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using System;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace UnityEditor.Experimental.Rendering
{
public static class HDReflectionProbeEditorUtility
{
static int _Cubemap = Shader.PropertyToID("_Cubemap");
static Material s_PreviewMaterial;
static Mesh s_SphereMesh;
[InitializeOnLoadMethod]
static void Initialize()
{
s_SphereMesh = Resources.GetBuiltinResource(typeof(Mesh), "New-Sphere.fbx") as Mesh;
}
public static Matrix4x4 GetLocalSpace(ReflectionProbe probe)
{
var t = probe.transform.position;
return Matrix4x4.TRS(t, GetLocalSpaceRotation(probe), Vector3.one);
}
public static Quaternion GetLocalSpaceRotation(ReflectionProbe probe)
{
var supportsRotation = (SupportedRenderingFeatures.active.reflectionProbeSupportFlags & SupportedRenderingFeatures.ReflectionProbeSupportFlags.Rotation) != 0;
return supportsRotation
? probe.transform.rotation
: Quaternion.identity;
}
// Ensures that probe's AABB encapsulates probe's position
// Returns true, if center or size was modified
public static bool ValidateAABB(ReflectionProbe p, ref Vector3 center, ref Vector3 size)
{
var localSpace = GetLocalSpace(p);
var localTransformPosition = localSpace.inverse.MultiplyPoint3x4(p.transform.position);
var b = new Bounds(center, size);
if (b.Contains(localTransformPosition))
return false;
b.Encapsulate(localTransformPosition);
center = b.center;
size = b.size;
return true;
}
public static void ResetProbeSceneTextureInMaterial(ReflectionProbe p)
{
var renderer = p.GetComponent<Renderer>();
renderer.sharedMaterial.SetTexture(_Cubemap, p.texture);
}
public static float CalculateSphereMaxBlendDistance(HDReflectionProbeUI s, SerializedHDReflectionProbe p, Editor o)
{
return p.influenceSphereRadius.floatValue;
}
public static Vector3 CalculateBoxMaxBlendDistance(HDReflectionProbeUI s, SerializedHDReflectionProbe p, Editor o)
{
return p.boxSize.vector3Value * 0.5f;
}
internal static void InitializeProbe(ReflectionProbe p, HDAdditionalReflectionData data)
{
var meshFilter = p.GetComponent<MeshFilter>() ?? p.gameObject.AddComponent<MeshFilter>();
var meshRenderer = p.GetComponent<MeshRenderer>() ?? p.gameObject.AddComponent<MeshRenderer>();
meshFilter.sharedMesh = s_SphereMesh;
// Lazy evaluation attempt to avoid shader compil error issue in Editor (The shader is not found the first time
// we load after deleting Library folder)
if (s_PreviewMaterial == null)
{
s_PreviewMaterial = new Material(Shader.Find("Debug/ReflectionProbePreview"))
{
hideFlags = HideFlags.HideAndDontSave
};
}
var material = meshRenderer.sharedMaterial;
if (material == null
|| material == s_PreviewMaterial
|| material.shader != s_PreviewMaterial.shader)
{
material = Object.Instantiate(s_PreviewMaterial);
material.SetTexture(_Cubemap, p.texture);
material.hideFlags = HideFlags.HideAndDontSave;
meshRenderer.material = material;
}
meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
meshRenderer.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
}
internal static void ChangeVisibility(ReflectionProbe p, bool visible)
{
var meshRenderer = p.GetComponent<MeshRenderer>() ?? p.gameObject.AddComponent<MeshRenderer>();
meshRenderer.enabled = visible;
}
}
}