説明なし
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

IKEditorManager.cs 12KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386
  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using UnityEditor.SceneManagement;
  4. using UnityEngine;
  5. using UnityEngine.U2D.Common;
  6. using UnityEngine.U2D.IK;
  7. namespace UnityEditor.U2D.IK
  8. {
  9. internal class IKEditorManager : ScriptableObject
  10. {
  11. static IKEditorManager s_Instance;
  12. readonly HashSet<IKManager2D> m_DirtyManagers = new HashSet<IKManager2D>();
  13. readonly HashSet<Solver2D> m_IKSolvers = new HashSet<Solver2D>();
  14. readonly List<IKManager2D> m_IKManagers = new List<IKManager2D>();
  15. readonly Dictionary<IKChain2D, Vector3> m_ChainPositionOverrides = new Dictionary<IKChain2D, Vector3>();
  16. readonly List<Vector3> m_TargetPositions = new List<Vector3>();
  17. GameObject m_Helper;
  18. GameObject[] m_SelectedGameobjects;
  19. internal bool isDraggingATool { get; private set; }
  20. [InitializeOnLoadMethod]
  21. static void CreateInstance()
  22. {
  23. if (s_Instance != null)
  24. return;
  25. var ikManagers = Resources.FindObjectsOfTypeAll<IKEditorManager>();
  26. if (ikManagers.Length > 0)
  27. s_Instance = ikManagers[0];
  28. else
  29. s_Instance = ScriptableObject.CreateInstance<IKEditorManager>();
  30. s_Instance.hideFlags = HideFlags.HideAndDontSave;
  31. }
  32. public static IKEditorManager instance
  33. {
  34. get
  35. {
  36. if (s_Instance == null)
  37. CreateInstance();
  38. return s_Instance;
  39. }
  40. }
  41. private void OnEnable()
  42. {
  43. if (s_Instance == null)
  44. s_Instance = this;
  45. RegisterCallbacks();
  46. Initialize();
  47. }
  48. private void OnDisable()
  49. {
  50. UnregisterCallbacks();
  51. }
  52. private void RegisterCallbacks()
  53. {
  54. EditorApplication.hierarchyChanged += Initialize;
  55. #if UNITY_2019_1_OR_NEWER
  56. SceneView.duringSceneGui += OnSceneGUI;
  57. #else
  58. SceneView.onSceneGUIDelegate += OnSceneGUI;
  59. #endif
  60. Selection.selectionChanged += OnSelectionChanged;
  61. }
  62. private void UnregisterCallbacks()
  63. {
  64. EditorApplication.hierarchyChanged -= Initialize;
  65. #if UNITY_2019_1_OR_NEWER
  66. SceneView.duringSceneGui -= OnSceneGUI;
  67. #else
  68. SceneView.onSceneGUIDelegate -= OnSceneGUI;
  69. #endif
  70. Selection.selectionChanged -= OnSelectionChanged;
  71. }
  72. private bool m_EnableGizmos;
  73. private bool m_CurrentEnableGizmoState;
  74. void OnDrawGizmos()
  75. {
  76. m_EnableGizmos = true;
  77. IKManager2D.onDrawGizmos.RemoveListener(OnDrawGizmos);
  78. }
  79. public void CheckGizmoToggle()
  80. {
  81. //Ignore events other than Repaint
  82. if (Event.current.type != EventType.Repaint)
  83. return;
  84. if (m_CurrentEnableGizmoState != m_EnableGizmos)
  85. SceneView.RepaintAll();
  86. m_CurrentEnableGizmoState = m_EnableGizmos;
  87. //Assume the Gizmo toggle is disabled and listen to the event again
  88. m_EnableGizmos = false;
  89. IKManager2D.onDrawGizmos.RemoveListener(OnDrawGizmos);
  90. IKManager2D.onDrawGizmos.AddListener(OnDrawGizmos);
  91. }
  92. private void OnSelectionChanged()
  93. {
  94. m_SelectedGameobjects = null;
  95. }
  96. public void Initialize()
  97. {
  98. m_IKManagers.Clear();
  99. m_IKSolvers.Clear();
  100. m_DirtyManagers.Clear();
  101. m_ChainPositionOverrides.Clear();
  102. var currentStage = StageUtility.GetCurrentStageHandle();
  103. var managers = currentStage.FindComponentsOfType<IKManager2D>().Where(x => x.gameObject.scene.isLoaded).ToArray();
  104. m_IKManagers.AddRange(managers);
  105. foreach (IKManager2D manager in m_IKManagers)
  106. {
  107. foreach (Solver2D solver in manager.solvers)
  108. {
  109. if (solver)
  110. m_IKSolvers.Add(solver);
  111. }
  112. }
  113. }
  114. public IKManager2D FindManager(Solver2D solver)
  115. {
  116. foreach (IKManager2D manager in m_IKManagers)
  117. {
  118. if (manager == null)
  119. continue;
  120. foreach (Solver2D s in manager.solvers)
  121. {
  122. if (s == null)
  123. continue;
  124. if (s == solver)
  125. return manager;
  126. }
  127. }
  128. return null;
  129. }
  130. public void Record(Solver2D solver, string undoName)
  131. {
  132. var manager = FindManager(solver);
  133. DoUndo(manager, undoName, true);
  134. }
  135. public void RegisterUndo(Solver2D solver, string undoName)
  136. {
  137. var manager = FindManager(solver);
  138. DoUndo(manager, undoName, false);
  139. }
  140. public void Record(IKManager2D manager, string undoName)
  141. {
  142. DoUndo(manager, undoName, true);
  143. }
  144. public void RegisterUndo(IKManager2D manager, string undoName)
  145. {
  146. DoUndo(manager, undoName, false);
  147. }
  148. private void DoUndo(IKManager2D manager, string undoName, bool record)
  149. {
  150. if (manager == null)
  151. return;
  152. foreach (var solver in manager.solvers)
  153. {
  154. if (solver == null || !solver.isActiveAndEnabled)
  155. continue;
  156. if (!solver.isValid)
  157. solver.Initialize();
  158. if (!solver.isValid)
  159. continue;
  160. for (int i = 0; i < solver.chainCount; ++i)
  161. {
  162. var chain = solver.GetChain(i);
  163. if (record)
  164. {
  165. foreach(var t in chain.transforms)
  166. Undo.RecordObject(t, undoName);
  167. if(chain.target)
  168. Undo.RecordObject(chain.target, undoName);
  169. }
  170. else
  171. {
  172. foreach(var t in chain.transforms)
  173. Undo.RegisterCompleteObjectUndo(t, undoName);
  174. if(chain.target)
  175. Undo.RegisterCompleteObjectUndo(chain.target, undoName);
  176. }
  177. }
  178. }
  179. }
  180. public void UpdateManagerImmediate(IKManager2D manager, bool recordRootLoops)
  181. {
  182. SetManagerDirty(manager);
  183. UpdateDirtyManagers(recordRootLoops);
  184. }
  185. public void UpdateSolverImmediate(Solver2D solver, bool recordRootLoops)
  186. {
  187. SetSolverDirty(solver);
  188. UpdateDirtyManagers(recordRootLoops);
  189. }
  190. public void SetChainPositionOverride(IKChain2D chain, Vector3 position)
  191. {
  192. m_ChainPositionOverrides[chain] = position;
  193. }
  194. private bool IsViewToolActive()
  195. {
  196. int button = Event.current.button;
  197. return Tools.current == Tool.View || Event.current.alt || (button == 1) || (button == 2);
  198. }
  199. private bool IsDraggingATool()
  200. {
  201. //If a tool has used EventType.MouseDrag, we won't be able to detect it. Instead we check for delta magnitude
  202. return GUIUtility.hotControl != 0 && Event.current.button == 0 && Event.current.delta.sqrMagnitude > 0f && !IsViewToolActive();
  203. }
  204. private void OnSceneGUI(SceneView sceneView)
  205. {
  206. CheckGizmoToggle();
  207. if (!m_CurrentEnableGizmoState)
  208. return;
  209. if (m_SelectedGameobjects == null)
  210. m_SelectedGameobjects = Selection.gameObjects;
  211. foreach (Solver2D solver in m_IKSolvers)
  212. IKGizmos.instance.DoSolverGUI(solver);
  213. if (!IKGizmos.instance.isDragging && IsDraggingATool())
  214. {
  215. //We expect the object to be selected while dragged
  216. foreach (var gameObject in m_SelectedGameobjects)
  217. {
  218. if (gameObject != null && gameObject.transform != null)
  219. SetDirtySolversAffectedByTransform(gameObject.transform);
  220. }
  221. if(m_DirtyManagers.Count > 0 && !isDraggingATool)
  222. {
  223. isDraggingATool = true;
  224. Undo.SetCurrentGroupName("IK Update");
  225. RegisterUndoForDirtyManagers();
  226. }
  227. }
  228. if(GUIUtility.hotControl == 0)
  229. isDraggingATool = false;
  230. }
  231. private void SetSolverDirty(Solver2D solver)
  232. {
  233. if (solver && solver.isValid && solver.isActiveAndEnabled)
  234. SetManagerDirty(FindManager(solver));
  235. }
  236. private void SetManagerDirty(IKManager2D manager)
  237. {
  238. if (manager && manager.isActiveAndEnabled)
  239. m_DirtyManagers.Add(manager);
  240. }
  241. private void SetDirtySolversAffectedByTransform(Transform transform)
  242. {
  243. foreach (Solver2D solver in m_IKSolvers)
  244. {
  245. if (solver.isValid)
  246. {
  247. for (int i = 0; i < solver.chainCount; ++i)
  248. {
  249. var chain = solver.GetChain(i);
  250. if(chain.target == null)
  251. continue;
  252. if (!(IKUtility.IsDescendentOf(chain.target, transform) && IKUtility.IsDescendentOf(chain.rootTransform, transform)) &&
  253. (chain.target == transform || IKUtility.IsDescendentOf(chain.target, transform) || IKUtility.IsDescendentOf(chain.effector, transform)))
  254. {
  255. SetSolverDirty(solver);
  256. break;
  257. }
  258. }
  259. }
  260. }
  261. }
  262. private void RegisterUndoForDirtyManagers()
  263. {
  264. foreach (var manager in m_DirtyManagers)
  265. RegisterUndo(manager, Undo.GetCurrentGroupName());
  266. }
  267. private void UpdateDirtyManagers(bool recordRootLoops)
  268. {
  269. foreach (var manager in m_DirtyManagers)
  270. {
  271. if (manager == null || !manager.isActiveAndEnabled)
  272. continue;
  273. foreach (var solver in manager.solvers)
  274. {
  275. if (solver == null || !solver.isActiveAndEnabled)
  276. continue;
  277. if (!solver.isValid)
  278. solver.Initialize();
  279. if (!solver.isValid)
  280. continue;
  281. if(solver.allChainsHaveTargets)
  282. solver.UpdateIK(manager.weight);
  283. else if(PrepareTargetOverrides(solver))
  284. solver.UpdateIK(m_TargetPositions, manager.weight);
  285. for (int i = 0; i < solver.chainCount; ++i)
  286. {
  287. var chain = solver.GetChain(i);
  288. if (recordRootLoops)
  289. InternalEngineBridge.SetLocalEulerHint(chain.rootTransform);
  290. if(solver.constrainRotation && chain.target != null)
  291. InternalEngineBridge.SetLocalEulerHint(chain.effector);
  292. }
  293. }
  294. }
  295. m_DirtyManagers.Clear();
  296. m_ChainPositionOverrides.Clear();
  297. }
  298. private bool PrepareTargetOverrides(Solver2D solver)
  299. {
  300. m_TargetPositions.Clear();
  301. for (int i = 0; i < solver.chainCount; ++i)
  302. {
  303. var chain = solver.GetChain(i);
  304. Vector3 positionOverride;
  305. if (!m_ChainPositionOverrides.TryGetValue(chain, out positionOverride))
  306. {
  307. m_TargetPositions.Clear();
  308. return false;
  309. }
  310. m_TargetPositions.Add(positionOverride);
  311. }
  312. return true;
  313. }
  314. }
  315. }