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- 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
- }
- }
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