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Patch for Unity3D Dynamic Bone asset to add debugging data to the OnDrawGizmos() call. http://forum.unity3d.com/threads/dynamic-bone-realistic-swaying-ponytail-and-bouncing-boobs.245418
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diff --git "a/DynamicBone-e916f4c-left.cs" "b/Assets\\DynamicBone\\Scripts\\DynamicBone.cs" | |
index 9d2c66e..38dbf58 100644 | |
--- "a/DynamicBone-e916f4c-left.cs" | |
+++ "b/\\Assets\\DynamicBone\\Scripts\\DynamicBone.cs" | |
@@ -57,6 +57,17 @@ public class DynamicBone : MonoBehaviour | |
public Vector3 m_EndOffset = Vector3.zero; | |
public Vector3 m_InitLocalPosition = Vector3.zero; | |
public Quaternion m_InitLocalRotation = Quaternion.identity; | |
+ | |
+ public override string ToString() | |
+ { | |
+ return string.Format("boneLength:{0}, damping:{1}, elasticity:{2}, stiffness:{3}, radius:{4}, \"{6}\"", | |
+ m_BoneLength, m_Damping, m_Elasticity, m_Stiffness, m_Inert, m_Radius, m_Transform.name); | |
+ } | |
+ public string ToString(DynamicBone b) | |
+ { | |
+ float a = m_BoneLength / b.m_BoneTotalLength; | |
+ return a.ToString() + ": " + ToString(); | |
+ } | |
} | |
List<Particle> m_Particles = new List<Particle>(); | |
@@ -120,13 +131,18 @@ public class DynamicBone : MonoBehaviour | |
SetupParticles(); | |
} | |
- Gizmos.color = Color.white; | |
+ var startColor = Color.green; | |
+ var endColor = Color.white; | |
+ float numParticles = m_Particles.Count; | |
+ float i = 0; | |
foreach (Particle p in m_Particles) | |
{ | |
+ var pColor = Gizmos.color = Color.Lerp(startColor, endColor, i++ / numParticles); | |
if (p.m_ParentIndex >= 0) | |
{ | |
Particle p0 = m_Particles[p.m_ParentIndex]; | |
Gizmos.DrawLine(p.m_Position, p0.m_Position); | |
+ drawString(p.ToString(this), p.m_Position, pColor); | |
} | |
if (p.m_Radius > 0) | |
{ | |
@@ -135,6 +151,17 @@ public class DynamicBone : MonoBehaviour | |
} | |
} | |
+ static void drawString(string text, Vector3 worldPos, Color? colour = null) | |
+ { | |
+ UnityEditor.Handles.BeginGUI(); | |
+ if (colour.HasValue) GUI.color = colour.Value; | |
+ var view = UnityEditor.SceneView.currentDrawingSceneView; | |
+ Vector3 screenPos = view.camera.WorldToScreenPoint(worldPos); | |
+ Vector2 size = GUI.skin.label.CalcSize(new GUIContent(text)); | |
+ GUI.Label(new Rect(screenPos.x - (size.x / 2), -screenPos.y + view.position.height + 4, size.x, size.y), text); | |
+ UnityEditor.Handles.EndGUI(); | |
+ } | |
+ | |
public void SetWeight(float w) | |
{ | |
if (m_Weight != w) |
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