modular-avatar/Runtime/ModularAvatarBoneProxy.cs

233 lines
7.8 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 System;
using System.Collections.Generic;
using UnityEngine;
namespace nadena.dev.modular_avatar.core
{
public enum BoneProxyAttachmentMode
{
/// <summary>
/// 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.
/// </summary>
Unset,
/// <summary>
/// Places the bone proxy object at the target, with localPosition and localRotation zeroed.
/// </summary>
AsChildAtRoot,
/// <summary>
/// Places the bone proxy object at the target, preserving world position and orientation.
/// </summary>
AsChildKeepWorldPose,
/// <summary>
/// Places the bone proxy object at the target, preserving local rotation only.
/// </summary>
AsChildKeepRotation,
/// <summary>
/// Places the bone proxy object at the target, preserving local position only.
/// </summary>
AsChildKeepPosition,
}
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("Modular Avatar/MA Bone Proxy")]
[HelpURL("https://modular-avatar.nadena.dev/docs/reference/bone-proxy?lang=auto")]
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 avatarTransform = RuntimeUtil.FindAvatarTransformInParents(transform);
if (avatarTransform == null) return null;
if (subPath == "$$AVATAR")
{
return avatarTransform;
}
if (boneReference == HumanBodyBones.LastBone)
{
return avatarTransform.Find(subPath);
}
var animator = avatarTransform.GetComponent<Animator>();
if (animator == null || !animator.isHuman) return null;
var bone = animator.GetBoneTransform(boneReference);
if (bone == null) return null;
if (string.IsNullOrWhiteSpace(subPath)) return bone;
else return bone.Find(subPath);
}
private void UpdateStaticMapping(Transform newTarget)
{
var avatarTransform = RuntimeUtil.FindAvatarTransformInParents(transform);
var humanBones = new Dictionary<Transform, HumanBodyBones>();
var animator = avatarTransform.GetComponent<Animator>();
if (animator == null)
{
return;
}
if (animator.isHuman)
{
foreach (var boneTypeObj in Enum.GetValues(typeof(HumanBodyBones)))
{
var boneType = (HumanBodyBones)boneTypeObj;
if (boneType == HumanBodyBones.LastBone) continue;
var bone = animator.GetBoneTransform(boneType);
if (bone != null) humanBones[bone] = boneType;
}
}
Transform iter = newTarget;
if (newTarget == avatarTransform)
{
boneReference = HumanBodyBones.LastBone;
subPath = "$$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;
}
}
}