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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/*
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* Custom inspector and scene view tools for IKSolverFABRIKRoot
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* */
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public class IKSolverFABRIKRootInspector : IKSolverInspector {
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#region Public methods
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/*
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* Draws the custom inspector for IKSolverFABRIKRoot
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* */
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public static void AddInspector(SerializedProperty prop, bool editHierarchy) {
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AddClampedInt(prop.FindPropertyRelative("iterations"), new GUIContent("Iterations", "Solver iterations."), 0, int.MaxValue);
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKPositionWeight"), new GUIContent("Weight", "Solver weight."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("rootPin"), new GUIContent("Root Pin", "Weight of keeping all FABRIK Trees pinned to the root position."));
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EditorGUILayout.Space();
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EditorGUI.indentLevel = 0;
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("chains"), new GUIContent("Chains", "FABRIK chains."), true);
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EditorGUILayout.Space();
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}
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/*
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* Draws the scene view helpers for IKSolverFABRIKRoot
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* */
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public static void AddScene(IKSolverFABRIKRoot solver, Color color, bool modifiable, ref FABRIKChain selected) {
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// Protect from null reference errors
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if (Application.isPlaying && !solver.initiated) return;
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if (!Application.isPlaying) {
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string message = string.Empty;
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if (!solver.IsValid(ref message)) return;
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}
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Handles.color = color;
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// Selecting solvers
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if (Application.isPlaying) {
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SelectChain(solver.chains, ref selected, color);
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}
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AddSceneChain(solver.chains, color, selected);
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// Root pin
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Handles.color = new Color(Mathf.Lerp(1f, color.r, solver.rootPin), Mathf.Lerp(1f, color.g, solver.rootPin), Mathf.Lerp(1f, color.b, solver.rootPin), Mathf.Lerp(0.5f, 1f, solver.rootPin));
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if (solver.GetRoot() != null) {
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Handles.DrawLine(solver.chains[0].ik.solver.bones[0].transform.position, solver.GetRoot().position);
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Inspector.CubeCap(0, solver.GetRoot().position, Quaternion.identity, GetHandleSize(solver.GetRoot().position));
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}
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}
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#endregion Public methods
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private static Color col, midColor, endColor;
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private static void SelectChain(FABRIKChain[] chain, ref FABRIKChain selected, Color color) {
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foreach (FABRIKChain c in chain) {
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if (c.ik.solver.IKPositionWeight > 0 && selected != c) {
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Handles.color = GetChainColor(c, color);
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if (Inspector.DotButton(c.ik.solver.GetIKPosition(), Quaternion.identity, GetHandleSize(c.ik.solver.GetIKPosition()), GetHandleSize(c.ik.solver.GetIKPosition()))) {
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selected = c;
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return;
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}
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}
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}
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}
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private static Color GetChainColor(FABRIKChain chain, Color color) {
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float midWeight = chain.pin;
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midColor = new Color(Mathf.Lerp(1f, color.r, midWeight), Mathf.Lerp(1f, color.g, midWeight), Mathf.Lerp(1f, color.b, midWeight), Mathf.Lerp(0.5f, 1f, midWeight));
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float endWeight = chain.pull;
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endColor = new Color(Mathf.Lerp(1f, color.r, endWeight), Mathf.Lerp(0f, color.g, endWeight), Mathf.Lerp(0f, color.b, endWeight), Mathf.Lerp(0.5f, 1f, endWeight));
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return chain.children.Length == 0? endColor: midColor;
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}
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private static void AddSceneChain(FABRIKChain[] chain, Color color, FABRIKChain selected) {
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foreach (FABRIKChain c in chain) {
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col = GetChainColor(c, color);
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IKSolverHeuristicInspector.AddScene(c.ik.solver as IKSolverHeuristic, col, selected == c);
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}
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}
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}
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}
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