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235 lines
9.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Autohand {
[System.Serializable]
public struct HandPoseData{
public Vector3 handOffset;
/// <summary>DEPRECATED -> USE LOCAL_QUATERNION_OFFSET INSTEAD</summary>
public Vector3 rotationOffset;
public Quaternion localQuaternionOffset;
public Vector3[] posePositions;
public Quaternion[] poseRotations;
/// <summary>Creates a new pose using the current hand relative to a given grabbable</summary>
public HandPoseData(Hand hand, Grabbable grabbable) {
posePositions = new Vector3[0];
poseRotations = new Quaternion[0];
handOffset = new Vector3();
rotationOffset = Vector3.zero;
localQuaternionOffset = Quaternion.identity;
SavePose(hand, grabbable.transform);
}
/// <summary>Creates a new pose using the current hand relative to a given grabbable</summary>
public HandPoseData(Hand hand, Transform point) {
posePositions = new Vector3[0];
poseRotations = new Quaternion[0];
handOffset = new Vector3();
rotationOffset = Vector3.zero;
localQuaternionOffset = Quaternion.identity;
SavePose(hand, point);
}
/// <summary>Creates a new pose using the current hand shape</summary>
public HandPoseData(Hand hand) {
posePositions = new Vector3[0];
poseRotations = new Quaternion[0];
handOffset = new Vector3();
rotationOffset = Vector3.zero;
localQuaternionOffset = Quaternion.identity;
SavePose(hand, null);
}
/// <summary>Creates a new pose using the current hand shape</summary>
public HandPoseData(HandPoseData data) {
posePositions = new Vector3[data.posePositions.Length];
data.posePositions.CopyTo(posePositions, 0);
poseRotations = new Quaternion[data.poseRotations.Length];
data.poseRotations.CopyTo(poseRotations, 0);
handOffset = data.handOffset;
rotationOffset = data.rotationOffset;
localQuaternionOffset = data.localQuaternionOffset;
}
public void SavePose(Hand hand, Transform relativeTo) {
var posePositionsList = new List<Vector3>();
var poseRotationsList = new List<Quaternion>();
if(relativeTo != null){
var tempContainer = AutoHandExtensions.transformRuler;
tempContainer.localScale = relativeTo.lossyScale;
tempContainer.transform.position = relativeTo.position;
tempContainer.transform.rotation = relativeTo.rotation;
var handMatch = AutoHandExtensions.transformRulerChild;
handMatch.transform.position = hand.transform.position;
handMatch.transform.rotation = hand.transform.rotation;
handOffset = handMatch.localPosition;
localQuaternionOffset = handMatch.localRotation;
#if UNITY_EDITOR
if(Application.isEditor && !Application.isPlaying)
GameObject.DestroyImmediate(tempContainer.gameObject);
#endif
}
else {
handOffset = hand.transform.localPosition;
localQuaternionOffset = hand.transform.localRotation;
}
rotationOffset = Vector3.zero;
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);
}
posePositions = new Vector3[posePositionsList.Count];
poseRotations = new Quaternion[posePositionsList.Count];
for(int i = 0; i < posePositionsList.Count; i++) {
posePositions[i] = posePositionsList[i];
poseRotations[i] = poseRotationsList[i];
}
}
public Quaternion GetRotationOffset(){
if (rotationOffset != Vector3.zero)
localQuaternionOffset = Quaternion.Euler(rotationOffset);
return localQuaternionOffset;
}
public void SetPose(Hand hand, Transform relativeTo = null) {
//This might prevent static poses from breaking from the update
if(rotationOffset != Vector3.zero)
localQuaternionOffset = Quaternion.Euler(rotationOffset);
if(relativeTo != null && relativeTo != hand.transform) {
var tempContainer = AutoHandExtensions.transformRuler;
tempContainer.localScale = relativeTo.lossyScale;
tempContainer.position = relativeTo.position;
tempContainer.rotation = relativeTo.rotation;
var handMatch = AutoHandExtensions.transformRulerChild;
handMatch.localPosition = handOffset;
handMatch.localRotation = localQuaternionOffset;
hand.transform.position = handMatch.position;
hand.transform.rotation = handMatch.rotation;
hand.body.position = hand.transform.position;
hand.body.rotation = hand.transform.rotation;
#if UNITY_EDITOR
if(Application.isEditor && !Application.isPlaying)
GameObject.DestroyImmediate(tempContainer.gameObject);
#endif
}
int i = -1;
void AssignChildrenPose(Transform obj, HandPoseData pose) {
i++;
obj.localPosition = pose.posePositions[i];
obj.localRotation = pose.poseRotations[i];
for(int j = 0; j < obj.childCount; j++) {
AssignChildrenPose(obj.GetChild(j), pose);
}
}
if(posePositions != null)
foreach(var finger in hand.fingers)
AssignChildrenPose(finger.transform, this);
}
/// <summary>Sets the finger pose without changing the hands position</summary>
public void SetFingerPose(Hand hand, Transform relativeTo = null) {
int i = -1;
void AssignChildrenPose(Transform obj, HandPoseData pose) {
i++;
obj.localPosition = pose.posePositions[i];
obj.localRotation = pose.poseRotations[i];
for(int j = 0; j < obj.childCount; j++) {
AssignChildrenPose(obj.GetChild(j), pose);
}
}
if(posePositions != null)
foreach(var finger in hand.fingers)
AssignChildrenPose(finger.transform, this);
}
/// <summary>Sets the position without setting the finger pose</summary>
public void SetPosition(Hand hand, Transform relativeTo = null) {
//This might prevent static poses from breaking from the update
if(rotationOffset != Vector3.zero)
localQuaternionOffset = Quaternion.Euler(rotationOffset);
if(relativeTo != null && relativeTo != hand.transform) {
var tempContainer = AutoHandExtensions.transformRuler;
tempContainer.localScale = relativeTo.lossyScale;
tempContainer.position = relativeTo.position;
tempContainer.rotation = relativeTo.rotation;
var handMatch = AutoHandExtensions.transformRulerChild;
handMatch.localPosition = handOffset;
handMatch.localRotation = localQuaternionOffset;
hand.transform.position = handMatch.position;
hand.transform.rotation = handMatch.rotation;
hand.body.position = hand.transform.position;
hand.body.rotation = hand.transform.rotation;
#if UNITY_EDITOR
if(Application.isEditor && !Application.isPlaying)
GameObject.DestroyImmediate(tempContainer.gameObject);
#endif
}
}
public static HandPoseData LerpPose(HandPoseData from, HandPoseData to, float point) {
var lerpPose = new HandPoseData();
lerpPose.handOffset = Vector3.Lerp(from.handOffset, to.handOffset, point);
lerpPose.localQuaternionOffset = Quaternion.Lerp(from.localQuaternionOffset, to.localQuaternionOffset, point);
lerpPose.posePositions = new Vector3[from.posePositions.Length];
lerpPose.poseRotations = new Quaternion[from.poseRotations.Length];
for(int i = 0; i < from.posePositions.Length; i++) {
lerpPose.posePositions[i] = Vector3.Lerp(from.posePositions[i], to.posePositions[i], point);
lerpPose.poseRotations[i] = Quaternion.Lerp(from.poseRotations[i], to.poseRotations[i], point);
}
return lerpPose;
}
public static void LerpPose(ref HandPoseData lerpPose, HandPoseData from, HandPoseData to, float point) {
lerpPose.handOffset = Vector3.Lerp(from.handOffset, to.handOffset, point);
lerpPose.localQuaternionOffset = Quaternion.Lerp(from.localQuaternionOffset, to.localQuaternionOffset, point);
lerpPose.posePositions = new Vector3[from.posePositions.Length];
lerpPose.poseRotations = new Quaternion[from.poseRotations.Length];
for(int i = 0; i < from.posePositions.Length; i++) {
lerpPose.posePositions[i] = Vector3.Lerp(from.posePositions[i], to.posePositions[i], point);
lerpPose.poseRotations[i] = Quaternion.Lerp(from.poseRotations[i], to.poseRotations[i], point);
}
}
}
}