diff --git a/Assets/MouseRotate.cs b/Assets/MouseRotate.cs index 95a42e882..2fa7cc22b 100644 --- a/Assets/MouseRotate.cs +++ b/Assets/MouseRotate.cs @@ -2,8 +2,6 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; -using Unity.Mathematics; -using static Unity.Mathematics.math; public class MouseRotate : MonoBehaviour { diff --git a/Assets/Shaders/Compute/Lightning/LightningCompute.cs b/Assets/Shaders/Compute/Lightning/LightningCompute.cs index 242d24b2f..d3cf76859 100644 --- a/Assets/Shaders/Compute/Lightning/LightningCompute.cs +++ b/Assets/Shaders/Compute/Lightning/LightningCompute.cs @@ -5,11 +5,11 @@ using System.Linq; using System.Runtime.InteropServices; using UnityEngine; using UnityEngine.Rendering; -using Unity.Mathematics; +using CultMath; +using CultMath.UnityBridge; using UnityEngine.InputSystem; using UnityEngine.Serialization; -using static Unity.Mathematics.math; -using static Unity.Mathematics.noise; +using static CultMath.math; using Random = UnityEngine.Random; public class LightningCompute : MonoBehaviour @@ -255,19 +255,19 @@ public class LightningCompute : MonoBehaviour var diff = EndPosition - StartPosition; var dist = diff.magnitude; _bolts[0].startPos = StartPosition; - _bolts[0].startOffset = -(Vector3) fbm3(float2(0, _time)); + _bolts[0].startOffset = -fbm3(float2(0, _time)).ToUnity(); _bolts[0].endPos = EndPosition; - _bolts[0].endOffset = FixedEndpoint ? -(Vector3) fbm3(float2(dist, _time)) : Vector3.zero; + _bolts[0].endOffset = FixedEndpoint ? -fbm3(float2(dist, _time)).ToUnity() : Vector3.zero; for (int i = 0; i < BranchCount; i++) { var root = Vector3.Lerp(StartPosition, EndPosition, _bolts[i + 1].startTime); var rootDist = _bolts[i + 1].startTime * dist; _bolts[i + 1].startPos = - root + (Vector3) fbm3(float2(rootDist, _time)) + + root + fbm3(float2(rootDist, _time)).ToUnity() + _bolts[0].startOffset * (max(.5f - _bolts[i + 1].startTime, 0) * 2) + _bolts[0].endOffset * (max(_bolts[i + 1].startTime - .5f, 0) * 2); - _bolts[i + 1].startOffset = -(Vector3) fbm3(float2(0, _time + (i + 1) * 10)); + _bolts[i + 1].startOffset = -fbm3(float2(0, _time + (i + 1) * 10)).ToUnity(); _bolts[i + 1].endPos = root + _branchEndpoints[i]; } diff --git a/Assets/Shaders/Compute/Slime/Slime.cs b/Assets/Shaders/Compute/Slime/Slime.cs index ffd067938..666a79b9c 100644 --- a/Assets/Shaders/Compute/Slime/Slime.cs +++ b/Assets/Shaders/Compute/Slime/Slime.cs @@ -4,12 +4,11 @@ using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using MessagePack; -using Unity.Mathematics; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering; using Random = UnityEngine.Random; -using static Unity.Mathematics.math; +using static CultMath.math; public class Slime : MonoBehaviour { diff --git a/Assets/Shaders/Compute/Slime/SlimeTestSpawner.cs b/Assets/Shaders/Compute/Slime/SlimeTestSpawner.cs index 238b12fb8..a3e66b33e 100644 --- a/Assets/Shaders/Compute/Slime/SlimeTestSpawner.cs +++ b/Assets/Shaders/Compute/Slime/SlimeTestSpawner.cs @@ -1,6 +1,4 @@ -using Unity.Mathematics; using UnityEngine; -using static Unity.Mathematics.math; public class SlimeTestSpawner : MonoBehaviour { diff --git a/Assets/Shaders/StableFluids/Fluid.cs b/Assets/Shaders/StableFluids/Fluid.cs index bd8807f7a..86b4eff8f 100644 --- a/Assets/Shaders/StableFluids/Fluid.cs +++ b/Assets/Shaders/StableFluids/Fluid.cs @@ -2,10 +2,9 @@ // https://github.com/keijiro/StableFluids using System.Collections.Generic; -using Unity.Mathematics; +using CultMath; using UnityEngine; -using static Unity.Mathematics.math; -using int2 = Unity.Mathematics.int2; +using static CultMath.math; using Random = UnityEngine.Random; public class Fluid : MonoBehaviour