modular-avatar/Runtime/MAMoveIndependently.cs
kaikoga 3667dc319a
chore: Wrap VRC dependencies and VRCAvatarDescriptors (#504)
* add version defines

* refactor: prefer BuildContext.ctor() overload taking GameObject

* wrap unit tests entirely with MA_VRCSDK3_AVATARS

* wrap unit tests smart with MA_VRCSDK3_AVATARS

* wrap runtime entirely with MA_VRCSDK3_AVATARS

* wrap VRC.SDKBase.IEditorOnly with MA_VRCSDK3_AVATARS

* wrap editor entirely with MA_VRCSDK3_AVATARS

* fix AvatarObjectReference.Get(Component)

* wrap editor smart with MA_VRCSDK3_AVATARS

* wrap BuildContext smart with MA_VRCSDK3_AVATARS

* wrap PluginDefinition smart with MA_VRCSDK3_AVATARS

* style: move conditional compiles one step outside
2023-11-10 15:37:56 +09:00

198 lines
6.5 KiB
C#

using System;
using System.Collections.Generic;
using nadena.dev.modular_avatar.core.armature_lock;
using UnityEditor;
using UnityEngine;
#if MA_VRCSDK3_AVATARS
using VRC.SDKBase;
#endif
namespace nadena.dev.modular_avatar.core.ArmatureAwase
{
[ExecuteInEditMode]
//[AddComponentMenu("")]
[DisallowMultipleComponent]
[HelpURL("https://modular-avatar.nadena.dev/docs/reference/move-independently?lang=auto")]
class MAMoveIndependently : MonoBehaviour, IEditorOnly
{
private float EPSILON = 0.000001f;
private GameObject[] m_groupedBones;
public GameObject[] GroupedBones
{
get => m_groupedBones.Clone() as GameObject[];
set
{
m_groupedBones = value.Clone() as GameObject[];
OnValidate();
}
}
private Matrix4x4 _priorFrameState;
struct ChildState
{
internal Vector3 childLocalPos;
internal Quaternion childLocalRot;
internal Vector3 childLocalScale;
// The child world position, recorded when we first initialized (or after unexpected child movement)
internal Matrix4x4 childWorld;
}
private Dictionary<Transform, ChildState> _children = new Dictionary<Transform, ChildState>();
private HashSet<Transform> _excluded = new HashSet<Transform>();
void Awake()
{
hideFlags = HideFlags.DontSave;
}
// We need to reparent the TRS values of the children from our prior frame state to the current frame state.
// This is done by computing the world affine matrix for the child in the prior frame, then converting to
// a local affine matrix in the current frame.
private void OnValidate()
{
Debug.Log("=== OnValidate");
hideFlags = HideFlags.DontSave;
_excluded = new HashSet<Transform>();
if (m_groupedBones == null)
{
m_groupedBones = Array.Empty<GameObject>();
}
foreach (var grouped in m_groupedBones)
{
if (grouped != null)
{
_excluded.Add(grouped.transform);
}
}
_priorFrameState = transform.localToWorldMatrix;
_children.Clear();
CheckChildren();
}
HashSet<Transform> _observed = new HashSet<Transform>();
private void CheckChildren()
{
_observed.Clear();
CheckChildren(transform);
foreach (var obj in m_groupedBones)
{
CheckChildren(obj.transform);
}
// Remove any children that are no longer children
var toRemove = new List<Transform>();
foreach (var child in _children)
{
if (child.Key == null || !_observed.Contains(child.Key))
{
toRemove.Add(child.Key);
}
}
foreach (var child in toRemove)
{
_children.Remove(child);
}
}
private void CheckChildren(Transform parent)
{
foreach (Transform child in parent)
{
if (_excluded.Contains(child)) continue;
_observed.Add(child);
var localPosition = child.localPosition;
var localRotation = child.localRotation;
var localScale = child.localScale;
if (!ArmatureLockController.MovedThisFrame && _children.TryGetValue(child, out var state))
{
var deltaPos = localPosition - state.childLocalPos;
var deltaRot = Quaternion.Angle(localRotation, state.childLocalRot);
var deltaScale = (localScale - state.childLocalScale).sqrMagnitude;
if (deltaPos.sqrMagnitude < EPSILON && deltaRot < EPSILON && deltaScale < EPSILON)
{
Matrix4x4 childNewLocal = parent.worldToLocalMatrix * state.childWorld;
var newPosition = childNewLocal.MultiplyPoint(Vector3.zero);
var newRotation = childNewLocal.rotation;
var newScale = childNewLocal.lossyScale;
if ((newPosition - localPosition).sqrMagnitude > EPSILON
|| Quaternion.Angle(newRotation, localRotation) > EPSILON
|| (newScale - localScale).sqrMagnitude > EPSILON)
{
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(child, UnityEditor.Undo.GetCurrentGroupName());
#endif
child.localPosition = newPosition;
child.localRotation = newRotation;
child.localScale = newScale;
state.childLocalPos = child.localPosition;
state.childLocalRot = child.localRotation;
state.childLocalScale = child.localScale;
}
_children[child] = state;
continue;
}
}
Matrix4x4 childTRS = Matrix4x4.TRS(localPosition, localRotation, localScale);
state = new ChildState()
{
childLocalPos = localPosition,
childLocalRot = localRotation,
childLocalScale = localScale,
childWorld = parent.localToWorldMatrix * childTRS,
};
_children[child] = state;
}
}
private void OnEnable()
{
UpdateLoopController.OnMoveIndependentlyUpdate += OnUpdate;
}
private void OnDisable()
{
UpdateLoopController.OnMoveIndependentlyUpdate -= OnUpdate;
}
void OnUpdate()
{
if (this == null)
{
UpdateLoopController.OnMoveIndependentlyUpdate -= OnUpdate;
return;
}
var deltaPos = transform.position - _priorFrameState.MultiplyPoint(Vector3.zero);
var deltaRot = Quaternion.Angle(_priorFrameState.rotation, transform.rotation);
var deltaScale = (transform.lossyScale - _priorFrameState.lossyScale).sqrMagnitude;
if (deltaPos.sqrMagnitude < EPSILON && deltaRot < EPSILON && deltaScale < EPSILON) return;
CheckChildren();
}
}
}