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- using UnityEngine;
- using UnityEditor;
- using System.Collections;
- using System;
- namespace RootMotion.FinalIK {
- /*
- * Custom inspector and scene view tools for IKSolverAim
- * */
- public class IKSolverAimInspector: IKSolverInspector {
- #region Public methods
-
- /// <summary>
- /// Draws the custom inspector for IKSolverAim
- /// </summary>
- public static void AddInspector(SerializedProperty prop, bool editHierarchy) {
- IKSolverHeuristicInspector.AddTarget(prop);
- if (!prop.FindPropertyRelative("XY").boolValue) EditorGUILayout.PropertyField(prop.FindPropertyRelative("poleTarget"), new GUIContent("Pole Target", "If assigned, will automatically set polePosition to the position of this Transform."));
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("transform"), new GUIContent("Aim Transform", "The transform that you want to be aimed at the target. Needs to be a lineal descendant of the bone hierarchy. For example, if you wish to aim a gun, it should be the gun, one of it's children or the hand bone."));
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("axis"), new GUIContent("Axis", "The local axis of the Transform that you want to be aimed at IKPosition."));
- if (!prop.FindPropertyRelative("XY").boolValue) EditorGUILayout.PropertyField(prop.FindPropertyRelative("poleAxis"), new GUIContent("Pole Axis", "Keeps that axis of the Aim Transform directed at the polePosition."));
- EditorGUILayout.Space();
- IKSolverHeuristicInspector.AddIKPositionWeight(prop);
- if (!prop.FindPropertyRelative("XY").boolValue) EditorGUILayout.PropertyField(prop.FindPropertyRelative("poleWeight"), new GUIContent("Pole Weight", "The weight of the Pole."));
- IKSolverHeuristicInspector.AddProps(prop);
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeight"), new GUIContent("Clamp Weight", "Clamping rotation of the solver. 0 is free rotation, 1 is completely clamped to transform axis."));
- EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampSmoothing"), new GUIContent("Clamp Smoothing", "Number of sine smoothing iterations applied on clamping to make the clamping point smoother."));
- IKSolverHeuristicInspector.AddBones(prop, editHierarchy, true);
- }
-
- /// <summary>
- /// Draws the scene view helpers for IKSolverAim
- /// </summary>
- public static void AddScene(IKSolverAim solver, Color color, bool modifiable) {
- // Protect from null reference errors
- if (solver.transform == null) return;
- if (Application.isPlaying && !solver.initiated) return;
- if (!Application.isPlaying) {
- string message = string.Empty;
- if (!solver.IsValid(ref message)) return;
- }
-
- Handles.color = color;
- GUI.color = color;
-
- // Display the bones
- for (int i = 0; i < solver.bones.Length; i++) {
- IKSolver.Bone bone = solver.bones[i];
- if (i < solver.bones.Length - 1) Handles.DrawLine(bone.transform.position, solver.bones[i + 1].transform.position);
- Inspector.SphereCap(0, solver.bones[i].transform.position, Quaternion.identity, GetHandleSize(solver.bones[i].transform.position));
- }
-
- if (solver.axis != Vector3.zero) Inspector.ConeCap(0, solver.transform.position, Quaternion.LookRotation(solver.transform.rotation * solver.axis), GetHandleSize(solver.transform.position) * 2f);
-
- // Selecting joint and manipulating IKPosition
- if (Application.isPlaying && solver.IKPositionWeight > 0) {
- if (modifiable) {
- Inspector.SphereCap(0, solver.IKPosition, Quaternion.identity, GetHandleSize(solver.IKPosition));
-
- // Manipulating position
- solver.IKPosition = Handles.PositionHandle(solver.IKPosition, Quaternion.identity);
- }
-
- // Draw a transparent line from transform to IKPosition
- Handles.color = new Color(color.r, color.g, color.b, color.a * solver.IKPositionWeight);
- Handles.DrawLine(solver.bones[solver.bones.Length - 1].transform.position, solver.transform.position);
- Handles.DrawLine(solver.transform.position, solver.IKPosition);
- }
- Handles.color = color;
- // Pole
- if (Application.isPlaying && solver.poleWeight > 0f) {
- if (modifiable) {
- Inspector.SphereCap(0, solver.polePosition, Quaternion.identity, GetHandleSize(solver.IKPosition) * 0.5f);
-
- // Manipulating position
- solver.polePosition = Handles.PositionHandle(solver.polePosition, Quaternion.identity);
- }
- // Draw a transparent line from transform to polePosition
- Handles.color = new Color(color.r, color.g, color.b, color.a * solver.poleWeight);
- Handles.DrawLine(solver.transform.position, solver.polePosition);
- }
-
- Handles.color = Color.white;
- GUI.color = Color.white;
- }
-
- #endregion Public methods
- }
- }
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