modular-avatar/Editor/PhysboneBlockerPass.cs
bd_ ddbc3b164b
chore: restructure repository to put package at top-level (#477)
* chore: rearrange package structure to have the package at the root

* ci: update CI workflows

* ci: fixing workflow bugs

* ci: recurse building .zip package

* ci: more fixes

* ci: add back in the nadena.dev VPM repo

* ci: fix tests
2023-10-08 15:39:57 +09:00

78 lines
3.1 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.Collections.Generic;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using UnityEngine;
using VRC.SDK3.Dynamics.PhysBone.Components;
namespace nadena.dev.modular_avatar.core.editor
{
internal class PhysboneBlockerPass
{
public static void Process(GameObject avatarRoot)
{
var blockers = avatarRoot.GetComponentsInChildren<ModularAvatarPBBlocker>(true);
if (blockers.Length == 0) return;
var physBones = avatarRoot.GetComponentsInChildren<VRCPhysBone>(true);
if (physBones.Length == 0) return;
Dictionary<Transform, List<Transform>> physBoneRootToIgnores = new Dictionary<Transform, List<Transform>>();
var avatarTransform = avatarRoot.transform;
foreach (var tip in blockers)
{
BuildReport.ReportingObject(tip, () =>
{
var node = tip.transform;
// We deliberately skip the node itself to allow for a specific PhysBone to be attached here.
while (node != null && node != avatarTransform && node.parent != null)
{
node = node.parent;
if (!physBoneRootToIgnores.TryGetValue(node, out var parent))
{
parent = new List<Transform>();
physBoneRootToIgnores.Add(node, parent);
}
parent.Add(tip.transform);
}
});
}
foreach (var pb in physBones)
{
BuildReport.ReportingObject(pb, () =>
{
var root = pb.rootTransform != null ? pb.rootTransform : pb.transform;
if (physBoneRootToIgnores.TryGetValue(root, out var ignores))
{
pb.ignoreTransforms.AddRange(ignores);
}
});
}
}
}
}