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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Animations.Rigging;
namespace UnityEditor.Animations.Rigging
{
[CustomEditor(typeof(MultiAimConstraint))]
[CanEditMultipleObjects]
class MultiAimConstraintEditor : Editor
{
static class Content
{
public static readonly GUIContent[] axisLabels = new []{ "X", "-X", "Y", "-Y", "Z", "-Z" }
.Select(c => new GUIContent(c))
.ToArray();
public static readonly GUIContent aimAxis = EditorGUIUtility.TrTextContent(
"Aim Axis",
"Specifies the local aim axis of the Constrained Object to use in order to orient its forward direction to the Source Objects."
);
public static readonly GUIContent upAxis = EditorGUIUtility.TrTextContent(
"Up Axis",
"Specifies the local up axis of the Constrained Object to use in order to orient its upward direction (i.e., roll orientation)."
);
public static readonly GUIContent worldUpType = EditorGUIUtility.TrTextContent(
"World Up Type",
"Specifies which mode to use to stabilize the upward direction (i.e., roll orientation) of the Constrained Object."
);
public static readonly GUIContent worldUpAxis = EditorGUIUtility.TrTextContent(
"World Up Axis",
"A vector in some reference frame that is used to stabilize the upward direction of the Constrained Object. " +
"This value is used when World Up Type is either Vector or Object Rotation Up."
);
public static readonly GUIContent worldUpObject = EditorGUIUtility.TrTextContent(
"World Up Object",
"A GameObject used as a reference frame for World Up Axis. " +
"This value is used when World Up Type is either Object Up or Object Rotation Up."
);
public static readonly GUIContent sourceObjects = CommonContent.sourceObjectsWeightedRotation;
public static readonly GUIContent settings = CommonContent.settings;
public static readonly GUIContent maintainOffset = CommonContent.maintainRotationOffset;
public static readonly GUIContent minLimit = EditorGUIUtility.TrTextContent(
"Min Limit",
"Clamps the minimum rotation that may be applied about any of the constrained axes of rotation."
);
public static readonly GUIContent maxLimit = EditorGUIUtility.TrTextContent(
"Max Limit",
"Clamps the maximum rotation that may be applied about any of the constrained axes of rotation."
);
}
SerializedProperty m_Weight;
SerializedProperty m_ConstrainedObject;
SerializedProperty m_AimAxis;
SerializedProperty m_UpAxis;
SerializedProperty m_WorldUpType;
SerializedProperty m_WorldUpAxis;
SerializedProperty m_WorldUpObject;
SerializedProperty m_SourceObjects;
SerializedProperty m_MaintainOffset;
SerializedProperty m_Offset;
SerializedProperty m_ConstrainedAxes;
SerializedProperty m_MinLimit;
SerializedProperty m_MaxLimit;
readonly FoldoutState m_SettingsToggle = FoldoutState.ForSettings<MultiAimConstraintEditor>();
void OnEnable()
{
m_Weight = serializedObject.FindProperty("m_Weight");
var data = serializedObject.FindProperty("m_Data");
m_ConstrainedObject = data.FindPropertyRelative("m_ConstrainedObject");
m_AimAxis = data.FindPropertyRelative("m_AimAxis");
m_UpAxis = data.FindPropertyRelative("m_UpAxis");
m_WorldUpType = data.FindPropertyRelative("m_WorldUpType");
m_WorldUpAxis = data.FindPropertyRelative("m_WorldUpAxis");
m_WorldUpObject = data.FindPropertyRelative("m_WorldUpObject");
m_SourceObjects = data.FindPropertyRelative("m_SourceObjects");
m_MaintainOffset = data.FindPropertyRelative("m_MaintainOffset");
m_Offset = data.FindPropertyRelative("m_Offset");
m_ConstrainedAxes = data.FindPropertyRelative("m_ConstrainedAxes");
m_MinLimit = data.FindPropertyRelative("m_MinLimit");
m_MaxLimit = data.FindPropertyRelative("m_MaxLimit");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_Weight, CommonContent.weight);
EditorGUILayout.PropertyField(m_ConstrainedObject, CommonContent.constrainedObject);
++EditorGUI.indentLevel;
DoAxisField(m_AimAxis, Content.aimAxis);
DoAxisField(m_UpAxis, Content.upAxis);
--EditorGUI.indentLevel;
EditorGUILayout.PropertyField(m_WorldUpType, Content.worldUpType);
var worldUpType = (MultiAimConstraintData.WorldUpType)m_WorldUpType.intValue;
++EditorGUI.indentLevel;
using (new EditorGUI.DisabledGroupScope(worldUpType != MultiAimConstraintData.WorldUpType.ObjectRotationUp && worldUpType != MultiAimConstraintData.WorldUpType.Vector))
{
DoAxisField(m_WorldUpAxis, Content.worldUpAxis);
}
using (new EditorGUI.DisabledGroupScope(worldUpType != MultiAimConstraintData.WorldUpType.ObjectUp && worldUpType != MultiAimConstraintData.WorldUpType.ObjectRotationUp))
{
EditorGUILayout.PropertyField(m_WorldUpObject, Content.worldUpObject);
}
--EditorGUI.indentLevel;
EditorGUILayout.PropertyField(m_SourceObjects, Content.sourceObjects);
m_SettingsToggle.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SettingsToggle.value, Content.settings);
if (m_SettingsToggle.value)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_MaintainOffset, Content.maintainOffset);
EditorGUILayout.PropertyField(m_Offset, CommonContent.offsetRotation);
EditorGUILayout.PropertyField(m_ConstrainedAxes, CommonContent.constrainedAxesRotation);
EditorGUILayout.PropertyField(m_MinLimit, Content.minLimit);
EditorGUILayout.PropertyField(m_MaxLimit, Content.maxLimit);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFoldoutHeaderGroup();
serializedObject.ApplyModifiedProperties();
}
static void DoAxisField(SerializedProperty property, GUIContent label)
{
var rect = EditorGUILayout.GetControlRect();
EditorGUI.BeginProperty(rect, label, property);
EditorGUI.BeginChangeCheck();
var newValue = EditorGUI.Popup(rect, label, property.intValue, Content.axisLabels);
if (EditorGUI.EndChangeCheck())
property.intValue = newValue;
EditorGUI.EndProperty();
}
[MenuItem("CONTEXT/MultiAimConstraint/Transfer motion to constraint", false, 611)]
public static void TransferMotionToConstraint(MenuCommand command)
{
var constraint = command.context as MultiAimConstraint;
BakeUtils.TransferMotionToConstraint(constraint);
}
[MenuItem("CONTEXT/MultiAimConstraint/Transfer motion to skeleton", false, 612)]
public static void TransferMotionToSkeleton(MenuCommand command)
{
var constraint = command.context as MultiAimConstraint;
BakeUtils.TransferMotionToSkeleton(constraint);
}
[MenuItem("CONTEXT/MultiAimConstraint/Transfer motion to constraint", true)]
[MenuItem("CONTEXT/MultiAimConstraint/Transfer motion to skeleton", true)]
public static bool TransferMotionValidate(MenuCommand command)
{
var constraint = command.context as MultiAimConstraint;
return BakeUtils.TransferMotionValidate(constraint);
}
}
[BakeParameters(typeof(MultiAimConstraint))]
class MultiAimConstraintBakeParameters : BakeParameters<MultiAimConstraint>
{
public override bool canBakeToSkeleton => true;
public override bool canBakeToConstraint => true;
public override IEnumerable<EditorCurveBinding> GetSourceCurveBindings(RigBuilder rigBuilder, MultiAimConstraint constraint)
{
var bindings = new List<EditorCurveBinding>();
for (int i = 0; i < constraint.data.sourceObjects.Count; ++i)
{
var sourceObject = constraint.data.sourceObjects[i];
EditorCurveBindingUtils.CollectPositionBindings(rigBuilder.transform, sourceObject.transform, bindings);
EditorCurveBindingUtils.CollectPropertyBindings(rigBuilder.transform, constraint, ((IMultiAimConstraintData)constraint.data).sourceObjectsProperty + ".m_Item" + i + ".weight", bindings);
}
return bindings;
}
public override IEnumerable<EditorCurveBinding> GetConstrainedCurveBindings(RigBuilder rigBuilder, MultiAimConstraint constraint)
{
var bindings = new List<EditorCurveBinding>();
EditorCurveBindingUtils.CollectRotationBindings(rigBuilder.transform, constraint.data.constrainedObject, bindings);
return bindings;
}
}
}