105 lines
4.3 KiB
C#
105 lines
4.3 KiB
C#
|
using UnityEngine;
|
||
|
using UnityEditor;
|
||
|
using System.Collections;
|
||
|
|
||
|
namespace RootMotion.FinalIK {
|
||
|
|
||
|
/*
|
||
|
* Custom inspector and scene view tools for IK solvers extending IKSolverHeuristic
|
||
|
* */
|
||
|
public class IKSolverHeuristicInspector: IKSolverInspector {
|
||
|
|
||
|
#region Public methods
|
||
|
|
||
|
/*
|
||
|
* Draws the custom inspector for IKSolverHeuristic
|
||
|
* */
|
||
|
public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool editWeights) {
|
||
|
AddTarget(prop);
|
||
|
AddIKPositionWeight(prop);
|
||
|
AddProps(prop);
|
||
|
AddBones(prop, editHierarchy, editWeights);
|
||
|
}
|
||
|
|
||
|
public static void AddTarget(SerializedProperty prop) {
|
||
|
EditorGUILayout.PropertyField(prop.FindPropertyRelative("target"), new GUIContent("Target", "The target Transform. Solver IKPosition will be automatically set to the position of the target."));
|
||
|
}
|
||
|
|
||
|
public static void AddIKPositionWeight(SerializedProperty prop) {
|
||
|
EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKPositionWeight"), new GUIContent("Weight", "Solver weight for smooth blending."));
|
||
|
}
|
||
|
|
||
|
public static void AddProps(SerializedProperty prop) {
|
||
|
AddClampedFloat(prop.FindPropertyRelative("tolerance"), new GUIContent("Tolerance", "Minimum offset from last reached position. Will stop solving if offset is less than tolerance. If tolerance is zero, will iterate until maxIterations."));
|
||
|
AddClampedInt(prop.FindPropertyRelative("maxIterations"), new GUIContent("Max Iterations", "Max solver iterations per frame."), 0, int.MaxValue);
|
||
|
}
|
||
|
|
||
|
public static void AddBones(SerializedProperty prop, bool editHierarchy, bool editWeights) {
|
||
|
EditorGUILayout.PropertyField(prop.FindPropertyRelative("useRotationLimits"), new GUIContent("Use Rotation Limits", "If true, rotation limits (if existing) will be applied on each iteration."));
|
||
|
EditorGUILayout.PropertyField(prop.FindPropertyRelative("XY"), new GUIContent("2D", "If true, will solve only in the XY plane."));
|
||
|
|
||
|
EditorGUILayout.Space();
|
||
|
weights = editWeights;
|
||
|
if (editHierarchy || editWeights) {
|
||
|
AddArray(prop.FindPropertyRelative("bones"), new GUIContent("Bones", string.Empty), editHierarchy, false, null, OnAddToArrayBone, DrawArrayElementLabelBone);
|
||
|
}
|
||
|
EditorGUILayout.Space();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Draws the scene view helpers for IKSolverHeuristic
|
||
|
* */
|
||
|
public static void AddScene(IKSolverHeuristic solver, Color color, bool modifiable) {
|
||
|
// Protect from null reference errors
|
||
|
if (Application.isPlaying && !solver.initiated) return;
|
||
|
if (!Application.isPlaying && !solver.IsValid()) return;
|
||
|
|
||
|
Handles.color = color;
|
||
|
GUI.color = color;
|
||
|
|
||
|
// Display the bones
|
||
|
for (int i = 0; i < solver.bones.Length; i++) {
|
||
|
IKSolver.Bone bone = solver.bones[i];
|
||
|
|
||
|
if (i < solver.bones.Length - 1) Handles.DrawLine(bone.transform.position, solver.bones[i + 1].transform.position);
|
||
|
Inspector.SphereCap(0, solver.bones[i].transform.position, Quaternion.identity, GetHandleSize(solver.bones[i].transform.position));
|
||
|
}
|
||
|
|
||
|
// Selecting joint and manipulating IKPosition
|
||
|
if (Application.isPlaying && solver.IKPositionWeight > 0) {
|
||
|
if (modifiable) {
|
||
|
Inspector.CubeCap(0, solver.IKPosition, solver.GetRoot().rotation, GetHandleSize(solver.IKPosition));
|
||
|
|
||
|
// Manipulating position
|
||
|
if (solver.target == null) solver.IKPosition = Handles.PositionHandle(solver.IKPosition, Quaternion.identity);
|
||
|
}
|
||
|
|
||
|
// Draw a transparent line from last bone to IKPosition
|
||
|
Handles.color = new Color(color.r, color.g, color.b, color.a * solver.IKPositionWeight);
|
||
|
Handles.DrawLine(solver.bones[solver.bones.Length - 1].transform.position, solver.IKPosition);
|
||
|
}
|
||
|
|
||
|
Handles.color = Color.white;
|
||
|
GUI.color = Color.white;
|
||
|
}
|
||
|
|
||
|
#endregion Public methods
|
||
|
|
||
|
private static bool weights;
|
||
|
|
||
|
private static void DrawArrayElementLabelBone(SerializedProperty bone, bool editHierarchy) {
|
||
|
AddObjectReference(bone.FindPropertyRelative("transform"), GUIContent.none, editHierarchy, 0, weights? 100: 200);
|
||
|
if (weights) AddWeightSlider(bone.FindPropertyRelative("weight"));
|
||
|
}
|
||
|
|
||
|
private static void OnAddToArrayBone(SerializedProperty bone) {
|
||
|
bone.FindPropertyRelative("weight").floatValue = 1f;
|
||
|
}
|
||
|
|
||
|
private static void AddWeightSlider(SerializedProperty prop) {
|
||
|
GUILayout.Label("Weight", GUILayout.Width(45));
|
||
|
EditorGUILayout.PropertyField(prop, GUIContent.none);
|
||
|
}
|
||
|
}
|
||
|
}
|