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openflowmap's Introduction

  • 👋 Hi, I’m Omid Saadat
  • 👀 I’m interested in solving technical problems usually in game development.
  • 📫 How to reach me:

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openflowmap's Issues

GlobalFlowDirection suggestion

Use "Angle" and "Strength" to control the flow direction and its strength just like RealisticFlow
Use "Blend" in place of the original m_flowStrength to blend between original ray direction and the global flow influence

Suggestions

-> reduced gc by caching arrays and temporary texture
-> reduced operations of calling vector normalized from ray constructors and assignments to ray direction
-> reduced vector operations

FlowMapRenderer unexpectedly write and assign new texture

Procedure:

  1. Create new project with URP template. By default it will open the Assets/Scenes/SampleScene.unity that comes with the template.

  2. Install OpenFlowMap.
    image

  3. Notice a texture is created and being assigned into the FlowMapRenderer
    image
    image
    image

Expected result:
the original texture reference should not be changed.

Rays in blur effect are not processed independently

in BlurEffect.cs, BlurRays(), the pseudocode being
for x
for y
averageDirection = average of neighborhoods of rayCount size around rays(x,y)
write into rays(x,y)

because it writes into rays(x,y) immediately, subsequence rays which are within the neighborhoods e.g. (x, y+1) will get the modified result instead of the original direction values.

Let OpenFlowmapBehaviour do the baking instead of OpenFlowmapConfig

During opening unity project, it might cause errors and crashes due to calling OnValidate() on config (and processors) but there may be no valid scene to make the raycasts. Because OpenFlowmapBehaviour is inside a scene, it makes more sense for the behaviour to initilize the baking instead of the Config.

Solution:
Move the rayprojector and baking code into OpenFlowmapBehaviour. then config OnValidate will try to find the behaviour in scene that uses the config and call its initialize.
the processor's OnValidate will call config.OnValidate (which in turn will find behvaiour in scene)

Crashes Unity for me

If you'll excuse my impertinance - I'd like to strongly recommend always publishing the entire Unity project. In my experience (and I download a very large number of repos) - it hugely increases the likelihood of things just working and makes it quicker and simpler to try out people's work.

Using this template: https://github.com/adrenak/upm-template you get the best of both worlds as a UPM branch is automatically updated for every commit.

Feature request: UVFlow processor

It would be great to have the flow follows the direction in uv space. for example, a river mesh may be curved and would usually be extended along one of the uv direction.

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