#if UNITY_EDITOR using UnityEditor; #endif 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)); } } #endif }