using UnityEditor; using UnityEngine; namespace Agoxandr.Utils { public class ReflectionProbeVolumeEditor : MonoBehaviour { [CustomEditor(typeof(ReflectionProbeVolume), true)] public class EventManagerEditor : Editor { private SerializedProperty resolution; private SerializedProperty offset; private SerializedProperty threshold; private void OnEnable() { resolution = serializedObject.FindProperty("resolution"); offset = serializedObject.FindProperty("offset"); threshold = serializedObject.FindProperty("threshold"); } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(resolution); EditorGUILayout.PropertyField(offset); EditorGUILayout.PropertyField(threshold); serializedObject.ApplyModifiedProperties(); EditorGUILayout.Space(); if (GUILayout.Button("Place")) { Place(); } } private void Place() { var voxelSize = this.resolution.intValue; var offset = this.offset.floatValue; var threshold = this.threshold.floatValue; ReflectionProbeVolume reflectionProbeVolume = (ReflectionProbeVolume)target; var transform = reflectionProbeVolume.transform; //Gizmos.DrawWireCube(transform.position, transform.localScale); var startPos = transform.position + transform.right * transform.localScale.x / 2 + transform.up * transform.localScale.y / 2 + transform.forward * transform.localScale.z / 2; var xVar = transform.localScale.x / voxelSize / 2f; var zVar = transform.localScale.z / voxelSize / 2f; var data = new Vector3[voxelSize, voxelSize]; //Gizmos.color = Color.blue; for (int x = 0; x < voxelSize; x++) { for (int z = 0; z < voxelSize; z++) { var rayPos = startPos - transform.right * xVar - transform.forward * zVar; if (Physics.Raycast(rayPos, Vector2.down, out RaycastHit hit)) { var point = hit.point + Vector3.up * offset; data[x, z] = point; } zVar += transform.localScale.z / voxelSize; } xVar += transform.localScale.x / voxelSize; zVar = transform.localScale.z / voxelSize / 2f; } CheckSquare(data, 5, voxelSize, threshold, transform); CheckSquare(data, 4, voxelSize, threshold, transform); CheckSquare(data, 3, voxelSize, threshold, transform); CheckSquare(data, 2, voxelSize, threshold, transform); for (int x = 0; x < voxelSize; x++) { for (int z = 0; z < voxelSize; z++) { if (data[x, z].x != float.PositiveInfinity) { var go = new GameObject("Reflection Probe Size: 1"); go.transform.SetParent(transform); go.transform.position = data[x, z]; var reflectionProbe = go.AddComponent(typeof(ReflectionProbe)) as ReflectionProbe; reflectionProbe.resolution = 16; reflectionProbe.center = new Vector3(0f, transform.position.y - data[x, z].y, 0f); reflectionProbe.size = new Vector3(transform.localScale.x / voxelSize, transform.localScale.y, transform.localScale.z / voxelSize); } } } } private void CheckSquare(Vector3[,] data, int size, int voxelSize, float threshold, Transform transform) { for (int x = 0; x < voxelSize; x++) { for (int z = 0; z < voxelSize; z++) { if (x + size <= voxelSize && z + size <= voxelSize) { bool valid = true; var point = Vector3.zero; for (int i = 0; i < size; i++) { for (int k = 0; k < size; k++) { var pos = data[x + i, z + k]; if (pos != Vector3.positiveInfinity) { if (Compare(data[x, z].y, pos.y, threshold)) { point += pos; } else { valid = false; } } } } if (valid) { point /= size * size; var go = new GameObject("Reflection Probe Size: " + size); go.transform.SetParent(transform); go.transform.position = point; var reflectionProbe = go.AddComponent(typeof(ReflectionProbe)) as ReflectionProbe; if (size == 2) reflectionProbe.resolution = 16; else if (size == 3) reflectionProbe.resolution = 32; else if (size == 4) reflectionProbe.resolution = 32; else if (size == 5) reflectionProbe.resolution = 64; reflectionProbe.center = new Vector3(0f, transform.position.y - point.y, 0f); reflectionProbe.size = new Vector3(transform.localScale.x / voxelSize * size, transform.localScale.y, transform.localScale.z / voxelSize * size); for (int i = 0; i < size; i++) { for (int k = 0; k < size; k++) { data[x + i, z + k] = Vector3.positiveInfinity; } } } } } } } private bool Compare(float arg0, float arg1, float threshold) { return Mathf.Abs(arg0 - arg1) < threshold; } } } }