Every Unity.Mathematics using, alias and qualified name under Assets\Scripts and tools now names CultMath. The nine `using static ...noise;` lines are gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the float3 colour pair stays because the bridge has none. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
50 lines
No EOL
1.5 KiB
C#
50 lines
No EOL
1.5 KiB
C#
using System.Linq;
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using CultMath;
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using UnityEngine;
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using static CultMath.math;
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public static class UnityExtensions
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{
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public static Texture2D ToTexture(this Color c)
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{
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Texture2D result = new Texture2D(1, 1);
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result.SetPixels(new[]{c});
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result.Apply();
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return result;
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}
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private const int GradSteps = 32;
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public static Texture2D ToTexture(this Gradient g)
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{
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var tex = new Texture2D(GradSteps, 1) {wrapMode = TextureWrapMode.Clamp};
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for (int x = 0; x < GradSteps; x++)
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{
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tex.SetPixel(x, 0, g.Evaluate( (float)x / GradSteps));
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}
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tex.Apply();
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return tex;
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}
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public static Gradient ToGradient(this float4[] keys, bool sharp = false)
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{
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var grad = new Gradient();
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grad.mode = sharp ? GradientMode.Fixed : GradientMode.Blend;
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grad.alphaKeys = new[] {new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 1)};
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grad.colorKeys = keys.Select(k => new GradientColorKey(k.xyz.ToColor(), k.w)).ToArray();
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return grad;
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}
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public static AnimationCurve ToCurve(this float4[] keys)
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{
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return new AnimationCurve(keys.Select(v => new Keyframe(v.x, v.y, v.z, v.w)).ToArray());
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}
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public static AnimationCurve ToCurve(this BezierCurve curve)
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{
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return new AnimationCurve(curve.Keys.Select(v => new Keyframe(v.x, v.y, v.z, v.w)).ToArray());
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}
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public static Color ToColor(this float3 v) => new Color(v.x,v.y,v.z);
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public static float3 ToFloat3(this Color c) => float3(c.r,c.g,c.b);
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} |