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- using UnityEngine;
- using UnityEditor;
- using System.Collections;
- namespace RootMotion.FinalIK {
- /*
- * Custom inspector and scene view tools for Constraints
- * */
- public class ConstraintsInspector: IKSolverInspector {
-
- #region Public methods
- /*
- * Draws the custom inspector for Constraints
- * */
- public static void AddInspector(SerializedProperty prop) {
- if (!prop.isExpanded) return;
-
- // Main properties
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("target"), new GUIContent("Target", "Target transform for the pelvis (optional). If assigned, will overwrite pelvis.position in each update."));
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("positionOffset"), new GUIContent("Pos Offset", "Pelvis offset from animation. If there is no animation playing and Fix Transforms is unchecked, it will make the character fly away."));
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("positionWeight"), new GUIContent("Pos Weight", "The weight of lerping the pelvis to bipedIK.solvers.pelvis.position."));
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("rotationOffset"), new GUIContent("Rot Offset", "Pelvis rotation offset from animation. If there is no animation playing and Fix Transforms is unchecked, it will make the character spin."));
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("rotationWeight"), new GUIContent("Rot Weight", "The weiight of slerping the pelvis to bipedIK.solver.pelvis.rotation."));
- EditorGUILayout.Space();
- }
-
- /*
- * Draws the scene view helpers for Constraints
- * */
- public static void AddScene(Constraints constraints, Color color, bool modifiable) {
- if (!constraints.IsValid()) return;
-
- Handles.color = color;
- GUI.color = color;
-
- // Transform
- Inspector.SphereCap(0, constraints.transform.position, Quaternion.identity, GetHandleSize(constraints.transform.position));
- // Target
- Handles.color = new Color(color.r, color.g, color.b, color.a * constraints.positionWeight);
- Handles.DrawLine(constraints.transform.position, constraints.position);
- Handles.color = color;
-
- if (Application.isPlaying && modifiable && (constraints.positionWeight > 0 || constraints.rotationWeight > 0)) {
- Inspector.CubeCap(0, constraints.position, Quaternion.Euler(constraints.rotation), GetHandleSize(constraints.transform.position));
-
- // Manipulating position and rotation
- switch(Tools.current) {
- case Tool.Move:
- constraints.position = Handles.PositionHandle(constraints.position, Quaternion.Euler(constraints.rotation));
- break;
- case Tool.Rotate:
- constraints.rotation = Handles.RotationHandle(Quaternion.Euler(constraints.rotation), constraints.position).eulerAngles;
- break;
- }
- }
-
- Handles.color = Color.white;
- GUI.color = Color.white;
- }
- #endregion Public methods
- }
- }
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