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path: root/Scripts/Fold/Editor/FoldPipelineBuilder.cs
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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public class FoldSlot
{
    public int opcode;
    public float float0, float1, float2, float3;
    public Vector4 vec0, vec1, vec2, vec3;

    public void ApplyToMaterial(Material mat, int slotIndex)
    {
        var prefix = $"_Vertex_Deformation_Slot_{slotIndex}_";
        mat.SetFloat(prefix + "Enabled", 1f);
        mat.SetInteger(prefix + "Opcode", opcode);
        mat.SetFloat(prefix + "Float_0", float0);
        mat.SetFloat(prefix + "Float_1", float1);
        mat.SetFloat(prefix + "Float_2", float2);
        mat.SetFloat(prefix + "Float_3", float3);
        mat.SetVector(prefix + "Vector_0", vec0);
        mat.SetVector(prefix + "Vector_1", vec1);
        mat.SetVector(prefix + "Vector_2", vec2);
        mat.SetVector(prefix + "Vector_3", vec3);
    }

    public static void ClearSlot(Material mat, int slotIndex)
    {
        var prefix = $"_Vertex_Deformation_Slot_{slotIndex}_";
        mat.SetFloat(prefix + "Enabled", 0f);
        mat.SetInteger(prefix + "Opcode", 0);
        mat.SetFloat(prefix + "Float_0", 0f);
        mat.SetFloat(prefix + "Float_1", 0f);
        mat.SetFloat(prefix + "Float_2", 0f);
        mat.SetFloat(prefix + "Float_3", 0f);
        mat.SetVector(prefix + "Vector_0", Vector4.zero);
        mat.SetVector(prefix + "Vector_1", Vector4.zero);
        mat.SetVector(prefix + "Vector_2", Vector4.zero);
        mat.SetVector(prefix + "Vector_3", Vector4.zero);
    }
}

public class FoldPipelineBuilder
{
    readonly List<FoldSlot> slots = new();
    Material targetMaterial;

    public static class Opcodes
    {
        public const int None = 0;
        public const int TubeToPlane = 1;
        public const int PlaneToTube = 2;
        public const int PointAlign = 3;
        public const int AxisAlign = 4;
        public const int NormConversion = 5;
        public const int Seal = 6;
        public const int SineWaves = 7;
        public const int FBM = 8;
        public const int PlaneToHemiOctahedron = 9;
    }

    FoldPipelineBuilder() { }

    public static FoldPipelineBuilder Create() => new();

    public FoldPipelineBuilder For(Material material)
    {
        targetMaterial = material;
        return this;
    }

    public FoldPipelineBuilder TubeToPlane(Vector3 p, Vector3 r, Vector3 s, float t)
    {
        slots.Add(new FoldSlot
        {
            opcode = Opcodes.TubeToPlane,
            vec0 = p,
            vec1 = r,
            vec2 = s,
            float0 = t
        });
        return this;
    }

    public FoldPipelineBuilder PlaneToTube(Vector3 p, Vector3 r, Vector3 s, float t)
    {
        slots.Add(new FoldSlot
        {
            opcode = Opcodes.PlaneToTube,
            vec0 = p,
            vec1 = r,
            vec2 = s,
            float0 = t
        });
        return this;
    }

    public FoldPipelineBuilder PlaneToHemiOctahedron(Vector3 p, Vector3 r, Vector3 s, float t)
    {
        slots.Add(new FoldSlot
        {
            opcode = Opcodes.PlaneToHemiOctahedron,
            vec0 = p,
            vec1 = r,
            vec2 = s,
            float0 = t
        });
        return this;
    }

    public FoldPipelineBuilder PointAlign(Vector3 po, Vector3 pp, Vector3 r, float t)
    {
        slots.Add(new FoldSlot
        {
            opcode = Opcodes.PointAlign,
            vec0 = po,
            vec1 = pp,
            vec2 = r,
            float0 = t
        });
        return this;
    }

    public FoldPipelineBuilder AxisAlign(Vector3 po, Vector3 pp, Vector3 r, float t)
    {
        slots.Add(new FoldSlot
        {
            opcode = Opcodes.AxisAlign,
            vec0 = po,
            vec1 = pp,
            vec2 = r,
            float0 = t
        });
        return this;
    }

    public FoldPipelineBuilder NormConversion(float inputK, float outputK, float t)
    {
        slots.Add(new FoldSlot
        {
            opcode = Opcodes.NormConversion,
            float0 = inputK,
            float1 = outputK,
            float2 = t
        });
        return this;
    }

    public FoldPipelineBuilder Seal(float A, float k, float st, float t)
    {
        slots.Add(new FoldSlot
        {
            opcode = Opcodes.Seal,
            float0 = A,
            float1 = k,
            float2 = st,
            float3 = t
        });
        return this;
    }

    public FoldPipelineBuilder SineWaves()
    {
        slots.Add(new FoldSlot { opcode = Opcodes.SineWaves });
        return this;
    }

    public FoldPipelineBuilder FBM()
    {
        slots.Add(new FoldSlot { opcode = Opcodes.FBM });
        return this;
    }

    public FoldPipelineBuilder Custom(int opcode,
        float f0 = 0, float f1 = 0, float f2 = 0, float f3 = 0,
        Vector4? v0 = null, Vector4? v1 = null, Vector4? v2 = null, Vector4? v3 = null)
    {
        slots.Add(new FoldSlot
        {
            opcode = opcode,
            float0 = f0, float1 = f1, float2 = f2, float3 = f3,
            vec0 = v0 ?? Vector4.zero,
            vec1 = v1 ?? Vector4.zero,
            vec2 = v2 ?? Vector4.zero,
            vec3 = v3 ?? Vector4.zero
        });
        return this;
    }

    public void Apply()
    {
        if (targetMaterial == null)
        {
            Debug.LogError("No target material set. Use .For(material) before .Apply()");
            return;
        }

        if (slots.Count > 16)
        {
            Debug.LogWarning($"Too many operations ({slots.Count}). Only the first 16 will be applied.");
        }

        Undo.RecordObject(targetMaterial, "Apply Vertex Deformation");

        targetMaterial.SetFloat("_Vertex_Deformation_Enabled", 1f);

        // Clear all slots first to ensure clean state
        for (int i = 0; i < 16; i++)
            FoldSlot.ClearSlot(targetMaterial, i);

        // Apply active slots
        for (int i = 0; i < slots.Count && i < 16; i++)
            slots[i].ApplyToMaterial(targetMaterial, i);

        EditorUtility.SetDirty(targetMaterial);
    }

    public void Clear()
    {
        slots.Clear();
    }

    public int Count => slots.Count;
}

public static class FoldPresets
{
    public static void TubeToPlaneFull(Material mat) =>
        FoldPipelineBuilder.Create()
            .For(mat)
            .TubeToPlane(Vector3.zero, Vector3.right, Vector3.forward, 1f)
            .Apply();

    public static void PlaneToTubeFull(Material mat) =>
        FoldPipelineBuilder.Create()
            .For(mat)
            .PlaneToTube(Vector3.zero, Vector3.right, Vector3.forward, 1f)
            .Apply();

    public static void PlaneToHemiOctahedronFull(Material mat) =>
        FoldPipelineBuilder.Create()
            .For(mat)
            .PlaneToHemiOctahedron(Vector3.zero, Vector3.right, Vector3.forward, 1f)
            .Apply();

    public static void TubeToPlaneThenNormConv(Material mat) =>
        FoldPipelineBuilder.Create()
            .For(mat)
            .TubeToPlane(Vector3.zero, Vector3.right, Vector3.forward, 1f)
            .NormConversion(2f, 1f, 1f)
            .Apply();

    public static void NormConvL1ToL2(Material mat) =>
        FoldPipelineBuilder.Create()
            .For(mat)
            .NormConversion(1f, 2f, 1f)
            .Apply();

    public static void NormConvL2ToL1(Material mat) =>
        FoldPipelineBuilder.Create()
            .For(mat)
            .NormConversion(2f, 1f, 1f)
            .Apply();

    public static void NormConvL2ToLinf(Material mat) =>
        FoldPipelineBuilder.Create()
            .For(mat)
            .NormConversion(2f, float.PositiveInfinity, 1f)
            .Apply();
}