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