Пример #1
0
        public void SetSegment(int segment)
        {
            _cacheList.Clear();
            bool change = false;

            for (int i = 1; i <= _lineSphereColliders.Count; i++)
            {
                int count = GetLineCount(i * 100);
                if (count == 0)
                {
                    continue;
                }
                int  value = Mathf.Abs(segment - count);
                bool add   = segment > count;
                for (int index = 0; index < value; index++)
                {
                    LineSphereCollider lsc = GetLineSphere(i * 100);
                    if (add)
                    {
                        InsertLineSphereCollider(lsc);
                    }
                    else
                    {
                        RemoveLineSpereCollider(lsc);
                    }
                    change = true;
                }
            }

            if (change)
            {
                ResetPointToHypodispersion();
            }
        }
Пример #2
0
        private void SortLine()
        {
            _lineSphereColliders.Sort((left, right) =>
            {
                if (left.lineIndex > right.lineIndex)
                {
                    return(1);
                }
                else if (left.lineIndex < right.lineIndex)
                {
                    return(-1);
                }
                else
                {
                    return(0);
                }
            });

            int index    = 0;
            int preIndex = 1;

            for (int i = 0; i < _lineSphereColliders.Count; i++)
            {
                LineSphereCollider lsc = _lineSphereColliders[i];
                if (preIndex != lsc.lineIndex / 100)
                {
                    index = 0;
                    preIndex++;
                }
                lsc.lineIndex = preIndex * 100 + index;
                index++;
            }
        }
Пример #3
0
        public bool RemoveLineSpereCollider(LineSphereCollider inlsc)
        {
            SortLine();
            int count = GetLineCount(inlsc.lineIndex);

            for (int i = 0; i < _lineSphereColliders.Count; i++)
            {
                LineSphereCollider lsc = _lineSphereColliders[i];
                if (lsc == inlsc)
                {
                    if (count <= 1)
                    {
                        return(false);
                    }
                    int  a     = inlsc.lineIndex / 100 * 100;
                    bool first = (inlsc.lineIndex % 100 == 0);
                    bool last  = (inlsc.lineIndex == (a + count - 1));
                    if (first)
                    {
                        LineSphereCollider lscNext = _lineSphereColliders[i + 1];
                        inlsc._endBone      = lscNext._endBone;
                        inlsc.WorldB        = lscNext.WorldB;
                        inlsc.WorldRadiusB  = lscNext.WorldRadiusB;
                        inlsc.EditorBFactor = lscNext.EditorBFactor;
                        inlsc.scaleBFactor  = lscNext.scaleBFactor;
                        _lineSphereColliders.Remove(lscNext);
                        GameObject.DestroyImmediate(lscNext);
                    }
                    else if (last)
                    {
                        LineSphereCollider lscPre = _lineSphereColliders[i - 1];
                        inlsc._startBone    = lscPre._startBone;
                        inlsc.WorldA        = lscPre.WorldA;
                        inlsc.WorldRadiusA  = lscPre.WorldRadiusA;
                        inlsc.EditorAFactor = lscPre.EditorAFactor;
                        inlsc.scaleAFactor  = lscPre.scaleAFactor;
                        _lineSphereColliders.Remove(lscPre);
                        GameObject.DestroyImmediate(lscPre);
                    }
                    else
                    {
                        LineSphereCollider lscPre  = _lineSphereColliders[i - 1];
                        LineSphereCollider lscNext = _lineSphereColliders[i + 1];

                        lscNext._startBone    = lscPre._endBone;
                        lscNext.WorldA        = lscPre.WorldB;
                        lscNext.EditorAFactor = lscPre.EditorBFactor;
                        lscNext.scaleAFactor  = lscPre.scaleBFactor;
                        lscNext.WorldRadiusA  = lscPre.WorldRadiusB;
                        _lineSphereColliders.Remove(inlsc);
                        GameObject.DestroyImmediate(inlsc);
                    }
                    SortLine();
                    return(true);
                }
            }
            return(false);
        }
Пример #4
0
 public void InitRootColliderManagerWhenCreate()
 {
     LineSphereCollider[] collider = GetComponents <LineSphereCollider>();
     for (int i = 0; i < collider.Length; i++)
     {
         LineSphereCollider cd = collider[i];
         cd.lineIndex = (i + 1) * 100;
         _lineSphereColliders.Add(cd);
     }
 }
Пример #5
0
        public void SetWorldPosWithHandler(LineSphereCollider lsc, Vector3 newAPos, float newARadius, Vector3 newBPos, float newBRadius, bool relevance = true)
        {
            if (lsc == null)
            {
                return;
            }
            int count = GetLineCount(lsc.lineIndex);

            lsc.WorldA       = newAPos;
            lsc.WorldRadiusA = newARadius;
            lsc.WorldB       = newBPos;
            lsc.WorldRadiusB = newBRadius;

            for (int i = 0; i < _lineSphereColliders.Count; i++)
            {
                if (_lineSphereColliders[i] == lsc)
                {
                    if (count <= 1)
                    {
                        break;
                    }

                    int  a     = lsc.lineIndex / 100 * 100;
                    bool first = (lsc.lineIndex % 100 == 0);
                    bool last  = (lsc.lineIndex == (a + count - 1));
                    if (first)
                    {
                        LineSphereCollider lscNext = _lineSphereColliders[i + 1];
                        lscNext.WorldA       = newBPos;
                        lscNext.WorldRadiusA = newBRadius;
                    }
                    else if (last)
                    {
                        LineSphereCollider lscPre = _lineSphereColliders[i - 1];
                        lscPre.WorldB       = newAPos;
                        lscPre.WorldRadiusB = newARadius;
                    }
                    else
                    {
                        LineSphereCollider lscPre  = _lineSphereColliders[i - 1];
                        LineSphereCollider lscNext = _lineSphereColliders[i + 1];

                        lscPre.WorldB        = newAPos;
                        lscPre.WorldRadiusB  = newARadius;
                        lscNext.WorldA       = newBPos;
                        lscNext.WorldRadiusA = newBRadius;
                    }
                }
            }
        }
Пример #6
0
        public static void CopyLineSphereColliderWithSameHierarchy(GameObject src, GameObject des)
        {
            if (src == null || des == null)
            {
                Debug.LogError("_src == null || _des == null");
                return;
            }
            else
            {
                LineSphereCollider[] scripts = src.GetComponentsInChildren <LineSphereCollider>(true);
                for (int i = 0; i < scripts.Length; i++)
                {
                    Transform trs  = scripts[i].transform;
                    string    path = AnimationUtility.CalculateTransformPath(trs, src.transform);

                    Transform desTrs = des.transform.Find(path);
                    if (desTrs == null)
                    {
                        Debug.LogError("Fail: src and des dismatch in Hierarchy...");
                        return;
                    }
                    RootColliderManager smanager = desTrs.GetComponent <RootColliderManager>();
                    if (smanager == null)
                    {
                        smanager = desTrs.gameObject.AddComponent <RootColliderManager>();
                    }

                    LineSphereCollider sp = desTrs.gameObject.AddComponent <LineSphereCollider>();
                    LineSphereCollider s1 = scripts[i];

                    sp.A       = s1.A;
                    sp.B       = s1.B;
                    sp.RadiusA = s1.RadiusA;
                    sp.RadiusB = s1.RadiusB;

                    sp.scaleAFactor = s1.scaleAFactor;
                    sp.scaleBFactor = s1.scaleBFactor;

                    sp.EditorAFactor   = s1.EditorAFactor;
                    sp.EditorBFactor   = s1.EditorBFactor;
                    sp.lineIndex       = s1.lineIndex;
                    sp._enableCollider = s1._enableCollider;
                    sp._startBone      = s1._startBone;
                    sp._endBone        = s1._endBone;

                    smanager._lineSphereColliders.Add(sp);
                }
            }
        }
Пример #7
0
 private void GetLineSphere(int index, ref List <LineSphereCollider> list)
 {
     if (list == null)
     {
         return;
     }
     list.Clear();
     SortLine();
     _cacheList.Clear();
     for (int i = 0; i < _lineSphereColliders.Count; i++)
     {
         LineSphereCollider lsc = _lineSphereColliders[i];
         if ((index / 100) == (lsc.lineIndex / 100))
         {
             list.Add(lsc);
         }
     }
 }
Пример #8
0
        public void InsertLineSphereCollider(LineSphereCollider cd)
        {
            SortLine();
            bool insertOver = false;

            for (int i = 0; i < _lineSphereColliders.Count; i++)
            {
                LineSphereCollider lsc = _lineSphereColliders[i];
                if (lsc == cd)
                {
                    Vector3            center = Vector3.Lerp(lsc.WorldA, lsc.WorldB, 0.5f);
                    LineSphereCollider newlsc = this.gameObject.AddComponent <LineSphereCollider>();

                    newlsc.WorldA        = center;
                    newlsc.WorldRadiusA  = lsc.WorldRadiusA;
                    newlsc.EditorAFactor = lsc.EditorAFactor;
                    newlsc.scaleAFactor  = lsc.scaleAFactor;

                    newlsc.WorldRadiusB  = lsc.WorldRadiusB;
                    newlsc.WorldB        = lsc.WorldB;
                    newlsc.EditorBFactor = lsc.EditorBFactor;
                    newlsc.scaleBFactor  = lsc.scaleBFactor;
                    newlsc._endBone      = lsc._endBone;

                    lsc.WorldB        = newlsc.WorldA;
                    lsc.WorldRadiusB  = newlsc.WorldRadiusB;
                    lsc.EditorBFactor = newlsc.EditorBFactor;
                    lsc.scaleBFactor  = newlsc.scaleBFactor;
                    lsc._endBone      = newlsc._startBone;
                    newlsc.lineIndex  = lsc.lineIndex + 1;
                    _lineSphereColliders.Insert(i + 1, newlsc);
                    i++;
                    insertOver = true;
                }
                else if (insertOver)
                {
                    lsc.lineIndex++;
                }
            }
            SortLine();
        }
Пример #9
0
        private void CalculatePointToHypodispersion(List <LineSphereCollider> list)
        {
            // ReCalculate Position
            int cacheCount = _cacheList.Count;

            if (cacheCount > 1)
            {
                LineSphereCollider start    = _cacheList[0];
                LineSphereCollider end      = _cacheList[cacheCount - 1];
                Vector3            startPos = start.WorldA;
                Vector3            endPos   = end.WorldB;
                float radius = Mathf.Min(start.RadiusA, end.RadiusB);
                float d      = 1f / (cacheCount);
                for (int cIndex = 0; cIndex < cacheCount; cIndex++)
                {
                    LineSphereCollider tlsc = _cacheList[cIndex];
                    tlsc.WorldA  = Vector3.Lerp(startPos, endPos, cIndex * d);
                    tlsc.WorldB  = Vector3.Lerp(startPos, endPos, (cIndex + 1) * d);
                    tlsc.RadiusA = radius;
                    tlsc.RadiusB = radius + 0.001f;
                }
            }
        }
Пример #10
0
        private void ResetPointToHypodispersion()
        {
            SortLine();
            int preIndex = 1;

            _cacheList.Clear();
            for (int i = 0; i < _lineSphereColliders.Count; i++)
            {
                LineSphereCollider lsc = _lineSphereColliders[i];
                if (preIndex != lsc.lineIndex / 100)
                {
                    // ReCalculate Position
                    CalculatePointToHypodispersion(_cacheList);
                    preIndex++;
                    _cacheList.Clear();
                }
                _cacheList.Add(lsc);
            }
            if (_cacheList.Count > 0)
            {
                CalculatePointToHypodispersion(_cacheList);
            }
        }
Пример #11
0
        public static void CreateJoints(Transform root, HumanBodyBoneReferenceData r, bool isReal)
        {
            // Hip
            // Spine
            // Chest
            // Shoulder
            // Arm
            // Leg

            // Clear Colliders
            LineSphereCollider[] preColliders = root.gameObject.GetComponentsInChildren <LineSphereCollider>(true);
            for (int i = 0; i < preColliders.Length; i++)
            {
                GameObject.DestroyImmediate(preColliders[i]);
            }
            RootColliderManager[] mgs = root.gameObject.GetComponentsInChildren <RootColliderManager>(true);
            for (int i = 0; i < mgs.Length; i++)
            {
                GameObject.DestroyImmediate(mgs[i]);
            }

            Transform trsLeftUpperArm  = r._dicBones[(int)HumanBodyBones.LeftUpperArm];
            Transform trsRightUpperArm = r._dicBones[(int)HumanBodyBones.RightUpperArm];
            Transform trsLeftLowerArm  = r._dicBones[(int)HumanBodyBones.LeftLowerArm];
            Transform trsLeftUpperLeg  = r._dicBones[(int)HumanBodyBones.LeftUpperLeg];
            Transform trsLeftLowerLeg  = r._dicBones[(int)HumanBodyBones.LeftLowerLeg];

            float   upperArmDis = Vector3.Distance(trsLeftUpperArm.position, trsLeftLowerArm.position);
            float   legDis      = Vector3.Distance(trsLeftUpperLeg.position, trsLeftLowerLeg.position);
            Vector3 v2          = trsLeftUpperArm.position - trsRightUpperArm.position;
            float   torsoWidth  = v2.magnitude;

            // check Optional JointConfig
            bool hasChest    = r.CheckBone(HumanBodyBones.Chest);
            bool hasShoulder = r.CheckBone(HumanBodyBones.LeftShoulder);
            bool hasNeck     = r.CheckBone(HumanBodyBones.Neck);

            _cacheList.Clear();
            if (!hasChest)
            {
                if (hasShoulder)
                {
                    _cacheList.Add(optionalSpineWithOutChestJoint);
                }
                else
                {
                    _cacheList.Add(optionalSpineWithOutCheckShoulderJoint);
                }
                if (!hasNeck)
                {
                    _cacheList.Add(optionaSpineWithOutNeck);
                }
            }
            else
            {
                if (!hasShoulder)
                {
                    _cacheList.Add(optionalChestWithOutShoulderJoint);
                }
                if (!hasNeck)
                {
                    _cacheList.Add(optionalCheckWithOutNeck);
                }
            }

            _cacheList.AddRange(_listJointConfigs007);
            for (int i = 0; i < _cacheList.Count; i++)
            {
                JointConfig    jc       = _cacheList[i];
                HumanBodyBones rootBone = jc._rootBone;
                if (!r._dicBones.ContainsKey((int)rootBone) || (r._dicBones[(int)rootBone] == null))
                {
                    continue;
                }
                List <HumanBodyBones> jointBones = jc._bones;
                Transform             rootTrs    = r._dicBones[(int)rootBone];

                bool hasCollider = false;
                for (int boneIndex = 0; boneIndex < jointBones.Count; boneIndex++)
                {
                    HumanBodyBones bone = jointBones[boneIndex];
                    if (!r._dicBones.ContainsKey((int)jointBones[boneIndex]) ||
                        (r._dicBones[(int)jointBones[boneIndex]]) == null)
                    {
                        continue;
                    }
                    Transform          boneTrs  = r._dicBones[(int)jointBones[boneIndex]];
                    LineSphereCollider collider = rootTrs.gameObject.AddComponent <LineSphereCollider>();
                    collider._startBone = rootBone;
                    collider._endBone   = jointBones[boneIndex];
                    collider.WorldA     = rootTrs.position;
                    collider.WorldB     = boneTrs.position;

                    float a = GetRadius(upperArmDis, legDis, torsoWidth, rootBone);
                    float b = GetRadius(upperArmDis, legDis, torsoWidth, bone);

                    collider.RadiusA = a;
                    collider.RadiusB = b;
                    hasCollider      = true;
                }

                if (hasCollider)
                {
                    RootColliderManager mg = rootTrs.gameObject.AddComponent <RootColliderManager>();
                    mg.InitRootColliderManagerWhenCreate();
                }
            }
            // Debug.Log("## Create Joints Point collider over ##");
        }
Пример #12
0
        public static void CopyLineSphereColliderWithAvatar(GameObject src, GameObject des)
        {
            if (src == null || des == null)
            {
                Debug.LogError("_src == null || _des == null");
                return;
            }

            Animator animatorSrc = src.GetComponent <Animator>();
            Animator animatorDes = des.GetComponent <Animator>();

            if (animatorSrc == null || animatorDes == null)
            {
                Debug.LogError("animator src == null || animator src == null");
                return;
            }

            int boneCount = (int)HumanBodyBones.LastBone - 1;

            for (int i = 0; i < boneCount; i++)
            {
                HumanBodyBones bone   = (HumanBodyBones)i;
                Transform      trs01  = animatorSrc.GetBoneTransform(bone);
                Transform      trsDes = animatorDes.GetBoneTransform(bone);
                if (trs01 == null)
                {
                    continue;
                }
                if (trs01 != null && trsDes == null)
                {
                    Debug.LogError("Two humanoid does have the same bone please Check");
                    return;
                }

                LineSphereCollider[] colliders = trs01.GetComponents <LineSphereCollider>();

                RootColliderManager smanager = trsDes.GetComponent <RootColliderManager>();
                if (smanager == null)
                {
                    smanager = trsDes.gameObject.AddComponent <RootColliderManager>();
                }

                for (int index = 0; index < colliders.Length; index++)
                {
                    LineSphereCollider sp = trsDes.gameObject.AddComponent <LineSphereCollider>();
                    LineSphereCollider s1 = colliders[index];

                    sp.A       = s1.A;
                    sp.B       = s1.B;
                    sp.RadiusA = s1.RadiusA;
                    sp.RadiusB = s1.RadiusB;

                    sp.scaleAFactor = s1.scaleAFactor;
                    sp.scaleBFactor = s1.scaleBFactor;

                    sp.EditorAFactor   = s1.EditorAFactor;
                    sp.EditorBFactor   = s1.EditorBFactor;
                    sp.lineIndex       = s1.lineIndex;
                    sp._enableCollider = s1._enableCollider;
                    sp._startBone      = s1._startBone;
                    sp._endBone        = s1._endBone;

                    smanager._lineSphereColliders.Add(sp);
                }
            }
        }