示例#1
0
        /// <summary>
        /// Remaps the bone structure from a given Transform, returning a new array of bones.
        /// </summary>
        /// <returns>An array of bone Transforms</returns>
        /// <param name="reference_geometry_bones">Reference geometry bones.</param>
        /// <param name="destination_bones">Destination bones.</param>
        public static Transform[] RemapBones(Transform[] reference_geometry_bones, Transform reference_root_bone, BoneUtility.BoneMap destination_bones, Transform destination_root_bone)
        {
            for (int i = 0; i < reference_geometry_bones.Length; i++)
            {
                BoneUtility.cleanAllBoneNames(reference_geometry_bones[i]);
            }

            var new_bones = new Transform[reference_geometry_bones.Length];

            for (var index = 0; index < reference_geometry_bones.Length; index++)
            {
                new_bones[index] = DictionaryExtensions.Find(destination_bones, reference_geometry_bones[index].name);
            }

            return(new_bones);
        }
示例#2
0
        /// <summary>
        /// Attachs the costume_item to the given CIbody figure.
        /// </summary>
        /// <returns>The GameObject costume_item</returns>
        /// <param name="costume_item">Costume item.</param>
        /// <param name="figure_bone_map">Figure bone map.</param>
        /// <param name="figure">Figure.</param>
        /// <param name="root_bone">Root bone.</param>
        /// <remarks>Unneccesary return of parameter GameObject as both are the same GameObject</remarks>
        public static GameObject AttachCostumeItemToFigure(GameObject costume_item, BoneUtility.BoneMap figure_bone_map, CIbody figure, Transform root_bone)
        {
            // add to figure
            costume_item.transform.parent = figure.transform;

            // does not need "costume_item = " as BindGeometryToTransform alters the costume_item GameObject anyway
            costume_item = BindGeometryToTransform(costume_item, figure.transform);

            // need figure bones for targeting
            // BoneMap body_bones = new BoneMap(transform);

            // go through each coremesh and rebind bones n what not
            CoreMesh[] meshes = costume_item.GetComponentsInChildren <CoreMesh> (true);
            foreach (CoreMesh mesh in meshes)
            {
                if (mesh.meshType == MESH_TYPE.PROP)
                {
                    continue;
                }

                /*
                 * if(mesh.skinnedMeshRenderer.rootBone.name != "hip")
                 * {
                 *  Transform[] bones = mesh.skinnedMeshRenderer.bones;
                 *  foreach(Transform bone in bones)
                 *  {
                 *      if(bone.name == "hip")
                 *      {
                 *          UnityEngine.Debug.Log("Re-assigned hip bone as root");
                 *          mesh.skinnedMeshRenderer.rootBone = bone;
                 *          break;
                 *      }
                 *  }
                 * }
                 */

                mesh.skinnedMeshRenderer.bones = BoneUtility.RemapBones(mesh.skinnedMeshRenderer.bones, mesh.skinnedMeshRenderer.rootBone, figure_bone_map, root_bone);
                //UnityEngine.Debug.Log("Remapped: " + mesh.name + " bones: " + mesh.skinnedMeshRenderer.bones.Length + " root: " + mesh.skinnedMeshRenderer.rootBone.name);
                mesh.skinnedMeshRenderer.rootBone = root_bone;
            }

            return(costume_item);
        }
示例#3
0
 /// <summary>
 /// Return a string array of all bone names for this model
 /// </summary>
 /// <returns>The string array</returns>
 public string[] getAllBonesNames()
 {
     return(BoneUtility.getAllBonesNames(this.BoneMap));
 }