示例#1
0
        protected UvTransform?TextureRotationSlider(
            Material material,
            UvTransform?uvTransform,
            int scaleTransformPropertyId,
            int rotationPropertyId,
            bool freezeScale = false
            )
        {
            UvTransform oldUvTransform;
            UvTransform newUvTransform;

            if (uvTransform.HasValue)
            {
                oldUvTransform = uvTransform.Value;
                newUvTransform = uvTransform.Value;
            }
            else
            {
                GetUvTransform(material, scaleTransformPropertyId, rotationPropertyId, out oldUvTransform);
                newUvTransform = new UvTransform();
            }

            GUILayout.BeginHorizontal();
            GUILayout.Label("Texture Rotation");
            var newUvRotation = EditorGUILayout.Slider(oldUvTransform.rotation, 0, 360);

            GUILayout.EndHorizontal();

            float2 newUvScale = new float2(1, 1);

            if (!freezeScale)
            {
                GUILayout.BeginHorizontal();
                newUvScale = EditorGUILayout.Vector2Field("Scale", oldUvTransform.scale);
                GUILayout.EndHorizontal();
            }

            if (!uvTransform.HasValue)
            {
                newUvTransform.rotation = newUvRotation;
                newUvTransform.scale    = newUvScale;
            }

            bool update = false;

            if (Math.Abs(newUvRotation - oldUvTransform.rotation) > TOLERANCE)
            {
                newUvTransform.rotation = newUvRotation;
                update = true;
            }

            if (!freezeScale && !newUvScale.Equals(oldUvTransform.scale))
            {
                newUvTransform.scale = newUvScale;
                update = true;
            }

            if (update)
            {
                var      cos = math.cos(newUvTransform.rotation * Mathf.Deg2Rad);
                var      sin = math.sin(newUvTransform.rotation * Mathf.Deg2Rad);
                var      currentScaleTransform = material.GetVector(scaleTransformPropertyId);
                float2x2 rotScale = math.mul(new float2x2(cos, sin, -sin, cos), new float2x2(newUvTransform.scale.x, 0, 0, newUvTransform.scale.y));
                material.SetVector(scaleTransformPropertyId, new Vector4(rotScale.c0.x, rotScale.c1.y, currentScaleTransform.z, currentScaleTransform.w));
                material.SetVector(rotationPropertyId, new Vector4(rotScale.c1.x, rotScale.c0.y, 0, 0));
                if (newUvTransform.rotation == 0)
                {
                    material.DisableKeyword(KW_UV_ROTATION);
                }
                else
                {
                    material.EnableKeyword(KW_UV_ROTATION);
                }
                return(newUvTransform);
            }

            return(uvTransform);
        }
示例#2
0
        /// <summary>
        /// Extracts a material's texture rotation (degrees) from the 2 by 2 matrix
        /// </summary>
        /// <param name="material"></param>
        /// <returns>texture rotation in degrees</returns>
        static void GetUvTransform(Material material, int scaleTransformPropertyId, int rotationPropertyId, out UvTransform uvTransform)
        {
            float4 st = material.GetVector(scaleTransformPropertyId);
            float2 r  = (Vector2)material.GetVector(rotationPropertyId);

            uvTransform.scale.x = Mathematics.normalize(new float2(st.x, r.y), out var r1);
            uvTransform.scale.y = Mathematics.normalize(new float2(st.y, r.x), out var r2);

            var acos = Mathf.Acos(r1.x);

            if (r2.x < 0)
            {
                acos = Mathf.PI * 2 - acos;
            }
            uvTransform.rotation = acos * Mathf.Rad2Deg;
        }