Files
dungeons/Assets/ThirdParty/UltimateXR/Editor/Animation/IK/UxrCcdIKSolverEditor.cs

138 lines
5.7 KiB
C#

// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrCcdIKSolverEditor.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Animation.IK;
using UnityEditor;
using UnityEngine;
namespace UltimateXR.Editor.Animation.IK
{
/// <summary>
/// Custom inspector for <see cref="UxrCcdIKSolver" />. Also draws handles in the scene window.
/// </summary>
[CustomEditor(typeof(UxrCcdIKSolver))]
public class UxrCcdIKSolverEditor : UnityEditor.Editor
{
#region Unity
/// <summary>
/// Initializes the link count variable and hooks the Update() method to monitor changes on the component's link count.
/// </summary>
private void OnEnable()
{
_linkCount = ((UxrCcdIKSolver)serializedObject.targetObject).Links.Count;
EditorApplication.update += EditorApplication_Updated;
}
/// <summary>
/// Removes the Update hook.
/// </summary>
private void OnDisable()
{
EditorApplication.update -= EditorApplication_Updated;
}
/// <summary>
/// Draws the IK scene handles.
/// </summary>
private void OnSceneGUI()
{
UxrCcdIKSolver solverCcd = target as UxrCcdIKSolver;
if (solverCcd == null || solverCcd.Links == null)
{
return;
}
if (Application.isPlaying == false)
{
solverCcd.ComputeLinkData();
}
int index = 0;
foreach (UxrCcdLink link in solverCcd.Links)
{
if (link.Bone == null)
{
continue;
}
Vector3 normal = link.Bone.TransformDirection(link.RotationAxis1);
Handles.color = new Color(Mathf.Abs(link.RotationAxis1.x), Mathf.Abs(link.RotationAxis1.y), Mathf.Abs(link.RotationAxis1.z), 0.3f);
float angle1Min = link.Axis1HasLimits ? link.Axis1AngleMin : -180.0f;
float angle1Max = link.Axis1HasLimits ? link.Axis1AngleMax : 180.0f;
Handles.DrawSolidArc(link.Bone.position,
normal,
Quaternion.AngleAxis(angle1Min - link.Angle1, normal) * link.Bone.TransformDirection(link.LocalSpaceAxis1ZeroAngleVector),
angle1Max - angle1Min,
link.LinkLength * 0.5f);
Handles.color = new Color(Mathf.Abs(link.RotationAxis1.x), Mathf.Abs(link.RotationAxis1.y), Mathf.Abs(link.RotationAxis1.z), 1.0f);
Handles.DrawLine(link.Bone.position, link.Bone.position + 0.6f * link.LinkLength * link.Bone.TransformDirection(link.LocalSpaceAxis1ZeroAngleVector));
if (link.Constraint == UxrCcdConstraintType.TwoAxes)
{
float angle2Min = link.Axis2HasLimits ? link.Axis2AngleMin : -180.0f;
float angle2Max = link.Axis2HasLimits ? link.Axis2AngleMax : 180.0f;
normal = link.Bone.TransformDirection(link.RotationAxis2);
Handles.color = new Color(Mathf.Abs(link.RotationAxis2.x), Mathf.Abs(link.RotationAxis2.y), Mathf.Abs(link.RotationAxis2.z), 0.3f);
Handles.DrawSolidArc(link.Bone.position,
normal,
Quaternion.AngleAxis(angle2Min + link.Angle2, normal) * link.Bone.TransformDirection(link.LocalSpaceAxis2ZeroAngleVector),
angle2Max - angle2Min,
link.LinkLength * 0.5f);
Handles.color = new Color(Mathf.Abs(link.RotationAxis2.x), Mathf.Abs(link.RotationAxis2.y), Mathf.Abs(link.RotationAxis2.z), 1.0f);
Handles.DrawLine(link.Bone.position, link.Bone.position + 0.6f * link.LinkLength * link.Bone.TransformDirection(link.LocalSpaceAxis2ZeroAngleVector));
}
if (index == 0 && link.Bone != null && solverCcd.EndEffector != null && solverCcd.Goal != null)
{
Handles.color = Color.magenta;
Handles.DrawLine(link.Bone.position, solverCcd.EndEffector.position);
Handles.DrawLine(solverCcd.EndEffector.position, solverCcd.Goal.position);
}
index++;
}
}
#endregion
#region Event Handling Methods
/// <summary>
/// Monitors for changes in the link count so that if new ones are added they are assigned default parameters.
/// Unity does not support assigning default values to new elements added. This is the reason we need to do this.
/// </summary>
private void EditorApplication_Updated()
{
UxrCcdIKSolver solverCcd = target as UxrCcdIKSolver;
if (solverCcd != null && solverCcd.Links.Count != _linkCount)
{
if (solverCcd.Links.Count > _linkCount)
{
for (int i = _linkCount; i < solverCcd.Links.Count; ++i)
{
solverCcd.SetLinkDefaultValues(i);
}
}
_linkCount = solverCcd.Links.Count;
}
}
#endregion
#region Private Types & Data
private int _linkCount;
#endregion
}
}