// --------------------------------------------------------------------------------------------------------------------
//
// Copyright (c) VRMADA, All rights reserved.
//
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Animation.IK;
using UltimateXR.Avatar;
using UltimateXR.Avatar.Controllers;
using UltimateXR.Core;
using UnityEditor;
using UnityEngine;
namespace UltimateXR.Editor.Animation.IK
{
///
/// Custom inspector for .
///
[CustomPropertyDrawer(typeof(UxrBodyIKSettings))]
public class UxrIKBodySettingsDrawer : PropertyDrawer
{
#region Public Types & Data
public const string PropertyLockBodyPivot = "_lockBodyPivot";
public const string PropertyBodyPivotRotationSpeed = "_bodyPivotRotationSpeed";
public const string PropertyHeadFreeRangeBend = "_headFreeRangeBend";
public const string PropertyHeadFreeRangeTorsion = "_headFreeRangeTorsion";
public const string PropertyNeckHeadBalance = "_neckHeadBalance";
public const string PropertySpineBend = "_spineBend";
public const string PropertySpineTorsion = "_spineTorsion";
public const string PropertyChestBend = "_chestBend";
public const string PropertyChestTorsion = "_chestTorsion";
public const string PropertyUpperChestBend = "_upperChestBend";
public const string PropertyUpperChestTorsion = "_upperChestTorsion";
public const string PropertyNeckBaseHeight = "_neckBaseHeight";
public const string PropertyNeckForwardOffset = "_neckForwardOffset";
public const string PropertyEyesBaseHeight = "_eyesBaseHeight";
public const string PropertyEyesForwardOffset = "_eyesForwardOffset";
#endregion
#region Public Overrides PropertyDrawer
///
/// Gets the height in pixels for the given serialized property targeting a .
///
/// Serialized property
/// UI label
/// Height in pixels
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
if (ShowNeckProperties(property))
{
return 15 * EditorGUIUtility.singleLineHeight;
}
return 13 * EditorGUIUtility.singleLineHeight;
}
#endregion
#region Unity
///
/// Draws an serialized property and handles input.
///
/// Position where to draw the property
/// Serialized property
/// UI label
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
int line = 0;
UxrAvatar avatar = ((MonoBehaviour)property.serializedObject.targetObject).GetComponent();
property.FindPropertyRelative(PropertyLockBodyPivot).boolValue = EditorGUI.Toggle(GetRect(position, line++, -1), ContentLockBodyPivot, property.FindPropertyRelative(PropertyLockBodyPivot).boolValue);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyBodyPivotRotationSpeed), 0.0f, 1.0f, ContentBodyPivotRotationSpeed);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyHeadFreeRangeBend), 0.0f, 180.0f, ContentHeadFreeRangeBend);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyHeadFreeRangeTorsion), 0.0f, 180.0f, ContentHeadFreeRangeTorsion);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyNeckHeadBalance), 0.0f, 1.0f, ContentNeckHeadBalance);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertySpineBend), 0.0f, 1.0f, ContentSpineBend);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertySpineTorsion), 0.0f, 1.0f, ContentSpineTorsion);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyChestBend), 0.0f, 1.0f, ContentChestBend);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyChestTorsion), 0.0f, 1.0f, ContentChestTorsion);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyUpperChestBend), 0.0f, 1.0f, ContentUpperChestBend);
EditorGUI.Slider(GetRect(position, line++, -1), property.FindPropertyRelative(PropertyUpperChestTorsion), 0.0f, 1.0f, ContentUpperChestTorsion);
if (ShowNeckProperties(property))
{
EditorGUILayout.BeginHorizontal();
EditorGUI.PropertyField(GetRect(position, line++, 0), property.FindPropertyRelative(PropertyNeckBaseHeight), ContentNeckBaseHeight);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUI.PropertyField(GetRect(position, line++, 0), property.FindPropertyRelative(PropertyNeckForwardOffset), ContentNeckForwardOffset);
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.BeginHorizontal();
EditorGUI.PropertyField(GetRect(position, line, 0), property.FindPropertyRelative(PropertyEyesBaseHeight), ContentEyesBaseHeight);
bool useAvatarEyesPressedBaseHeight = GUI.Button(GetRect(position, line, 1), new GUIContent("Use Avatar Eyes"));
EditorGUILayout.EndHorizontal();
if (useAvatarEyesPressedBaseHeight)
{
if (avatar.AvatarRig.Head.LeftEye == null || avatar.AvatarRig.Head.RightEye == null)
{
EditorUtility.DisplayDialog("Assign field first", "The avatar component Rig field has eye(s) missing. Try to assign the value manually and use the eye gizmos for guidance.", UxrConstants.Editor.Ok);
GUIUtility.ExitGUI();
}
else
{
property.FindPropertyRelative(PropertyEyesBaseHeight).floatValue = (avatar.AvatarRig.Head.LeftEye.position.y + avatar.AvatarRig.Head.RightEye.position.y) * 0.5f - avatar.transform.position.y;
}
}
line++;
EditorGUILayout.BeginHorizontal();
EditorGUI.PropertyField(GetRect(position, line, 0), property.FindPropertyRelative(PropertyEyesForwardOffset), ContentEyesForwardOffset);
EditorGUILayout.EndHorizontal();
bool useAvatarEyesPressedForwardOffset = GUI.Button(GetRect(position, line, 1), new GUIContent("Use Avatar Eyes"));
if (useAvatarEyesPressedForwardOffset)
{
if (avatar.AvatarRig.Head.LeftEye == null || avatar.AvatarRig.Head.RightEye == null)
{
EditorUtility.DisplayDialog("Assign field first", "The avatar component Rig field has eye(s) missing. Try to assign the value manually and use the eye gizmos for guidance.", UxrConstants.Editor.Ok);
GUIUtility.ExitGUI();
}
else
{
Vector3 eyeLeft = avatar.transform.InverseTransformPoint(avatar.AvatarRig.Head.LeftEye.position);
Vector3 eyeRight = avatar.transform.InverseTransformPoint(avatar.AvatarRig.Head.RightEye.position);
property.FindPropertyRelative(PropertyEyesForwardOffset).floatValue = (eyeLeft.z + eyeRight.z) * 0.5f + 0.02f;
}
}
EditorGUI.EndProperty();
}
#endregion
#region Private Methods
///
/// Checks whether to show the neck properties of the serialized .
///
/// Serialized property
/// Whether to show the neck properties
private static bool ShowNeckProperties(SerializedProperty property)
{
UxrAvatarController controller = property.serializedObject.targetObject as UxrAvatarController;
if (controller == null)
{
return true;
}
if (!controller.TryGetComponent(out var avatar))
{
return true;
}
return avatar.AvatarRig.Head.Neck == null;
}
///
/// Gets the rect for a given line in the property, since it will have multiple lines.
///
/// Serialized property draw position
/// Line index
/// Column index
/// Rect to draw the given line in
private static Rect GetRect(Rect position, int line, int column)
{
const int buttonWidth = 150;
const int margin = 5;
return column switch
{
-1 => new Rect(position.x, position.y + EditorGUIUtility.singleLineHeight * line, position.width, EditorGUIUtility.singleLineHeight),
0 => new Rect(position.x, position.y + EditorGUIUtility.singleLineHeight * line, position.width - buttonWidth - margin, EditorGUIUtility.singleLineHeight),
_ => new Rect(position.x + position.width - buttonWidth, position.y + EditorGUIUtility.singleLineHeight * line, buttonWidth, EditorGUIUtility.singleLineHeight)
};
}
#endregion
#region Private Types & Data
private GUIContent ContentLockBodyPivot { get; } = new GUIContent("Lock Body Pivot", "For applications that require the avatar to remain in a fixed position");
private GUIContent ContentBodyPivotRotationSpeed { get; } = new GUIContent("Body Pivot Rotation Speed", "The speed the body will twist to keep up with the head orientation");
private GUIContent ContentHeadFreeRangeBend { get; } = new GUIContent("Head Free Range Bend", "The amount of degrees the head can rotate up and down without requiring support from the neck and bones below");
private GUIContent ContentHeadFreeRangeTorsion { get; } = new GUIContent("Head Free Range Torsion", "The amount of degrees the head can rotate left and right without requiring support from the neck and bones below");
private GUIContent ContentNeckHeadBalance { get; } = new GUIContent("Neck-Head Balance", "The balance between the neck and the head when solving the head orientation. Lower values will have the neck play a bigger role, while higher values will make the head play a bigger role");
private GUIContent ContentSpineBend { get; } = new GUIContent("Spine Bend", "The amount of weight the spine will apply to solve up/down rotations");
private GUIContent ContentSpineTorsion { get; } = new GUIContent("Spine Torsion", "The amount of weight the spine will apply to solve left/right rotations");
private GUIContent ContentChestBend { get; } = new GUIContent("Chest Bend", "The amount of weight the chest will apply to solve up/down rotations");
private GUIContent ContentChestTorsion { get; } = new GUIContent("Chest Torsion", "The amount of weight the chest will apply to solve left/right rotations");
private GUIContent ContentUpperChestBend { get; } = new GUIContent("Upper Chest Bend", "The amount of weight the upper chest will apply to solve up/down rotations");
private GUIContent ContentUpperChestTorsion { get; } = new GUIContent("Upper Chest Torsion", "The amount of weight the upper chest will apply to solve left/right rotations");
private GUIContent ContentNeckBaseHeight { get; } = new GUIContent("Neck Base Height", "The height on the avatar where the base of the neck is located. The neck base will be drawn on the scene window as a white disc gizmo");
private GUIContent ContentNeckForwardOffset { get; } = new GUIContent("Neck Forward Offset", "The forward offset from the avatar pivot where the neck is located. The neck base will be drawn on the scene window as a white disc gizmo");
private GUIContent ContentEyesBaseHeight { get; } = new GUIContent("Eyes Base Height", "The height on the avatar where the eyes are located. The eye positions will be drawn on the scene window as white disc gizmos");
private GUIContent ContentEyesForwardOffset { get; } = new GUIContent("Eyes Forward Offset", "The forward offset from the avatar pivot where the eyes are located. The eye positions will be drawn on the scene window as white disc gizmos");
#endregion
}
}