holopy3/Assets/Plugins/RootMotion/Editor/FinalIK/IKSolverLookAtInspector.cs
2020-12-10 15:25:12 +01:00

122 lines
5.6 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections;
using System;
namespace RootMotion.FinalIK {
/*
* Custom inspector and scene view tools for IKSolverLookAt
* */
public class IKSolverLookAtInspector: IKSolverInspector {
#region Public methods
/*
* Draws the custom inspector for IKSolverLookAt
* */
public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool showReferences) {
EditorGUILayout.PropertyField(prop.FindPropertyRelative("target"), new GUIContent("Target", "The target Transform. Solver IKPosition will be automatically set to the position of the target."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKPositionWeight"), new GUIContent("Weight", "Solver weight for smooth blending."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("bodyWeight"), new GUIContent("Body Weight", "Weight of rotating spine to target."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("headWeight"), new GUIContent("Head Weight", "Weight of rotating head to target."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("eyesWeight"), new GUIContent("Eyes Weight", "Weight of rotating eyes to target."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeight"), new GUIContent("Clamp Weight", "Clamping rotation of spine and head. 0 is free rotation, 1 is completely clamped to forward."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeightHead"), new GUIContent("Clamp Weight Head", "Clamping rotation of the head. 0 is free rotation, 1 is completely clamped to forward."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeightEyes"), new GUIContent("Clamp Weight Eyes", "Clamping rotation of the eyes. 0 is free rotation, 1 is completely clamped to forward."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampSmoothing"), new GUIContent("Clamp Smoothing", "Number of sine smoothing iterations applied on clamping to make the clamping point smoother."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("spineWeightCurve"), new GUIContent("Spine Weight Curve", "Weight distribution between spine bones (first bone is evaluated at time 0.0, last bone at 1.0)."));
// References
if (showReferences) {
EditorGUILayout.Space();
EditorGUILayout.PropertyField(prop.FindPropertyRelative("head.transform"), new GUIContent("Head", "The head bone."));
EditorGUILayout.Space();
AddArray(prop.FindPropertyRelative("spine"), new GUIContent("Spine", string.Empty), editHierarchy, false, null, null, DrawArrayElementLabelBone);
EditorGUILayout.Space();
AddArray(prop.FindPropertyRelative("eyes"), new GUIContent("Eyes", string.Empty), editHierarchy, false, null, null, DrawArrayElementLabelBone);
}
EditorGUILayout.Space();
}
/*
* Draws the scene view helpers for IKSolverLookAt
* */
public static void AddScene(IKSolverLookAt solver, Color color, bool modifiable) {
// Protect from null reference errors
if (Application.isPlaying && !solver.initiated) return;
if (!Application.isPlaying && !solver.IsValid()) return;
// Display the Spine
if (solver.spine.Length > 0) {
Handles.color = color;
GUI.color = color;
for (int i = 0; i < solver.spine.Length; i++) {
IKSolverLookAt.LookAtBone bone = solver.spine[i];
if (i < solver.spine.Length - 1) Handles.DrawLine(bone.transform.position, solver.spine[i + 1].transform.position);
Inspector.SphereCap(0, bone.transform.position, Quaternion.identity, GetHandleSize(bone.transform.position));
}
// Draw a transparent line from last bone to IKPosition
if (Application.isPlaying) {
Handles.color = new Color(color.r, color.g, color.b, color.a * solver.IKPositionWeight * solver.bodyWeight);
Handles.DrawLine(solver.spine[solver.spine.Length - 1].transform.position, solver.IKPosition);
}
}
// Display the eyes
if (solver.eyes.Length > 0) {
for (int i = 0; i < solver.eyes.Length; i++) {
DrawLookAtBoneInScene(solver.eyes[i], solver.IKPosition, color, solver.IKPositionWeight * solver.eyesWeight);
}
}
// Display the head
if (solver.head.transform != null) {
DrawLookAtBoneInScene(solver.head, solver.IKPosition, color, solver.IKPositionWeight * solver.headWeight);
}
Handles.color = color;
GUI.color = color;
// Selecting joint and manipulating IKPosition
if (Application.isPlaying && solver.IKPositionWeight > 0) {
if (modifiable) {
Inspector.SphereCap(0, solver.IKPosition, Quaternion.identity, GetHandleSize(solver.IKPosition));
// Manipulating position
if (solver.target == null) solver.IKPosition = Handles.PositionHandle(solver.IKPosition, Quaternion.identity);
}
}
Handles.color = Color.white;
GUI.color = Color.white;
}
#endregion Public methods
private static void DrawArrayElementLabelBone(SerializedProperty bone, bool editHierarchy) {
AddObjectReference(bone.FindPropertyRelative("transform"), GUIContent.none, editHierarchy, 0, 300);
}
private static void DrawLookAtBoneInScene(IKSolverLookAt.LookAtBone bone, Vector3 IKPosition, Color color, float lineWeight) {
Handles.color = color;
GUI.color = color;
Inspector.SphereCap(0, bone.transform.position, Quaternion.identity, GetHandleSize(bone.transform.position));
// Draw a transparent line from last bone to IKPosition
if (Application.isPlaying && lineWeight > 0) {
Handles.color = new Color(color.r, color.g, color.b, color.a * lineWeight);
Handles.DrawLine(bone.transform.position, IKPosition);
}
}
}
}