上传YomovSDK
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System;
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namespace RootMotion.FinalIK {
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/*
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* Custom inspector and scene view tools for IKSolverLookAt
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* */
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public class IKSolverLookAtInspector: IKSolverInspector {
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#region Public methods
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/*
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* Draws the custom inspector for IKSolverLookAt
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* */
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public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool showReferences) {
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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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EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKPositionWeight"), new GUIContent("Weight", "Solver weight for smooth blending."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("bodyWeight"), new GUIContent("Body Weight", "Weight of rotating spine to target."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("headWeight"), new GUIContent("Head Weight", "Weight of rotating head to target."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("eyesWeight"), new GUIContent("Eyes Weight", "Weight of rotating eyes to target."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeight"), new GUIContent("Clamp Weight", "Clamping rotation of spine and head. 0 is free rotation, 1 is completely clamped to forward."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeightHead"), new GUIContent("Clamp Weight Head", "Clamping rotation of the head. 0 is free rotation, 1 is completely clamped to forward."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampWeightEyes"), new GUIContent("Clamp Weight Eyes", "Clamping rotation of the eyes. 0 is free rotation, 1 is completely clamped to forward."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("clampSmoothing"), new GUIContent("Clamp Smoothing", "Number of sine smoothing iterations applied on clamping to make the clamping point smoother."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("spineWeightCurve"), new GUIContent("Spine Weight Curve", "Weight distribution between spine bones (first bone is evaluated at time 0.0, last bone at 1.0)."));
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// References
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if (showReferences) {
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("head.transform"), new GUIContent("Head", "The head bone."));
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EditorGUILayout.Space();
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AddArray(prop.FindPropertyRelative("spine"), new GUIContent("Spine", string.Empty), editHierarchy, false, null, null, DrawArrayElementLabelBone);
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EditorGUILayout.Space();
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AddArray(prop.FindPropertyRelative("eyes"), new GUIContent("Eyes", string.Empty), editHierarchy, false, null, null, 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 IKSolverLookAt
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* */
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public static void AddScene(IKSolverLookAt 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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// Display the Spine
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if (solver.spine.Length > 0) {
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Handles.color = color;
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GUI.color = color;
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for (int i = 0; i < solver.spine.Length; i++) {
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IKSolverLookAt.LookAtBone bone = solver.spine[i];
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if (i < solver.spine.Length - 1) Handles.DrawLine(bone.transform.position, solver.spine[i + 1].transform.position);
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Inspector.SphereCap(0, bone.transform.position, Quaternion.identity, GetHandleSize(bone.transform.position));
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}
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// Draw a transparent line from last bone to IKPosition
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if (Application.isPlaying) {
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Handles.color = new Color(color.r, color.g, color.b, color.a * solver.IKPositionWeight * solver.bodyWeight);
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Handles.DrawLine(solver.spine[solver.spine.Length - 1].transform.position, solver.IKPosition);
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}
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}
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// Display the eyes
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if (solver.eyes.Length > 0) {
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for (int i = 0; i < solver.eyes.Length; i++) {
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DrawLookAtBoneInScene(solver.eyes[i], solver.IKPosition, color, solver.IKPositionWeight * solver.eyesWeight);
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}
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}
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// Display the head
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if (solver.head.transform != null) {
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DrawLookAtBoneInScene(solver.head, solver.IKPosition, color, solver.IKPositionWeight * solver.headWeight);
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}
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Handles.color = color;
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GUI.color = color;
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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.SphereCap(0, solver.IKPosition, Quaternion.identity, 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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}
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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 void DrawArrayElementLabelBone(SerializedProperty bone, bool editHierarchy) {
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AddObjectReference(bone.FindPropertyRelative("transform"), GUIContent.none, editHierarchy, 0, 300);
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}
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private static void DrawLookAtBoneInScene(IKSolverLookAt.LookAtBone bone, Vector3 IKPosition, Color color, float lineWeight) {
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Handles.color = color;
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GUI.color = color;
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Inspector.SphereCap(0, bone.transform.position, Quaternion.identity, GetHandleSize(bone.transform.position));
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// Draw a transparent line from last bone to IKPosition
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if (Application.isPlaying && lineWeight > 0) {
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Handles.color = new Color(color.r, color.g, color.b, color.a * lineWeight);
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Handles.DrawLine(bone.transform.position, IKPosition);
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}
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}
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}
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}
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