/* * 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. */ using System; using System.Collections.Generic; using UnityEngine; namespace nadena.dev.modular_avatar.core { public enum BoneProxyAttachmentMode { /// /// Initial state - this will be updated automatically by the bone proxy inspector, based on checking whether /// the proxy is located near the base bone. /// /// If somehow we run a build with this still on default, we'll use AsChildAtRoot. /// Unset, /// /// Places the bone proxy object at the target, with localPosition and localRotation zeroed. /// AsChildAtRoot, /// /// Places the bone proxy object at the target, preserving world position and orientation. /// AsChildKeepWorldPose, /// /// Places the bone proxy object at the target, preserving local rotation only. /// AsChildKeepRotation, /// /// Places the bone proxy object at the target, preserving local position only. /// AsChildKeepPosition, } [ExecuteInEditMode] [DisallowMultipleComponent] [AddComponentMenu("Modular Avatar/MA Bone Proxy")] public class ModularAvatarBoneProxy : AvatarTagComponent { private Transform _targetCache; public Transform target { get { if (_targetCache != null) return _targetCache; _targetCache = UpdateDynamicMapping(); RuntimeUtil.OnHierarchyChanged -= ClearCache; RuntimeUtil.OnHierarchyChanged += ClearCache; return _targetCache; } set { var origBoneReference = boneReference; var origSubpath = subPath; UpdateStaticMapping(value); if (origSubpath != subPath || origBoneReference != boneReference) { RuntimeUtil.MarkDirty(this); } RuntimeUtil.OnHierarchyChanged -= ClearCache; RuntimeUtil.OnHierarchyChanged += ClearCache; } } public HumanBodyBones boneReference = HumanBodyBones.LastBone; public string subPath; public BoneProxyAttachmentMode attachmentMode = BoneProxyAttachmentMode.Unset; public override void ResolveReferences() { _targetCache = UpdateDynamicMapping(); } protected override void OnValidate() { base.OnValidate(); ClearCache(); } internal void ClearCache() { ClearCache(false); } internal void ClearCache(bool immediate) { if (immediate) { _targetCache = null; } else if (_targetCache != null) { RuntimeUtil.delayCall(() => { _targetCache = null; }); } RuntimeUtil.OnHierarchyChanged -= ClearCache; } internal void Update() { if (!RuntimeUtil.isPlaying && target != null) { var targetTransform = target.transform; var myTransform = transform; switch (attachmentMode) { case BoneProxyAttachmentMode.AsChildAtRoot: myTransform.position = targetTransform.position; myTransform.rotation = targetTransform.rotation; break; case BoneProxyAttachmentMode.AsChildKeepPosition: myTransform.rotation = targetTransform.rotation; break; case BoneProxyAttachmentMode.AsChildKeepRotation: myTransform.position = targetTransform.position; break; } } } protected override void OnDestroy() { base.OnDestroy(); RuntimeUtil.OnHierarchyChanged -= ClearCache; } private Transform UpdateDynamicMapping() { if (boneReference == HumanBodyBones.LastBone && string.IsNullOrWhiteSpace(subPath)) { return null; } var avatar = RuntimeUtil.FindAvatarInParents(transform); if (avatar == null) return null; if (subPath == "$$AVATAR") { return avatar.transform; } if (boneReference == HumanBodyBones.LastBone) { return avatar.transform.Find(subPath); } var animator = avatar.GetComponent(); if (animator == null) return null; var bone = animator.GetBoneTransform(boneReference); if (bone == null) return null; if (string.IsNullOrWhiteSpace(subPath)) return bone; else return bone.Find(subPath); } private void UpdateStaticMapping(Transform newTarget) { var avatar = RuntimeUtil.FindAvatarInParents(transform); var humanBones = new Dictionary(); var animator = avatar.GetComponent(); if (animator == null) { return; } foreach (var boneTypeObj in Enum.GetValues(typeof(HumanBodyBones))) { var boneType = (HumanBodyBones) boneTypeObj; if (boneType == HumanBodyBones.LastBone) continue; var bone = animator.GetBoneTransform(boneType); if (bone != null) humanBones[bone] = boneType; } Transform iter = newTarget; Transform avatarTransform = avatar.transform; if (newTarget == avatarTransform) { boneReference = HumanBodyBones.LastBone; subPath = "$$AVATAR"; return; } while (iter != avatarTransform && !humanBones.ContainsKey(iter)) { iter = iter.parent; } if (iter == avatarTransform) { boneReference = HumanBodyBones.LastBone; } else { boneReference = humanBones[iter]; } subPath = RuntimeUtil.RelativePath(iter.gameObject, newTarget.gameObject); _targetCache = newTarget; } } }