mirror of
https://github.com/bdunderscore/modular-avatar.git
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57fe84548c
* refactor: generalize the shape changer implementation a bit * feat: shape changer can respond to multiple parent objects being animated Closes: #865
162 lines
6.0 KiB
C#
162 lines
6.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using nadena.dev.modular_avatar.animation;
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using UnityEditor;
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using UnityEngine;
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using EditorCurveBinding = UnityEditor.EditorCurveBinding;
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using Object = UnityEngine.Object;
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namespace nadena.dev.modular_avatar.core.editor
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{
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/// <summary>
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/// The class to retarget m_IsActive animation to moved multiple objects
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/// </summary>
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internal class ActiveAnimationRetargeter
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{
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private readonly BuildContext _context;
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private readonly BoneDatabase _boneDatabase;
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private readonly PathMappings _pathMappings;
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private readonly List<IntermediateObj> _intermediateObjs = new List<IntermediateObj>();
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/// <summary>
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/// Tracks an object whose Active state is animated, and which leads up to this Merge Animator component.
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/// We use this tracking data to create proxy objects within the main armature, which track the same active
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/// state.
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/// </summary>
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struct IntermediateObj
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{
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/// <summary>
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/// The path of original object
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/// </summary>
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public string OriginalPath;
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/// <summary>
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/// Name of the intermediate object. Used to name proxy objects.
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/// </summary>
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public string Name;
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/// <summary>
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/// Whether this object is initially active.
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/// </summary>
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public bool InitiallyActive;
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/// <summary>
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/// List of created Intermediate Objects
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/// </summary>
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public List<GameObject> Created;
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}
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public ActiveAnimationRetargeter(
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BuildContext context,
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BoneDatabase boneDatabase,
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Transform root
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)
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{
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_context = context;
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_boneDatabase = boneDatabase;
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_pathMappings = context.PluginBuildContext.Extension<AnimationServicesContext>().PathMappings;
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while (root != null && !RuntimeUtil.IsAvatarRoot(root))
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{
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var originalPath = RuntimeUtil.AvatarRootPath(root.gameObject);
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System.Diagnostics.Debug.Assert(originalPath != null);
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if (context.AnimationDatabase.ClipsForPath(originalPath).Any(clip =>
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GetActiveBinding(clip.CurrentClip as AnimationClip, originalPath) != null
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))
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{
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_intermediateObjs.Add(new IntermediateObj
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{
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OriginalPath = originalPath,
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Name = $"{root.gameObject.name}${Guid.NewGuid()}",
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InitiallyActive = root.gameObject.activeSelf,
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Created = new List<GameObject>(),
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});
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}
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root = root.parent;
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}
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// currently _intermediateObjs is in child -> parent order.
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// we want parent -> child order so reverse entire list
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_intermediateObjs.Reverse();
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}
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public IEnumerable<GameObject> AddedGameObjects => _intermediateObjs.SelectMany(x => x.Created);
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public GameObject CreateIntermediateObjects(GameObject sourceBone)
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{
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for (var i = 0; i < _intermediateObjs.Count; i++)
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{
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var intermediate = _intermediateObjs[i];
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var preexisting = sourceBone.transform.Find(intermediate.Name);
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if (preexisting != null)
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{
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sourceBone = preexisting.gameObject;
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continue;
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}
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var switchObj = new GameObject(intermediate.Name);
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switchObj.transform.SetParent(sourceBone.transform, false);
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switchObj.transform.localPosition = Vector3.zero;
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switchObj.transform.localRotation = Quaternion.identity;
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switchObj.transform.localScale = Vector3.one;
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switchObj.SetActive(intermediate.InitiallyActive);
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if (i == 0)
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{
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// This new leaf can break parent bone physbones. Add a PB Blocker
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// to prevent this becoming an issue.
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switchObj.GetOrAddComponent<ModularAvatarPBBlocker>();
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}
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intermediate.Created.Add(switchObj);
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sourceBone = switchObj;
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// Ensure mesh retargeting looks through this
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_boneDatabase.AddMergedBone(sourceBone.transform);
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_boneDatabase.RetainMergedBone(sourceBone.transform);
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_pathMappings.MarkTransformLookthrough(sourceBone);
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}
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return sourceBone;
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}
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public void FixupAnimations()
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{
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foreach (var intermediate in _intermediateObjs)
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{
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var path = intermediate.OriginalPath;
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foreach (var holder in _context.AnimationDatabase.ClipsForPath(path))
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{
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if (!_context.PluginBuildContext.IsTemporaryAsset(holder.CurrentClip))
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{
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holder.CurrentClip = Object.Instantiate(holder.CurrentClip);
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}
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var clip = holder.CurrentClip as AnimationClip;
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if (clip == null) continue;
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var curve = GetActiveBinding(clip, path);
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if (curve != null)
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{
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foreach (var mapping in intermediate.Created)
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{
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clip.SetCurve(_pathMappings.GetObjectIdentifier(mapping), typeof(GameObject), "m_IsActive",
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curve);
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}
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}
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}
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}
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}
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private AnimationCurve GetActiveBinding(AnimationClip clip, string path)
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{
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return AnimationUtility.GetEditorCurve(clip,
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EditorCurveBinding.FloatCurve(path, typeof(GameObject), "m_IsActive"));
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}
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}
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} |