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98 lines
4.0 KiB
C#

6 months ago
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace RootMotion.FinalIK {
/*
* Custom inspector and scene view tools for IKSolverTrigonometric
* */
public class IKSolverTrigonometricInspector: IKSolverInspector {
#region Public methods
/*
* Draws the custom inspector for IKSolverTrigonometric
* */
public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool showReferences) {
EditorGUI.indentLevel = 0;
// Bone references
if (showReferences) {
EditorGUILayout.Space();
AddObjectReference(prop.FindPropertyRelative("bone1.transform"), new GUIContent("Bone 1", "The first bone in the hierarchy (thigh or upper arm)."), editHierarchy, 100);
AddObjectReference(prop.FindPropertyRelative("bone2.transform"), new GUIContent("Bone 2", "The second bone in the hierarchy (calf or forearm)."), editHierarchy, 100);
AddObjectReference(prop.FindPropertyRelative("bone3.transform"), new GUIContent("Bone 3", "The last bone in the hierarchy (foot or hand)."), editHierarchy, 100);
EditorGUILayout.Space();
}
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("Position Weight", "Solver weight for smooth blending."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKRotationWeight"), new GUIContent("Rotation Weight", "Weight of last bone's rotation to IKRotation."));
if (showReferences) {
EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendNormal"), new GUIContent("Bend Normal", "Bend plane normal."));
}
}
public static void AddTestInspector(SerializedObject obj) {
SerializedProperty solver = obj.FindProperty("solver");
EditorGUILayout.PropertyField(solver.FindPropertyRelative("bendNormal"));
}
/*
* Draws the scene view helpers for IKSolverTrigonometric
* */
public static void AddScene(IKSolverTrigonometric solver, Color color, bool modifiable) {
if (Application.isPlaying && !solver.initiated) return;
if (!Application.isPlaying && !solver.IsValid()) return;
//float length = Vector3.Distance(solver.bone1.transform.position, solver.bone2.transform.position) + Vector3.Distance(solver.bone2.transform.position, solver.bone3.transform.position);
//float size = length * 0.05f;
Handles.color = color;
GUI.color = color;
Vector3 bendPosition = solver.bone2.transform.position;
Vector3 endPosition = solver.bone3.transform.position;
// Chain lines
Handles.DrawLine(solver.bone1.transform.position, bendPosition);
Handles.DrawLine(bendPosition, endPosition);
// Joints
Inspector.SphereCap(0, solver.bone1.transform.position, Quaternion.identity, GetHandleSize(solver.bone1.transform.position));
Inspector.SphereCap(0, bendPosition, Quaternion.identity, GetHandleSize(bendPosition));
Inspector.SphereCap(0, endPosition, Quaternion.identity, GetHandleSize(endPosition));
if (Application.isPlaying && (solver.IKPositionWeight > 0 || solver.IKRotationWeight > 0)) {
if (modifiable) {
Inspector.CubeCap(0, solver.IKPosition, solver.IKRotation, GetHandleSize(solver.IKPosition));
// Manipulating position and rotation
switch(Tools.current) {
case Tool.Move:
if (solver.target == null) solver.IKPosition = Handles.PositionHandle(solver.IKPosition, Quaternion.identity);
break;
case Tool.Rotate:
if (solver.target == null) solver.IKRotation = Handles.RotationHandle(solver.IKRotation, solver.IKPosition);
break;
}
}
// Target
Handles.color = new Color(color.r, color.g, color.b, color.a * Mathf.Max(solver.IKPositionWeight, solver.IKRotationWeight));
Handles.DrawLine(endPosition, solver.IKPosition);
}
Handles.color = Color.white;
GUI.color = Color.white;
}
#endregion Public methods
}
}