modular-avatar/Runtime/MAMoveIndependently.cs

248 lines
8.3 KiB
C#

using System;
using System.Collections.Generic;
using nadena.dev.modular_avatar.core.armature_lock;
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 = 0.0000001f;
private GameObject[] m_groupedBones;
public GameObject[] GroupedBones
{
get => m_groupedBones.Clone() as GameObject[];
set
{
m_groupedBones = value.Clone() as GameObject[];
OnValidate();
}
}
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 childToRoot;
}
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()
{
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);
}
}
_priorFramePos = transform.localPosition;
_priorFrameRot = transform.localRotation;
_priorFrameScale = transform.localScale;
_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 Matrix4x4 ParentTransformMatrix(Transform parent)
{
Matrix4x4 transform = Matrix4x4.TRS(
parent.localPosition,
parent.localRotation,
parent.localScale
);
if (_excluded.Contains(parent))
{
transform = ParentTransformMatrix(parent.parent) * transform;
}
return transform;
}
private void CheckChildren(Transform parent)
{
Matrix4x4 parentToRoot = ParentTransformMatrix(parent);
Matrix4x4 rootToParent = parentToRoot.inverse;
foreach (Transform child in parent)
{
if (_excluded.Contains(child)) continue;
if (child.GetComponent<ScaleProxy>() != null) 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.magnitude > EPSILON || deltaRot > EPSILON || deltaScale > EPSILON)
{
// The child object was moved in between parent updates; reconstruct its childToRoot to correct
// for this.
var oldChildTRS = Matrix4x4.TRS(
state.childLocalPos,
state.childLocalRot,
state.childLocalScale
);
var newChildTRS = Matrix4x4.TRS(
localPosition,
localRotation,
localScale
);
state.childToRoot = state.childToRoot * oldChildTRS.inverse * newChildTRS;
}
Matrix4x4 childNewLocal = rootToParent * state.childToRoot;
var newPosition = childNewLocal.MultiplyPoint(Vector3.zero);
var newRotation = childNewLocal.rotation;
var newScale = childNewLocal.lossyScale;
#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,
childToRoot = parentToRoot * childTRS,
};
_children[child] = state;
}
}
private void OnEnable()
{
UpdateLoopController.OnMoveIndependentlyUpdate += OnUpdate;
}
private void OnDisable()
{
UpdateLoopController.OnMoveIndependentlyUpdate -= OnUpdate;
}
private Vector3 _priorFramePos, _priorFrameScale;
private Quaternion _priorFrameRot;
void OnUpdate()
{
if (this == null)
{
UpdateLoopController.OnMoveIndependentlyUpdate -= OnUpdate;
return;
}
var pos = transform.localPosition;
var rot = transform.localRotation;
var scale = transform.localScale;
var deltaPos = transform.parent.localToWorldMatrix.MultiplyVector(pos - _priorFramePos);
var deltaRot = Quaternion.Angle(rot, _priorFrameRot);
var deltaScaleX = Mathf.Abs((scale - _priorFrameScale).x) / _priorFrameScale.x;
var deltaScaleY = Mathf.Abs((scale - _priorFrameScale).y) / _priorFrameScale.y;
var deltaScaleZ = Mathf.Abs((scale - _priorFrameScale).z) / _priorFrameScale.z;
if (float.IsNaN(deltaScaleX) || float.IsInfinity(deltaScaleX)) deltaScaleX = 1;
if (float.IsNaN(deltaScaleY) || float.IsInfinity(deltaScaleY)) deltaScaleY = 1;
if (float.IsNaN(deltaScaleZ) || float.IsInfinity(deltaScaleZ)) deltaScaleZ = 1;
float maxDeltaScale = Mathf.Max(deltaScaleX, Mathf.Max(deltaScaleY, deltaScaleZ));
if (deltaPos.magnitude > EPSILON || deltaRot > EPSILON || maxDeltaScale > 0.001)
{
CheckChildren();
_priorFramePos = pos;
_priorFrameRot = rot;
_priorFrameScale = scale;
}
}
}
}