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163 lines
4.9 KiB
C#

using UnityEngine;
using System.Collections;
using System;
namespace RootMotion {
/// <summary>
/// Contains tools for working on Transform hierarchies.
/// </summary>
public class Hierarchy {
/// <summary>
/// Make sure the bones are in valid %Hierarchy
/// </summary>
public static bool HierarchyIsValid(Transform[] bones) {
for (int i = 1; i < bones.Length; i++) {
// If parent bone is not an ancestor of bone, the hierarchy is invalid
if (!IsAncestor(bones[i], bones[i - 1])) {
return false;
}
}
return true;
}
/// <summary>
/// Checks if an array of objects contains any duplicates.
/// </summary>
public static UnityEngine.Object ContainsDuplicate(UnityEngine.Object[] objects) {
for (int i = 0; i < objects.Length; i++) {
for (int i2 = 0; i2 < objects.Length; i2++) {
if (i != i2 && objects[i] == objects[i2]) return objects[i];
}
}
return null;
}
/// <summary>
/// Determines whether the second Transform is an ancestor to the first Transform.
/// </summary>
public static bool IsAncestor(Transform transform, Transform ancestor) {
if (transform == null) return true;
if (ancestor == null) return true;
if (transform.parent == null) return false;
if (transform.parent == ancestor) return true;
return IsAncestor(transform.parent, ancestor);
}
/// <summary>
/// Returns true if the transforms contains the child
/// </summary>
public static bool ContainsChild(Transform transform, Transform child) {
if (transform == child) return true;
Transform[] children = transform.GetComponentsInChildren<Transform>() as Transform[];
foreach (Transform c in children) if (c == child) return true;
return false;
}
/// <summary>
/// Adds all Transforms until the blocker to the array
/// </summary>
public static void AddAncestors(Transform transform, Transform blocker, ref Transform[] array) {
if (transform.parent != null && transform.parent != blocker) {
if (transform.parent.position != transform.position && transform.parent.position != blocker.position) {
Array.Resize(ref array, array.Length + 1);
array[array.Length - 1] = transform.parent;
}
AddAncestors(transform.parent, blocker, ref array);
}
}
/// <summary>
/// Gets the last ancestor that has more than minChildCount number of child Transforms
/// </summary>
public static Transform GetAncestor(Transform transform, int minChildCount) {
if (transform == null) return null;
if (transform.parent != null) {
if (transform.parent.childCount >= minChildCount) return transform.parent;
return GetAncestor(transform.parent, minChildCount);
}
return null;
}
/// <summary>
/// Gets the first common ancestor up the hierarchy
/// </summary>
public static Transform GetFirstCommonAncestor(Transform t1, Transform t2) {
if (t1 == null) return null;
if (t2 == null) return null;
if (t1.parent == null) return null;
if (t2.parent == null) return null;
if (IsAncestor(t2, t1.parent)) return t1.parent;
return GetFirstCommonAncestor(t1.parent, t2);
}
/// <summary>
/// Gets the first common ancestor of the specified transforms.
/// </summary>
public static Transform GetFirstCommonAncestor(Transform[] transforms) {
if (transforms == null) {
Debug.LogWarning("Transforms is null.");
return null;
}
if (transforms.Length == 0) {
Debug.LogWarning("Transforms.Length is 0.");
return null;
}
for (int i = 0; i < transforms.Length; i++) {
if (transforms[i] == null) return null;
if (IsCommonAncestor(transforms[i], transforms)) return transforms[i];
}
return GetFirstCommonAncestorRecursive(transforms[0], transforms);
}
/// <summary>
/// Gets the first common ancestor recursively.
/// </summary>
public static Transform GetFirstCommonAncestorRecursive(Transform transform, Transform[] transforms) {
if (transform == null) {
Debug.LogWarning("Transform is null.");
return null;
}
if (transforms == null) {
Debug.LogWarning("Transforms is null.");
return null;
}
if (transforms.Length == 0) {
Debug.LogWarning("Transforms.Length is 0.");
return null;
}
if (IsCommonAncestor(transform, transforms)) return transform;
if (transform.parent == null) return null;
return GetFirstCommonAncestorRecursive(transform.parent, transforms);
}
/// <summary>
/// Determines whether the first parameter is the common ancestor of all the other specified transforms.
/// </summary>
public static bool IsCommonAncestor(Transform transform, Transform[] transforms) {
if (transform == null) {
Debug.LogWarning("Transform is null.");
return false;
}
for (int i = 0; i < transforms.Length; i++) {
if (transforms[i] == null) {
Debug.Log("Transforms[" + i + "] is null.");
return false;
}
if (!IsAncestor(transforms[i], transform) && transforms[i] != transform) return false;
}
return true;
}
}
}