modular-avatar/Packages/nadena.dev.modular-avatar/Editor/BoneProxyProcessor.cs
bd_ 1635b988a9
feat: improved merge armature implementation (#174)
This branch rewrites the merge armature logic to be both simpler and more reliable. In particular, all components in the merged armature will always be moved into the target armature, eliminating the need for complex and unreliable constraint adjustments. I also rewrite the path remapping logic to be more reliable by tracking actual GameObjects, rather than string paths.

This change fixes a number of constraint-heavy outfits, including:

* https://cloudz.booth.pm/items/3751948
* https://capettiya.booth.pm/items/4424678

It also fixes issues with some more advanced use cases, such as animating transforms on bones that are newly added using merge armature.
2023-01-05 04:10:22 -08:00

80 lines
2.9 KiB
C#

/*
* 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 UnityEngine;
namespace nadena.dev.modular_avatar.core.editor
{
internal class BoneProxyProcessor
{
internal enum ValidationResult
{
OK,
MovingTarget,
NotInAvatar
}
internal void OnPreprocessAvatar(GameObject avatarGameObject)
{
var boneProxies = avatarGameObject.GetComponentsInChildren<ModularAvatarBoneProxy>(true);
foreach (var proxy in boneProxies)
{
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);
if (proxy.attachmentMode != BoneProxyAttachmentMode.AsChildKeepWorldPosition)
{
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
}
}
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;
}
}
}