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