Move third party assets to ThirdParty folder

This commit is contained in:
2024-08-08 11:26:28 +02:00
parent 386f303057
commit bd91af6f98
10340 changed files with 100 additions and 175 deletions

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrEasingDrawer.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Animation.Interpolation;
using UltimateXR.Core;
using UltimateXR.Extensions.Unity.Render;
using UnityEditor;
using UnityEngine;
namespace UltimateXR.Editor.Animation.Interpolation
{
/// <summary>
/// Custom inspector drawer for <see cref="UxrEasing" />.
/// </summary>
[CustomPropertyDrawer(typeof(UxrEasing))]
public class UxrEasingDrawer : PropertyDrawer
{
#region Public Types & Data
/// <summary>
/// This constant determines the graph height in pixels.
/// </summary>
public const int GraphHeight = 80;
#endregion
#region Constructors & Finalizer
/// <summary>
/// Creates the temporal material to draw the graph.
/// </summary>
public UxrEasingDrawer()
{
var shader = Shader.Find(UxrConstants.Shaders.HiddenInternalColoredShader);
_lineMaterial = new Material(shader);
}
/// <summary>
/// Destroys the temporal material to draw the graph.
/// </summary>
~UxrEasingDrawer()
{
Object.DestroyImmediate(_lineMaterial);
}
#endregion
#region Public Overrides PropertyDrawer
/// <summary>
/// Gets the height in pixels required to draw the property.
/// </summary>
/// <param name="property">Serialized property describing an <see cref="UxrEasing" /></param>
/// <param name="label">UI label</param>
/// <returns>Height in pixels</returns>
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.singleLineHeight + GraphHeight;
}
#endregion
#region Public Methods
/// <summary>
/// Draws the easing graph.
/// </summary>
/// <param name="rect">Target rect</param>
/// <param name="material">Material used</param>
/// <param name="color">The line color</param>
/// <param name="easing">The easing used</param>
/// <param name="loopMode">The loop mode</param>
/// <param name="loops">The number of loops to draw</param>
public static void DrawGraph(Rect rect, Material material, Color color, UxrEasing easing, UxrLoopMode loopMode = UxrLoopMode.None, int loops = 1)
{
// Make coordinates relative to the rect.
GUI.BeginClip(rect);
// Enable the internal material.
material.SetPass(0);
// Draw background. Use alpha to avoid getting too dark.
GL.Begin(GL.QUADS);
GL.Color(Color.black.WithAlpha(0.4f));
GL.Vertex3(0, rect.height, 0);
GL.Vertex3(rect.width, rect.height, 0);
GL.Vertex3(rect.width, 0, 0);
GL.Vertex3(0, 0, 0);
GL.End();
// Now draw the graph as a connected set of points.
GL.Begin(GL.LINE_STRIP);
GL.Color(color);
// Get the min/max graph values.
// This is important because some interpolation curves go out the [0, 1] range.
GetGraphRange(easing, out float min, out float max);
// Iterate over points and draw vertices.
for (int i = 0; i < CurveSegments + 1; ++i)
{
float t = (float)i / CurveSegments;
float value = UxrInterpolator.Interpolate(Vector4.one, Vector4.zero, 1.0f, 0.0f, t * loops, easing, loopMode).x;
float valueScaled = Mathf.InverseLerp(min, max, value);
GL.Vertex3(t * rect.width, rect.height * valueScaled, 0);
}
GL.End();
GUI.EndClip();
}
#endregion
#region Unity
/// <summary>
/// Draws the inspector and handles input.
/// </summary>
/// <param name="position">Position where to draw the inspector</param>
/// <param name="property">Serialized property to draw</param>
/// <param name="label">UI label</param>
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Draw the property label and value
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, 0), property, label);
// Get the graph rect. Overwrite with graph height in pixels and indentation so that it is drawn below the values only and not taking the whole inspector width.
Rect rect = UxrEditorUtils.GetRect(position, 1);
rect.height = GraphHeight;
rect.xMin += EditorGUIUtility.labelWidth;
// Get our easing value from the property.
UxrEasing easing = (UxrEasing)property.enumValueIndex;
// Draw the graph!
if (Event.current.type == EventType.Repaint)
{
DrawGraph(rect, _lineMaterial, Color.green, easing);
}
}
#endregion
#region Private Methods
/// <summary>
/// Gets the min and max values for a type of interpolation.
/// </summary>
/// <param name="easing">Easing</param>
/// <param name="min">Returns the min graph value</param>
/// <param name="max">Returns the max graph value</param>
private static void GetGraphRange(UxrEasing easing, out float min, out float max)
{
min = float.MaxValue;
max = float.MinValue;
for (int i = 0; i < CurveSegments + 1; ++i)
{
float t = (float)i / CurveSegments;
float value = UxrInterpolator.Interpolate(1.0f, 0.0f, t, easing);
if (value < min)
{
min = value;
}
if (value > max)
{
max = value;
}
}
}
#endregion
#region Private Types & Data
/// <summary>
/// Determines the amount of segments to draw the graph with.
/// </summary>
private const int CurveSegments = 200;
private readonly Material _lineMaterial;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrInterpolationSettingsDrawer.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Animation.Interpolation;
using UltimateXR.Core;
using UnityEditor;
using UnityEngine;
namespace UltimateXR.Editor.Animation.Interpolation
{
/// <summary>
/// Custom inspector drawer for <see cref="UxrInterpolationSettings" />.
/// </summary>
[CustomPropertyDrawer(typeof(UxrInterpolationSettings))]
public class UxrInterpolationSettingsDrawer : PropertyDrawer
{
#region Constructors & Finalizer
/// <summary>
/// Creates the temporal material to draw the graph.
/// </summary>
public UxrInterpolationSettingsDrawer()
{
var shader = Shader.Find(UxrConstants.Shaders.HiddenInternalColoredShader);
_lineMaterial = new Material(shader);
}
/// <summary>
/// Destroys the temporal material to draw the graph.
/// </summary>
~UxrInterpolationSettingsDrawer()
{
Object.DestroyImmediate(_lineMaterial);
}
#endregion
#region Public Overrides PropertyDrawer
/// <summary>
/// Gets the height in pixels required to draw the property.
/// </summary>
/// <param name="property">Serialized property describing an <see cref="UxrInterpolationSettings" /></param>
/// <param name="label">UI label</param>
/// <returns>Height in pixels</returns>
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
int lineCount = 5;
int loopGraphHeight = 0;
if (property.FindPropertyRelative(PropertyLoopMode).enumValueIndex != (int)UxrLoopMode.None)
{
lineCount++;
loopGraphHeight += UxrEasingDrawer.GraphHeight;
}
if (property.FindPropertyRelative(PropertyDelay).floatValue > 0.0f)
{
lineCount++;
}
return lineCount * EditorGUIUtility.singleLineHeight + UxrEasingDrawer.GraphHeight + loopGraphHeight;
}
#endregion
#region Unity
/// <summary>
/// Draws the inspector and handles input.
/// </summary>
/// <param name="position">Position where to draw the inspector</param>
/// <param name="property">Serialized property to draw</param>
/// <param name="label">UI label</param>
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
int line = 0;
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, line++), property.FindPropertyRelative(PropertyDurationSeconds), ContentDurationSeconds);
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, line++), property.FindPropertyRelative(PropertyDelay), ContentDelay);
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, line++), property.FindPropertyRelative(PropertyEasing), ContentEasing);
position.y += UxrEasingDrawer.GraphHeight;
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, line++), property.FindPropertyRelative(PropertyLoopMode), ContentLoopMode);
UxrLoopMode loopMode = (UxrLoopMode)property.FindPropertyRelative(PropertyLoopMode).enumValueIndex;
if (loopMode != (int)UxrLoopMode.None)
{
// Draw preview graph
Rect graphRect = UxrEditorUtils.GetRect(position, line);
graphRect.height = UxrEasingDrawer.GraphHeight;
graphRect.xMin += EditorGUIUtility.labelWidth;
UxrEasing easing = (UxrEasing)property.FindPropertyRelative(PropertyEasing).enumValueIndex;
UxrEasingDrawer.DrawGraph(graphRect, _lineMaterial, Color.green, easing, loopMode, 5);
position.y += UxrEasingDrawer.GraphHeight;
// Draw looped duration property
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, line++), property.FindPropertyRelative(PropertyLoopedDurationSeconds), ContentLoopedDurationSeconds);
}
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, line++), property.FindPropertyRelative(PropertyUnscaledTime), ContentUnscaledTime);
if (property.FindPropertyRelative(PropertyDelay).floatValue > 0.0f)
{
EditorGUI.PropertyField(UxrEditorUtils.GetRect(position, line), property.FindPropertyRelative(PropertyDelayUsingEndValue), ContentDelayUsingEndValue);
}
}
#endregion
#region Private Types & Data
private GUIContent ContentDurationSeconds { get; } = new GUIContent("Duration (Seconds)", "The duration in seconds of the interpolation. In a looped animation it specifies the duration of each loop.");
private GUIContent ContentDelay { get; } = new GUIContent("Delay (Seconds)", "The seconds to wait before the interpolation starts");
private GUIContent ContentEasing { get; } = new GUIContent("Easing", "The animation curve to use for the interpolation");
private GUIContent ContentLoopMode { get; } = new GUIContent("Loop Mode", "The type of loop to use");
private GUIContent ContentLoopedDurationSeconds { get; } = new GUIContent("Looped Duration (Seconds)", "The total duration in seconds in a looped interpolation. Use -1 to loop indefinitely.");
private GUIContent ContentUnscaledTime { get; } = new GUIContent("Use Unscaled Time", "Whether to use unscaled time, which is unaffected by the timescale");
private GUIContent ContentDelayUsingEndValue { get; } = new GUIContent("Use End Value During Delay?", "Whether to use the end value in the interpolation during the initial delay");
private const string PropertyDurationSeconds = "_durationSeconds";
private const string PropertyDelay = "_delaySeconds";
private const string PropertyEasing = "_easing";
private const string PropertyLoopMode = "_loopMode";
private const string PropertyLoopedDurationSeconds = "_loopedDurationSeconds";
private const string PropertyUnscaledTime = "_useUnscaledTime";
private const string PropertyDelayUsingEndValue = "_delayUsingEndValue";
private readonly Material _lineMaterial;
#endregion
}
}

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