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

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2020-12-10 14:25:12 +00:00
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);
}
}
}