/// <summary> /// Draws a "Cone" gizmo /// </summary> /// <param name="component">The target component</param> /// <param name="alpha">The base opacity</param> private static void DrawCone(AuraVolume component, float alpha) { float thickness = CustomGizmo.pixelWidth; Color color = CustomGizmo.color; color.a *= alpha; CustomGizmo.DrawCone(component.transform.localToWorldMatrix, color, thickness); float z = 1.0f - component.volumeShape.fading.distanceConeFade; float xy = Mathf.Lerp(0, 1.0f - component.volumeShape.fading.angularConeFade, z); CustomGizmo.DrawLineSegment(new Vector3(0.0f, 0.5f, 1), new Vector3(0, xy * 0.5f, z), component.transform.localToWorldMatrix, color, thickness); CustomGizmo.DrawLineSegment(new Vector3(0.0f, -0.5f, 1), new Vector3(0, -xy * 0.5f, z), component.transform.localToWorldMatrix, color, thickness); CustomGizmo.DrawLineSegment(new Vector3(0.5f, 0.0f, 1), new Vector3(xy * 0.5f, 0.0f, z), component.transform.localToWorldMatrix, color, thickness); CustomGizmo.DrawLineSegment(new Vector3(-0.5f, 0.0f, 1), new Vector3(-xy * 0.5f, 0.0f, z), component.transform.localToWorldMatrix, color, thickness); CustomGizmo.DrawCone(component.transform.localToWorldMatrix, Vector3.zero, Quaternion.identity, new Vector3(xy, xy, z), color, thickness); }
/// <summary> /// Draws the gizmo /// </summary> /// <param name="component">The target component</param> /// <param name="opacity">The gizmo opacity</param> private static void DrawGizmo(AuraLight component, float opacity) { Color color = CustomGizmo.color; color.a = CustomGizmo.color.a * opacity; switch (component.Type) { case LightType.Directional: { float size = HandleUtility.GetHandleSize(component.transform.position); const int stepAmount = 8; const float width = 1.0f; const float length = 3.0f; CustomGizmo.DrawCircle(Matrix4x4.TRS(component.transform.position, component.transform.rotation * Quaternion.AngleAxis(90, Vector3.right), Vector3.one * size * width), color, CustomGizmo.pixelWidth); for (int i = 0; i < stepAmount; ++i) { float ratio = (float)i / (float)stepAmount * 2.0f * Mathf.PI; Vector3 localStartPosition = new Vector3(Mathf.Sin(ratio), Mathf.Cos(ratio), 0) * size * width * 0.5f; Vector3 transformedStartPosition = component.transform.localToWorldMatrix.MultiplyPoint(localStartPosition); CustomGizmo.DrawLineSegment(transformedStartPosition, transformedStartPosition + component.transform.forward * size * length, color, CustomGizmo.pixelWidth); } } break; case LightType.Spot: { float angleToWidth = Mathf.Tan(component.GetComponent <Light>().spotAngle *Mathf.Deg2Rad * 0.5f) * 2.0f * component.GetComponent <Light>().range; CustomGizmo.DrawCone(Matrix4x4.TRS(component.transform.position, component.transform.rotation, new Vector3(angleToWidth, angleToWidth, component.GetComponent <Light>().range)), color, CustomGizmo.pixelWidth); } break; case LightType.Point: { CustomGizmo.DrawSphere(Matrix4x4.TRS(component.transform.position, component.transform.rotation, Vector3.one * component.GetComponent <Light>().range * 2.0f), color, CustomGizmo.pixelWidth); } break; } }