Lasse Jon Fuglsang Pedersen
5 年前
当前提交
cda478a6
共有 5 个文件被更改,包括 532 次插入 和 340 次删除
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461Runtime/EyeRenderer.cs
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2Runtime/MeshTools/KdTree3.cs
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201ShaderLibrary/Nodes_Eyes/EyeProperties.hlsl
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197Editor/EyeRendererEditor.cs
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11Editor/EyeRendererEditor.cs.meta
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using UnityEditor; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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namespace Unity.DemoTeam.DigitalHuman |
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{ |
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[CustomEditor(typeof(EyeRenderer))] |
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public class EyeRendererEditor : Editor |
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{ |
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void OnSceneGUI() |
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{ |
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var eye = target as EyeRenderer; |
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if (eye == null) |
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return; |
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DrawEyeHandles(eye); |
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} |
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void DrawEyeHandles(EyeRenderer eye) |
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{ |
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var geometryRadius = eye.geometryRadius; |
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var geometryOrigin = eye.geometryOrigin; |
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var geometryDiameter = 2.0f * geometryRadius; |
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var geometryLookRadius = 1.2f * geometryRadius; |
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var geometryLookRotation = Quaternion.Euler(eye.geometryAngle); |
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var geometryForward = Vector3.Normalize(geometryLookRotation * Vector3.forward); |
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var geometryRight = Vector3.Normalize(geometryLookRotation * Vector3.right); |
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var geometryUp = Vector3.Normalize(geometryLookRotation * Vector3.up); |
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var drawColorWire = Color.Lerp(Color.clear, Color.green, 1.0f); |
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var drawColorSolid = Color.Lerp(Color.clear, Color.green, 0.6f); |
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var drawMatrixObject = eye.transform.localToWorldMatrix; |
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var drawMatrixGeometry = drawMatrixObject * Matrix4x4.TRS(geometryOrigin, geometryLookRotation, Vector3.one); |
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var crossSection = eye.corneaCrossSection; |
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var crossSectionIris = crossSection - eye.corneaCrossSectionIrisOffset; |
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var crossSectionFade = crossSection + eye.corneaCrossSectionFadeOffset; |
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var pupilOrigin = geometryDiameter * new Vector3(-eye.pupilUVOffset.x, -eye.pupilUVOffset.y, 0.0f) + Vector3.forward * crossSectionIris; |
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var pupilRadius = geometryDiameter * (0.5f * eye.pupilUVDiameter); |
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Vector3 hndGeometryOrigin = geometryOrigin; |
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Vector3 hndGeometryRadius = geometryOrigin + geometryRight * geometryRadius; |
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Vector3 hndGeometryForward = geometryOrigin + geometryForward * geometryLookRadius; |
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Vector3 hndCrossSection = Vector3.forward * crossSection; |
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Vector3 hndCrossSectionIris = Vector3.forward * crossSectionIris; |
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Vector3 hndCrossSectionFade = Vector3.forward * crossSectionFade; |
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Vector3 hndPupilOrigin = pupilOrigin; |
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Vector3 hndPupilRadius = pupilOrigin + Vector3.right * pupilRadius; |
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bool hndGeometryRadiusChanged = false; |
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bool hndCrossSectionChanged = false; |
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bool hndCrossSectionIrisChanged = false; |
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bool hndCrossSectionFadeChanged = false; |
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bool hndPupilOriginChanged = false; |
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bool hndPupilRadiusChanged = false; |
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float hndSize = geometryRadius / 50.0f; |
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float hndDots = 2.0f; |
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EditorGUI.BeginChangeCheck(); |
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using (new Handles.DrawingScope(drawColorWire, drawMatrixObject)) |
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{ |
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// geometry
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{ |
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Handles.DrawWireDisc(geometryOrigin, geometryForward, geometryRadius); |
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Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryForward * geometryLookRadius, hndDots); |
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Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryRight * geometryRadius, hndDots); |
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Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryRight * -geometryRadius, hndDots); |
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Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryUp * geometryRadius, hndDots); |
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Handles.DrawDottedLine(geometryOrigin, geometryOrigin + geometryUp * -geometryRadius, hndDots); |
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Handles.DrawWireArc(geometryOrigin, geometryUp, geometryForward, 12.0f, geometryLookRadius); |
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Handles.DrawWireArc(geometryOrigin, geometryUp, geometryForward, -12.0f, geometryLookRadius); |
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Handles.DrawWireArc(geometryOrigin, geometryRight, geometryForward, 12.0f, geometryLookRadius); |
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Handles.DrawWireArc(geometryOrigin, geometryRight, geometryForward, -12.0f, geometryLookRadius); |
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using (var check = new EditorGUI.ChangeCheckScope()) |
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{ |
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hndGeometryRadius = Handles.Slider2D(hndGeometryRadius, geometryForward, geometryRight, geometryUp, hndSize, Handles.SphereHandleCap, 0.0f); |
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hndGeometryRadiusChanged = check.changed; |
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} |
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} |
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// pupil
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using (new Handles.DrawingScope(drawMatrixGeometry)) |
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{ |
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Handles.DrawDottedLine(hndPupilOrigin, hndPupilRadius, hndDots); |
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Handles.DrawWireDisc(hndPupilOrigin, Vector3.forward, pupilRadius); |
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using (var check = new EditorGUI.ChangeCheckScope()) |
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{ |
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hndPupilOrigin = Handles.Slider2D(hndPupilOrigin, Vector3.forward, Vector3.right, Vector3.up, pupilRadius, Handles.CircleHandleCap, 0.0f); |
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hndPupilOriginChanged = check.changed; |
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} |
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using (var check = new EditorGUI.ChangeCheckScope()) |
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{ |
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hndPupilRadius = Handles.Slider2D(hndPupilRadius, Vector3.forward, Vector3.right, Vector3.up, hndSize, Handles.SphereHandleCap, 0.0f); |
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hndPupilRadiusChanged = check.changed; |
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} |
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} |
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// cross section
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using (new Handles.DrawingScope(drawMatrixGeometry)) |
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{ |
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var dir45A = Vector3.Normalize(Vector3.right + Vector3.up); |
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var dir45B = Vector3.Normalize(Vector3.right - Vector3.up); |
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var extCrossSection = geometryRadius * 0.65f; |
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var extCrossSectionFadeOffset = geometryRadius * 0.5f; |
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var extCrossSectionIrisOffset = geometryRadius * 0.35f; |
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using (new Handles.DrawingScope(new Color(1.0f, 0.5f, 0.0f))) |
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{ |
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Handles.DrawLine(hndCrossSectionIris - dir45A * extCrossSectionIrisOffset, hndCrossSectionIris + dir45A * extCrossSectionIrisOffset); |
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Handles.DrawLine(hndCrossSectionIris - dir45B * extCrossSectionIrisOffset, hndCrossSectionIris + dir45B * extCrossSectionIrisOffset); |
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Handles.DrawLine(hndCrossSectionIris - dir45A * extCrossSectionIrisOffset, hndCrossSection - dir45A * extCrossSectionIrisOffset); |
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Handles.DrawLine(hndCrossSectionIris - dir45B * extCrossSectionIrisOffset, hndCrossSection - dir45B * extCrossSectionIrisOffset); |
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Handles.DrawLine(hndCrossSectionIris + dir45A * extCrossSectionIrisOffset, hndCrossSection + dir45A * extCrossSectionIrisOffset); |
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Handles.DrawLine(hndCrossSectionIris + dir45B * extCrossSectionIrisOffset, hndCrossSection + dir45B * extCrossSectionIrisOffset); |
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using (var check = new EditorGUI.ChangeCheckScope()) |
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{ |
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hndCrossSectionIris = Handles.Slider2D(hndCrossSectionIris, Vector3.right, Vector3.forward, Vector3.up, hndSize, Handles.CubeHandleCap, 0.0f); |
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hndCrossSectionIrisChanged = check.changed; |
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} |
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} |
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using (new Handles.DrawingScope(Color.red)) |
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{ |
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Handles.DrawLine(hndCrossSection - dir45A * extCrossSection, hndCrossSection + dir45A * extCrossSection); |
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Handles.DrawLine(hndCrossSection - dir45B * extCrossSection, hndCrossSection + dir45B * extCrossSection); |
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using (var check = new EditorGUI.ChangeCheckScope()) |
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{ |
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hndCrossSection = Handles.Slider2D(hndCrossSection, Vector3.right, Vector3.forward, Vector3.up, hndSize, Handles.CubeHandleCap, 0.0f); |
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hndCrossSectionChanged = check.changed; |
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} |
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} |
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using (new Handles.DrawingScope(new Color(1.0f, 0.0f, 0.5f))) |
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{ |
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Handles.DrawLine(hndCrossSectionFade - dir45A * extCrossSectionFadeOffset, hndCrossSectionFade + dir45A * extCrossSectionFadeOffset); |
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Handles.DrawLine(hndCrossSectionFade - dir45B * extCrossSectionFadeOffset, hndCrossSectionFade + dir45B * extCrossSectionFadeOffset); |
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Handles.DrawLine(hndCrossSectionFade - dir45A * extCrossSectionFadeOffset, hndCrossSection - dir45A * extCrossSectionFadeOffset); |
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Handles.DrawLine(hndCrossSectionFade - dir45B * extCrossSectionFadeOffset, hndCrossSection - dir45B * extCrossSectionFadeOffset); |
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Handles.DrawLine(hndCrossSectionFade + dir45A * extCrossSectionFadeOffset, hndCrossSection + dir45A * extCrossSectionFadeOffset); |
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Handles.DrawLine(hndCrossSectionFade + dir45B * extCrossSectionFadeOffset, hndCrossSection + dir45B * extCrossSectionFadeOffset); |
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using (var check = new EditorGUI.ChangeCheckScope()) |
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{ |
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hndCrossSectionFade = Handles.Slider2D(hndCrossSectionFade, Vector3.right, Vector3.forward, Vector3.up, hndSize, Handles.CubeHandleCap, 0.0f); |
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hndCrossSectionFadeChanged = check.changed; |
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} |
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} |
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} |
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} |
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if (EditorGUI.EndChangeCheck()) |
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{ |
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Undo.RegisterCompleteObjectUndo(eye, "Eye property change"); |
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// update geometry
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if (hndGeometryRadiusChanged) |
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eye.geometryRadius = Vector3.Magnitude(hndGeometryRadius - geometryOrigin); |
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// update pupil
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if (hndPupilOriginChanged) |
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eye.pupilUVOffset = new Vector2(-hndPupilOrigin.x, -hndPupilOrigin.y) / geometryDiameter; |
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if (hndPupilRadiusChanged) |
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eye.pupilUVDiameter = 2.0f * Vector3.Magnitude(hndPupilRadius - pupilOrigin) / geometryDiameter; |
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// update cross section
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if (hndCrossSectionChanged) |
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eye.corneaCrossSection = hndCrossSection.z; |
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if (hndCrossSectionIrisChanged) |
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eye.corneaCrossSectionIrisOffset = Mathf.Max(0.0f, crossSection - hndCrossSectionIris.z); |
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if (hndCrossSectionFadeChanged) |
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eye.corneaCrossSectionFadeOffset = Mathf.Max(0.0f, hndCrossSectionFade.z - crossSection); |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 25f28bacd17985447bd4d82e81fcba84 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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