ArabDesert/Assets/Bakery/BakeryPointLight.cs

186 lines
5.6 KiB
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
[DisallowMultipleComponent]
public class BakeryPointLight : MonoBehaviour
{
public enum ftLightProjectionMode
{
Omni = 0,
Cookie = 1,
Cubemap = 2,
IES = 3,
Cone = 4
};
public enum Direction
{
NegativeY = 0,
PositiveZ = 1
};
public int UID;
public Color color = Color.white;
public float intensity = 1.0f;
public float shadowSpread = 0.05f;
public float cutoff = 10.0f;
public bool realisticFalloff = false;
public bool legacySampling = true;
public int samples = 8;
public ftLightProjectionMode projMode;
public Texture2D cookie;
public float angle = 30.0f;
public float innerAngle = 0;
public Cubemap cubemap;
public UnityEngine.Object iesFile;
public int bitmask = 1;
public bool bakeToIndirect = false;
public bool shadowmask = false;
public bool shadowmaskFalloff = false;
public float indirectIntensity = 1.0f;
public float falloffMinRadius = 1.0f;
public int shadowmaskGroupID = 0;
public Direction directionMode = Direction.NegativeY;
public int maskChannel;
const float GIZMO_MAXSIZE = 0.1f;
const float GIZMO_SCALE = 0.01f;
float screenRadius = GIZMO_MAXSIZE;
public static int lightsChanged = 0; // 1 = const, 2 = full
static GameObject objShownError;
#if UNITY_EDITOR
void OnValidate()
{
if (lightsChanged == 0) lightsChanged = 1;
}
void OnEnable()
{
lightsChanged = 2;
}
void OnDisable()
{
lightsChanged = 2;
}
public void Start()
{
if (gameObject.GetComponent<BakeryDirectLight>() != null ||
gameObject.GetComponent<BakerySkyLight>() != null ||
gameObject.GetComponent<BakeryLightMesh>() != null)
{
if (objShownError != gameObject)
{
EditorUtility.DisplayDialog("Bakery", "Can't have more than one Bakery light on one object", "OK");
objShownError = gameObject;
}
else
{
Debug.LogError("Can't have more than one Bakery light on one object");
}
DestroyImmediate(this);
return;
}
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
if (UID == 0) UID = Guid.NewGuid().GetHashCode(); // legacy
}
void OnDrawGizmos()
{
Gizmos.color = color;
var curCam = Camera.current;
if (curCam != null)
{
screenRadius = Mathf.Min((transform.position - curCam.transform.position).magnitude * GIZMO_SCALE, GIZMO_MAXSIZE);
}
Gizmos.DrawSphere(transform.position, screenRadius);
}
void DrawArrow(Vector3 a, Vector3 b)
{
//const float len = 0.125f;
b = a + b * (shadowSpread + 0.05f);
Gizmos.DrawLine(a, b);
}
void OnDrawGizmosSelected()
{
Gizmos.color = color;//Color.yellow;
Gizmos.DrawWireSphere(transform.position, shadowSpread);
Gizmos.color = new Color(color.r, color.g, color.b, 0.25f);//Color.gray;
if (projMode != ftLightProjectionMode.Cookie && projMode != ftLightProjectionMode.Cone) Gizmos.DrawWireSphere(transform.position, cutoff);
if (projMode != 0)
{
Gizmos.color = color;//Color.yellow;
Vector3 endPoint;
if (projMode == ftLightProjectionMode.Cookie || projMode == ftLightProjectionMode.Cone)
{
endPoint = transform.forward * 2;
Gizmos.DrawRay(transform.position, endPoint);
float angle2 = (180 - angle) * Mathf.Deg2Rad * 0.5f;
//float x = Mathf.Cos(angle2);
//float radius = x * cutoff;
float x = 1 / Mathf.Sin(angle2);
x = Mathf.Sqrt(x * x - 1);
float radius = x * cutoff;
const int segments = 16;
for(int i=0; i<segments; i++)
{
float p1 = i / (float)segments;
float p2 = (i+1) / (float)segments;
float x1 = Mathf.Cos(p1 * Mathf.PI*2);
float y1 = Mathf.Sin(p1 * Mathf.PI*2);
float x2 = Mathf.Cos(p2 * Mathf.PI*2);
float y2 = Mathf.Sin(p2 * Mathf.PI*2);
Vector3 A = transform.position + transform.forward * cutoff + transform.right * x1 * radius + transform.up * y1 * radius;
Vector3 B = transform.position + transform.forward * cutoff + transform.right * x2 * radius + transform.up * y2 * radius;
Gizmos.DrawLine(A, B);
if (i % 4 == 0) Gizmos.DrawLine(transform.position, A);
}
}
else
{
if (projMode == ftLightProjectionMode.IES && directionMode == Direction.PositiveZ)
{
endPoint = transform.forward * 2;
}
else
{
endPoint = -transform.up * 2;
}
Gizmos.DrawRay(transform.position, endPoint);
}
endPoint += transform.position;
Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.right - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.right - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.up - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.up - endPoint).normalized * 0.5f);
}
}
#endif
}