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- using UnityEngine;
- using UnityEditor;
- using System.Collections;
- using RootMotion;
- namespace RootMotion.FinalIK {
- /// <summary>
- /// Custom inspector for the Aim Poser for visualizing pose range
- /// </summary>
- [CustomEditor(typeof(AimPoser))]
- public class AimPoserInspector : Editor {
- [System.Serializable]
- public struct ColorDirection {
- public Vector3 direction;
- public Vector3 color;
- public float dot;
-
- public ColorDirection(Vector3 direction, Vector3 color) {
- this.direction = direction.normalized;
- this.color = color;
- this.dot = 0;
- }
- }
- private AimPoser script { get { return target as AimPoser; }}
- private ColorDirection[] colorDirections;
- private static Vector3[] poly = new Vector3[36];
- void OnSceneGUI() {
- for (int i = 0; i < script.poses.Length; i++) {
- script.poses[i].yaw = Mathf.Clamp(script.poses[i].yaw, 0, 180);
- script.poses[i].pitch = Mathf.Clamp(script.poses[i].pitch, 0, 180);
- }
- if (colorDirections == null) {
- colorDirections = new ColorDirection[6] {
- new ColorDirection(Vector3.right, Vector3.right),
- new ColorDirection(Vector3.up, Vector3.up),
- new ColorDirection(Vector3.forward, Vector3.forward),
- new ColorDirection(Vector3.left, new Vector3(0f, 1f, 1f)),
- new ColorDirection(Vector3.down, new Vector3(1f, 0f, 1f)),
- new ColorDirection(Vector3.back, new Vector3(1f, 1f, 0f))
- };
- }
- for (int i = 0; i < script.poses.Length; i++) {
- if (script.poses[i].visualize) {
- DrawPose(script.poses[i], script.transform.position, script.transform.rotation, GetDirectionColor(script.poses[i].direction));
- }
- }
- }
- private Color GetDirectionColor(Vector3 localDirection) {
- localDirection = localDirection.normalized;
- // Calculating dot products for all AxisDirections
- for (int i = 0; i < colorDirections.Length; i++) {
- colorDirections[i].dot = Mathf.Clamp(Vector3.Dot(colorDirections[i].direction, localDirection), 0f, 1f);
- }
-
- // Summing up the arm bend axis
- Vector3 sum = Vector3.zero;
-
- for (int i = 0; i < colorDirections.Length; i++) {
- sum = Vector3.Lerp(sum, colorDirections[i].color, colorDirections[i].dot * colorDirections[i].dot);
- }
- return new Color(sum.x, sum.y, sum.z);
- }
- private static void DrawPose(AimPoser.Pose pose, Vector3 position, Quaternion rotation, Color color) {
- if (pose.pitch <= 0f || pose.yaw <= 0f) return;
- if (pose.direction == Vector3.zero) return;
- Handles.color = color;
- GUI.color = color;
- Vector3 up = rotation * Vector3.up;
- Vector3 normalizedPoseDirection = pose.direction.normalized;
- Vector3 direction = rotation * normalizedPoseDirection;
-
- // Direction and label
- Handles.DrawLine(position, position + direction);
- Inspector.ConeCap(0, position + direction, Quaternion.LookRotation(direction), 0.05f);
- Handles.Label(position + direction.normalized * 1.1f, pose.name);
- if (pose.yaw >= 180f && pose.pitch >= 180f) {
- Handles.color = Color.white;
- GUI.color = Color.white;
- return;
- }
-
- Quaternion halfYaw = Quaternion.AngleAxis(pose.yaw, up);
- float directionPitch = Vector3.Angle(up, direction);
- Vector3 crossRight = halfYaw * Vector3.Cross(up, direction);
- Vector3 crossLeft = Quaternion.Inverse(halfYaw) * Vector3.Cross(up, direction);
- bool isVertical = normalizedPoseDirection == Vector3.up || normalizedPoseDirection == Vector3.down;
- if (isVertical) {
- crossRight = halfYaw * Vector3.right;
- crossLeft = Quaternion.Inverse(halfYaw) * Vector3.right;
- }
- float minPitch = Mathf.Clamp(directionPitch - pose.pitch, 0f, 180f);
- float maxPitch = Mathf.Clamp(directionPitch + pose.pitch, 0f, 180f);
- Quaternion upToCornerUpperRight = Quaternion.AngleAxis(minPitch, crossRight);
- Quaternion upToCornerLowerRight = Quaternion.AngleAxis(maxPitch, crossRight);
- Quaternion upToCornerUpperLeft = Quaternion.AngleAxis(minPitch, crossLeft);
- Quaternion upToCornerLowerLeft = Quaternion.AngleAxis(maxPitch, crossLeft);
- Vector3 toCornerUpperRight = upToCornerUpperRight * up;
- Vector3 toCornerLowerRight = upToCornerLowerRight * up;
- Vector3 toCornerUpperLeft = upToCornerUpperLeft * up;
- Vector3 toCornerLowerLeft = upToCornerLowerLeft * up;
- if (pose.yaw < 180f) {
- Handles.DrawLine(position, position + toCornerUpperRight);
- Handles.DrawLine(position, position + toCornerUpperLeft);
- Handles.DrawLine(position, position + toCornerLowerRight);
- Handles.DrawLine(position, position + toCornerLowerLeft);
- }
- Vector3 d = direction;
- if (isVertical) d = Vector3.forward;
- if (pose.pitch < 180f) {
- DrawPolyLineOnSphere(position, toCornerUpperLeft, toCornerUpperRight, d, Vector3.up, color);
- DrawPolyLineOnSphere(position, toCornerLowerLeft, toCornerLowerRight, d, Vector3.up, color);
- }
- if (pose.yaw < 180f) {
- DrawPolyLineOnSphere(position, toCornerUpperLeft, toCornerLowerLeft, Quaternion.Inverse(halfYaw) * d, crossLeft, color);
- DrawPolyLineOnSphere(position, toCornerUpperRight, toCornerLowerRight, halfYaw * d, crossRight, color);
- }
- Handles.color = Color.white;
- GUI.color = Color.white;
- }
- private static void DrawPolyLineOnSphere(Vector3 center, Vector3 d1, Vector3 d2, Vector3 direction, Vector3 axis, Color color) {
- Handles.color = color;
- Vector3 normal = axis;
- Vector3 d1Ortho = d1;
- Vector3.OrthoNormalize(ref normal, ref d1Ortho);
- normal = axis;
- Vector3 d2Ortho = d2;
- Vector3.OrthoNormalize(ref normal, ref d2Ortho);
- normal = axis;
- Vector3 directionOrtho = direction;
- Vector3.OrthoNormalize(ref normal, ref directionOrtho);
- float angle = Vector3.Angle(d1Ortho, d2Ortho);
- float dot = Vector3.Dot(directionOrtho, d1Ortho);
- if (dot < 0) {
- angle = 180 + (180 - angle);
- }
- int segments = Mathf.Clamp(Mathf.RoundToInt(angle / 36f) * 5, 3, 36);
- float segmentF = angle / (float)(segments - 1);
- for (int i = 0; i < segments; i++) {
- poly[i] = center + Quaternion.AngleAxis(i * segmentF, axis) * d1;
- }
- Handles.color = new Color(color.r, color.g, color.b, color.a * 0.1f);
- for (int i = 0; i < segments; i++) {
- Handles.DrawLine(center, poly[i]);
- }
- Handles.color = color;
- for (int i = 0; i < segments - 1; i++) {
- Handles.DrawLine(poly[i], poly[i + 1]);
- }
- }
- }
- }
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