holopy3/Assets/Plugins/RootMotion/Editor/FinalIK/RotationLimitHingeInspector.cs

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C#
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2020-12-10 14:25:12 +00:00
using UnityEditor;
using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK
{
/*
* Custom inspector for RotationLimitHinge
* */
[CustomEditor(typeof(RotationLimitHinge))]
[CanEditMultipleObjects]
public class RotationLimitHingeInspector : RotationLimitInspector
{
private RotationLimitHinge script { get { return target as RotationLimitHinge; } }
#region Inspector
public override void OnInspectorGUI()
{
GUI.changed = false;
// Draw the default inspector
DrawDefaultInspector();
if (GUI.changed) EditorUtility.SetDirty(script);
}
#endregion Inspector
#region Scene
void OnSceneGUI()
{
// Set defaultLocalRotation so that the initial local rotation will be the zero point for the rotation limit
if (!Application.isPlaying && !script.defaultLocalRotationOverride) script.defaultLocalRotation = script.transform.localRotation;
if (script.axis == Vector3.zero) return;
// Quick Editing Tools
Handles.BeginGUI();
GUILayout.BeginArea(new Rect(10, 10, 200, 50), "Rotation Limit Hinge", "Window");
// Rotating display
if (GUILayout.Button("Rotate display 90 degrees"))
{
if (!Application.isPlaying) Undo.RecordObject(script, "Rotate Display");
script.zeroAxisDisplayOffset += 90;
if (script.zeroAxisDisplayOffset >= 360) script.zeroAxisDisplayOffset = 0;
}
GUILayout.EndArea();
Handles.EndGUI();
// Normalize the main axes
Vector3 axis = Direction(script.axis.normalized);
Vector3 cross = Direction(Quaternion.AngleAxis(script.zeroAxisDisplayOffset, script.axis) * script.crossAxis.normalized);
// Axis vector
DrawArrow(script.transform.position, axis, colorDefault, "Axis", 0.02f);
if (script.useLimits)
{
// Zero rotation vector
DrawArrow(script.transform.position, cross * 0.5f, colorDefault, " 0", 0.02f);
// Arcs for the rotation limit
Handles.color = colorDefaultTransparent;
Handles.DrawSolidArc(script.transform.position, axis, cross, script.min, 0.5f);
Handles.DrawSolidArc(script.transform.position, axis, cross, script.max, 0.5f);
}
Handles.color = colorDefault;
GUI.color = colorDefault;
Inspector.CircleCap(0, script.transform.position, Quaternion.LookRotation(axis, cross), 0.5f);
if (!script.useLimits) return;
// Handles for adjusting rotation limits in the scene
Quaternion minRotation = Quaternion.AngleAxis(script.min, axis);
Handles.DrawLine(script.transform.position, script.transform.position + minRotation * cross);
Quaternion maxRotation = Quaternion.AngleAxis(script.max, axis);
Handles.DrawLine(script.transform.position, script.transform.position + maxRotation * cross);
// Undoable scene handles
float min = script.min;
min = DrawLimitHandle(min, script.transform.position + minRotation * cross, Quaternion.identity, 0.5f, "Min", -10);
if (min != script.min)
{
if (!Application.isPlaying) Undo.RecordObject(script, "Min Limit");
script.min = min;
}
float max = script.max;
max = DrawLimitHandle(max, script.transform.position + maxRotation * cross, Quaternion.identity, 0.5f, "Max", 10);
if (max != script.max)
{
if (!Application.isPlaying) Undo.RecordObject(script, "Max Limit");
script.max = max;
}
Handles.color = Color.white;
GUI.color = Color.white;
}
/*
* Converting directions from local space to world space
* */
private Vector3 Direction(Vector3 v)
{
if (script.transform.parent == null) return script.defaultLocalRotation * v;
return script.transform.parent.rotation * (script.defaultLocalRotation * v);
}
#endregion Scene
}
}