Files
H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Scripts/AreaLight/Editor/AlloyAreaLightEditor.cs
T
2022-01-22 20:13:49 -08:00

190 lines
6.8 KiB
C#
Vendored

// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
using UnityEngine;
using UnityEditor;
#if H3VR_IMPORTED
[CustomEditor(typeof(AlloyAreaLight))]
[CanEditMultipleObjects]
public class AlloyAreaLightEditor : Editor {
public override void OnInspectorGUI() {
serializedObject.Update();
var hasSpecularHightlight = serializedObject.FindProperty("m_hasSpecularHightlight");
var maxRange = float.MaxValue;
var isSpecularAreaLight = false;
var isPointLight = false;
// Light Type.
foreach (AlloyAreaLight area in targets) {
var light = area.GetComponent<Light>();
if (light.type == LightType.Directional) {
maxRange = 1.0f;
}
else {
maxRange = Mathf.Min(light.range, maxRange);
}
isPointLight = light.type == LightType.Point;
if (isPointLight
|| light.type == LightType.Spot
|| light.type == LightType.Directional) {
isSpecularAreaLight = true;
}
}
// Specular Highlight.
if (isSpecularAreaLight) {
hasSpecularHightlight.boolValue = EditorGUILayout.Toggle("Specular Highlight", hasSpecularHightlight.boolValue);
isSpecularAreaLight = isSpecularAreaLight && hasSpecularHightlight.boolValue;
}
// Radius.
if (isSpecularAreaLight) {
EditorGUILayout.Slider(serializedObject.FindProperty("m_radius"), 0.0f, maxRange);
} else {
var radius = serializedObject.FindProperty("m_radius");
if (radius.floatValue != 0.0f) {
GUI.changed = true;
radius.floatValue = 0.0f;
}
}
// Length.
if (isSpecularAreaLight && isPointLight) {
EditorGUILayout.Slider(serializedObject.FindProperty("m_length"), 0.0f, maxRange * 2.0f);
} else {
var length = serializedObject.FindProperty("m_length");
if (length.floatValue != 0.0f) {
GUI.changed = true;
length.floatValue = 0.0f;
}
}
serializedObject.ApplyModifiedProperties();
if (GUI.changed) {
foreach (AlloyAreaLight area in targets) {
area.UpdateBinding();
}
}
}
internal static void DrawTwoShadedWireDisc(Vector3 position, Vector3 axis, float radius) {
Color color1 = Handles.color;
Color color2 = color1;
color1.a *= 0.2f;
Handles.color = color1;
Handles.DrawWireDisc(position, axis, radius);
Handles.color = color2;
}
internal static void DrawTwoShadedWireDisc(Vector3 position, Vector3 axis, Vector3 from, float degrees, float radius) {
Handles.DrawWireArc(position, axis, from, degrees, radius);
Color cur = Handles.color;
Color set = cur;
set.a *= 0.2f;
Handles.color = set;
Handles.DrawWireArc(position, axis, from, degrees - 360f, radius);
Handles.color = cur;
}
static Vector3[] s_directionArray = {
Vector3.right,
Vector3.up,
Vector3.forward,
-Vector3.right,
-Vector3.up,
-Vector3.forward
};
static void DoRadiusHandle(Vector3 position, float radius, float length) {
Vector3 dif = position - Camera.current.transform.position;
float sqrMagnitude = dif.sqrMagnitude;
float radiusSqr = radius * radius;
float radiusDiv = radiusSqr * radiusSqr / sqrMagnitude;
//float ratio = radiusDiv / radiusSqr;
float total = Mathf.Sqrt(radiusSqr - radiusDiv);
Handles.DrawWireDisc(position - radiusSqr * dif / sqrMagnitude, dif, total);
for (int j = 0; j < 3; j++) {
float angle = Vector3.Angle(dif, s_directionArray[j]);
angle = 90f - Mathf.Min(angle, 180f - angle);
float tanAngle = Mathf.Tan(angle * Mathf.Deg2Rad);
float viewSize = Mathf.Sqrt(radiusDiv + tanAngle * tanAngle * radiusDiv) / radius;
if (viewSize < 1f) {
float finalArcAngle = Mathf.Asin(viewSize) * Mathf.Rad2Deg;
Vector3 vector2 = Vector3.Cross(s_directionArray[j], dif).normalized;
vector2 = Quaternion.AngleAxis(finalArcAngle, s_directionArray[j]) * vector2;
DrawTwoShadedWireDisc(position, s_directionArray[j], vector2, (90f - finalArcAngle) * 2f, radius);
}
else {
DrawTwoShadedWireDisc(position, s_directionArray[j], radius);
}
}
}
float DrawCapsuleGizmo(Transform transform, float radius, float length) {
var fwd = Vector3.forward * radius;
var side = Vector3.up * radius;
var halfLength = 0.5f * length;
// Exclude light transform scale, and pre-rotate capsule to follow the Y-axis.
Handles.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one)
* Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0.0f, 0.0f, 90.0f), Vector3.one);
Handles.DrawWireArc(-halfLength * Vector3.right, Vector3.forward, Vector3.up, 180.0f, radius);
Handles.DrawWireArc(-halfLength * Vector3.right, Vector3.up, -Vector3.forward, 180.0f, radius);
Handles.DrawWireArc(halfLength * Vector3.right, Vector3.forward, -Vector3.up, 180.0f, radius);
Handles.DrawWireArc(halfLength * Vector3.right, Vector3.up, Vector3.forward, 180.0f, radius);
Handles.DrawWireDisc(-halfLength * Vector3.right, Vector3.right, radius);
Handles.DrawWireDisc(halfLength * Vector3.right, Vector3.right, radius);
Handles.DrawLine(-halfLength * Vector3.right + fwd, halfLength * Vector3.right + fwd);
Handles.DrawLine(-halfLength * Vector3.right - fwd, halfLength * Vector3.right - fwd);
Handles.DrawLine(-halfLength * Vector3.right + side, halfLength * Vector3.right + side);
Handles.DrawLine(-halfLength * Vector3.right - side, halfLength * Vector3.right - side);
if (!Event.current.alt && !Event.current.shift) {
radius = Handles.RadiusHandle(Quaternion.identity, -halfLength * Vector3.right, radius, true);
radius = Handles.RadiusHandle(Quaternion.identity, halfLength * Vector3.right, radius, true);
}
Handles.matrix = Matrix4x4.identity;
return radius;
}
void OnSceneGUI() {
var area = target as AlloyAreaLight;
var light = area.GetComponent<Light>();
if (light.type == LightType.Point
|| light.type == LightType.Spot) {
area.Radius = DrawCapsuleGizmo(area.transform, area.Radius, area.Length);
}
//DoRadiusHandle(area.transform.position, area.Size, 1.0f);
if (GUI.changed) {
Undo.RecordObject(area, "Adjust area light");
}
}
}
#endif