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105 lines
4.3 KiB
C#
105 lines
4.3 KiB
C#
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 IK solvers extending IKSolverHeuristic
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* */
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public class IKSolverHeuristicInspector: IKSolverInspector {
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#region Public methods
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/*
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* Draws the custom inspector for IKSolverHeuristic
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* */
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public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool editWeights) {
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AddTarget(prop);
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AddIKPositionWeight(prop);
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AddProps(prop);
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AddBones(prop, editHierarchy, editWeights);
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}
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public static void AddTarget(SerializedProperty prop) {
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("target"), new GUIContent("Target", "The target Transform. Solver IKPosition will be automatically set to the position of the target."));
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}
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public static void AddIKPositionWeight(SerializedProperty prop) {
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKPositionWeight"), new GUIContent("Weight", "Solver weight for smooth blending."));
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}
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public static void AddProps(SerializedProperty prop) {
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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."));
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AddClampedInt(prop.FindPropertyRelative("maxIterations"), new GUIContent("Max Iterations", "Max solver iterations per frame."), 0, int.MaxValue);
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}
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public static void AddBones(SerializedProperty prop, bool editHierarchy, bool editWeights) {
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("useRotationLimits"), new GUIContent("Use Rotation Limits", "If true, rotation limits (if existing) will be applied on each iteration."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("XY"), new GUIContent("2D", "If true, will solve only in the XY plane."));
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EditorGUILayout.Space();
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weights = editWeights;
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if (editHierarchy || editWeights) {
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AddArray(prop.FindPropertyRelative("bones"), new GUIContent("Bones", string.Empty), editHierarchy, false, null, OnAddToArrayBone, DrawArrayElementLabelBone);
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}
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EditorGUILayout.Space();
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}
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/*
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* Draws the scene view helpers for IKSolverHeuristic
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* */
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public static void AddScene(IKSolverHeuristic solver, Color color, bool modifiable) {
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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 && !solver.IsValid()) return;
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Handles.color = color;
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GUI.color = color;
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// Display the bones
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for (int i = 0; i < solver.bones.Length; i++) {
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IKSolver.Bone bone = solver.bones[i];
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if (i < solver.bones.Length - 1) Handles.DrawLine(bone.transform.position, solver.bones[i + 1].transform.position);
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Inspector.SphereCap(0, solver.bones[i].transform.position, Quaternion.identity, GetHandleSize(solver.bones[i].transform.position));
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}
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// Selecting joint and manipulating IKPosition
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if (Application.isPlaying && solver.IKPositionWeight > 0) {
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if (modifiable) {
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Inspector.CubeCap(0, solver.IKPosition, solver.GetRoot().rotation, GetHandleSize(solver.IKPosition));
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// Manipulating position
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if (solver.target == null) solver.IKPosition = Handles.PositionHandle(solver.IKPosition, Quaternion.identity);
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}
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// Draw a transparent line from last bone to IKPosition
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Handles.color = new Color(color.r, color.g, color.b, color.a * solver.IKPositionWeight);
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Handles.DrawLine(solver.bones[solver.bones.Length - 1].transform.position, solver.IKPosition);
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}
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Handles.color = Color.white;
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GUI.color = Color.white;
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}
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#endregion Public methods
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private static bool weights;
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private static void DrawArrayElementLabelBone(SerializedProperty bone, bool editHierarchy) {
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AddObjectReference(bone.FindPropertyRelative("transform"), GUIContent.none, editHierarchy, 0, weights? 100: 200);
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if (weights) AddWeightSlider(bone.FindPropertyRelative("weight"));
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}
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private static void OnAddToArrayBone(SerializedProperty bone) {
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bone.FindPropertyRelative("weight").floatValue = 1f;
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}
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private static void AddWeightSlider(SerializedProperty prop) {
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GUILayout.Label("Weight", GUILayout.Width(45));
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EditorGUILayout.PropertyField(prop, GUIContent.none);
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}
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}
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}
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