190 lines
6.2 KiB
C#
190 lines
6.2 KiB
C#
|
using UnityEngine;
|
|||
|
using UnityEditor;
|
|||
|
using System.Collections;
|
|||
|
using RootMotion;
|
|||
|
|
|||
|
namespace RootMotion.FinalIK {
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Custom inspector for the Aim Poser for visualizing pose range
|
|||
|
/// </summary>
|
|||
|
[CustomEditor(typeof(AimPoser))]
|
|||
|
public class AimPoserInspector : Editor {
|
|||
|
|
|||
|
[System.Serializable]
|
|||
|
public struct ColorDirection {
|
|||
|
public Vector3 direction;
|
|||
|
public Vector3 color;
|
|||
|
public float dot;
|
|||
|
|
|||
|
public ColorDirection(Vector3 direction, Vector3 color) {
|
|||
|
this.direction = direction.normalized;
|
|||
|
this.color = color;
|
|||
|
this.dot = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private AimPoser script { get { return target as AimPoser; }}
|
|||
|
private ColorDirection[] colorDirections;
|
|||
|
private static Vector3[] poly = new Vector3[36];
|
|||
|
|
|||
|
void OnSceneGUI() {
|
|||
|
for (int i = 0; i < script.poses.Length; i++) {
|
|||
|
script.poses[i].yaw = Mathf.Clamp(script.poses[i].yaw, 0, 180);
|
|||
|
script.poses[i].pitch = Mathf.Clamp(script.poses[i].pitch, 0, 180);
|
|||
|
}
|
|||
|
|
|||
|
if (colorDirections == null) {
|
|||
|
colorDirections = new ColorDirection[6] {
|
|||
|
new ColorDirection(Vector3.right, Vector3.right),
|
|||
|
new ColorDirection(Vector3.up, Vector3.up),
|
|||
|
new ColorDirection(Vector3.forward, Vector3.forward),
|
|||
|
new ColorDirection(Vector3.left, new Vector3(0f, 1f, 1f)),
|
|||
|
new ColorDirection(Vector3.down, new Vector3(1f, 0f, 1f)),
|
|||
|
new ColorDirection(Vector3.back, new Vector3(1f, 1f, 0f))
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i < script.poses.Length; i++) {
|
|||
|
if (script.poses[i].visualize) {
|
|||
|
DrawPose(script.poses[i], script.transform.position, script.transform.rotation, GetDirectionColor(script.poses[i].direction));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private Color GetDirectionColor(Vector3 localDirection) {
|
|||
|
localDirection = localDirection.normalized;
|
|||
|
|
|||
|
// Calculating dot products for all AxisDirections
|
|||
|
for (int i = 0; i < colorDirections.Length; i++) {
|
|||
|
colorDirections[i].dot = Mathf.Clamp(Vector3.Dot(colorDirections[i].direction, localDirection), 0f, 1f);
|
|||
|
}
|
|||
|
|
|||
|
// Summing up the arm bend axis
|
|||
|
Vector3 sum = Vector3.zero;
|
|||
|
|
|||
|
for (int i = 0; i < colorDirections.Length; i++) {
|
|||
|
sum = Vector3.Lerp(sum, colorDirections[i].color, colorDirections[i].dot * colorDirections[i].dot);
|
|||
|
}
|
|||
|
|
|||
|
return new Color(sum.x, sum.y, sum.z);
|
|||
|
}
|
|||
|
|
|||
|
private static void DrawPose(AimPoser.Pose pose, Vector3 position, Quaternion rotation, Color color) {
|
|||
|
if (pose.pitch <= 0f || pose.yaw <= 0f) return;
|
|||
|
if (pose.direction == Vector3.zero) return;
|
|||
|
|
|||
|
Handles.color = color;
|
|||
|
GUI.color = color;
|
|||
|
|
|||
|
Vector3 up = rotation * Vector3.up;
|
|||
|
Vector3 normalizedPoseDirection = pose.direction.normalized;
|
|||
|
Vector3 direction = rotation * normalizedPoseDirection;
|
|||
|
|
|||
|
// Direction and label
|
|||
|
Handles.DrawLine(position, position + direction);
|
|||
|
Inspector.ConeCap(0, position + direction, Quaternion.LookRotation(direction), 0.05f);
|
|||
|
Handles.Label(position + direction.normalized * 1.1f, pose.name);
|
|||
|
|
|||
|
if (pose.yaw >= 180f && pose.pitch >= 180f) {
|
|||
|
Handles.color = Color.white;
|
|||
|
GUI.color = Color.white;
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Quaternion halfYaw = Quaternion.AngleAxis(pose.yaw, up);
|
|||
|
|
|||
|
float directionPitch = Vector3.Angle(up, direction);
|
|||
|
Vector3 crossRight = halfYaw * Vector3.Cross(up, direction);
|
|||
|
Vector3 crossLeft = Quaternion.Inverse(halfYaw) * Vector3.Cross(up, direction);
|
|||
|
|
|||
|
bool isVertical = normalizedPoseDirection == Vector3.up || normalizedPoseDirection == Vector3.down;
|
|||
|
|
|||
|
if (isVertical) {
|
|||
|
crossRight = halfYaw * Vector3.right;
|
|||
|
crossLeft = Quaternion.Inverse(halfYaw) * Vector3.right;
|
|||
|
}
|
|||
|
|
|||
|
float minPitch = Mathf.Clamp(directionPitch - pose.pitch, 0f, 180f);
|
|||
|
float maxPitch = Mathf.Clamp(directionPitch + pose.pitch, 0f, 180f);
|
|||
|
|
|||
|
Quaternion upToCornerUpperRight = Quaternion.AngleAxis(minPitch, crossRight);
|
|||
|
Quaternion upToCornerLowerRight = Quaternion.AngleAxis(maxPitch, crossRight);
|
|||
|
Quaternion upToCornerUpperLeft = Quaternion.AngleAxis(minPitch, crossLeft);
|
|||
|
Quaternion upToCornerLowerLeft = Quaternion.AngleAxis(maxPitch, crossLeft);
|
|||
|
|
|||
|
Vector3 toCornerUpperRight = upToCornerUpperRight * up;
|
|||
|
Vector3 toCornerLowerRight = upToCornerLowerRight * up;
|
|||
|
Vector3 toCornerUpperLeft = upToCornerUpperLeft * up;
|
|||
|
Vector3 toCornerLowerLeft = upToCornerLowerLeft * up;
|
|||
|
|
|||
|
if (pose.yaw < 180f) {
|
|||
|
Handles.DrawLine(position, position + toCornerUpperRight);
|
|||
|
Handles.DrawLine(position, position + toCornerUpperLeft);
|
|||
|
|
|||
|
Handles.DrawLine(position, position + toCornerLowerRight);
|
|||
|
Handles.DrawLine(position, position + toCornerLowerLeft);
|
|||
|
}
|
|||
|
|
|||
|
Vector3 d = direction;
|
|||
|
if (isVertical) d = Vector3.forward;
|
|||
|
|
|||
|
if (pose.pitch < 180f) {
|
|||
|
DrawPolyLineOnSphere(position, toCornerUpperLeft, toCornerUpperRight, d, Vector3.up, color);
|
|||
|
DrawPolyLineOnSphere(position, toCornerLowerLeft, toCornerLowerRight, d, Vector3.up, color);
|
|||
|
}
|
|||
|
|
|||
|
if (pose.yaw < 180f) {
|
|||
|
DrawPolyLineOnSphere(position, toCornerUpperLeft, toCornerLowerLeft, Quaternion.Inverse(halfYaw) * d, crossLeft, color);
|
|||
|
DrawPolyLineOnSphere(position, toCornerUpperRight, toCornerLowerRight, halfYaw * d, crossRight, color);
|
|||
|
}
|
|||
|
|
|||
|
Handles.color = Color.white;
|
|||
|
GUI.color = Color.white;
|
|||
|
}
|
|||
|
|
|||
|
private static void DrawPolyLineOnSphere(Vector3 center, Vector3 d1, Vector3 d2, Vector3 direction, Vector3 axis, Color color) {
|
|||
|
Handles.color = color;
|
|||
|
|
|||
|
Vector3 normal = axis;
|
|||
|
Vector3 d1Ortho = d1;
|
|||
|
Vector3.OrthoNormalize(ref normal, ref d1Ortho);
|
|||
|
|
|||
|
normal = axis;
|
|||
|
Vector3 d2Ortho = d2;
|
|||
|
Vector3.OrthoNormalize(ref normal, ref d2Ortho);
|
|||
|
|
|||
|
normal = axis;
|
|||
|
Vector3 directionOrtho = direction;
|
|||
|
Vector3.OrthoNormalize(ref normal, ref directionOrtho);
|
|||
|
|
|||
|
float angle = Vector3.Angle(d1Ortho, d2Ortho);
|
|||
|
|
|||
|
float dot = Vector3.Dot(directionOrtho, d1Ortho);
|
|||
|
if (dot < 0) {
|
|||
|
angle = 180 + (180 - angle);
|
|||
|
}
|
|||
|
|
|||
|
int segments = Mathf.Clamp(Mathf.RoundToInt(angle / 36f) * 5, 3, 36);
|
|||
|
|
|||
|
float segmentF = angle / (float)(segments - 1);
|
|||
|
|
|||
|
for (int i = 0; i < segments; i++) {
|
|||
|
poly[i] = center + Quaternion.AngleAxis(i * segmentF, axis) * d1;
|
|||
|
}
|
|||
|
|
|||
|
Handles.color = new Color(color.r, color.g, color.b, color.a * 0.1f);
|
|||
|
|
|||
|
for (int i = 0; i < segments; i++) {
|
|||
|
Handles.DrawLine(center, poly[i]);
|
|||
|
}
|
|||
|
|
|||
|
Handles.color = color;
|
|||
|
|
|||
|
for (int i = 0; i < segments - 1; i++) {
|
|||
|
Handles.DrawLine(poly[i], poly[i + 1]);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|