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