UniVRM/Assets/VRM10/Editor/Components/Constraint/VRM10PostionRotationConstraintEditorBase.cs
ousttrue b3cbe06c6e implement aim up space
aim のUPVectorを評価する空間を world から model/local に修正
2021-05-18 18:14:04 +09:00

125 lines
4.1 KiB
C#

using System.Text;
using UnityEditor;
using UnityEngine;
namespace UniVRM10
{
public abstract class VRM10PositionRotationConstraintEditorBase : Editor
{
VRM10RotationPositionConstraintBase m_target;
void OnEnable()
{
m_target = (VRM10RotationPositionConstraintBase)target;
}
static GUIStyle s_style;
static GUIStyle Style
{
get
{
if (s_style == null)
{
s_style = new GUIStyle("box");
}
return s_style;
}
}
/// <summary>
/// Euler各を +- 180 にクランプする
/// </summary>
/// <param name="v"></param>
/// <returns></returns>
static Vector3 Clamp180(Vector3 v)
{
var x = v.x;
while (x < -180) x += 360;
while (x > 180) x -= 360;
var y = v.y;
while (y < -180) y += 360;
while (y > 180) y -= 360;
var z = v.z;
while (z < -180) z += 360;
while (z > 180) z -= 360;
return new Vector3(x, y, z);
}
public void OnSceneGUI()
{
if (m_target.Source == null)
{
return;
}
// source offset
if (!Application.isPlaying)
{
EditorGUI.BeginChangeCheck();
Quaternion offset = Handles.RotationHandle(m_target.SourceOffset, m_target.Source.position);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(m_target.GetComponent(), "source offset");
m_target.SourceOffset = offset;
}
}
// dest offset
if (!Application.isPlaying)
{
EditorGUI.BeginChangeCheck();
Quaternion offset = Handles.RotationHandle(m_target.DestinationOffset, m_target.GetComponent().transform.position);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(m_target.GetComponent(), "dest offset");
m_target.DestinationOffset = offset;
}
}
// this to target line
Handles.color = Color.yellow;
Handles.DrawLine(m_target.Source.position, m_target.GetComponent().transform.position);
var delta = Clamp180(m_target.Delta);
// show source
{
var sb = new StringBuilder();
sb.AppendLine();
sb.AppendLine();
sb.AppendLine($"source: {m_target.SourceCoordinate}");
sb.AppendLine($"{delta.x:0.00}");
sb.AppendLine($"{delta.y:0.00}");
sb.Append($"{delta.z:0.00}");
Handles.Label(m_target.Source.position, sb.ToString(), Style);
}
// show dst
{
var sb = new StringBuilder();
sb.AppendLine($"constraint: {m_target.DestinationCoordinate}");
sb.AppendLine(m_target.FreezeAxes.HasFlag(AxisMask.X) ? $"freeze" : $"{delta.x:0.00}");
sb.AppendLine(m_target.FreezeAxes.HasFlag(AxisMask.Y) ? $"freeze" : $"{delta.y:0.00}");
sb.Append(m_target.FreezeAxes.HasFlag(AxisMask.Z) ? $"freeze" : $"{delta.z:0.00}");
Handles.Label(m_target.GetComponent().transform.position, sb.ToString(), Style);
}
m_target.GetSourceCoords().Draw(0.2f);
if (Application.isPlaying)
{
Handles.matrix = m_target.GetSourceCurrent().TRS(0.05f);
Handles.color = Color.yellow;
Handles.DrawWireCube(Vector3.zero, Vector3.one);
}
m_target.GetDstCoords().Draw(0.2f);
if (Application.isPlaying)
{
Handles.matrix = m_target.GetDstCurrent().TRS(0.05f);
Handles.color = Color.yellow;
Handles.DrawWireCube(Vector3.zero, Vector3.one);
}
}
}
}