using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; #if UNITY_EDITOR using UnityEditor; #endif using Object = UnityEngine.Object; namespace UnityEngine.Experimental.Rendering.HDPipeline { #if UNITY_EDITOR public static class EditorLightUtilities { public static void DrawSpotlightGizmo(Light spotlight, bool selected) { var flatRadiusAtRange = spotlight.range * Mathf.Tan(spotlight.spotAngle * Mathf.Deg2Rad * 0.5f); var vectorLineUp = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * flatRadiusAtRange - spotlight.gameObject.transform.position); var vectorLineDown = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * -flatRadiusAtRange - spotlight.gameObject.transform.position); var vectorLineRight = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * flatRadiusAtRange - spotlight.gameObject.transform.position); var vectorLineLeft = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * -flatRadiusAtRange - spotlight.gameObject.transform.position); var rangeDiscDistance = Mathf.Cos(Mathf.Deg2Rad * spotlight.spotAngle / 2) * spotlight.range; var rangeDiscRadius = spotlight.range * Mathf.Sin(spotlight.spotAngle * Mathf.Deg2Rad * 0.5f); var nearDiscDistance = Mathf.Cos(Mathf.Deg2Rad * spotlight.spotAngle / 2) * spotlight.shadowNearPlane; var nearDiscRadius = spotlight.shadowNearPlane * Mathf.Sin(spotlight.spotAngle * Mathf.Deg2Rad * 0.5f); //Draw Range disc Handles.Disc(spotlight.gameObject.transform.rotation, spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * rangeDiscDistance, spotlight.gameObject.transform.forward, rangeDiscRadius, false, 1); //Draw Lines Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineUp * spotlight.range); Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineDown * spotlight.range); Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineRight * spotlight.range); Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineLeft * spotlight.range); if (selected) { //Draw Range Arcs Handles.DrawWireArc(spotlight.gameObject.transform.position, spotlight.gameObject.transform.right, vectorLineUp, spotlight.spotAngle, spotlight.range); Handles.DrawWireArc(spotlight.gameObject.transform.position, spotlight.gameObject.transform.up, vectorLineLeft, spotlight.spotAngle, spotlight.range); //Draw Near Plane Disc if (spotlight.shadows != LightShadows.None) Handles.Disc(spotlight.gameObject.transform.rotation, spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * nearDiscDistance, spotlight.gameObject.transform.forward, nearDiscRadius, false, 1); //Inner Cone var additionalLightData = spotlight.GetComponent(); DrawInnerCone(spotlight,additionalLightData); } } public static void DrawInnerCone(Light spotlight, HDAdditionalLightData additionalLightData) { if (additionalLightData == null) return; var flatRadiusAtRange = spotlight.range * Mathf.Tan(spotlight.spotAngle * additionalLightData.m_InnerSpotPercent * 0.01f * Mathf.Deg2Rad * 0.5f); var vectorLineUp = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * flatRadiusAtRange - spotlight.gameObject.transform.position); var vectorLineDown = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * -flatRadiusAtRange - spotlight.gameObject.transform.position); var vectorLineRight = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * flatRadiusAtRange - spotlight.gameObject.transform.position); var vectorLineLeft = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * -flatRadiusAtRange - spotlight.gameObject.transform.position); //Draw Lines Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineUp * spotlight.range); Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineDown * spotlight.range); Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineRight * spotlight.range); Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineLeft * spotlight.range); var innerAngle = spotlight.spotAngle * additionalLightData.GetInnerSpotPercent01(); if (innerAngle > 0) { var innerDiscDistance = Mathf.Cos(Mathf.Deg2Rad * innerAngle * 0.5f) * spotlight.range; var innerDiscRadius = spotlight.range * Mathf.Sin(innerAngle * Mathf.Deg2Rad * 0.5f); //Draw Range disc Handles.Disc(spotlight.gameObject.transform.rotation, spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * innerDiscDistance, spotlight.gameObject.transform.forward, innerDiscRadius, false, 1); } } public static void DrawArealightGizmo(Light arealight) { var RectangleSize = new Vector3(arealight.areaSize.x, arealight.areaSize.y, 0); Gizmos.matrix = arealight.transform.localToWorldMatrix; Gizmos.DrawWireCube(Vector3.zero, RectangleSize); Gizmos.matrix = Matrix4x4.identity; Gizmos.DrawWireSphere(arealight.transform.position, arealight.range); } public static void DrawPointlightGizmo(Light pointlight, bool selected) { if (pointlight.shadows != LightShadows.None && selected) Gizmos.DrawWireSphere(pointlight.transform.position, pointlight.shadowNearPlane); Gizmos.DrawWireSphere(pointlight.transform.position, pointlight.range); } public static void DrawSpherelightGizmo(Light spherelight) { var additionalLightData = spherelight.GetComponent(); if (additionalLightData == null) return; Gizmos.DrawSphere(spherelight.transform.position, additionalLightData.shapeLength); if (spherelight.shadows != LightShadows.None) Gizmos.DrawWireSphere(spherelight.transform.position, spherelight.shadowNearPlane); Gizmos.DrawWireSphere(spherelight.transform.position, spherelight.range); } public static void DrawFrustumlightGizmo(Light frustumlight) { var additionalLightData = frustumlight.GetComponent(); if (additionalLightData == null) return; var frustumSize = new Vector3(additionalLightData.shapeLength / frustumlight.gameObject.transform.localScale.x, additionalLightData.shapeWidth / frustumlight.gameObject.transform.localScale.y, frustumlight.range - frustumlight.shadowNearPlane / frustumlight.gameObject.transform.localScale.z); Gizmos.matrix = frustumlight.transform.localToWorldMatrix; Gizmos.DrawWireCube(Vector3.forward * (frustumSize.z * 0.5f + frustumlight.shadowNearPlane), frustumSize); Gizmos.matrix = Matrix4x4.identity; } public static void DrawDirectionalLightGizmo(Light directionalLight) { var gizmoSize = 0.2f; Handles.Disc(directionalLight.transform.rotation, directionalLight.transform.position, directionalLight.gameObject.transform.forward, gizmoSize, false, 1); Gizmos.DrawLine(directionalLight.transform.position, directionalLight.transform.position + directionalLight.transform.forward); Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.up * gizmoSize, directionalLight.transform.position + directionalLight.transform.up * gizmoSize + directionalLight.transform.forward); Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.up * -gizmoSize, directionalLight.transform.position + directionalLight.transform.up * -gizmoSize + directionalLight.transform.forward); Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.right * gizmoSize, directionalLight.transform.position + directionalLight.transform.right * gizmoSize + directionalLight.transform.forward); Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.right * -gizmoSize, directionalLight.transform.position + directionalLight.transform.right * -gizmoSize + directionalLight.transform.forward); } public static void DrawCross(Transform m_transform) { var gizmoSize = 0.25f; Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.forward * gizmoSize / m_transform.localScale.z)); Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.forward * -gizmoSize / m_transform.localScale.z)); Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.up * gizmoSize / m_transform.localScale.y)); Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.up * -gizmoSize / m_transform.localScale.y)); Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.right * gizmoSize / m_transform.localScale.x)); Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.right * -gizmoSize / m_transform.localScale.x)); } public static bool DrawHeader(string title, bool activeField) { var backgroundRect = GUILayoutUtility.GetRect(1f, 17f); var labelRect = backgroundRect; labelRect.xMin += 16f; labelRect.xMax -= 20f; var toggleRect = backgroundRect; toggleRect.y += 2f; toggleRect.width = 13f; toggleRect.height = 13f; var menuIcon = EditorGUIUtility.isProSkin ? (Texture2D)EditorGUIUtility.Load("Builtin Skins/DarkSkin/Images/pane options.png") : (Texture2D)EditorGUIUtility.Load("Builtin Skins/LightSkin/Images/pane options.png"); var menuRect = new Rect(labelRect.xMax + 4f, labelRect.y + 4f, menuIcon.width, menuIcon.height); // Background rect should be full-width backgroundRect.xMin = 0f; backgroundRect.width += 4f; // Background float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f; EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f)); // Title using (new EditorGUI.DisabledScope(!activeField)) EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel); // Active checkbox activeField = GUI.Toggle(toggleRect, activeField, GUIContent.none, new GUIStyle("ShurikenCheckMark")); var e = Event.current; if (e.type == EventType.MouseDown && backgroundRect.Contains(e.mousePosition) && e.button == 0) { activeField = !activeField; e.Use(); } EditorGUILayout.Space(); return activeField; } public static void DrawHeader(string title) { var backgroundRect = GUILayoutUtility.GetRect(1f, 17f); var labelRect = backgroundRect; labelRect.xMin += 16f; labelRect.xMax -= 20f; var foldoutRect = backgroundRect; foldoutRect.y += 1f; foldoutRect.width = 13f; foldoutRect.height = 13f; // Background rect should be full-width backgroundRect.xMin = 0f; backgroundRect.width += 4f; // Background float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f; EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f)); // Title EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel); EditorGUILayout.Space(); } public static void DrawSplitter() { var rect = GUILayoutUtility.GetRect(1f, 1f); // Splitter rect should be full-width rect.xMin = 0f; rect.width += 4f; if (Event.current.type != EventType.Repaint) return; EditorGUI.DrawRect(rect, !EditorGUIUtility.isProSkin ? new Color(0.6f, 0.6f, 0.6f, 1.333f) : new Color(0.12f, 0.12f, 0.12f, 1.333f)); } public static bool DrawHeaderFoldout(string title, bool state) { var backgroundRect = GUILayoutUtility.GetRect(1f, 17f); var labelRect = backgroundRect; labelRect.xMin += 16f; labelRect.xMax -= 20f; var foldoutRect = backgroundRect; foldoutRect.y += 1f; foldoutRect.width = 13f; foldoutRect.height = 13f; // Background rect should be full-width backgroundRect.xMin = 0f; backgroundRect.width += 4f; // Background float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f; EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f)); // Title EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel); // Active checkbox state = GUI.Toggle(foldoutRect, state, GUIContent.none, EditorStyles.foldout); var e = Event.current; if (e.type == EventType.MouseDown && backgroundRect.Contains(e.mousePosition) && e.button == 0) { state = !state; e.Use(); } return state; } } #endif }