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350 lines
13 KiB
C#

6 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyAttributes;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Autohand{
#if UNITY_EDITOR
[CanEditMultipleObjects]
#endif
[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/custom-poses")]
public class GrabbablePose : MonoBehaviour{
[AutoHeader("Grabbable Pose")]
public bool ignoreMe;
public bool poseEnabled = true;
[Tooltip("Purely for organizational purposes in the editor")]
public string poseName = "";
[Tooltip("This value must match the pose index of the a hand in order for the pose to work")]
public int poseIndex = 0;
[Tooltip("Whether or not this pose can be used by both hands at once or only one hand at a time")]
public bool singleHanded = false;
[AutoSmallHeader("Advanced Settings")]
public bool showAdvanced = true;
public float positionWeight = 1;
public float rotationWeight = 1;
[Tooltip("These poses will only be enabled when this pose is active. Great for secondary poses like holding the front of a gun with your second hand, only while holding the trigger")]
public GrabbablePose[] linkedPoses;
[HideInInspector]
public bool showEditorTools = true;
[Tooltip("Scriptable options NOT REQUIRED -> Create scriptable throught [Auto Hand/Custom Pose]")]
[HideInInspector]
public HandPoseScriptable poseScriptable;
[Tooltip("Used to pose for the grabbable")]
[HideInInspector]
public Hand editorHand;
[HideInInspector]
public HandPoseData rightPose;
[HideInInspector]
public bool rightPoseSet = false;
[HideInInspector]
public HandPoseData leftPose;
[HideInInspector]
public bool leftPoseSet = false;
public List<Hand> posingHands { get; protected set; }
protected virtual void Awake() {
posingHands = new List<Hand>();
if (poseScriptable != null)
{
if (poseScriptable.leftSaved)
leftPoseSet = true;
if (poseScriptable.rightSaved)
rightPoseSet = true;
}
for (int i = 0; i < linkedPoses.Length; i++)
linkedPoses[i].poseEnabled = false;
}
public bool CanSetPose(Hand hand, Grabbable grab) {
if(singleHanded && posingHands.Count > 0 && !posingHands.Contains(hand) && !(grab.singleHandOnly && grab.allowHeldSwapping))
return false;
if(hand.poseIndex != poseIndex)
return false;
if(hand.left && !leftPoseSet)
return false;
if(!hand.left && !rightPoseSet)
return false;
return poseEnabled;
}
public virtual HandPoseData GetHandPoseData(Hand hand) {
if(poseScriptable != null)
return (hand.left) ? poseScriptable.leftPose : poseScriptable.rightPose;
return (hand.left) ? leftPose : rightPose;
}
/// <summary>Sets the hand to this pose, make sure to check CanSetPose() flag for proper use</summary>
/// <param name="isProjection">for pose projections, so they wont fill condition for single handed before grab</param>
public virtual void SetHandPose(Hand hand, bool isProjection = false) {
if(!isProjection) {
if(!posingHands.Contains(hand))
posingHands.Add(hand);
for(int i = 0; i < linkedPoses.Length; i++)
linkedPoses[i].poseEnabled = true;
}
GetHandPoseData(hand).SetPose(hand, transform);
}
public virtual void CancelHandPose(Hand hand) {
if(posingHands.Contains(hand)) {
posingHands.Remove(hand);
}
for(int i = 0; i < linkedPoses.Length; i++)
linkedPoses[i].poseEnabled = false;
}
public HandPoseData GetNewPoseData(Hand hand) {
var pose = new HandPoseData();
var posePositionsList = new List<Vector3>();
var poseRotationsList = new List<Quaternion>();
var tempContainer = AutoHandExtensions.transformRuler;
tempContainer.position = transform.position;
tempContainer.rotation = transform.rotation;
tempContainer.localScale = transform.lossyScale;
var handMatch = AutoHandExtensions.transformRulerChild;
handMatch.position = hand.transform.position;
handMatch.rotation = hand.transform.rotation;
pose.handOffset = handMatch.localPosition;
pose.localQuaternionOffset = handMatch.localRotation;
tempContainer.localScale = Vector3.one;
foreach (var finger in hand.fingers) {
AssignChildrenPose(finger.transform);
}
void AssignChildrenPose(Transform obj) {
AddPoint(obj.localPosition, obj.localRotation);
for (int j = 0; j < obj.childCount; j++) {
AssignChildrenPose(obj.GetChild(j));
}
}
void AddPoint(Vector3 pos, Quaternion rot) {
posePositionsList.Add(pos);
poseRotationsList.Add(rot);
}
pose.posePositions = new Vector3[posePositionsList.Count];
pose.poseRotations = new Quaternion[posePositionsList.Count];
for (int i = 0; i < posePositionsList.Count; i++) {
pose.posePositions[i] = posePositionsList[i];
pose.poseRotations[i] = poseRotationsList[i];
}
#if UNITY_EDITOR
if(Application.isEditor && !Application.isPlaying)
DestroyImmediate(tempContainer.gameObject);
#endif
return pose;
}
#if UNITY_EDITOR
[ContextMenu("SAVE RIGHT")]
public void EditorSavePoseRight() {
if(editorHand != null)
EditorSaveGrabPose(editorHand, false);
else
Debug.Log("Editor Hand must be assigned");
}
[ContextMenu("SAVE LEFT")]
public void EditorSavePoseLeft() {
if(editorHand != null)
EditorSaveGrabPose(editorHand, true);
else
Debug.Log("Editor Hand must be assigned");
}
[ContextMenu("OVERWRITE SCRIPTABLE")]
public void SaveScriptable(){
if (poseScriptable != null){
if (rightPoseSet)
poseScriptable.SaveRightPose(rightPose);
if (leftPoseSet)
poseScriptable.SaveLeftPose(leftPose);
}
}
//This is because parenting is used at runtime, but cannot be used on prefabs in editor so a copy is required
public void EditorCreateCopySetPose(Hand hand, Transform relativeTo){
Hand handCopy;
if (hand.name != "HAND COPY DELETE")
handCopy = Instantiate(hand, relativeTo.transform.position, hand.transform.rotation);
else
handCopy = hand;
handCopy.name = "HAND COPY DELETE";
var referenceHand = handCopy.gameObject.AddComponent<EditorHand>();
referenceHand.grabbablePoseArea = null;
referenceHand.grabbablePose = this;
editorHand = handCopy;
Selection.activeGameObject = editorHand.gameObject;
SceneView.lastActiveSceneView.FrameSelected();
if(hand.left && leftPoseSet){
leftPose.SetPose(handCopy, transform);
}
else if(!hand.left && rightPoseSet){
rightPose.SetPose(handCopy, transform);
}
else
{
handCopy.transform.position = relativeTo.transform.position;
editorHand.RelaxHand();
}
var contrainer = new GameObject();
contrainer.name = "HAND COPY CONTAINER DELETE";
contrainer.transform.position = relativeTo.transform.position;
contrainer.transform.rotation = relativeTo.transform.rotation;
handCopy.transform.parent = contrainer.transform;
if(hand.poseIndex != poseIndex)
handCopy.RelaxHand();
if(handCopy.transform.parent.GetComponentInChildren<MeshRenderer>() == null && handCopy.transform.parent.GetComponentInChildren<SkinnedMeshRenderer>() == null) {
foreach(Finger finger in handCopy.fingers) {
for(int i = -1; i < finger.FingerJoints.Length; i++) {
Transform fingerTransform = null;
Transform childFingerTranform = null;
if(i == -1) {
fingerTransform = finger.FingerJoints[i+1].parent;
childFingerTranform = finger.FingerJoints[i+1];
}
else if(i < finger.FingerJoints.Length-1) {
fingerTransform = finger.FingerJoints[i];
childFingerTranform = finger.FingerJoints[i+1];
}
else if(finger.FingerJoints[i].childCount > 0) {
fingerTransform = finger.FingerJoints[i];
childFingerTranform = finger.tip;
}
if(childFingerTranform == null || fingerTransform == null)
continue;
float distance = Vector3.Distance(fingerTransform.position, childFingerTranform.position);
Vector3 direction = (fingerTransform.position - childFingerTranform.position).normalized;
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.position = childFingerTranform.position + direction * (distance / 2); // Offset in direction of bone
cube.transform.localScale = new Vector3(finger.tipRadius*2, distance+finger.tipRadius, finger.tipRadius*2); // Scale based on bone length
cube.transform.up = direction; // Orient cube in direction of bone
cube.transform.parent = fingerTransform;
}
}
}
EditorGUIUtility.PingObject(handCopy);
SceneView.lastActiveSceneView.FrameSelected();
}
public void EditorSaveGrabPose(Hand hand, bool left){
var pose = new HandPoseData();
hand.left = left;
var posePositionsList = new List<Vector3>();
var poseRotationsList = new List<Quaternion>();
var handCopy = Instantiate(hand, hand.transform.position, hand.transform.rotation);
handCopy.transform.parent = transform;
pose.handOffset = handCopy.transform.localPosition;
pose.localQuaternionOffset = handCopy.transform.localRotation;
DestroyImmediate(handCopy.gameObject);
foreach(var finger in hand.fingers) {
AssignChildrenPose(finger.transform);
}
void AssignChildrenPose(Transform obj) {
AddPoint(obj.localPosition, obj.localRotation);
for(int j = 0; j < obj.childCount; j++) {
AssignChildrenPose(obj.GetChild(j));
}
}
void AddPoint(Vector3 pos, Quaternion rot) {
posePositionsList.Add(pos);
poseRotationsList.Add(rot);
}
pose.posePositions = new Vector3[posePositionsList.Count];
pose.poseRotations = new Quaternion[posePositionsList.Count];
for(int i = 0; i < posePositionsList.Count; i++) {
pose.posePositions[i] = posePositionsList[i];
pose.poseRotations[i] = poseRotationsList[i];
}
if(left){
leftPose = pose;
leftPoseSet = true;
Debug.Log("Pose Saved - Left");
if (poseScriptable != null)
if (!poseScriptable.leftSaved)
poseScriptable.SaveLeftPose(leftPose);
}
else{
rightPose = pose;
rightPoseSet = true;
Debug.Log("Pose Saved - Right");
if (poseScriptable != null)
if (!poseScriptable.rightSaved)
poseScriptable.SaveRightPose(rightPose);
}
}
public void EditorClearPoses() {
leftPoseSet = false;
leftPose = new HandPoseData();
rightPoseSet = false;
rightPose = new HandPoseData();
}
#endif
public bool HasPose(bool left) {
if(poseScriptable != null && ((left) ? poseScriptable.leftSaved : poseScriptable.rightSaved))
return (left) ? poseScriptable.leftSaved : poseScriptable.rightSaved;
return left ? leftPoseSet : rightPoseSet;
}
}
}