public void AdjustScale(UMASkeleton skeleton) { if (_adjustScale) { if (skeleton.HasBone(scaleBoneHash)) { var liveScaleResult = _liveScale != -1f ? _liveScale : _scale; float finalOverallScale = skeleton.GetScale(_scaleBoneHash).x *liveScaleResult; //hmm why does this work- its supposed to be + skeleton.SetScale(_scaleBoneHash, new Vector3(finalOverallScale, finalOverallScale, finalOverallScale)); } } }
/// <summary> /// Apply the modifiers using the given dna (determined by the typehash) /// </summary> /// <param name="umaData"></param> /// <param name="skeleton"></param> /// <param name="dnaTypeHash"></param> public override void ApplyDNA(UMAData umaData, UMASkeleton skeleton, int dnaTypeHash) { var umaDna = umaData.GetDna(dnaTypeHash); var masterWeightCalc = masterWeight.GetWeight(umaDna); if (masterWeightCalc == 0f) { return; } for (int i = 0; i < _skeletonModifiers.Count; i++) { _skeletonModifiers[i].umaDNA = umaDna; var thisHash = (_skeletonModifiers[i].hash != 0) ? _skeletonModifiers[i].hash : UMAUtils.StringToHash(_skeletonModifiers[i].hashName); //check skeleton has the bone we want to change if (!skeleton.HasBone(thisHash)) { //Debug.LogWarning("You were trying to apply skeleton modifications to a bone that didn't exist (" + _skeletonModifiers[i].hashName + ") on " + umaData.gameObject.name); continue; } //With these ValueX.x is the calculated value and ValueX.y is min and ValueX.z is max var thisValueX = _skeletonModifiers[i].CalculateValueX(umaDna); var thisValueY = _skeletonModifiers[i].CalculateValueY(umaDna); var thisValueZ = _skeletonModifiers[i].CalculateValueZ(umaDna); if (_skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Position) { skeleton.SetPositionRelative(thisHash, new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z)), masterWeightCalc); } else if (_skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Rotation) { skeleton.SetRotationRelative(thisHash, Quaternion.Euler(new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z))), masterWeightCalc); } else if (_skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Scale) { //If there are two sets of skeletonModifiers and both are at 50% it needs to apply them both but the result should be cumulative //so we need to work out the difference this one is making, weight that and add it to the current scale of the bone var scale = new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z)); //we cant use val.value here because the initial values always need to be applied var defaultVal = SkeletonModifier.skelAddDefaults[SkeletonModifier.SkeletonPropType.Scale].x; var scaleDiff = new Vector3(scale.x - defaultVal, scale.y - defaultVal, scale.z - defaultVal); var weightedScaleDiff = scaleDiff * masterWeightCalc; var fullScale = skeleton.GetScale(_skeletonModifiers[i].hash) + weightedScaleDiff; skeleton.SetScale(thisHash, fullScale); } } }