public override void OnInspectorGUI() { serializedObject.Update(); GUI.enabled = rope.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", Resources.Load <Texture2D>("EditParticles")), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (rope.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (rope.ropePath != null /*&& rope.Section != null*/); if (GUILayout.Button("Initialize")) { if (!rope.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } GUI.enabled = true; GUI.enabled = rope.Initialized; if (GUILayout.Button("Set Rest State")) { Undo.RecordObject(rope, "Set rest state"); rope.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); } GUI.enabled = true; if (rope.ropePath == null) { EditorGUILayout.HelpBox("Rope path spline is missing.", MessageType.Info); } Editor.DrawPropertiesExcluding(serializedObject, "m_Script", "chainLinks"); // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.UpdateIfRequiredOrScript(); Editor.DrawPropertiesExcluding(serializedObject, "m_Script"); GUI.enabled = (distanceField.InputMesh != null); if (GUILayout.Button("Generate")) { // Start a coroutine job in the editor. CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(distanceField.Generate())); EditorUtility.SetDirty(target); } GUI.enabled = true; // Show job progress: EditorCoroutine.ShowCoroutineProgressBar("Generating distance field", routine); //If the generation routine has been completed, release it and update volumetric preview: if (routine != null && routine.IsDone) { routine = null; UpdatePreview(); } int nodeCount = (distanceField.nodes != null ? distanceField.nodes.Length : 0); float resolution = distanceField.FieldBounds.size.x / distanceField.EffectiveSampleSize; EditorGUILayout.HelpBox("Nodes: " + nodeCount + "\n" + "Size in memory: " + (nodeCount * 0.052f).ToString("0.#") + " kB\n" + "Compressed to: " + (nodeCount / Mathf.Pow(resolution, 3) * 100).ToString("0.##") + "%", MessageType.Info); if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.Update(); GUI.enabled = bone.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", Resources.Load <Texture2D>("EditParticles")), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (bone.Initialized ? "Initialized":"Not initialized")); if (GUILayout.Button("Initialize")) { if (!bone.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(bone.GeneratePhysicRepresentationForBones())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(bone.GeneratePhysicRepresentationForBones())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } EditorGUI.BeginChangeCheck(); ObiSolver solver = EditorGUILayout.ObjectField("Solver", bone.Solver, typeof(ObiSolver), true) as ObiSolver; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(bone, "Set solver"); bone.Solver = solver; } bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), bone.SelfCollisions); if (bone.SelfCollisions != newSelfCollisions) { Undo.RecordObject(bone, "Set self collisions"); bone.SelfCollisions = newSelfCollisions; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script", "chainLinks"); // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.UpdateIfDirtyOrScript(); GUI.enabled = cloth.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", EditorGUIUtility.Load("EditParticles.psd") as Texture2D), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (cloth.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (cloth.sharedTopology != null); if (GUILayout.Button("Initialize")) { if (!cloth.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(cloth.GeneratePhysicRepresentationForMesh())); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(cloth.GeneratePhysicRepresentationForMesh())); } } } GUI.enabled = true; if (cloth.sharedTopology == null) { EditorGUILayout.HelpBox("No ObiMeshTopology asset present.", MessageType.Info); } GUI.enabled = cloth.Initialized; if (GUILayout.Button("Set Rest State")) { cloth.PullDataFromSolver(new ObiSolverData(ObiSolverData.ParticleData.POSITIONS | ObiSolverData.ParticleData.VELOCITIES)); } GUILayout.BeginHorizontal(); if (GUILayout.Button("Optimize")) { Undo.RecordObject(cloth, "Optimize"); cloth.Optimize(); EditorUtility.SetDirty(cloth); } if (GUILayout.Button("Unoptimize")) { Undo.RecordObject(cloth, "Unoptimize"); cloth.Unoptimize(); EditorUtility.SetDirty(cloth); } GUILayout.EndHorizontal(); GUI.enabled = true; cloth.Solver = EditorGUILayout.ObjectField("Solver", cloth.Solver, typeof(ObiSolver), true) as ObiSolver; bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), cloth.SelfCollisions); if (cloth.SelfCollisions != newSelfCollisions) { Undo.RecordObject(cloth, "Set self collisions"); cloth.SelfCollisions = newSelfCollisions; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script"); // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.UpdateIfDirtyOrScript(); GUI.enabled = cloth.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", EditorGUIUtility.Load("Obi/EditParticles.psd") as Texture2D), "LargeButton"); if (EditorGUI.EndChangeCheck()) { // show wireframe EditorUtility.SetSelectedWireframeHidden(cloth.GetComponent <Renderer>(), false); SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (cloth.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (cloth.SharedTopology != null); if (GUILayout.Button("Initialize")) { if (!cloth.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(cloth.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(cloth.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } GUI.enabled = true; if (cloth.SharedTopology == null) { EditorGUILayout.HelpBox("No ObiMeshTopology asset present.", MessageType.Info); } GUI.enabled = cloth.Initialized; if (GUILayout.Button("Set Rest State")) { cloth.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); } GUILayout.BeginHorizontal(); if (GUILayout.Button("Optimize")) { Undo.RecordObject(cloth, "Optimize"); cloth.Optimize(); } if (GUILayout.Button("Unoptimize")) { Undo.RecordObject(cloth, "Unoptimize"); cloth.Unoptimize(); } GUILayout.EndHorizontal(); GUI.enabled = true; EditorGUI.BeginChangeCheck(); ObiSolver solver = EditorGUILayout.ObjectField("Solver", cloth.Solver, typeof(ObiSolver), true) as ObiSolver; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(cloth, "Set solver"); cloth.Solver = solver; } EditorGUI.BeginChangeCheck(); ObiMeshTopology topology = EditorGUILayout.ObjectField("Shared Topology", cloth.SharedTopology, typeof(ObiMeshTopology), true) as ObiMeshTopology; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(cloth, "Set topology"); cloth.SharedTopology = topology; } bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), cloth.SelfCollisions); if (cloth.SelfCollisions != newSelfCollisions) { Undo.RecordObject(cloth, "Set self collisions"); cloth.SelfCollisions = newSelfCollisions; } bool newUpdateTangents = EditorGUILayout.Toggle(new GUIContent("Update tangents", "If enabled, tangent space will be updated after each simulation step. Enable this if your cloth uses normal maps."), cloth.UpdateTangents); if (cloth.UpdateTangents != newUpdateTangents) { Undo.RecordObject(cloth, "Set update tangents"); cloth.UpdateTangents = newUpdateTangents; } Oni.NormalsUpdate newNormalsUpdate = (Oni.NormalsUpdate)EditorGUILayout.EnumPopup(new GUIContent("Update normals", "If set to recalculate, smooth normals will be recalculated each step. If set to skin, the original mesh normals will be rotated based on surface orientation."), cloth.NormalsUpdate); if (cloth.NormalsUpdate != newNormalsUpdate) { Undo.RecordObject(cloth, "Set normals update"); cloth.NormalsUpdate = newNormalsUpdate; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script"); // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.Update(); GUI.enabled = rope.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", Resources.Load <Texture2D>("EditParticles")), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (rope.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (rope.ropePath != null && rope.Section != null); if (GUILayout.Button("Initialize")) { if (!rope.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } GUI.enabled = true; GUI.enabled = rope.Initialized; if (GUILayout.Button("Set Rest State")) { Undo.RecordObject(rope, "Set rest state"); rope.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); } GUI.enabled = true; if (rope.ropePath == null) { EditorGUILayout.HelpBox("Rope path spline is missing.", MessageType.Info); } if (rope.Section == null) { EditorGUILayout.HelpBox("Rope section is missing.", MessageType.Info); } EditorGUI.BeginChangeCheck(); ObiSolver solver = EditorGUILayout.ObjectField("Solver", rope.Solver, typeof(ObiSolver), true) as ObiSolver; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(rope, "Set solver"); rope.Solver = solver; } EditorGUI.BeginChangeCheck(); ObiCollisionMaterial material = EditorGUILayout.ObjectField("Collision Material", rope.CollisionMaterial, typeof(ObiCollisionMaterial), false) as ObiCollisionMaterial; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(rope, "Set collision material"); rope.CollisionMaterial = material; } bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), rope.SelfCollisions); if (rope.SelfCollisions != newSelfCollisions) { Undo.RecordObject(rope, "Set self collisions"); rope.SelfCollisions = newSelfCollisions; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script", "chainLinks"); bool newThicknessFromParticles = EditorGUILayout.Toggle(new GUIContent("Thickness from particles", "Enabling this will allow particle radius to influence rope thickness. Use it for variable-thickness ropes."), rope.ThicknessFromParticles); if (rope.ThicknessFromParticles != newThicknessFromParticles) { Undo.RecordObject(rope, "Set thickness from particles"); rope.ThicknessFromParticles = newThicknessFromParticles; } float newTwist = EditorGUILayout.FloatField(new GUIContent("Section twist", "Amount of twist applied to each section, in degrees."), rope.SectionTwist); if (rope.SectionTwist != newTwist) { Undo.RecordObject(rope, "Set section twist"); rope.SectionTwist = newTwist; } EditorGUILayout.Space(); EditorGUILayout.LabelField("Rendering", EditorStyles.boldLabel); ObiRope.RenderingMode newRenderMode = (ObiRope.RenderingMode)EditorGUILayout.EnumPopup(rope.RenderMode); if (rope.RenderMode != newRenderMode) { Undo.RecordObject(rope, "Set rope render mode"); rope.RenderMode = newRenderMode; } float newUVAnchor = EditorGUILayout.Slider(new GUIContent("UV anchor", "Normalized point along the rope where the V texture coordinate starts. Useful when changing rope length."), rope.UVAnchor, 0, 1); if (rope.UVAnchor != newUVAnchor) { Undo.RecordObject(rope, "Set rope uv anchor"); rope.UVAnchor = newUVAnchor; } // Render-mode specific stuff: if (rope.RenderMode != ObiRope.RenderingMode.Chain) { ObiRopeSection newSection = EditorGUILayout.ObjectField(new GUIContent("Section", "Section asset to be extruded along the rope path.") , rope.Section, typeof(ObiRopeSection), false) as ObiRopeSection; if (rope.Section != newSection) { Undo.RecordObject(rope, "Set rope section"); rope.Section = newSection; } float newThickness = EditorGUILayout.FloatField(new GUIContent("Section thickness scale", "Scales mesh thickness."), rope.SectionThicknessScale); if (rope.SectionThicknessScale != newThickness) { Undo.RecordObject(rope, "Set rope section thickness"); rope.SectionThicknessScale = newThickness; } uint newSmoothness = (uint)EditorGUILayout.IntSlider(new GUIContent("Smoothness", "Level of smoothing applied to the rope path."), Convert.ToInt32(rope.Smoothing), 0, 3); if (rope.Smoothing != newSmoothness) { Undo.RecordObject(rope, "Set smoothness"); rope.Smoothing = newSmoothness; } Vector2 newUVScale = EditorGUILayout.Vector2Field(new GUIContent("UV scale", "Scaling of the uv coordinates generated for the rope. The u coordinate wraps around the whole rope section, and the v spans the full length of the rope."), rope.UVScale); if (rope.UVScale != newUVScale) { Undo.RecordObject(rope, "Set rope uv scale"); rope.UVScale = newUVScale; } bool newNormalizeV = EditorGUILayout.Toggle(new GUIContent("Normalize V", "Scaling of the uv coordinates generated for the rope. The u coordinate wraps around the whole rope section, and the v spans the full length of the rope."), rope.NormalizeV); if (rope.NormalizeV != newNormalizeV) { Undo.RecordObject(rope, "Set normalize v"); rope.NormalizeV = newNormalizeV; } } else { Vector3 newLinkScale = EditorGUILayout.Vector3Field(new GUIContent("Link scale", "Scale applied to each chain link."), rope.LinkScale); if (rope.LinkScale != newLinkScale) { Undo.RecordObject(rope, "Set chain link scale"); rope.LinkScale = newLinkScale; } bool newRandomizeLinks = EditorGUILayout.Toggle(new GUIContent("Randomize links", "Toggling this on this causes each chain link to be selected at random from the set of provided links."), rope.RandomizeLinks); if (rope.RandomizeLinks != newRandomizeLinks) { Undo.RecordObject(rope, "Set randomize links"); rope.RandomizeLinks = newRandomizeLinks; } EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(chainLinks, true); if (EditorGUI.EndChangeCheck()) { // update the chain representation in response to a change in available link templates: serializedObject.ApplyModifiedProperties(); rope.GenerateProceduralChainLinks(); } } // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }