implement preview drag

This commit is contained in:
ousttrue 2018-04-10 03:55:19 +09:00
parent bdd80e112e
commit e17aba79ad
3 changed files with 121 additions and 14 deletions

View File

@ -1,20 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor;
using UnityEngine;
using UnityEditorInternal;
namespace VRM
{
/// <summary>
/// Prefabをインスタンス化してPreviewに表示する
///
/// * https://github.com/Unity-Technologies/UnityCsReference/blob/11bcfd801fccd2a52b09bb6fd636c1ddcc9f1705/Editor/Mono/Inspector/ModelInspector.cs
///
/// </summary>
public class PreviewEditor : Editor
{
/// <summary>
/// PreviewRenderUtilityを管理する。
///
/// * PreviewRenderUtility.m_cameraのUnityVersionによる切り分け
///
/// </summary>
PreviewFaceRenderer m_renderer;
/// <summary>
/// Prefabをインスタンス化したシーンを管理する。
///
/// * BlendShapeのBake
/// * MaterialMorphの適用
/// * Previewカメラのコントロール
/// * Previewライティングのコントロール
///
/// </summary>
PreviewSceneManager m_scene;
protected PreviewSceneManager PreviewSceneManager
{
get { return m_scene; }
}
PreviewFaceRenderer m_renderer;
/// <summary>
/// Previewシーンに表示するPrefab
/// </summary>
GameObject m_prefab;
GameObject Prefab
{
@ -42,6 +66,12 @@ namespace VRM
}
}
/// <summary>
/// シーンにBlendShapeとMaterialMorphを適用する
/// </summary>
/// <param name="values"></param>
/// <param name="materialValues"></param>
/// <param name="weight"></param>
protected void Bake(BlendShapeBinding[] values, MaterialValueBinding[] materialValues, float weight)
{
if (m_scene != null)
@ -88,6 +118,43 @@ namespace VRM
Prefab = (GameObject)EditorGUILayout.ObjectField("prefab", Prefab, typeof(GameObject), false);
}
private static int sliderHash = "Slider".GetHashCode();
public static Vector2 Drag2D(Vector2 scrollPosition, Rect position)
{
int controlId = GUIUtility.GetControlID(sliderHash, FocusType.Passive);
Event current = Event.current;
switch (current.GetTypeForControl(controlId))
{
case EventType.MouseDown:
if (position.Contains(current.mousePosition) && (double)position.width > 50.0)
{
GUIUtility.hotControl = controlId;
current.Use();
EditorGUIUtility.SetWantsMouseJumping(1);
break;
}
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == controlId)
GUIUtility.hotControl = 0;
EditorGUIUtility.SetWantsMouseJumping(0);
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl == controlId)
{
scrollPosition -= current.delta * (!current.shift ? 1f : 3f) / Mathf.Min(position.width, position.height) * 140f;
scrollPosition.y = Mathf.Clamp(scrollPosition.y, -90f, 90f);
current.Use();
GUI.changed = true;
break;
}
break;
}
return scrollPosition;
}
Vector2 previewDir;
// very important to override this, it tells Unity to render an ObjectPreview at the bottom of the inspector
public override bool HasPreviewGUI() { return true; }
@ -99,10 +166,15 @@ namespace VRM
{
if (Event.current.type == EventType.Repaint)
{
EditorGUI.DropShadowLabel(new Rect(r.x, r.y, r.width, 40f), "Mesh preview requires\nrender texture support");
EditorGUI.DropShadowLabel(new Rect(r.x, r.y, r.width, 40f),
"Mesh preview requires\nrender texture support");
}
return;
}
previewDir = Drag2D(previewDir, r);
//Debug.LogFormat("{0}", previewDir);
if (Event.current.type != EventType.Repaint)
{
// if we don't need to update yet, then don't
@ -111,7 +183,7 @@ namespace VRM
if (m_renderer != null && m_scene != null)
{
var texture = m_renderer.Render(r, background, m_scene);
var texture = m_renderer.Render(r, background, m_scene, previewDir);
if (texture != null)
{
// draw the RenderTexture in the ObjectPreview pane

View File

@ -79,7 +79,9 @@ namespace VRM
}
}
public Texture Render(Rect r, GUIStyle background, PreviewSceneManager scene)
//const float FACTOR = 0.1f;
public Texture Render(Rect r, GUIStyle background, PreviewSceneManager scene, Vector2 drag)
{
if (scene == null) return null;
@ -88,7 +90,7 @@ namespace VRM
m_previewUtility.BeginPreview(r, background); // set up the PreviewRenderUtility's mini internal scene
// setup the ObjectPreview's camera
scene.SetupCamera(PreviewCamera);
scene.SetupCamera(PreviewCamera, scene.TargetPosition, -drag.x, drag.y);
foreach (var item in scene.EnumRenderItems)
{

View File

@ -127,6 +127,16 @@ namespace VRM
.Where(x => x.SkinnedMeshRenderer != null)
.Select(x => x.Path)
.ToArray();
var animator = GetComponent<Animator>();
if (animator != null)
{
var head = animator.GetBoneTransform(HumanBodyBones.Head);
if (head != null)
{
m_target = head;
}
}
}
MeshPreviewItem[] m_meshes;
@ -186,6 +196,19 @@ namespace VRM
return item;
}
public Transform m_target;
public Vector3 TargetPosition
{
get
{
if (m_target == null)
{
return new Vector3(0, 1.4f, 0);
}
return m_target.position;
}
}
Bounds m_bounds;
public void Bake(BlendShapeBinding[] values=null, MaterialValueBinding[] materialValues=null, float weight=1.0f)
{
@ -243,18 +266,28 @@ namespace VRM
/// カメラパラメーターを決める
/// </summary>
/// <param name="camera"></param>
public void SetupCamera(Camera camera)
public void SetupCamera(Camera camera, Vector3 target, float yaw, float pitch)
{
float magnitude = m_bounds.extents.magnitude * 0.5f;
float distance = magnitude;
camera.fieldOfView = 27f;
camera.backgroundColor = Color.gray;
camera.clearFlags = CameraClearFlags.Color;
// projection
//float magnitude = m_bounds.extents.magnitude * 0.5f;
//float distance = magnitude;
var distance = target.magnitude;
camera.fieldOfView = 27f;
camera.nearClipPlane = 0.3f;
camera.farClipPlane = distance /*+ magnitude*/ * 2.1f;
#if false
// this used to be "-Vector3.forward * num" but I hardcoded my camera position instead
camera.transform.position = new Vector3(0f, 1.4f, distance);
camera.transform.rotation = Quaternion.Euler(0, 180f, 0);
camera.nearClipPlane = 0.3f;
camera.farClipPlane = distance + magnitude * 1.1f;
#else
camera.transform.position = target + Quaternion.Euler(pitch, yaw, 0) * Vector3.forward * distance;
camera.transform.LookAt(target);
#endif
//previewLayer のみ表示する
//camera.cullingMask = 1 << PreviewLayer;