UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/2D/Converter/ParametricToFreeformLightUpgrader.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using UnityEditor.SceneManagement;
namespace UnityEditor.Rendering.Universal
{
internal sealed class ParametricToFreeformLightUpgrader : RenderPipelineConverter
{
const float k_EnscribedSquareDiagonalLength = 0.70710678118654752440084436210485f;
public override string name => "Parametric to Freeform Light Upgrade";
public override string info => "This will upgrade all parametric lights to freeform lights.";
public override int priority => -1000;
public override Type container => typeof(UpgradeURP2DAssetsContainer);
List<string> m_AssetsToConvert = new List<string>();
string m_Light2DId;
public static void UpgradeParametricLight(Light2D light)
{
if (light.lightType == (Light2D.LightType)Light2D.DeprecatedLightType.Parametric)
{
light.lightType = Light2D.LightType.Freeform;
// Parametric radius has to be > 0 in order mesh tessellation to be valid
if (light.shapeLightParametricRadius == 0)
light.shapeLightParametricRadius = 0.01f;
float radius = light.shapeLightParametricRadius;
float angle = light.shapeLightParametricAngleOffset;
int sides = light.shapeLightParametricSides;
var angleOffset = Mathf.PI / 2.0f + Mathf.Deg2Rad * angle;
if (sides < 3)
{
radius = k_EnscribedSquareDiagonalLength * radius;
sides = 4;
}
if (sides == 4)
{
angleOffset = Mathf.PI / 4.0f + Mathf.Deg2Rad * angle;
}
var radiansPerSide = 2 * Mathf.PI / sides;
var min = new Vector3(float.MaxValue, float.MaxValue, 0);
var max = new Vector3(float.MinValue, float.MinValue, 0);
Vector3[] shapePath = new Vector3[sides];
for (var i = 0; i < sides; i++)
{
var endAngle = (i + 1) * radiansPerSide;
var extrudeDir = new Vector3(Mathf.Cos(endAngle + angleOffset), Mathf.Sin(endAngle + angleOffset), 0);
var endPoint = radius * extrudeDir;
shapePath[i] = endPoint;
}
light.shapePath = shapePath;
light.UpdateMesh();
EditorSceneManager.MarkSceneDirty(light.gameObject.scene);
}
}
void UpgradeGameObject(GameObject go)
{
Light2D[] lights = go.GetComponentsInChildren<Light2D>();
foreach (Light2D light in lights)
{
if (light.lightType == Light2D.LightType.Parametric && !PrefabUtility.IsPartOfPrefabInstance(light))
UpgradeParametricLight(light);
}
}
public override void OnInitialize(InitializeConverterContext context, Action callback)
{
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
foreach (string path in allAssetPaths)
{
if (URP2DConverterUtility.IsPrefabOrScenePath(path, "m_LightType: 0"))
{
ConverterItemDescriptor desc = new ConverterItemDescriptor()
{
name = Path.GetFileNameWithoutExtension(path),
info = path,
warningMessage = String.Empty,
helpLink = String.Empty
};
// Each converter needs to add this info using this API.
m_AssetsToConvert.Add(path);
context.AddAssetToConvert(desc);
}
}
callback.Invoke();
}
public override void OnRun(ref RunItemContext context)
{
string result = string.Empty;
string ext = Path.GetExtension(context.item.descriptor.info);
if (ext == ".prefab")
result = URP2DConverterUtility.UpgradePrefab(context.item.descriptor.info, UpgradeGameObject);
else if (ext == ".unity")
URP2DConverterUtility.UpgradeScene(context.item.descriptor.info, UpgradeGameObject);
if (result != string.Empty)
{
context.didFail = true;
context.info = result;
}
else
{
context.hasConverted = true;
}
}
public override void OnClicked(int index)
{
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(m_AssetsToConvert[index]));
}
public override void OnPostRun()
{
Resources.UnloadUnusedAssets();
}
}
}