您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

179 行
5.8 KiB

//#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;
//}
pos = Handles.FreeMoveHandle(pos, Quaternion.identity, hndSize, hndSnap * Vector3.one, Handles.SphereHandleCap);
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<BinaryAsset>();
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
}
}