modular-avatar/Editor/BoneProxyProcessor.cs

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/*
* MIT License
*
* Copyright (c) 2022 bd_
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using UnityEngine;
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namespace nadena.dev.modular_avatar.core.editor
{
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internal class BoneProxyProcessor
{
internal enum ValidationResult
{
OK,
MovingTarget,
NotInAvatar
}
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internal void OnPreprocessAvatar(GameObject avatarGameObject)
{
var boneProxies = avatarGameObject.GetComponentsInChildren<ModularAvatarBoneProxy>(true);
foreach (var proxy in boneProxies)
{
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BuildReport.ReportingObject(proxy, () => ProcessProxy(avatarGameObject, proxy));
}
}
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private void ProcessProxy(GameObject avatarGameObject, ModularAvatarBoneProxy proxy)
{
if (proxy.target != null && ValidateTarget(avatarGameObject, proxy.target) == ValidationResult.OK)
{
var oldPath = RuntimeUtil.AvatarRootPath(proxy.gameObject);
Transform transform = proxy.transform;
transform.SetParent(proxy.target, true);
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bool keepPos, keepRot;
switch (proxy.attachmentMode)
{
default:
case BoneProxyAttachmentMode.Unset:
case BoneProxyAttachmentMode.AsChildAtRoot:
keepPos = keepRot = false;
break;
case BoneProxyAttachmentMode.AsChildKeepWorldPose:
keepPos = keepRot = true;
break;
case BoneProxyAttachmentMode.AsChildKeepPosition:
keepPos = true;
keepRot = false;
break;
case BoneProxyAttachmentMode.AsChildKeepRotation:
keepRot = true;
keepPos = false;
break;
}
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if (!keepPos) transform.localPosition = Vector3.zero;
if (!keepRot) transform.localRotation = Quaternion.identity;
}
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Object.DestroyImmediate(proxy);
}
internal static ValidationResult ValidateTarget(GameObject avatarGameObject, Transform proxyTarget)
{
var avatar = avatarGameObject.transform;
var node = proxyTarget;
while (node != null && node != avatar)
{
if (node.GetComponent<ModularAvatarMergeArmature>() != null ||
node.GetComponent<ModularAvatarBoneProxy>() != null)
{
return ValidationResult.MovingTarget;
}
node = node.parent;
}
if (node == null) return ValidationResult.NotInAvatar;
else return ValidationResult.OK;
}
}
}