Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEditor;
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using UnityEngine;
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namespace Oculus.Interaction.Editor
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{
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[CanEditMultipleObjects]
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[CustomEditor(typeof(HandWristOffset))]
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public class HandWristOffsetEditor : UnityEditor.Editor
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{
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private HandWristOffset _wristOffset;
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private SerializedProperty _offsetPositionProperty;
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private SerializedProperty _rotationProperty;
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private Pose _cachedPose;
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private void Awake()
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{
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_wristOffset = target as HandWristOffset;
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_offsetPositionProperty = serializedObject.FindProperty("_offset");
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_rotationProperty = serializedObject.FindProperty("_rotation");
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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_offsetPositionProperty.vector3Value = EditorGUILayout.Vector3Field("Offset", _offsetPositionProperty.vector3Value);
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Vector3 euler = EditorGUILayout.Vector3Field("Rotation", _rotationProperty.quaternionValue.eulerAngles);
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_rotationProperty.quaternionValue = Quaternion.Euler(euler);
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serializedObject.ApplyModifiedProperties();
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}
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private void OnSceneGUI()
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{
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_cachedPose.position = _wristOffset.Offset;
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_cachedPose.rotation = _wristOffset.Rotation;
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Pose wristPose = _wristOffset.transform.GetPose();
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_cachedPose.Postmultiply(wristPose);
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DrawAxis(_cachedPose);
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}
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private void DrawAxis(in Pose pose)
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{
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float scale = HandleUtility.GetHandleSize(pose.position);
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#if UNITY_2020_2_OR_NEWER
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Handles.color = Color.red;
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Handles.DrawLine(pose.position, pose.position + pose.right * scale, EditorConstants.LINE_THICKNESS);
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Handles.color = Color.green;
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Handles.DrawLine(pose.position, pose.position + pose.up * scale, EditorConstants.LINE_THICKNESS);
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Handles.color = Color.blue;
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Handles.DrawLine(pose.position, pose.position + pose.forward * scale, EditorConstants.LINE_THICKNESS);
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#else
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Handles.color = Color.red;
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Handles.DrawLine(pose.position, pose.position + pose.right * scale);
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Handles.color = Color.green;
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Handles.DrawLine(pose.position, pose.position + pose.up * scale);
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Handles.color = Color.blue;
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Handles.DrawLine(pose.position, pose.position + pose.forward * scale);
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#endif
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}
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}
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}
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