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37645 changed files with 2526849 additions and 80 deletions
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_VR || ENABLE_AR
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using UnityEngine.XR.LegacyInputHelpers;
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namespace UnityEditor.XR.LegacyInputHelpers
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{
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[CustomEditor(typeof(ArmModel))]
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internal class ArmModelEditor : Editor
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{
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protected static class ArmModelStyles
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{
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public static GUIContent poseSourceLabel = EditorGUIUtility.TrTextContent("Input Pose Source", "The source of the 3dof controller data");
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public static GUIContent headPositionSourceLabel = EditorGUIUtility.TrTextContent("Head Position Source", "The source of head position data used by the arm model");
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public static GUIContent isLockedToNeckLabel = EditorGUIUtility.TrTextContent("Lock To Neck", "If true, the root of the pose is locked to the local position of the player's neck");
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public static GUIContent armExtensionOffsetLabel = EditorGUIUtility.TrTextContent("Arm Extension Offset", "Offset applied to the elbow position as the controller is rotated upwards");
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public static GUIContent elbowBendRatioLabel = EditorGUIUtility.TrTextContent("Elbow Bend Ratio", "Amount of the controller's rotation to apply to the elbow");
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public static GUIContent elbowRestPositionLabel = EditorGUIUtility.TrTextContent("Elbow","The Elbow's Position relative to the users head");
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public static GUIContent wristRestPositionLabel = EditorGUIUtility.TrTextContent("Wrist","The Wrist's Position relative to the users head");
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public static GUIContent controllerRestPositionLabel = EditorGUIUtility.TrTextContent("Controller", "The Controller position relative to the users head");
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public static GUIContent restPositionLabel = EditorGUIUtility.TrTextContent("Rest Position");
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}
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protected SerializedProperty m_PoseSourceProp = null;
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protected SerializedProperty m_HeadGameObjectProp = null;
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protected SerializedProperty m_IsLockedToNeckProp = null;
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protected SerializedProperty m_ArmExtensionOffsetProp = null;
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protected SerializedProperty m_EblowRestPositionProp = null;
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protected SerializedProperty m_WristRestPositionProp = null;
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protected SerializedProperty m_ControllerRestPositionProp = null;
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protected SerializedProperty m_ElbowBendRatioProp = null;
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protected bool m_ExpandRestPosition = false;
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protected virtual void OnEnable()
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{
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m_PoseSourceProp = this.serializedObject.FindProperty("m_PoseSource");
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m_HeadGameObjectProp = this.serializedObject.FindProperty("m_HeadPoseSource");
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m_IsLockedToNeckProp = this.serializedObject.FindProperty("m_IsLockedToNeck");
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m_ArmExtensionOffsetProp = this.serializedObject.FindProperty("m_ElbowRestPosition");
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m_EblowRestPositionProp = this.serializedObject.FindProperty("m_ElbowRestPosition");
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m_WristRestPositionProp = this.serializedObject.FindProperty("m_WristRestPosition");
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m_ControllerRestPositionProp = this.serializedObject.FindProperty("m_ControllerRestPosition");
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m_ElbowBendRatioProp = this.serializedObject.FindProperty("m_ElbowBendRatio");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_PoseSourceProp, ArmModelStyles.poseSourceLabel);
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EditorGUILayout.PropertyField(m_HeadGameObjectProp, ArmModelStyles.headPositionSourceLabel);
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EditorGUILayout.PropertyField(m_ArmExtensionOffsetProp, ArmModelStyles.armExtensionOffsetLabel);
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EditorGUILayout.PropertyField(m_ElbowBendRatioProp, ArmModelStyles.elbowBendRatioLabel);
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EditorGUILayout.PropertyField(m_IsLockedToNeckProp, ArmModelStyles.isLockedToNeckLabel);
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m_ExpandRestPosition = EditorGUILayout.Foldout(m_ExpandRestPosition,ArmModelStyles.restPositionLabel);
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if (m_ExpandRestPosition)
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{
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using (EditorGUI.IndentLevelScope indent = new EditorGUI.IndentLevelScope())
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{
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EditorGUILayout.PropertyField(m_EblowRestPositionProp, ArmModelStyles.elbowRestPositionLabel);
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EditorGUILayout.PropertyField(m_WristRestPositionProp, ArmModelStyles.wristRestPositionLabel);
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EditorGUILayout.PropertyField(m_ControllerRestPositionProp, ArmModelStyles.controllerRestPositionLabel);
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}
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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fileFormatVersion: 2
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guid: fd661411ada16794aa7015ddf3778407
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_VR || ENABLE_AR
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using UnityEngine.XR.LegacyInputHelpers;
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namespace UnityEditor.XR.LegacyInputHelpers
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{
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[CustomEditor(typeof(SwingArmModel))]
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internal class SwingArmModelEditor : ArmModelEditor
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{
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protected static class SwingArmModelStyles
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{
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public static GUIContent rotationRatioLabel = EditorGUIUtility.TrTextContent("Rotation Ratio");
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public static GUIContent shoulderRotationRatioLabel = EditorGUIUtility.TrTextContent("Shoulder", "Portion of controller rotation applied to the shoulder joint");
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public static GUIContent elbowRotationRatioLabel = EditorGUIUtility.TrTextContent("Elbow", "Portion of controller rotation applied to the elbow joint");
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public static GUIContent wristRotationRatioLabel = EditorGUIUtility.TrTextContent("Wrist", "Portion of controller rotation applied to the wrist joint");
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public static GUIContent shiftedRotationRatioLabel = EditorGUIUtility.TrTextContent("Shifted Rotation Ratio");
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public static GUIContent shiftedShoulderRotationRatioLabel = EditorGUIUtility.TrTextContent("Shifted Shoulder","Portion of controller rotation applied to the shoulder joint when the controller is backwards");
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public static GUIContent shiftedElbowRotationRatioLabel = EditorGUIUtility.TrTextContent("Shifted Elbow", "Portion of controller rotation applied to the elbow joint when the controller is backwards");
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public static GUIContent shiftedWristRotationRatioLabel = EditorGUIUtility.TrTextContent("Shifted Wrist", "Portion of controller rotation applied to the wrist joint when the controller is backwards");
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public static GUIContent jointShiftAngleLabel = EditorGUIUtility.TrTextContent("Joint Shift Angle", "The min/max angle of the controller before starting to lerp towards the shifted joint ratios");
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public static GUIContent jointShiftExponentLabel = EditorGUIUtility.TrTextContent("Joint Shift Exponent", "Exponent applied to the joint shift ratio to control the curve of the shift");
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}
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SerializedProperty m_ShoulderRotationRatioProp = null;
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SerializedProperty m_EblowRotationRatioProp = null;
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SerializedProperty m_WristRotationRatioProp = null;
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SerializedProperty m_ShiftedShoulderRotationRatioProp = null;
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SerializedProperty m_ShiftedEblowRotationRatioProp = null;
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SerializedProperty m_ShiftedWristRotationRatioProp = null;
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SerializedProperty m_JointShiftAngleProp = null;
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SerializedProperty m_JointShiftExponentProp = null;
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bool m_ExpandShoulder = false;
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bool m_ExpandShiftedShoulder = false;
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protected override void OnEnable()
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{
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base.OnEnable();
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m_ShoulderRotationRatioProp = this.serializedObject.FindProperty("m_ShoulderRotationRatio");
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m_EblowRotationRatioProp = this.serializedObject.FindProperty("m_ElbowRotationRatio");
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m_WristRotationRatioProp = this.serializedObject.FindProperty("m_WristRotationRatio");
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m_ShiftedShoulderRotationRatioProp = this.serializedObject.FindProperty("m_ShiftedShoulderRotationRatio");
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m_ShiftedEblowRotationRatioProp = this.serializedObject.FindProperty("m_ShiftedElbowRotationRatio");
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m_ShiftedWristRotationRatioProp = this.serializedObject.FindProperty("m_ShiftedWristRotationRatio");
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m_JointShiftAngleProp = this.serializedObject.FindProperty("m_JointShiftAngle");
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m_JointShiftExponentProp = this.serializedObject.FindProperty("m_JointShiftExponent");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_PoseSourceProp, ArmModelStyles.poseSourceLabel);
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EditorGUILayout.PropertyField(m_HeadGameObjectProp, ArmModelStyles.headPositionSourceLabel);
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EditorGUILayout.PropertyField(m_ArmExtensionOffsetProp, ArmModelStyles.armExtensionOffsetLabel);
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EditorGUILayout.PropertyField(m_JointShiftAngleProp, SwingArmModelStyles.jointShiftAngleLabel);
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EditorGUILayout.PropertyField(m_JointShiftExponentProp, SwingArmModelStyles.jointShiftExponentLabel);
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EditorGUILayout.PropertyField(m_ElbowBendRatioProp, ArmModelStyles.elbowBendRatioLabel);
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EditorGUILayout.PropertyField(m_IsLockedToNeckProp, ArmModelStyles.isLockedToNeckLabel);
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m_ExpandRestPosition = EditorGUILayout.Foldout(m_ExpandRestPosition, ArmModelStyles.restPositionLabel);
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if (m_ExpandRestPosition)
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{
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using (EditorGUI.IndentLevelScope indent = new EditorGUI.IndentLevelScope())
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{
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EditorGUILayout.PropertyField(m_EblowRestPositionProp, ArmModelStyles.elbowRestPositionLabel);
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EditorGUILayout.PropertyField(m_WristRestPositionProp, ArmModelStyles.wristRestPositionLabel);
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EditorGUILayout.PropertyField(m_ControllerRestPositionProp, ArmModelStyles.controllerRestPositionLabel);
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}
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}
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m_ExpandShoulder = EditorGUILayout.Foldout(m_ExpandShoulder, SwingArmModelStyles.rotationRatioLabel);
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if (m_ExpandShoulder)
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{
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using (EditorGUI.IndentLevelScope indent = new EditorGUI.IndentLevelScope())
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{
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EditorGUILayout.PropertyField(m_ShoulderRotationRatioProp, SwingArmModelStyles.shoulderRotationRatioLabel);
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EditorGUILayout.PropertyField(m_EblowRotationRatioProp, SwingArmModelStyles.elbowRotationRatioLabel);
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EditorGUILayout.PropertyField(m_WristRotationRatioProp, SwingArmModelStyles.wristRotationRatioLabel);
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}
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}
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m_ExpandShiftedShoulder = EditorGUILayout.Foldout(m_ExpandShiftedShoulder, SwingArmModelStyles.shiftedRotationRatioLabel);
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if (m_ExpandShiftedShoulder)
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{
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using (EditorGUI.IndentLevelScope indent = new EditorGUI.IndentLevelScope())
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{
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EditorGUILayout.PropertyField(m_ShiftedShoulderRotationRatioProp, SwingArmModelStyles.shiftedShoulderRotationRatioLabel);
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EditorGUILayout.PropertyField(m_ShiftedEblowRotationRatioProp, SwingArmModelStyles.shiftedElbowRotationRatioLabel);
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EditorGUILayout.PropertyField(m_ShiftedWristRotationRatioProp, SwingArmModelStyles.shiftedWristRotationRatioLabel);
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}
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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fileFormatVersion: 2
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guid: 759b8a665f0e4234db4a1b9a1514aa1d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,46 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_VR || ENABLE_AR
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using UnityEngine.XR.LegacyInputHelpers;
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namespace UnityEditor.XR.LegacyInputHelpers
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{
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[CustomEditor(typeof(TransitionArmModel))]
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internal class TransitionArmModelEditor : Editor
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{
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static class Styles
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{
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public static GUIContent poseSourceLabel = EditorGUIUtility.TrTextContent("Angular Velocity Source", "The source of angular velocity which is used to transition to queued arm models");
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public static GUIContent armModelSourceLabel = EditorGUIUtility.TrTextContent("Current Arm Model", "The current arm model ");
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public static GUIContent armModelTransitions = EditorGUIUtility.TrTextContent("Configuration", "Arm models that the transition arm model can blend to when receiving the event corresponding to the transition");
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}
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SerializedProperty m_PoseSourceProp = null;
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SerializedProperty m_ArmModelProp = null;
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SerializedProperty m_ArmModelTransitions = null;
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void OnEnable()
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{
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m_PoseSourceProp = this.serializedObject.FindProperty("m_PoseSource");
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m_ArmModelProp = this.serializedObject.FindProperty("m_CurrentArmModelComponent");
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m_ArmModelTransitions = this.serializedObject.FindProperty("m_ArmModelTransitions");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_PoseSourceProp, Styles.poseSourceLabel);
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EditorGUILayout.PropertyField(m_ArmModelProp, Styles.armModelSourceLabel);
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EditorGUILayout.PropertyField(m_ArmModelTransitions, Styles.armModelTransitions,true);
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d0771c912c4d7c841b238a454ec571cb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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