");
void ChangeVisibilityOfAllTargets(bool visibility)
{
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
ChangeVisibility(p, visibility);
}
}
void InitializeAllTargetProbes()
{
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
var a = (HDAdditionalReflectionData)m_AdditionalDataSerializedObject.targetObjects[i];
InitializeProbe(p, a);
}
}
[InitializeOnLoadMethod]
static void Initialize()

19
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.cs


SerializedObject m_AdditionalDataSerializedObject;
UIState m_UIState = new UIState();
int m_PositionHash = 0;
public bool sceneViewEditing
{
get { return IsReflectionProbeEditMode(EditMode.editMode) && EditMode.IsOwner(this); }

s_ReflectionProbeEditors[p] = this;
}
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
var a = additionalData[i];
InitializeProbe(p, a);
ChangeVisibility(p, true);
}
InitializeAllTargetProbes();
ChangeVisibilityOfAllTargets(true);
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
ChangeVisibility(p, false);
}
ChangeVisibilityOfAllTargets(false);
}
public override void OnInspectorGUI()

k_InfluenceVolumeSection.Draw(s, p, this);
k_SeparateProjectionVolumeSection.Draw(s, p, this);
k_CaptureSection.Draw(s, p, this);
//k_AdditionalSection.Draw(s, p, this);
k_AdditionalSection.Draw(s, p, this);
k_BakingActions.Draw(s, p, this);
PerformOperations(s, p, this);

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs


public float unused0;
public Vector3 offsetLS;
public float unused1;
public float dimmer;
};
// Usage of StencilBits.Lighting on 2 bits.

6
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


float3 innerDistance;
float unused0;
float3 offsetLS;
float unused1;
float dimmer;
};
//

{
return value.offsetLS;
}
float GetUnused1(EnvLightData value)
float GetDimmer(EnvLightData value)
return value.unused1;
return value.dimmer;
}

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs


if (probe.boxProjection == 0)
envLightData.minProjectionDistance = 65504.0f;
envLightData.dimmer = additionalData.dimmer;
}
else
{

envLightData.envShapeType = EnvShapeType.Box;
envLightData.minProjectionDistance = 0.0f;
}
envLightData.dimmer = 1;
}
// remove scale from the matrix (Scale in this matrix is use to scale the widget)

1
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl


output.offsetLS = float3(0.0, 0.0, 0.0);
output.innerDistance = float3(0.0, 0.0, 0.0);
output.blendDistance = 1.0;
output.dimmer = 1.0;
return output;
}

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


F = Sq(-F * bsdfData.coatCoverage + 1.0);
}
// When we are rough, we tend to see outward shifting of the reflection when at the boundary of the projection volume
// Also it appear like more sharp. To avoid these artifact and at the same time get better match to reference we lerp to original unmodified reflection.
// Formula is empirical.
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, preLightData.iblMipLevel);
envLighting += F * preLD.rgb;

envLighting *= weight;
envLighting *= weight * lightData.dimmer;
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
lighting.specularReflected = envLighting * preLightData.specularFGD;

9
SampleScenes/Common/Scripts/Klak.meta


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SampleScenes/HDTest/AnimTest.meta


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SampleScenes/HDTest/AnimTest.unity


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SampleScenes/Common/Scripts/Klak/Extension.meta


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143
SampleScenes/Common/Scripts/Klak/Extension/MaterialExtension.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
namespace Klak.MaterialExtension
{
/// Extension methods (setters) for Material
static class MaterialSetterExtension
{
static public Material Property(this Material m, string name, float x)
{
m.SetFloat(name, x);
return m;
}
static public Material Property(this Material m, string name, float x, float y)
{
m.SetVector(name, new Vector2(x, y));
return m;
}
static public Material Property(this Material m, string name, float x, float y, float z)
{
m.SetVector(name, new Vector3(x, y, z));
return m;
}
static public Material Property(this Material m, string name, float x, float y, float z, float w)
{
m.SetVector(name, new Vector4(x, y, z, w));
return m;
}
static public Material Property(this Material m, string name, Vector2 v)
{
m.SetVector(name, v);
return m;
}
static public Material Property(this Material m, string name, Vector3 v)
{
m.SetVector(name, v);
return m;
}
static public Material Property(this Material m, string name, Vector4 v)
{
m.SetVector(name, v);
return m;
}
static public Material Property(this Material m, string name, Color color)
{
m.SetColor(name, color);
return m;
}
static public Material Property(this Material m, string name, Texture texture)
{
m.SetTexture(name, texture);
return m;
}
}
/// Extension methods (setters) for MaterialProperty
static class MaterialPropertySetterExtension
{
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, float x)
{
m.SetFloat(name, x);
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, float x, float y)
{
m.SetVector(name, new Vector2(x, y));
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, float x, float y, float z)
{
m.SetVector(name, new Vector3(x, y, z));
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, float x, float y, float z, float w)
{
m.SetVector(name, new Vector4(x, y, z, w));
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, Vector2 v)
{
m.SetVector(name, v);
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, Vector3 v)
{
m.SetVector(name, v);
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, Vector4 v)
{
m.SetVector(name, v);
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, Color color)
{
m.SetColor(name, color);
return m;
}
static public MaterialPropertyBlock Property(this MaterialPropertyBlock m, string name, Texture texture)
{
m.SetTexture(name, texture);
return m;
}
}
}

12
SampleScenes/Common/Scripts/Klak/Extension/MaterialExtension.cs.meta


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51
SampleScenes/Common/Scripts/Klak/Extension/VectorMathExtension.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
namespace Klak.VectorMathExtension
{
/// Extension methods for Vector4
static class Vector4Extension
{
public static Quaternion ToQuaternion(this Vector4 v)
{
return new Quaternion(v.x, v.y, v.z, v.w);
}
public static Quaternion ToNormalizedQuaternion(this Vector4 v)
{
v = Vector4.Normalize(v);
return new Quaternion(v.x, v.y, v.z, v.w);
}
}
/// Extension methods for Quaternion
static class QuaternionExtension
{
public static Vector4 ToVector4(this Quaternion q)
{
return new Vector4(q.x, q.y, q.z, q.w);
}
}
}

12
SampleScenes/Common/Scripts/Klak/Extension/VectorMathExtension.cs.meta


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21
SampleScenes/Common/Scripts/Klak/LICENSE.md


MIT License
Copyright (c) 2016, 2017 Keijiro Takahashi
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

7
SampleScenes/Common/Scripts/Klak/LICENSE.md.meta


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SampleScenes/Common/Scripts/Klak/Math.meta


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40
SampleScenes/Common/Scripts/Klak/Math/BasicMath.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
namespace Klak.Math
{
static class BasicMath
{
public static float Lerp(float a, float b, float mix)
{
return a * (1 - mix) + b * mix;
}
public static Vector3 Lerp(Vector3 a, Vector3 b, float mix)
{
return a * (1 - mix) + b * mix;
}
}
}

12
SampleScenes/Common/Scripts/Klak/Math/BasicMath.cs.meta


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SampleScenes/Common/Scripts/Klak/Math/Editor.meta


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84
SampleScenes/Common/Scripts/Klak/Math/Editor/InterpolatorConfigDrawer.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;
namespace Klak.Math
{
using Config = FloatInterpolator.Config;
[CustomPropertyDrawer(typeof(Config))]
class FloatInterpolatorConfigDrawer : PropertyDrawer
{
static GUIContent _textSpeed = new GUIContent("Speed");
bool CheckShouldExpand(SerializedProperty property)
{
var type = property.FindPropertyRelative("_interpolationType");
return type.hasMultipleDifferentValues ||
type.enumValueIndex != (int)Config.InterpolationType.Direct;
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
var lineHeight = EditorGUIUtility.singleLineHeight;
var lineSpace = EditorGUIUtility.standardVerticalSpacing;
return CheckShouldExpand(property) ?
lineHeight * 2 + lineSpace : lineHeight;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
const int indentWidth = 16;
var lineHeight = EditorGUIUtility.singleLineHeight;
var lineSpace = EditorGUIUtility.standardVerticalSpacing;
// these controls have single line height
position.height = lineHeight;
// interpolation type
var type = property.FindPropertyRelative("_interpolationType");
EditorGUI.PropertyField(position, type, label);
if (CheckShouldExpand(property))
{
// indent the line
position.width -= indentWidth;
position.x += indentWidth;
EditorGUIUtility.labelWidth -= indentWidth;
// go to the next line
position.y += lineHeight + lineSpace;
// interpolation speed
var speed = property.FindPropertyRelative("_interpolationSpeed");
EditorGUI.PropertyField(position, speed, _textSpeed);
}
EditorGUI.EndProperty();
}
}
}

12
SampleScenes/Common/Scripts/Klak/Math/Editor/InterpolatorConfigDrawer.cs.meta


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126
SampleScenes/Common/Scripts/Klak/Math/Interpolator.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using System;
namespace Klak.Math
{
public struct FloatInterpolator
{
#region Nested Public Classes
[Serializable]
public class Config
{
public enum InterpolationType {
Direct, Exponential, DampedSpring
}
[SerializeField]
InterpolationType _interpolationType
= InterpolationType.DampedSpring;
public InterpolationType interpolationType {
get { return _interpolationType; }
set { _interpolationType = value; }
}
public bool enabled {
get { return interpolationType != InterpolationType.Direct; }
}
[SerializeField, Range(0.1f, 100)]
float _interpolationSpeed = 10;
public float interpolationSpeed {
get { return _interpolationSpeed; }
set { _interpolationSpeed = value; }
}
public Config() {}
public Config(InterpolationType type, float speed)
{
_interpolationType = type;
_interpolationSpeed = speed;
}
public static Config Direct {
get { return new Config(InterpolationType.Direct, 10); }
}
public static Config Quick {
get { return new Config(InterpolationType.DampedSpring, 50); }
}
}
#endregion
#region Private Members
float _velocity;
#endregion
#region Public Properties And Methods
public Config config { get; set; }
public float currentValue { get; set; }
public float targetValue { get; set; }
public FloatInterpolator(float initialValue, Config config)
{
this.config = config;
currentValue = targetValue =initialValue;
_velocity = 0;
}
public float Step(float targetValue)
{
this.targetValue = targetValue;
return Step();
}
public float Step()
{
if (config.interpolationType == Config.InterpolationType.Exponential)
{
currentValue = ETween.Step(
currentValue, targetValue, config.interpolationSpeed);
}
else if (config.interpolationType == Config.InterpolationType.DampedSpring)
{
currentValue = DTween.Step(
currentValue, targetValue, ref _velocity, config.interpolationSpeed);
}
else
{
currentValue = targetValue;
}
return currentValue;
}
#endregion
}
}

12
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137
SampleScenes/Common/Scripts/Klak/Math/NoiseGenerator.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
namespace Klak.Math
{
/// Noise generator that provides Vector3/Quaternion values
struct NoiseGenerator
{
#region Private variables
const float _fbmNorm = 1 / 0.75f;
XXHash _hash1;
XXHash _hash2;
XXHash _hash3;
int _fractal;
float _frequency;
float _time;
#endregion
#region Constructors
public NoiseGenerator(float frequency)
{
_hash1 = XXHash.RandomHash;
_hash2 = XXHash.RandomHash;
_hash3 = XXHash.RandomHash;
_fractal = 2;
_frequency = frequency;
_time = 0;
}
public NoiseGenerator(int seed, float frequency)
{
_hash1 = new XXHash(seed);
_hash2 = new XXHash(seed ^ 0x1327495a);
_hash3 = new XXHash(seed ^ 0x3cbe84f2);
_fractal = 2;
_frequency = frequency;
_time = 0;
}
#endregion
#region Public Properties And Methods
public int FractalLevel {
get { return _fractal; }
set { _fractal = value; }
}
public float Frequency {
get { return _frequency; }
set { _frequency = value; }
}
public void Step()
{
_time += _frequency * Time.deltaTime;
}
#endregion
#region Noise Functions
public float Value01(int seed2)
{
var i1 = _hash1.Range(-100.0f, 100.0f, seed2);
return Perlin.Fbm(_time + i1, _fractal) * _fbmNorm * 0.5f + 0.5f;
}
public float Value(int seed2)
{
var i1 = _hash1.Range(-100.0f, 100.0f, seed2);
return Perlin.Fbm(_time + i1, _fractal) * _fbmNorm;
}
public Vector3 Vector(int seed2)
{
var i1 = _hash1.Range(-100.0f, 100.0f, seed2);
var i2 = _hash2.Range(-100.0f, 100.0f, seed2);
var i3 = _hash3.Range(-100.0f, 100.0f, seed2);
return new Vector3(
Perlin.Fbm(_time + i1, _fractal) * _fbmNorm,
Perlin.Fbm(_time + i2, _fractal) * _fbmNorm,
Perlin.Fbm(_time + i3, _fractal) * _fbmNorm);
}
public Quaternion Rotation(int seed2, float angle)
{
var i1 = _hash1.Range(-100.0f, 100.0f, seed2);
var i2 = _hash2.Range(-100.0f, 100.0f, seed2);
var i3 = _hash3.Range(-100.0f, 100.0f, seed2);
return Quaternion.Euler(
Perlin.Fbm(_time + i1, _fractal) * _fbmNorm * angle,
Perlin.Fbm(_time + i2, _fractal) * _fbmNorm * angle,
Perlin.Fbm(_time + i3, _fractal) * _fbmNorm * angle);
}
public Quaternion Rotation(int seed2, float rx, float ry, float rz)
{
var i1 = _hash1.Range(-100.0f, 100.0f, seed2);
var i2 = _hash2.Range(-100.0f, 100.0f, seed2);
var i3 = _hash3.Range(-100.0f, 100.0f, seed2);
return Quaternion.Euler(
Perlin.Fbm(_time + i1, _fractal) * _fbmNorm * rx,
Perlin.Fbm(_time + i2, _fractal) * _fbmNorm * ry,
Perlin.Fbm(_time + i3, _fractal) * _fbmNorm * rz);
}
#endregion
}
}

12
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194
SampleScenes/Common/Scripts/Klak/Math/Perlin.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//
// This script is based on the original implementation by Ken Perlin
// http://mrl.nyu.edu/~perlin/noise/
//
using UnityEngine;
namespace Klak.Math
{
public static class Perlin
{
#region Noise functions
public static float Noise(float x)
{
var X = Mathf.FloorToInt(x) & 0xff;
x -= Mathf.Floor(x);
var u = Fade(x);
return Lerp(u, Grad(perm[X], x), Grad(perm[X+1], x-1)) * 2;
}
public static float Noise(float x, float y)
{
var X = Mathf.FloorToInt(x) & 0xff;
var Y = Mathf.FloorToInt(y) & 0xff;
x -= Mathf.Floor(x);
y -= Mathf.Floor(y);
var u = Fade(x);
var v = Fade(y);
var A = (perm[X ] + Y) & 0xff;
var B = (perm[X+1] + Y) & 0xff;
return Lerp(v, Lerp(u, Grad(perm[A ], x, y ), Grad(perm[B ], x-1, y )),
Lerp(u, Grad(perm[A+1], x, y-1), Grad(perm[B+1], x-1, y-1)));
}
public static float Noise(Vector2 coord)
{
return Noise(coord.x, coord.y);
}
public static float Noise(float x, float y, float z)
{
var X = Mathf.FloorToInt(x) & 0xff;
var Y = Mathf.FloorToInt(y) & 0xff;
var Z = Mathf.FloorToInt(z) & 0xff;
x -= Mathf.Floor(x);
y -= Mathf.Floor(y);
z -= Mathf.Floor(z);
var u = Fade(x);
var v = Fade(y);
var w = Fade(z);
var A = (perm[X ] + Y) & 0xff;
var B = (perm[X+1] + Y) & 0xff;
var AA = (perm[A ] + Z) & 0xff;
var BA = (perm[B ] + Z) & 0xff;
var AB = (perm[A+1] + Z) & 0xff;
var BB = (perm[B+1] + Z) & 0xff;
return Lerp(w, Lerp(v, Lerp(u, Grad(perm[AA ], x, y , z ), Grad(perm[BA ], x-1, y , z )),
Lerp(u, Grad(perm[AB ], x, y-1, z ), Grad(perm[BB ], x-1, y-1, z ))),
Lerp(v, Lerp(u, Grad(perm[AA+1], x, y , z-1), Grad(perm[BA+1], x-1, y , z-1)),
Lerp(u, Grad(perm[AB+1], x, y-1, z-1), Grad(perm[BB+1], x-1, y-1, z-1))));
}
public static float Noise(Vector3 coord)
{
return Noise(coord.x, coord.y, coord.z);
}
#endregion
#region fBm functions
public static float Fbm(float x, int octave)
{
var f = 0.0f;
var w = 0.5f;
for (var i = 0; i < octave; i++) {
f += w * Noise(x);
x *= 2.0f;
w *= 0.5f;
}
return f;
}
public static float Fbm(Vector2 coord, int octave)
{
var f = 0.0f;
var w = 0.5f;
for (var i = 0; i < octave; i++) {
f += w * Noise(coord);
coord *= 2.0f;
w *= 0.5f;
}
return f;
}
public static float Fbm(float x, float y, int octave)
{
return Fbm(new Vector2(x, y), octave);
}
public static float Fbm(Vector3 coord, int octave)
{
var f = 0.0f;
var w = 0.5f;
for (var i = 0; i < octave; i++) {
f += w * Noise(coord);
coord *= 2.0f;
w *= 0.5f;
}
return f;
}
public static float Fbm(float x, float y, float z, int octave)
{
return Fbm(new Vector3(x, y, z), octave);
}
#endregion
#region Private functions
static float Fade(float t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
static float Lerp(float t, float a, float b)
{
return a + t * (b - a);
}
static float Grad(int hash, float x)
{
return (hash & 1) == 0 ? x : -x;
}
static float Grad(int hash, float x, float y)
{
return ((hash & 1) == 0 ? x : -x) + ((hash & 2) == 0 ? y : -y);
}
static float Grad(int hash, float x, float y, float z)
{
var h = hash & 15;
var u = h < 8 ? x : y;
var v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
static int[] perm = {
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
151
};
#endregion
}
}

12
SampleScenes/Common/Scripts/Klak/Math/Perlin.cs.meta


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230
SampleScenes/Common/Scripts/Klak/Math/Tween.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using Klak.VectorMathExtension;
namespace Klak.Math
{
/// Exponential interpolation
static class ETween
{
#region Static Functions
public static float Step(
float current, float target, float omega)
{
var exp = Mathf.Exp(-omega * Time.deltaTime);
return Mathf.Lerp(target, current, exp);
}
public static float StepAngle(
float current, float target, float omega)
{
var exp = Mathf.Exp(-omega * Time.deltaTime);
var delta = Mathf.DeltaAngle(current, target);
return target - delta * exp;
}
public static Vector3 Step(
Vector3 current, Vector3 target, float omega)
{
var exp = Mathf.Exp(-omega * Time.deltaTime);
return Vector3.Lerp(target, current, exp);
}
public static Quaternion Step(
Quaternion current, Quaternion target, float omega)
{
if (current == target) return target;
var exp = Mathf.Exp(-omega * Time.deltaTime);
return Quaternion.Lerp(target, current, exp);
}
#endregion
}
/// Interpolation with critically damped spring model
struct DTween
{
#region Static Functions
public static float Step(
float current, float target, ref float velocity, float omega)
{
var dt = Time.deltaTime;
var n1 = velocity - (current - target) * (omega * omega * dt);
var n2 = 1 + omega * dt;
velocity = n1 / (n2 * n2);
return current + velocity * dt;
}
public static Vector2 Step(
Vector2 current, Vector2 target, ref Vector2 velocity, float omega)
{
var dt = Time.deltaTime;
var n1 = velocity - (current - target) * (omega * omega * dt);
var n2 = 1 + omega * dt;
velocity = n1 / (n2 * n2);
return current + velocity * dt;
}
public static Vector3 Step(
Vector3 current, Vector3 target, ref Vector3 velocity, float omega)
{
var dt = Time.deltaTime;
var n1 = velocity - (current - target) * (omega * omega * dt);
var n2 = 1 + omega * dt;
velocity = n1 / (n2 * n2);
return current + velocity * dt;
}
public static Vector4 Step(
Vector4 current, Vector4 target, ref Vector4 velocity, float omega)
{
var dt = Time.deltaTime;
var n1 = velocity - (current - target) * (omega * omega * dt);
var n2 = 1 + omega * dt;
velocity = n1 / (n2 * n2);
return current + velocity * dt;
}
public static Quaternion Step(
Quaternion current, Quaternion target,
ref Vector4 velocity, float omega)
{
var vcurrent = current.ToVector4();
var vtarget = target.ToVector4();
// We can use either of vtarget/-vtarget. Use closer one.
if (Vector4.Dot(vcurrent, vtarget) < 0) vtarget = -vtarget;
var dt = Time.deltaTime;
var n1 = velocity - (vcurrent - vtarget) * (omega * omega * dt);
var n2 = 1 + omega * dt;
velocity = n1 / (n2 * n2);
return (vcurrent + velocity * dt).ToNormalizedQuaternion();
}
#endregion
#region Struct Implementation
public float position;
public float velocity;
public float omega;
public DTween(float position, float omega)
{
this.position = position;
this.velocity = 0;
this.omega = omega;
}
public void Step(float target)
{
position = Step(position, target, ref velocity, omega);
}
public static implicit operator float(DTween m)
{
return m.position;
}
#endregion
}
/// Interpolation with critically damped spring model
struct DTweenVector2
{
public Vector2 position;
public Vector2 velocity;
public float omega;
public DTweenVector2(Vector2 position, float omega)
{
this.position = position;
this.velocity = Vector2.zero;
this.omega = omega;
}
public void Step(Vector2 target)
{
position = DTween.Step(position, target, ref velocity, omega);
}
public static implicit operator Vector2(DTweenVector2 m)
{
return m.position;
}
}
/// Interpolation with critically damped spring model
struct DTweenVector3
{
public Vector3 position;
public Vector3 velocity;
public float omega;
public DTweenVector3(Vector3 position, float omega)
{
this.position = position;
this.velocity = Vector3.zero;
this.omega = omega;
}
public void Step(Vector3 target)
{
position = DTween.Step(position, target, ref velocity, omega);
}
public static implicit operator Vector3(DTweenVector3 m)
{
return m.position;
}
}
/// Interpolation with critically damped spring model
struct DTweenQuaternion
{
public Quaternion rotation;
public Vector4 velocity;
public float omega;
public DTweenQuaternion(Quaternion rotation, float omega)
{
this.rotation = rotation;
this.velocity = Vector4.zero;
this.omega = omega;
}
public void Step(Quaternion target)
{
rotation = DTween.Step(rotation, target, ref velocity, omega);
}
public static implicit operator Quaternion(DTweenQuaternion m)
{
return m.rotation;
}
}
}

12
SampleScenes/Common/Scripts/Klak/Math/Tween.cs.meta


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107
SampleScenes/Common/Scripts/Klak/Math/XXHash.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
namespace Klak.Math
{
/// xxHash algorithm
public struct XXHash
{
#region Private Members
const uint PRIME32_1 = 2654435761U;
const uint PRIME32_2 = 2246822519U;
const uint PRIME32_3 = 3266489917U;
const uint PRIME32_4 = 668265263U;
const uint PRIME32_5 = 374761393U;
static uint rotl32(uint x, int r)
{
return (x << r) | (x >> 32 - r);
}
#endregion
#region Static Functions
public static uint GetHash(int data, int seed)
{
uint h32 = (uint)seed + PRIME32_5;
h32 += 4U;
h32 += (uint)data * PRIME32_3;
h32 = rotl32(h32, 17) * PRIME32_4;
h32 ^= h32 >> 15;
h32 *= PRIME32_2;
h32 ^= h32 >> 13;
h32 *= PRIME32_3;
h32 ^= h32 >> 16;
return h32;
}
#endregion
#region Struct Implementation
static int _counter;
public int seed;
public static XXHash RandomHash {
get {
return new XXHash((int)XXHash.GetHash(0xcafe, _counter++));
}
}
public XXHash(int seed)
{
this.seed = seed;
}
public uint GetHash(int data)
{
return GetHash(data, seed);
}
public int Range(int max, int data)
{
return (int)GetHash(data) % max;
}
public int Range(int min, int max, int data)
{
return (int)GetHash(data) % (max - min) + min;
}
public float Value01(int data)
{
return GetHash(data) / (float)uint.MaxValue;
}
public float Range(float min, float max, int data)
{
return Value01(data) * (max - min) + min;
}
#endregion
}
}

12
SampleScenes/Common/Scripts/Klak/Math/XXHash.cs.meta


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SampleScenes/Common/Scripts/Klak/Motion.meta


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176
SampleScenes/Common/Scripts/Klak/Motion/BrownianMotion.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using Klak.Math;
namespace Klak.Motion
{
[AddComponentMenu("Klak/Motion/Brownian Motion")]
public class BrownianMotion : MonoBehaviour
{
#region Editable Properties
[SerializeField] bool _enablePositionNoise = true;
[SerializeField] bool _enableRotationNoise = true;
[SerializeField] float _positionFrequency = 0.2f;
[SerializeField] float _rotationFrequency = 0.2f;
[SerializeField] float _positionAmplitude = 0.5f;
[SerializeField] float _rotationAmplitude = 10.0f;
[SerializeField] Vector3 _positionScale = Vector3.one;
[SerializeField] Vector3 _rotationScale = new Vector3(1, 1, 0);
[SerializeField, Range(0, 8)] int _positionFractalLevel = 3;
[SerializeField, Range(0, 8)] int _rotationFractalLevel = 3;
#endregion
#region Public Properties And Methods
public bool enablePositionNoise {
get { return _enablePositionNoise; }
set { _enablePositionNoise = value; }
}
public bool enableRotationNoise {
get { return _enableRotationNoise; }
set { _enableRotationNoise = value; }
}
public float positionFrequency {
get { return _positionFrequency; }
set { _positionFrequency = value; }
}
public float rotationFrequency {
get { return _rotationFrequency; }
set { _rotationFrequency = value; }
}
public float positionAmplitude {
get { return _positionAmplitude; }
set { _positionAmplitude = value; }
}
public float rotationAmplitude {
get { return _rotationAmplitude; }
set { _rotationAmplitude = value; }
}
public Vector3 positionScale {
get { return _positionScale; }
set { _positionScale = value; }
}
public Vector3 rotationScale {
get { return _rotationScale; }
set { _rotationScale = value; }
}
public int positionFractalLevel {
get { return _positionFractalLevel; }
set { _positionFractalLevel = value; }
}
public int rotationFractalLevel {
get { return _rotationFractalLevel; }
set { _rotationFractalLevel = value; }
}
public void Rehash()
{
for (var i = 0; i < 6; i++)
_time[i] = i * 0.66f + 32;
//_time[i] = Random.Range(-10000.0f, 0.0f);
}
#endregion
#region Private Members
const float _fbmNorm = 1 / 0.75f;
Vector3 _initialPosition;
Quaternion _initialRotation;
float[] _time;
#endregion
#region MonoBehaviour Functions
void Start()
{
_time = new float[6];
Rehash();
}
void OnEnable()
{
_initialPosition = transform.localPosition;
_initialRotation = transform.localRotation;
}
void Update()
{
var dt = Time.deltaTime;
if (_enablePositionNoise)
{
for (var i = 0; i < 3; i++)
_time[i] += _positionFrequency * dt;
var n = new Vector3(
Perlin.Fbm(_time[0], _positionFractalLevel),
Perlin.Fbm(_time[1], _positionFractalLevel),
Perlin.Fbm(_time[2], _positionFractalLevel));
n = Vector3.Scale(n, _positionScale);
n *= _positionAmplitude * _fbmNorm;
transform.localPosition = _initialPosition + n;
}
if (_enableRotationNoise)
{
for (var i = 0; i < 3; i++)
_time[i + 3] += _rotationFrequency * dt;
var n = new Vector3(
Perlin.Fbm(_time[3], _rotationFractalLevel),
Perlin.Fbm(_time[4], _rotationFractalLevel),
Perlin.Fbm(_time[5], _rotationFractalLevel));
n = Vector3.Scale(n, _rotationScale);
n *= _rotationAmplitude * _fbmNorm;
transform.localRotation =
Quaternion.Euler(n) * _initialRotation;
}
}
#endregion
}
}

12
SampleScenes/Common/Scripts/Klak/Motion/BrownianMotion.cs.meta


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178
SampleScenes/Common/Scripts/Klak/Motion/ConstantMotion.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
namespace Klak.Motion
{
[AddComponentMenu("Klak/Motion/Constant Motion")]
public class ConstantMotion : MonoBehaviour
{
#region Nested Classes
public enum TranslationMode {
Off, XAxis, YAxis, ZAxis, Vector, Random
};
public enum RotationMode {
Off, XAxis, YAxis, ZAxis, Vector, Random
}
#endregion
#region Editable Properties
[SerializeField]
TranslationMode _translationMode = TranslationMode.Off;
[SerializeField]
Vector3 _translationVector = Vector3.forward;
[SerializeField]
float _translationSpeed = 1.0f;
[SerializeField]
RotationMode _rotationMode = RotationMode.Off;
[SerializeField]
Vector3 _rotationAxis = Vector3.up;
[SerializeField]
float _rotationSpeed = 30.0f;
[SerializeField]
bool _useLocalCoordinate = true;
#endregion
#region Public Properties
public TranslationMode translationMode {
get { return _translationMode; }
set { _translationMode = value; }
}
public Vector3 translationVector {
get { return _translationVector; }
set { _translationVector = value; }
}
public float translationSpeed {
get { return _translationSpeed; }
set { _translationSpeed = value; }
}
public RotationMode rotationMode {
get { return _rotationMode; }
set { _rotationMode = value; }
}
public Vector3 rotationAxis {
get { return _rotationAxis; }
set { _rotationAxis = value; }
}
public float rotationSpeed {
get { return _rotationSpeed; }
set { _rotationSpeed = value; }
}
public bool useLocalCoordinate {
get { return _useLocalCoordinate; }
set { _useLocalCoordinate = value; }
}
#endregion
#region Private Variables
Vector3 _randomVectorT;
Vector3 _randomVectorR;
Vector3 TranslationVector {
get {
switch (_translationMode)
{
case TranslationMode.XAxis: return Vector3.right;
case TranslationMode.YAxis: return Vector3.up;
case TranslationMode.ZAxis: return Vector3.forward;
case TranslationMode.Vector: return _translationVector;
}
// TranslationMode.Random
return _randomVectorT;
}
}
Vector3 RotationVector {
get {
switch (_rotationMode)
{
case RotationMode.XAxis: return Vector3.right;
case RotationMode.YAxis: return Vector3.up;
case RotationMode.ZAxis: return Vector3.forward;
case RotationMode.Vector: return _rotationAxis;
}
// RotationMode.Random
return _randomVectorR;
}
}
#endregion
#region MonoBehaviour Functions
void Start()
{
_randomVectorT = Random.onUnitSphere;
_randomVectorR = Random.onUnitSphere;
}
void Update()
{
var dt = Time.deltaTime;
if (_translationMode != TranslationMode.Off)
{
var dp = TranslationVector * _translationSpeed * dt;
if (_useLocalCoordinate)
transform.localPosition += dp;
else
transform.position += dp;
}
if (_rotationMode != RotationMode.Off)
{
var dr = Quaternion.AngleAxis(
_rotationSpeed * dt, RotationVector);
if (_useLocalCoordinate)
transform.localRotation = dr * transform.localRotation;
else
transform.rotation = dr * transform.rotation;
}
}
#endregion
}
}

12
SampleScenes/Common/Scripts/Klak/Motion/ConstantMotion.cs.meta


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SampleScenes/Common/Scripts/Klak/Motion/Editor.meta


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96
SampleScenes/Common/Scripts/Klak/Motion/Editor/BrownianMotionEditor.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;
namespace Klak.Motion
{
[CanEditMultipleObjects]
[CustomEditor(typeof(BrownianMotion))]
public class BrownianMotionEditor : Editor
{
SerializedProperty _enablePositionNoise;
SerializedProperty _enableRotationNoise;
SerializedProperty _positionFrequency;
SerializedProperty _rotationFrequency;
SerializedProperty _positionAmplitude;
SerializedProperty _rotationAmplitude;
SerializedProperty _positionScale;
SerializedProperty _rotationScale;
SerializedProperty _positionFractalLevel;
SerializedProperty _rotationFractalLevel;
static GUIContent _textPositionNoise = new GUIContent("Position Noise");
static GUIContent _textRotationNoise = new GUIContent("Rotation Noise");
static GUIContent _textFrequency = new GUIContent("Frequency");
static GUIContent _textAmplitude = new GUIContent("Amplitude");
static GUIContent _textScale = new GUIContent("Scale");
static GUIContent _textFractal = new GUIContent("Fractal");
void OnEnable()
{
_enablePositionNoise = serializedObject.FindProperty("_enablePositionNoise");
_enableRotationNoise = serializedObject.FindProperty("_enableRotationNoise");
_positionFrequency = serializedObject.FindProperty("_positionFrequency");
_rotationFrequency = serializedObject.FindProperty("_rotationFrequency");
_positionAmplitude = serializedObject.FindProperty("_positionAmplitude");
_rotationAmplitude = serializedObject.FindProperty("_rotationAmplitude");
_positionScale = serializedObject.FindProperty("_positionScale");
_rotationScale = serializedObject.FindProperty("_rotationScale");
_positionFractalLevel = serializedObject.FindProperty("_positionFractalLevel");
_rotationFractalLevel = serializedObject.FindProperty("_rotationFractalLevel");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_enablePositionNoise, _textPositionNoise);
if (_enablePositionNoise.hasMultipleDifferentValues || _enablePositionNoise.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(_positionFrequency, _textFrequency);
EditorGUILayout.PropertyField(_positionAmplitude, _textAmplitude);
EditorGUILayout.PropertyField(_positionScale, _textScale);
EditorGUILayout.PropertyField(_positionFractalLevel, _textFractal);
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(_enableRotationNoise, _textRotationNoise);
if (_enableRotationNoise.hasMultipleDifferentValues || _enableRotationNoise.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(_rotationFrequency, _textFrequency);
EditorGUILayout.PropertyField(_rotationAmplitude, _textAmplitude);
EditorGUILayout.PropertyField(_rotationScale, _textScale);
EditorGUILayout.PropertyField(_rotationFractalLevel, _textFractal);
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
}
}

12
SampleScenes/Common/Scripts/Klak/Motion/Editor/BrownianMotionEditor.cs.meta


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99
SampleScenes/Common/Scripts/Klak/Motion/Editor/ConstantMotionEditor.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;
namespace Klak.Motion
{
[CanEditMultipleObjects]
[CustomEditor(typeof(ConstantMotion))]
public class ConstantMotionEditor : Editor
{
SerializedProperty _translationMode;
SerializedProperty _translationVector;
SerializedProperty _translationSpeed;
SerializedProperty _rotationMode;
SerializedProperty _rotationAxis;
SerializedProperty _rotationSpeed;
SerializedProperty _useLocalCoordinate;
static GUIContent _textLocalCoordinate = new GUIContent("Local Coordinate");
static GUIContent _textRotation = new GUIContent("Rotation");
static GUIContent _textSpeed = new GUIContent("Speed");
static GUIContent _textTranslation = new GUIContent("Translation");
static GUIContent _textVector = new GUIContent("Vector");
void OnEnable()
{
_translationMode = serializedObject.FindProperty("_translationMode");
_translationVector = serializedObject.FindProperty("_translationVector");
_translationSpeed = serializedObject.FindProperty("_translationSpeed");
_rotationMode = serializedObject.FindProperty("_rotationMode");
_rotationAxis = serializedObject.FindProperty("_rotationAxis");
_rotationSpeed = serializedObject.FindProperty("_rotationSpeed");
_useLocalCoordinate = serializedObject.FindProperty("_useLocalCoordinate");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_translationMode, _textTranslation);
EditorGUI.indentLevel++;
if (_translationMode.hasMultipleDifferentValues ||
_translationMode.enumValueIndex == (int)ConstantMotion.TranslationMode.Vector)
EditorGUILayout.PropertyField(_translationVector, _textVector);
if (_translationMode.hasMultipleDifferentValues ||
_translationMode.enumValueIndex != 0)
EditorGUILayout.PropertyField(_translationSpeed, _textSpeed);
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(_rotationMode, _textRotation);
EditorGUI.indentLevel++;
if (_rotationMode.hasMultipleDifferentValues ||
_rotationMode.enumValueIndex == (int)ConstantMotion.RotationMode.Vector)
EditorGUILayout.PropertyField(_rotationAxis, _textVector);
if (_rotationMode.hasMultipleDifferentValues ||
_rotationMode.enumValueIndex != 0)
EditorGUILayout.PropertyField(_rotationSpeed, _textSpeed);
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(_useLocalCoordinate, _textLocalCoordinate);
serializedObject.ApplyModifiedProperties();
}
}
}

12
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81
SampleScenes/Common/Scripts/Klak/Motion/Editor/SmoothFollowEditor.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;
namespace Klak.Motion
{
[CanEditMultipleObjects]
[CustomEditor(typeof(SmoothFollow))]
public class SmoothFollowEditor : Editor
{
SerializedProperty _interpolator;
SerializedProperty _target;
SerializedProperty _positionSpeed;
SerializedProperty _rotationSpeed;
SerializedProperty _jumpDistance;
SerializedProperty _jumpAngle;
static GUIContent _textAngle = new GUIContent("Angle");
static GUIContent _textDistance = new GUIContent("Distance");
static GUIContent _textPosition = new GUIContent("Position");
static GUIContent _textRotation = new GUIContent("Rotation");
void OnEnable()
{
_interpolator = serializedObject.FindProperty("_interpolator");
_target = serializedObject.FindProperty("_target");
_positionSpeed = serializedObject.FindProperty("_positionSpeed");
_rotationSpeed = serializedObject.FindProperty("_rotationSpeed");
_jumpDistance = serializedObject.FindProperty("_jumpDistance");
_jumpAngle = serializedObject.FindProperty("_jumpAngle");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_interpolator);
EditorGUILayout.PropertyField(_target);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Interpolation Speed", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_positionSpeed, _textPosition);
EditorGUILayout.PropertyField(_rotationSpeed, _textRotation);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Random Jump", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_jumpDistance, _textDistance);
EditorGUILayout.PropertyField(_jumpAngle, _textAngle);
if (EditorApplication.isPlaying && GUILayout.Button("Jump!"))
foreach (SmoothFollow sf in targets)
sf.JumpRandomly();
serializedObject.ApplyModifiedProperties();
}
}
}

12
SampleScenes/Common/Scripts/Klak/Motion/Editor/SmoothFollowEditor.cs.meta


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168
SampleScenes/Common/Scripts/Klak/Motion/SmoothFollow.cs


//
// Klak - Utilities for creative coding with Unity
//
// Copyright (C) 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using Klak.Math;
using Klak.VectorMathExtension;
namespace Klak.Motion
{
/// Follows a given transform smoothly
[AddComponentMenu("Klak/Motion/Smooth Follow")]
public class SmoothFollow : MonoBehaviour
{
#region Nested Classes
public enum Interpolator {
Exponential, Spring, DampedSpring
}
#endregion
#region Editable Properties
[SerializeField]
Interpolator _interpolator = Interpolator.DampedSpring;
[SerializeField]
Transform _target;
[SerializeField, Range(0, 20)]
float _positionSpeed = 2;
[SerializeField, Range(0, 20)]
float _rotationSpeed = 2;
[SerializeField]
float _jumpDistance = 1;
[SerializeField, Range(0, 360)]
float _jumpAngle = 60;
#endregion
#region Public Properties And Methods
public Interpolator interpolationType {
get { return _interpolator; }
set { _interpolator = value; }
}
public Transform target {
get { return _target; }
set { _target = value; }
}
public float positionSpeed {
get { return _positionSpeed; }
set { _positionSpeed = value; }
}
public float rotationSpeed {
get { return _rotationSpeed; }
set { _rotationSpeed = value; }
}
public float jumpDistance {
get { return _jumpDistance; }
set { _jumpDistance = value; }
}
public float jumpAngle {
get { return _jumpAngle; }
set { _jumpAngle = value; }
}
public void Snap()
{
if (_positionSpeed > 0) transform.position = target.position;
if (_rotationSpeed > 0) transform.rotation = target.rotation;
}
public void JumpRandomly()
{
var r1 = Random.Range(0.5f, 1.0f);
var r2 = Random.Range(0.5f, 1.0f);
var dp = Random.onUnitSphere * _jumpDistance * r1;
var dr = Quaternion.AngleAxis(_jumpAngle * r2, Random.onUnitSphere);
transform.position = dp + target.position;
transform.rotation = dr * target.rotation;
}
#endregion
#region Private Properties And Functions
Vector3 _vposition;
Vector4 _vrotation;
Vector3 SpringPosition(Vector3 current, Vector3 target)
{
_vposition = ETween.Step(_vposition, Vector3.zero, 1 + _positionSpeed * 0.5f);
_vposition += (target - current) * (_positionSpeed * 0.1f);
return current + _vposition * Time.deltaTime;
}
Quaternion SpringRotation(Quaternion current, Quaternion target)
{
var v_current = current.ToVector4();
var v_target = target.ToVector4();
_vrotation = ETween.Step(_vrotation, Vector4.zero, 1 + _rotationSpeed * 0.5f);
_vrotation += (v_target - v_current) * (_rotationSpeed * 0.1f);
return (v_current + _vrotation * Time.deltaTime).ToNormalizedQuaternion();
}
#endregion
#region MonoBehaviour Functions
void Update()
{
if (_interpolator == Interpolator.Exponential)
{
if (_positionSpeed > 0)
transform.position = ETween.Step(transform.position, target.position, _positionSpeed);
if (_rotationSpeed > 0)
transform.rotation = ETween.Step(transform.rotation, target.rotation, _rotationSpeed);
}
else if (_interpolator == Interpolator.DampedSpring)
{
if (_positionSpeed > 0)
transform.position = DTween.Step(transform.position, target.position, ref _vposition, _positionSpeed);
if (_rotationSpeed > 0)
transform.rotation = DTween.Step(transform.rotation, target.rotation, ref _vrotation, _rotationSpeed);
}
else
{
if (_positionSpeed > 0)
transform.position = SpringPosition(transform.position, target.position);
if (_rotationSpeed > 0)
transform.rotation = SpringRotation(transform.rotation, target.rotation);
}
}
#endregion
}
}

12
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SampleScenes/HDTest/AnimTest/CMUMocap/Acknowledgement.txt


CMUMocap
--------
This directory contains humanoid animations that are converted from the
Carnegie Mellon University Motion Capture Database.
These animations are basically free to use for commercial and non-commercial
purposes. See the CMU page below for further information.
http://mocap.cs.cmu.edu/
The conversion work is done by Keijiro Takahashi. You can obtain the latest
package from the GitHub repository below.
https://github.com/keijiro/CMUMocap

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Keijiro

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