mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-11-13 21:04:09 -06:00
fix ui
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@@ -38,6 +38,8 @@ namespace UniGLTF.SpringBoneJobs.Blittables
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public float anglelimit2 => _data.c2.z;
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public quaternion anglelimitOffset => _data.c3.xyzw;
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/// <param name="angleLimit1">pitch when Spherical</param>
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/// <param name="angleLimit2">yaw when Spherical</param>
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public BlittableJointMutable(float stiffnessForce = 0,
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float gravityPower = 0,
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float3 gravityDir = default,
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@@ -88,7 +88,7 @@ namespace UniVRM10
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//
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// angle limit
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//
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var fold = EditorGUILayout.Foldout(m_showAnglelimitSettings, "AngleLimit Settings (experimental)");
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var fold = EditorGUILayout.Foldout(m_showAnglelimitSettings, $"AngleLimit Settings (1.0-draft)");
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if (m_showAnglelimitSettings != fold)
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{
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m_showAnglelimitSettings = fold;
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@@ -96,29 +96,36 @@ namespace UniVRM10
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}
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if (m_showAnglelimitSettings)
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{
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EditorGUILayout.HelpBox("SpringBoneの角度制限はまだdraft仕様です。将来的に仕様が変更される可能性があります。また、VRMファイルへのインポート・エクスポート機能はまだ実装されていません。\nThe angle limit feature for SpringBone is still in draft status. The specifications may change in the future. Also, the import/export of VRM files has not yet been implemented.", MessageType.Warning);
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EditorGUILayout.HelpBox("SpringBoneの角度制限はまだdraft仕様です。将来的に仕様が変更される可能性があります。\nThe angle limit feature for SpringBone is still in draft status. The specifications may change in the future.", MessageType.Warning);
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EditorGUILayout.PropertyField(m_angleLimitType);
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switch ((UniGLTF.SpringBoneJobs.AnglelimitTypes)m_angleLimitType.enumValueIndex)
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if (isLastTail)
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{
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.None:
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break;
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EditorGUILayout.HelpBox("末端ノードでは無効です。", MessageType.Warning);
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}
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else
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{
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EditorGUILayout.PropertyField(m_angleLimitType);
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switch ((UniGLTF.SpringBoneJobs.AnglelimitTypes)m_angleLimitType.enumValueIndex)
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{
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.None:
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break;
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.Cone:
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EditorGUILayout.PropertyField(m_angleLimitRotation);
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EditorGUILayout.PropertyField(m_angleLimitPitch);
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break;
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.Cone:
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EditorGUILayout.PropertyField(m_angleLimitRotation);
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EditorGUILayout.PropertyField(m_angleLimitPitch, new GUIContent("Angle"));
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break;
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.Hinge:
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EditorGUILayout.PropertyField(m_angleLimitRotation);
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EditorGUILayout.PropertyField(m_angleLimitPitch);
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break;
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.Hinge:
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EditorGUILayout.PropertyField(m_angleLimitRotation);
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EditorGUILayout.PropertyField(m_angleLimitPitch, new GUIContent("Angle"));
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break;
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.Spherical:
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EditorGUILayout.PropertyField(m_angleLimitRotation);
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EditorGUILayout.PropertyField(m_angleLimitPitch);
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EditorGUILayout.PropertyField(m_angleLimitYaw);
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break;
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case UniGLTF.SpringBoneJobs.AnglelimitTypes.Spherical:
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EditorGUILayout.PropertyField(m_angleLimitRotation);
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EditorGUILayout.PropertyField(m_angleLimitPitch);
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EditorGUILayout.PropertyField(m_angleLimitYaw);
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break;
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}
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}
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}
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