forked from BilalY/Rasagar
344 lines
15 KiB
C#
344 lines
15 KiB
C#
using UnityEditor;
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using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEditorInternal;
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using Cinemachine.Utility;
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namespace Cinemachine.Editor
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{
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[CustomEditor(typeof(CinemachineSmoothPath))]
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sealed class CinemachineSmoothPathEditor : BaseEditor<CinemachineSmoothPath>
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{
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private ReorderableList mWaypointList;
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/// <summary>Get the property names to exclude in the inspector.</summary>
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/// <param name="excluded">Add the names to this list</param>
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protected override void GetExcludedPropertiesInInspector(List<string> excluded)
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{
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base.GetExcludedPropertiesInInspector(excluded);
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excluded.Add(FieldPath(x => x.m_Waypoints));
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}
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void OnEnable()
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{
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mWaypointList = null;
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}
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// ReSharper disable once UnusedMember.Global - magic method called when doing Frame Selected
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public bool HasFrameBounds()
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{
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return Target.m_Waypoints != null && Target.m_Waypoints.Length > 0;
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}
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// ReSharper disable once UnusedMember.Global - magic method called when doing Frame Selected
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public Bounds OnGetFrameBounds()
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{
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Vector3[] wp;
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int selected = mWaypointList == null ? -1 : mWaypointList.index;
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if (selected >= 0 && selected < Target.m_Waypoints.Length)
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wp = new Vector3[1] { Target.m_Waypoints[selected].position };
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else
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wp = Target.m_Waypoints.Select(p => p.position).ToArray();
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return GeometryUtility.CalculateBounds(wp, Target.transform.localToWorldMatrix);
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}
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public override void OnInspectorGUI()
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{
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BeginInspector();
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if (mWaypointList == null)
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SetupWaypointList();
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if (mWaypointList.index >= mWaypointList.count)
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mWaypointList.index = mWaypointList.count - 1;
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// Ordinary properties
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DrawRemainingPropertiesInInspector();
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// Path length
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EditorGUILayout.LabelField("Path Length", Target.PathLength.ToString());
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// Waypoints
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EditorGUI.BeginChangeCheck();
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mWaypointList.DoLayoutList();
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if (EditorGUI.EndChangeCheck())
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serializedObject.ApplyModifiedProperties();
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}
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void SetupWaypointList()
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{
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mWaypointList = new ReorderableList(
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serializedObject, FindProperty(x => x.m_Waypoints),
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true, true, true, true);
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mWaypointList.drawHeaderCallback = (Rect rect) =>
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{ EditorGUI.LabelField(rect, "Waypoints"); };
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mWaypointList.drawElementCallback
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= (Rect rect, int index, bool isActive, bool isFocused) =>
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{ DrawWaypointEditor(rect, index); };
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mWaypointList.onAddCallback = (ReorderableList l) =>
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{ InsertWaypointAtIndex(l.index); };
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}
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void DrawWaypointEditor(Rect rect, int index)
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{
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// Needed for accessing string names of fields
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CinemachineSmoothPath.Waypoint def = new CinemachineSmoothPath.Waypoint();
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SerializedProperty element = mWaypointList.serializedProperty.GetArrayElementAtIndex(index);
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float hSpace = 3;
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rect.width -= hSpace; rect.y += 1;
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Vector2 numberDimension = GUI.skin.label.CalcSize(new GUIContent("999"));
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Rect r = new Rect(rect.position, numberDimension);
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if (GUI.Button(r, new GUIContent(index.ToString(), "Go to the waypoint in the scene view")))
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{
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if (SceneView.lastActiveSceneView != null)
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{
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mWaypointList.index = index;
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SceneView.lastActiveSceneView.pivot = Target.EvaluatePosition(index);
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SceneView.lastActiveSceneView.size = 4;
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SceneView.lastActiveSceneView.Repaint();
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}
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}
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float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2f;
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GUIContent rollLabel = new GUIContent("Roll");
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Vector2 labelDimension = GUI.skin.label.CalcSize(rollLabel);
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float rollWidth = labelDimension.x + floatFieldWidth;
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r.x += r.width + hSpace; r.width = rect.width - (r.width + hSpace + rollWidth) - (r.height + hSpace);
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EditorGUI.PropertyField(r, element.FindPropertyRelative(() => def.position), GUIContent.none);
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r.x += r.width + hSpace; r.width = rollWidth;
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float oldWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = labelDimension.x;
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var indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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EditorGUI.PropertyField(r, element.FindPropertyRelative(() => def.roll), rollLabel);
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EditorGUIUtility.labelWidth = oldWidth;
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EditorGUI.indentLevel = indent;
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r.x += r.width + hSpace; r.height += 1; r.width = r.height;
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GUIContent setButtonContent = EditorGUIUtility.IconContent("d_RectTransform Icon");
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setButtonContent.tooltip = "Set to scene-view camera position";
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if (GUI.Button(r, setButtonContent, GUI.skin.label) && SceneView.lastActiveSceneView != null)
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{
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Undo.RecordObject(Target, "Set waypoint");
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CinemachineSmoothPath.Waypoint wp = Target.m_Waypoints[index];
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Vector3 pos = SceneView.lastActiveSceneView.camera.transform.position;
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wp.position = Target.transform.InverseTransformPoint(pos);
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Target.m_Waypoints[index] = wp;
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}
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}
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void InsertWaypointAtIndex(int indexA)
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{
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Vector3 pos = Vector3.right;
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float roll = 0;
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// Get new values from the current indexA (if any)
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int numWaypoints = Target.m_Waypoints.Length;
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if (indexA < 0)
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indexA = numWaypoints - 1;
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if (indexA >= 0)
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{
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int indexB = indexA + 1;
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if (Target.m_Looped && indexB >= numWaypoints)
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indexB = 0;
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if (indexB >= numWaypoints)
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{
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Vector3 delta = Vector3.right;
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if (indexA > 0)
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delta = Target.m_Waypoints[indexA].position - Target.m_Waypoints[indexA-1].position;
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pos = Target.m_Waypoints[indexA].position + delta;
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roll = Target.m_Waypoints[indexA].roll;
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}
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else
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{
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// Interpolate
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pos = Target.transform.InverseTransformPoint(Target.EvaluatePosition(0.5f + indexA));
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roll = Mathf.Lerp(Target.m_Waypoints[indexA].roll, Target.m_Waypoints[indexB].roll, 0.5f);
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}
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}
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Undo.RecordObject(Target, "Add waypoint");
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var wp = new CinemachineSmoothPath.Waypoint();
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wp.position = pos;
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wp.roll = roll;
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var list = new List<CinemachineSmoothPath.Waypoint>(Target.m_Waypoints);
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list.Insert(indexA + 1, wp);
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Target.m_Waypoints = list.ToArray();
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Target.InvalidateDistanceCache();
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InspectorUtility.RepaintGameView();
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mWaypointList.index = indexA + 1; // select it
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}
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void OnSceneGUI()
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{
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if (mWaypointList == null)
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SetupWaypointList();
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if (Tools.current == Tool.Move)
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{
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Color colorOld = Handles.color;
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var localToWorld = Target.transform.localToWorldMatrix;
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for (int i = 0; i < Target.m_Waypoints.Length; ++i)
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{
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DrawSelectionHandle(i, localToWorld);
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if (mWaypointList.index == i)
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DrawPositionControl(i, localToWorld, Target.transform.rotation); // Waypoint is selected
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}
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Handles.color = colorOld;
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}
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}
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void DrawSelectionHandle(int i, Matrix4x4 localToWorld)
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{
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if (Event.current.button != 1)
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{
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Vector3 pos = localToWorld.MultiplyPoint(Target.m_Waypoints[i].position);
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float size = HandleUtility.GetHandleSize(pos) * 0.2f;
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Handles.color = Color.white;
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if (Handles.Button(pos, Quaternion.identity, size, size, Handles.SphereHandleCap)
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&& mWaypointList.index != i)
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{
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mWaypointList.index = i;
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InspectorUtility.RepaintGameView();
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}
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// Label it
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Handles.BeginGUI();
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Vector2 labelSize = new Vector2(
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EditorGUIUtility.singleLineHeight * 2, EditorGUIUtility.singleLineHeight);
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Vector2 labelPos = HandleUtility.WorldToGUIPoint(pos);
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labelPos.y -= labelSize.y / 2;
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labelPos.x -= labelSize.x / 2;
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GUILayout.BeginArea(new Rect(labelPos, labelSize));
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GUIStyle style = new GUIStyle();
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style.normal.textColor = Color.black;
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style.alignment = TextAnchor.MiddleCenter;
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GUILayout.Label(new GUIContent(i.ToString(), "Waypoint " + i), style);
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GUILayout.EndArea();
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Handles.EndGUI();
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}
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}
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void DrawPositionControl(int i, Matrix4x4 localToWorld, Quaternion localRotation)
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{
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CinemachineSmoothPath.Waypoint wp = Target.m_Waypoints[i];
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Vector3 pos = localToWorld.MultiplyPoint(wp.position);
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EditorGUI.BeginChangeCheck();
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Handles.color = Target.m_Appearance.pathColor;
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Quaternion rotation = (Tools.pivotRotation == PivotRotation.Local)
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? localRotation : Quaternion.identity;
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float size = HandleUtility.GetHandleSize(pos) * 0.1f;
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Handles.SphereHandleCap(0, pos, rotation, size, EventType.Repaint);
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pos = Handles.PositionHandle(pos, rotation);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(target, "Move Waypoint");
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wp.position = Matrix4x4.Inverse(localToWorld).MultiplyPoint(pos);
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Target.m_Waypoints[i] = wp;
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Target.InvalidateDistanceCache();
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InspectorUtility.RepaintGameView();
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}
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}
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[DrawGizmo(GizmoType.Active | GizmoType.NotInSelectionHierarchy
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| GizmoType.InSelectionHierarchy | GizmoType.Pickable, typeof(CinemachineSmoothPath))]
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static void DrawGizmos(CinemachineSmoothPath path, GizmoType selectionType)
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{
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var isActive = Selection.activeGameObject == path.gameObject;
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CinemachinePathEditor.DrawPathGizmo(
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path, isActive ? path.m_Appearance.pathColor : path.m_Appearance.inactivePathColor,
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isActive, LocalSpaceSamplePath);
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}
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static Vector4[] s_BezierWeightsCache;
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// Optimizer for gizmo drawing
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static int LocalSpaceSamplePath(CinemachinePathBase pathBase, int samplesPerSegment, Vector3[] positions, Quaternion[] rotations)
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{
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CinemachineSmoothPath path = pathBase as CinemachineSmoothPath;
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path.UpdateControlPoints();
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int numSegments = path.m_Waypoints.Length - (path.Looped ? 0 : 1);
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if (numSegments == 0)
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return 0;
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// Compute the bezier weights only once - this is shared by all segments
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if (s_BezierWeightsCache == null || s_BezierWeightsCache.Length < samplesPerSegment)
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s_BezierWeightsCache = new Vector4[samplesPerSegment];
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for (int i = 0; i < samplesPerSegment; ++i)
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{
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float t = ((float)i) / samplesPerSegment;
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float d = 1.0f - t;
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s_BezierWeightsCache[i] = new Vector4(d * d * d, 3f * d * d * t, 3f * d * t * t, t * t * t);
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}
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// Process the positions
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int numSamples = 0;
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for (int wp = 0; wp < numSegments && numSamples < positions.Length; ++wp)
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{
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int nextWp = (wp + 1) % path.m_Waypoints.Length;
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for (int i = 0; i < samplesPerSegment; ++i)
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{
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if (numSamples >= positions.Length)
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break;
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positions[numSamples++]
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= (s_BezierWeightsCache[i].x * path.m_Waypoints[wp].position)
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+ (s_BezierWeightsCache[i].y * path.m_ControlPoints1[wp].position)
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+ (s_BezierWeightsCache[i].z * path.m_ControlPoints2[wp].position)
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+ (s_BezierWeightsCache[i].w * path.m_Waypoints[nextWp].position);
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}
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}
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if (numSamples < positions.Length)
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positions[numSamples++] = path.Looped ? positions[0] : path.m_Waypoints[path.m_Waypoints.Length - 1].position;
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// Process rotations
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if (rotations != null && rotations.Length >= numSamples)
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{
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int numRotSamples = 0;
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for (int wp = 0; wp < numSegments && numRotSamples < numSamples; ++wp)
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{
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int nextWp = (wp + 1) % path.m_Waypoints.Length;
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SplineHelpers.BezierTangentWeights3(
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path.m_Waypoints[wp].position, path.m_ControlPoints1[wp].position,
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path.m_ControlPoints2[wp].position, path.m_Waypoints[nextWp].position,
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out var w0, out var w1, out var w2);
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for (int i = 0; i < samplesPerSegment; ++i)
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{
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if (numRotSamples >= numSamples)
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break;
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float roll
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= (s_BezierWeightsCache[i].x * path.m_Waypoints[wp].roll)
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+ (s_BezierWeightsCache[i].y * path.m_ControlPoints1[wp].roll)
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+ (s_BezierWeightsCache[i].z * path.m_ControlPoints2[wp].roll)
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+ (s_BezierWeightsCache[i].w * path.m_Waypoints[nextWp].roll);
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float t = ((float)i) / samplesPerSegment;
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// From SplineHelpers.BezierTangent3()
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var fwd = (w0 * (t * t)) + (w1 * t) + w2;
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rotations[numRotSamples++] = Quaternion.LookRotation(fwd) * RollAroundForward(roll);
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}
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}
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if (numRotSamples < numSamples)
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rotations[numRotSamples++] = path.Looped ? rotations[0] : path.EvaluateLocalOrientation(path.MaxPos);
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}
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return numSamples;
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}
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// same as Quaternion.AngleAxis(roll, Vector3.forward), just simplified
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static Quaternion RollAroundForward(float angle)
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{
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var halfAngle = angle * 0.5F * Mathf.Deg2Rad;
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return new Quaternion(0, 0, Mathf.Sin(halfAngle), Mathf.Cos(halfAngle));
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}
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}
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}
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