/// <summary>
        /// Allows us to render joint info into the scene. This GUI is
        /// used for displaying and manipulating the joint itself.
        /// </summary>
        /// <returns>Reports if the object's value was changed</returns>
        public override bool OnSceneManipulatorGUI(IKBoneModifier rModifier)
        {
#if UNITY_EDITOR
            bool lIsSwingDirty = HandlesHelper.JointSwingAxisHandle(mBone, _SwingAxis, rModifier);
            if (lIsSwingDirty)
            {
                rModifier.IsDirty = true;
            }

            if (_AllowTwist)
            {
                bool lIsTwistDirty = HandlesHelper.JointTwistHandle(mBone, rModifier);
                if (lIsTwistDirty)
                {
                    rModifier.IsDirty = true;
                }
            }

            if (rModifier.IsDirty)
            {
                ApplyLimits(ref rModifier.Swing, ref rModifier.Twist);
            }
#endif

            return(rModifier.IsDirty);
        }
Esempio n. 2
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        /// <summary>
        /// Allows us to render joint info into the scene. This GUI is
        /// used for displaying and manipulating the joint itself.
        /// </summary>
        /// <returns>Reports if the object's value was changed</returns>
        public override bool OnSceneManipulatorGUI(IKBoneModifier rModifier)
        {
#if UNITY_EDITOR
            //Quaternion lSwing = mBone.Swing;
            //Quaternion lTwist = mBone.Twist;

            bool lIsSwingDirty = HandlesHelper.JointSwingHandle(mBone, rModifier);
            if (lIsSwingDirty)
            {
                //rModifier.Swing = lSwing;
                rModifier.IsDirty = true;
            }

            if (_AllowTwist)
            {
                bool lIsTwistDirty = HandlesHelper.JointTwistHandle(mBone, rModifier);
                if (lIsTwistDirty)
                {
                    //rModifier.Twist = lTwist;
                    rModifier.IsDirty = true;
                }
            }

            if (rModifier.IsDirty)
            {
                ApplyLimits(ref rModifier.Swing, ref rModifier.Twist);
            }
#endif

            return(rModifier.IsDirty);
        }
        /// <summary>
        /// Allow for rendering in the editor
        /// </summary>
        /// <returns></returns>
        public override bool OnSceneConstraintGUI(bool rIsSelected)
        {
            bool lIsDirty = false;

#if UNITY_EDITOR
            IKBoneModifier lModifier = IKBoneModifier.Allocate();
            lModifier.Swing = _Swing;
            lModifier.Twist = _Twist;

            bool lIsSwingDirty = HandlesHelper.JointSwingHandle(mBone, lModifier);
            if (lIsSwingDirty)
            {
                lIsDirty = true;
            }

            bool lIsTwistDirty = HandlesHelper.JointTwistHandle(mBone, lModifier);
            if (lIsTwistDirty)
            {
                lIsDirty = true;
            }

            if (lIsDirty)
            {
                _Swing = lModifier.Swing;
                _Twist = lModifier.Twist;
                mBone.SetLocalRotation(_Swing, _Twist, 1f);
            }

            IKBoneModifier.Release(lModifier);
#endif

            return(lIsDirty);
        }
        /// <summary>
        /// Allows us to render joint info into the scene. This GUI is
        /// used for displaying and manipulating the joint itself.
        /// </summary>
        /// <returns>Reports if the object's value was changed</returns>
        public override bool OnSceneManipulatorGUI(IKBoneModifier rModifier)
        {
#if UNITY_EDITOR
            //Quaternion lSwing = mBone.Swing;
            //Quaternion lTwist = mBone.Twist;

            bool lIsSwingDirty = HandlesHelper.JointSwingHandle(mBone, rModifier);
            if (lIsSwingDirty)
            {
                //rModifier.Swing = lSwing;
                rModifier.IsDirty = true;
            }

            bool lIsTwistDirty = HandlesHelper.JointTwistHandle(mBone, rModifier);
            if (lIsTwistDirty)
            {
                //rModifier.Twist = lTwist;
                rModifier.IsDirty = true;
            }

            if (rModifier.IsDirty)
            {
                // Before we go to far, see if we are within the joint limits. If not,
                // we need to go back to a good position.
                bool lIsInLimits = ApplyLimits(ref rModifier.Swing, ref rModifier.Twist);
                if (lIsInLimits || QuaternionExt.IsEqual(rModifier.Swing, Quaternion.identity))
                {
                    mLastSwing = rModifier.Swing;
                    mLastTwist = rModifier.Twist;
                }
                else
                {
                    rModifier.Swing = mLastSwing;
                    rModifier.Twist = mLastTwist;
                }
            }
#endif

            return(rModifier.IsDirty);
        }