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August 1, 2019 04:04
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Simple skeletal animation debug viewer for Unity.
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class HierarchyViewer : MonoBehaviour { | |
public Material m_Material; //better use a material that disables ZWrite & ZTest. | |
class Joint | |
{ | |
public Transform p; | |
public Transform c; | |
public GameObject hint; | |
} | |
List<Joint> joints = null; | |
// Use this for initialization | |
void Start () { | |
joints = new List<Joint>(); | |
Stack<Transform> ts = new Stack<Transform>(); | |
ts.Push(gameObject.transform); | |
while (ts.Count != 0) | |
{ | |
Transform t = ts.Pop(); | |
int n = t.childCount; | |
for (int i = 0; i < n; ++i) | |
{ | |
Transform c = t.GetChild(i); | |
GameObject g = GameObject.CreatePrimitive(PrimitiveType.Capsule); | |
g.name = c.name + "_VIS"; | |
g.GetComponent<Renderer>().sharedMaterial = m_Material; | |
Joint j = new Joint(); | |
j.p = t; | |
j.c = c; | |
j.hint = new GameObject(c.name + "_VIS_PARENT"); | |
g.transform.parent = j.hint.transform; | |
joints.Add(j); | |
ts.Push(c); | |
} | |
} | |
} | |
private void OnEnable() | |
{ | |
if(joints != null) | |
{ | |
for (int i = 0; i < joints.Count; ++i) | |
{ | |
if (joints[i].hint != null) | |
joints[i].hint.GetComponentInChildren<Renderer>().enabled = true; | |
} | |
} | |
} | |
private void OnDisable() | |
{ | |
if (joints != null) | |
{ | |
for (int i = 0; i < joints.Count; ++i) | |
{ | |
if (joints[i].hint != null) | |
joints[i].hint.GetComponentInChildren<Renderer>().enabled = false; | |
} | |
} | |
} | |
// Update is called once per frame | |
void Update () { | |
for (int i = 0; i < joints.Count; ++i) | |
{ | |
Joint j = joints[i]; | |
Transform t = j.hint.transform; | |
Renderer r = j.hint.GetComponentInChildren<Renderer>(); | |
Vector3 posP = j.p.position; | |
Vector3 posC = j.c.position; | |
Vector3 mid = (posC + posP) * 0.5f; | |
Vector3 dir = (posC - posP); | |
float len = dir.magnitude; | |
if (len < 1e-5f || i == 0) | |
// j.hint.HideFlags = HideFlags.HideAndDontSave; | |
r.enabled = false; | |
//else | |
// j.hint.hideFlags = HideFlags.None; | |
//the transform is based on Unity's capsule geometry. (Centered pivot, Y scale doubles the len/height) | |
Transform cap = t.GetChild(0); | |
cap.localScale = new Vector3(0.1f, 0.5f, 0.1f) * len; | |
cap.localRotation = Matrix4x4.Rotate(j.c.rotation).inverse.rotation * Quaternion.LookRotation(dir.normalized) * Quaternion.FromToRotation(Vector3.forward, Vector3.up); | |
t.rotation = j.c.rotation; | |
t.position = mid; | |
} | |
} | |
} |
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