98 lines
4 KiB
C#
98 lines
4 KiB
C#
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/*
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* Custom inspector and scene view tools for IKSolverTrigonometric
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* */
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public class IKSolverTrigonometricInspector: IKSolverInspector {
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#region Public methods
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/*
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* Draws the custom inspector for IKSolverTrigonometric
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* */
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public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool showReferences) {
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EditorGUI.indentLevel = 0;
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// Bone references
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if (showReferences) {
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EditorGUILayout.Space();
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AddObjectReference(prop.FindPropertyRelative("bone1.transform"), new GUIContent("Bone 1", "The first bone in the hierarchy (thigh or upper arm)."), editHierarchy, 100);
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AddObjectReference(prop.FindPropertyRelative("bone2.transform"), new GUIContent("Bone 2", "The second bone in the hierarchy (calf or forearm)."), editHierarchy, 100);
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AddObjectReference(prop.FindPropertyRelative("bone3.transform"), new GUIContent("Bone 3", "The last bone in the hierarchy (foot or hand)."), editHierarchy, 100);
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EditorGUILayout.Space();
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}
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("target"), new GUIContent("Target", "The target Transform. Solver IKPosition will be automatically set to the position of the target."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKPositionWeight"), new GUIContent("Position Weight", "Solver weight for smooth blending."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKRotationWeight"), new GUIContent("Rotation Weight", "Weight of last bone's rotation to IKRotation."));
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if (showReferences) {
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendNormal"), new GUIContent("Bend Normal", "Bend plane normal."));
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}
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}
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public static void AddTestInspector(SerializedObject obj) {
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SerializedProperty solver = obj.FindProperty("solver");
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EditorGUILayout.PropertyField(solver.FindPropertyRelative("bendNormal"));
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}
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/*
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* Draws the scene view helpers for IKSolverTrigonometric
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* */
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public static void AddScene(IKSolverTrigonometric solver, Color color, bool modifiable) {
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if (Application.isPlaying && !solver.initiated) return;
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if (!Application.isPlaying && !solver.IsValid()) return;
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//float length = Vector3.Distance(solver.bone1.transform.position, solver.bone2.transform.position) + Vector3.Distance(solver.bone2.transform.position, solver.bone3.transform.position);
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//float size = length * 0.05f;
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Handles.color = color;
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GUI.color = color;
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Vector3 bendPosition = solver.bone2.transform.position;
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Vector3 endPosition = solver.bone3.transform.position;
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// Chain lines
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Handles.DrawLine(solver.bone1.transform.position, bendPosition);
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Handles.DrawLine(bendPosition, endPosition);
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// Joints
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Inspector.SphereCap(0, solver.bone1.transform.position, Quaternion.identity, GetHandleSize(solver.bone1.transform.position));
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Inspector.SphereCap(0, bendPosition, Quaternion.identity, GetHandleSize(bendPosition));
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Inspector.SphereCap(0, endPosition, Quaternion.identity, GetHandleSize(endPosition));
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if (Application.isPlaying && (solver.IKPositionWeight > 0 || solver.IKRotationWeight > 0)) {
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if (modifiable) {
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Inspector.CubeCap(0, solver.IKPosition, solver.IKRotation, GetHandleSize(solver.IKPosition));
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// Manipulating position and rotation
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switch(Tools.current) {
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case Tool.Move:
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if (solver.target == null) solver.IKPosition = Handles.PositionHandle(solver.IKPosition, Quaternion.identity);
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break;
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case Tool.Rotate:
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if (solver.target == null) solver.IKRotation = Handles.RotationHandle(solver.IKRotation, solver.IKPosition);
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break;
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}
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}
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// Target
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Handles.color = new Color(color.r, color.g, color.b, color.a * Mathf.Max(solver.IKPositionWeight, solver.IKRotationWeight));
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Handles.DrawLine(endPosition, solver.IKPosition);
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}
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Handles.color = Color.white;
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GUI.color = Color.white;
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}
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#endregion Public methods
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}
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}
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