//#define _SNAPPERS_TEXTURE_ARRAYS using UnityEditor; using UnityEngine; namespace Unity.DemoTeam.DigitalHuman { [CustomEditor(typeof(SnappersHeadRenderer))] public class SnappersHeadRendererEditor : Editor { void OnSceneGUI() { var shr = target as SnappersHeadRenderer; if (shr == null) return; if (shr.headDefinition == null) return; var rigControllers = shr.headInstance.rigControllers; if (rigControllers == null) return; var rigTransforms = shr.headInstance.rigTransforms; if (rigTransforms == null) return; for (int i = 0; i != rigTransforms.Length; i++) { var t = rigTransforms[i]; if (t == null) continue; var caps = rigControllers[i].caps; var numAxisTranslate = 0; var numAxisRotate = 0; var numAxisScale = 0; numAxisTranslate += (caps & SnappersControllerCaps.translateX) != 0 ? 1 : 0; numAxisTranslate += (caps & SnappersControllerCaps.translateY) != 0 ? 1 : 0; numAxisTranslate += (caps & SnappersControllerCaps.translateZ) != 0 ? 1 : 0; numAxisRotate += (caps & SnappersControllerCaps.rotateX) != 0 ? 1 : 0; numAxisRotate += (caps & SnappersControllerCaps.rotateY) != 0 ? 1 : 0; numAxisRotate += (caps & SnappersControllerCaps.rotateZ) != 0 ? 1 : 0; numAxisScale += (caps & SnappersControllerCaps.scaleX) != 0 ? 1 : 0; numAxisScale += (caps & SnappersControllerCaps.scaleY) != 0 ? 1 : 0; numAxisScale += (caps & SnappersControllerCaps.scaleZ) != 0 ? 1 : 0; var dirX = Vector3.right * -1.0f;// flip var dirY = Vector3.up; var dirZ = Vector3.forward; var hndSize = 0.003f; var hndSnap = 0.0f; if (numAxisTranslate > 0) { var drawColor = Color.Lerp(Color.blue, Color.white, 0.5f); var drawMatrix = t.parent.localToWorldMatrix; using (new Handles.DrawingScope(drawColor, drawMatrix)) { var pos = t.localPosition; var rot = t.localRotation; //switch (numAxisTranslate) //{ // case 1: // { // if (caps == SnappersControllerCaps.translateX) // pos = Handles.Slider(pos, dirX, hndSize, Handles.SphereHandleCap, hndSnap); // else if (caps == SnappersControllerCaps.translateY) // pos = Handles.Slider(pos, dirY, hndSize, Handles.SphereHandleCap, hndSnap); // else if (caps == SnappersControllerCaps.translateZ) // pos = Handles.Slider(pos, dirZ, hndSize, Handles.SphereHandleCap, hndSnap); // } // break; // case 2: // { // if (caps == (SnappersControllerCaps.translateX | SnappersControllerCaps.translateY)) // pos = Handles.Slider2D(pos, dirZ, dirX, dirY, hndSize, Handles.SphereHandleCap, hndSnap); // else if (caps == (SnappersControllerCaps.translateY | SnappersControllerCaps.translateZ)) // pos = Handles.Slider2D(pos, -dirX, dirY, dirZ, hndSize, Handles.SphereHandleCap, hndSnap); // else if (caps == (SnappersControllerCaps.translateX | SnappersControllerCaps.translateZ)) // pos = Handles.Slider2D(pos, dirY, dirX, dirZ, hndSize, Handles.SphereHandleCap, hndSnap); // } // break; // case 3: // { // pos = Handles.FreeMoveHandle(pos, Quaternion.identity, hndSize, hndSnap * Vector3.one, Handles.SphereHandleCap); // } // break; //} EditorGUI.BeginChangeCheck(); pos = Handles.FreeMoveHandle(pos, Quaternion.identity, hndSize, hndSnap * Vector3.one, Handles.SphereHandleCap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(t, "Move control rig handle"); t.localPosition = pos; t.localRotation = rot; } } } } } #if _SNAPPERS_TEXTURE_ARRAYS public override void OnInspectorGUI() { var shr = target as SnappersHeadRenderer; if (shr == null) return; if (GUILayout.Button("Create Texture Array Assets")) { CreateTextureArrayAssets(shr); } base.OnInspectorGUI(); } static void CreateTextureArrayAssets(SnappersHeadRenderer shr) { var inputMask = new Texture2D[] { shr.mask1, shr.mask2, shr.mask3, shr.mask4, shr.mask5, shr.mask6, shr.mask7, shr.mask8, shr.mask9, shr.mask10, shr.mask11, shr.mask12 }; var inputAlbedo = new Texture2D[] { shr.albedo1, shr.albedo2, shr.albedo3, shr.albedo4 }; var inputNormal = new Texture2D[] { shr.normal1, shr.normal2, shr.normal3, shr.normal4 }; var inputCavity = new Texture2D[] { shr.cavity1, shr.cavity2, shr.cavity3, shr.cavity4 }; var assetPath = shr.arrayAssetPath.Trim('/'); var assetPathMask = assetPath + "/_Tex2DArray_Mask.asset"; var assetPathAlbedo = assetPath + "/_Tex2DArray_Albedo.asset"; var assetPathNormal = assetPath + "/_Tex2DArray_Normal.asset"; var assetPathCavity = assetPath + "/_Tex2DArray_Cavity.asset"; shr.arrayMask = CreateTextureArrayAsset(inputMask, linear: true, assetPathMask); shr.arrayAlbedo = CreateTextureArrayAsset(inputAlbedo, linear: false, assetPathAlbedo); shr.arrayNormal = CreateTextureArrayAsset(inputNormal, linear: true, assetPathNormal); shr.arrayCavity = CreateTextureArrayAsset(inputCavity, linear: true, assetPathCavity); EditorUtility.SetDirty(shr); AssetDatabase.SaveAssets(); } static Texture2DArray CreateTextureArrayAsset(Texture2D[] slices, bool linear, string path) { var array = new Texture2DArray(slices[0].width, slices[0].height, slices.Length, slices[0].format, true, linear); var arrayWrapper = CreateInstance(); if (slices.Length > 0 && slices[0] != null) { array.wrapMode = slices[0].wrapMode; array.anisoLevel = slices[0].anisoLevel; array.filterMode = slices[0].filterMode; } for (int i = 0; i != slices.Length; i++) { if (slices[i] != null) { int mipCount = slices[i].mipmapCount; for (int mip = 0; mip != mipCount; mip++) { Graphics.CopyTexture(slices[i], 0, mip, array, i, mip); } } } AssetDatabase.CreateAsset(arrayWrapper, path); AssetDatabase.AddObjectToAsset(array, arrayWrapper); array.name = arrayWrapper.name; return array; } #endif } }