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using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.DemoTeam.DigitalHuman
{
[CustomEditor(typeof(EyeRenderer))]
public class EyeRendererEditor : Editor
{
void OnSceneGUI()
{
var eye = target as EyeRenderer;
if (eye == null)
return;
if (eye.coneDebug == false)
DrawEyeHandles(eye);
}
void DrawEyeHandles(EyeRenderer eye)
{
var geometryRadius = eye.geometryRadius;
var geometryOrigin = eye.geometryOrigin;
var geometryDiameter = 2.0f * geometryRadius;
var geometryLookRadius = 1.2f * geometryRadius;
var geometryLookRotation = Quaternion.Euler(eye.geometryAngle);
var geometryForward = Vector3.Normalize(geometryLookRotation * Vector3.forward);
var geometryRight = Vector3.Normalize(geometryLookRotation * Vector3.right);
var geometryUp = Vector3.Normalize(geometryLookRotation * Vector3.up);
var drawColorWire = Color.Lerp(Color.clear, Color.green, 1.0f);
var drawColorSolid = Color.Lerp(Color.clear, Color.green, 0.6f);
var drawMatrixObject = eye.transform.localToWorldMatrix;
var drawMatrixGeometry = drawMatrixObject * Matrix4x4.TRS(geometryOrigin, geometryLookRotation, Vector3.one);
var crossSection = eye.corneaCrossSection;
var crossSectionIris = crossSection - eye.corneaCrossSectionIrisOffset;
var crossSectionFade = crossSection + eye.corneaCrossSectionFadeOffset;
var pupilOrigin = geometryDiameter * new Vector3(-eye.pupilUVOffset.x, -eye.pupilUVOffset.y, 0.0f) + Vector3.forward * crossSectionIris;
var pupilRadius = geometryDiameter * (0.5f * eye.pupilUVDiameter);
Vector3 hndGeometryOrigin = geometryOrigin;
Vector3 hndGeometryRadius = geometryOrigin + geometryRight * geometryRadius;
Vector3 hndGeometryForward = geometryOrigin + geometryForward * geometryLookRadius;
Vector3 hndCrossSection = Vector3.forward * crossSection;
Vector3 hndCrossSectionIris = Vector3.forward * crossSectionIris;
Vector3 hndCrossSectionFade = Vector3.forward * crossSectionFade;
Vector3 hndPupilOrigin = pupilOrigin;
Vector3 hndPupilRadius = pupilOrigin + Vector3.right * pupilRadius;
bool hndGeometryRadiusChanged = false;
bool hndCrossSectionChanged = false;
bool hndCrossSectionIrisChanged = false;
bool hndCrossSectionFadeChanged = false;
bool hndPupilOriginChanged = false;
bool hndPupilRadiusChanged = false;
float hndSize = geometryRadius / 50.0f;
float hndDots = 2.0f;
EditorGUI.BeginChangeCheck();
using (new Handles.DrawingScope(drawColorWire, drawMatrixObject))
{
// geometry
{
Handles.DrawWireDisc(geometryOrigin, geometryForward, geometryRadius);
Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryForward * geometryLookRadius, hndDots);
Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryRight * geometryRadius, hndDots);
Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryRight * -geometryRadius, hndDots);
Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryUp * geometryRadius, hndDots);
Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryUp * -geometryRadius, hndDots);
Handles.DrawWireArc(geometryOrigin, geometryUp, geometryForward, 12.0f, geometryLookRadius);
Handles.DrawWireArc(geometryOrigin, geometryUp, geometryForward, -12.0f, geometryLookRadius);
Handles.DrawWireArc(geometryOrigin, geometryRight, geometryForward, 12.0f, geometryLookRadius);
Handles.DrawWireArc(geometryOrigin, geometryRight, geometryForward, -12.0f, geometryLookRadius);
using (var check = new EditorGUI.ChangeCheckScope())
{
hndGeometryRadius = Handles.Slider2D(hndGeometryRadius, geometryForward, geometryRight, geometryUp, hndSize, Handles.SphereHandleCap, 0.0f);
hndGeometryRadiusChanged = check.changed;
}
}
// pupil
using (new Handles.DrawingScope(drawMatrixGeometry))
{
Handles.DrawDottedLine(hndPupilOrigin, hndPupilRadius, hndDots);
Handles.DrawWireDisc(hndPupilOrigin, Vector3.forward, pupilRadius);
using (var check = new EditorGUI.ChangeCheckScope())
{
hndPupilOrigin = Handles.Slider2D(hndPupilOrigin, Vector3.forward, Vector3.right, Vector3.up, pupilRadius, Handles.CircleHandleCap, 0.0f);
hndPupilOriginChanged = check.changed;
}
using (var check = new EditorGUI.ChangeCheckScope())
{
hndPupilRadius = Handles.Slider2D(hndPupilRadius, Vector3.forward, Vector3.right, Vector3.up, hndSize, Handles.SphereHandleCap, 0.0f);
hndPupilRadiusChanged = check.changed;
}
}
// cross section
using (new Handles.DrawingScope(drawMatrixGeometry))
{
var dir45A = Vector3.Normalize(Vector3.right + Vector3.up);
var dir45B = Vector3.Normalize(Vector3.right - Vector3.up);
var extCrossSection = geometryRadius * 0.65f;
var extCrossSectionFadeOffset = geometryRadius * 0.5f;
var extCrossSectionIrisOffset = geometryRadius * 0.35f;
using (new Handles.DrawingScope(new Color(1.0f, 0.5f, 0.0f)))
{
Handles.DrawLine(hndCrossSectionIris - dir45A * extCrossSectionIrisOffset, hndCrossSectionIris + dir45A * extCrossSectionIrisOffset);
Handles.DrawLine(hndCrossSectionIris - dir45B * extCrossSectionIrisOffset, hndCrossSectionIris + dir45B * extCrossSectionIrisOffset);
Handles.DrawLine(hndCrossSectionIris - dir45A * extCrossSectionIrisOffset, hndCrossSection - dir45A * extCrossSectionIrisOffset);
Handles.DrawLine(hndCrossSectionIris - dir45B * extCrossSectionIrisOffset, hndCrossSection - dir45B * extCrossSectionIrisOffset);
Handles.DrawLine(hndCrossSectionIris + dir45A * extCrossSectionIrisOffset, hndCrossSection + dir45A * extCrossSectionIrisOffset);
Handles.DrawLine(hndCrossSectionIris + dir45B * extCrossSectionIrisOffset, hndCrossSection + dir45B * extCrossSectionIrisOffset);
using (var check = new EditorGUI.ChangeCheckScope())
{
hndCrossSectionIris = Handles.Slider2D(hndCrossSectionIris, Vector3.right, Vector3.forward, Vector3.up, hndSize, Handles.CubeHandleCap, 0.0f);
hndCrossSectionIrisChanged = check.changed;
}
}
using (new Handles.DrawingScope(Color.red))
{
Handles.DrawLine(hndCrossSection - dir45A * extCrossSection, hndCrossSection + dir45A * extCrossSection);
Handles.DrawLine(hndCrossSection - dir45B * extCrossSection, hndCrossSection + dir45B * extCrossSection);
using (var check = new EditorGUI.ChangeCheckScope())
{
hndCrossSection = Handles.Slider2D(hndCrossSection, Vector3.right, Vector3.forward, Vector3.up, hndSize, Handles.CubeHandleCap, 0.0f);
hndCrossSectionChanged = check.changed;
}
}
using (new Handles.DrawingScope(new Color(1.0f, 0.0f, 0.5f)))
{
Handles.DrawLine(hndCrossSectionFade - dir45A * extCrossSectionFadeOffset, hndCrossSectionFade + dir45A * extCrossSectionFadeOffset);
Handles.DrawLine(hndCrossSectionFade - dir45B * extCrossSectionFadeOffset, hndCrossSectionFade + dir45B * extCrossSectionFadeOffset);
Handles.DrawLine(hndCrossSectionFade - dir45A * extCrossSectionFadeOffset, hndCrossSection - dir45A * extCrossSectionFadeOffset);
Handles.DrawLine(hndCrossSectionFade - dir45B * extCrossSectionFadeOffset, hndCrossSection - dir45B * extCrossSectionFadeOffset);
Handles.DrawLine(hndCrossSectionFade + dir45A * extCrossSectionFadeOffset, hndCrossSection + dir45A * extCrossSectionFadeOffset);
Handles.DrawLine(hndCrossSectionFade + dir45B * extCrossSectionFadeOffset, hndCrossSection + dir45B * extCrossSectionFadeOffset);
using (var check = new EditorGUI.ChangeCheckScope())
{
hndCrossSectionFade = Handles.Slider2D(hndCrossSectionFade, Vector3.right, Vector3.forward, Vector3.up, hndSize, Handles.CubeHandleCap, 0.0f);
hndCrossSectionFadeChanged = check.changed;
}
}
}
}
if (EditorGUI.EndChangeCheck())
{
Undo.RegisterCompleteObjectUndo(eye, "Eye property change");
// update geometry
if (hndGeometryRadiusChanged)
eye.geometryRadius = Vector3.Magnitude(hndGeometryRadius - geometryOrigin);
// update pupil
if (hndPupilOriginChanged)
eye.pupilUVOffset = new Vector2(-hndPupilOrigin.x, -hndPupilOrigin.y) / geometryDiameter;
if (hndPupilRadiusChanged)
eye.pupilUVDiameter = 2.0f * Vector3.Magnitude(hndPupilRadius - pupilOrigin) / geometryDiameter;
// update cross section
if (hndCrossSectionChanged)
eye.corneaCrossSection = hndCrossSection.z;
if (hndCrossSectionIrisChanged)
eye.corneaCrossSectionIrisOffset = Mathf.Max(0.0f, crossSection - hndCrossSectionIris.z);
if (hndCrossSectionFadeChanged)
eye.corneaCrossSectionFadeOffset = Mathf.Max(0.0f, hndCrossSectionFade.z - crossSection);
}
}
}
}