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

103 lines
4.6 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections;
using System;
namespace RootMotion.FinalIK {
/*
* Custom inspector and scene view tools for IKSolverAim
* */
public class IKSolverAimInspector: IKSolverInspector {
#region Public methods
/// <summary>
/// Draws the custom inspector for IKSolverAim
/// </summary>
public static void AddInspector(SerializedProperty prop, bool editHierarchy) {
IKSolverHeuristicInspector.AddTarget(prop);
if (!prop.FindPropertyRelative("XY").boolValue) EditorGUILayout.PropertyField(prop.FindPropertyRelative("poleTarget"), new GUIContent("Pole Target", "If assigned, will automatically set polePosition to the position of this Transform."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("transform"), new GUIContent("Aim Transform", "The transform that you want to be aimed at the target. Needs to be a lineal descendant of the bone hierarchy. For example, if you wish to aim a gun, it should be the gun, one of it's children or the hand bone."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("axis"), new GUIContent("Axis", "The local axis of the Transform that you want to be aimed at IKPosition."));
if (!prop.FindPropertyRelative("XY").boolValue) EditorGUILayout.PropertyField(prop.FindPropertyRelative("poleAxis"), new GUIContent("Pole Axis", "Keeps that axis of the Aim Transform directed at the polePosition."));
EditorGUILayout.Space();
IKSolverHeuristicInspector.AddIKPositionWeight(prop);
if (!prop.FindPropertyRelative("XY").boolValue) EditorGUILayout.PropertyField(prop.FindPropertyRelative("poleWeight"), new GUIContent("Pole Weight", "The weight of the Pole."));
IKSolverHeuristicInspector.AddProps(prop);
EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeight"), new GUIContent("Clamp Weight", "Clamping rotation of the solver. 0 is free rotation, 1 is completely clamped to transform axis."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampSmoothing"), new GUIContent("Clamp Smoothing", "Number of sine smoothing iterations applied on clamping to make the clamping point smoother."));
IKSolverHeuristicInspector.AddBones(prop, editHierarchy, true);
}
/// <summary>
/// Draws the scene view helpers for IKSolverAim
/// </summary>
public static void AddScene(IKSolverAim solver, Color color, bool modifiable) {
// Protect from null reference errors
if (solver.transform == null) return;
if (Application.isPlaying && !solver.initiated) return;
if (!Application.isPlaying) {
string message = string.Empty;
if (!solver.IsValid(ref message)) 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));
}
if (solver.axis != Vector3.zero) Inspector.ConeCap(0, solver.transform.position, Quaternion.LookRotation(solver.transform.rotation * solver.axis), GetHandleSize(solver.transform.position) * 2f);
// 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
solver.IKPosition = Handles.PositionHandle(solver.IKPosition, Quaternion.identity);
}
// Draw a transparent line from transform 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.transform.position);
Handles.DrawLine(solver.transform.position, solver.IKPosition);
}
Handles.color = color;
// Pole
if (Application.isPlaying && solver.poleWeight > 0f) {
if (modifiable) {
Inspector.SphereCap(0, solver.polePosition, Quaternion.identity, GetHandleSize(solver.IKPosition) * 0.5f);
// Manipulating position
solver.polePosition = Handles.PositionHandle(solver.polePosition, Quaternion.identity);
}
// Draw a transparent line from transform to polePosition
Handles.color = new Color(color.r, color.g, color.b, color.a * solver.poleWeight);
Handles.DrawLine(solver.transform.position, solver.polePosition);
}
Handles.color = Color.white;
GUI.color = Color.white;
}
#endregion Public methods
}
}