149 lines
5.8 KiB
C#
149 lines
5.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UniHumanoid
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{
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[RequireComponent(typeof(Animator))]
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public class HumanBuilderTest : MonoBehaviour
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{
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[SerializeField]
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Material m_material;
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class SkeletonBuilder
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{
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Dictionary<HumanBodyBones, Transform> m_skeleton = new Dictionary<HumanBodyBones, Transform>();
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public IDictionary<HumanBodyBones, Transform> Skeleton
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{
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get { return m_skeleton; }
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}
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Dictionary<HumanBodyBones, Vector3> m_boneTail = new Dictionary<HumanBodyBones, Vector3>();
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Transform m_root;
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public SkeletonBuilder(Transform root)
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{
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m_root = root;
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}
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void Add(HumanBodyBones key, Transform parent, Vector3 headPosition, Vector3 tailPosition)
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{
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var bone = new GameObject(key.ToString()).transform;
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bone.SetParent(parent, false);
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bone.localPosition = headPosition;
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m_skeleton[key] = bone;
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m_boneTail[key] = tailPosition;
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}
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void Add(HumanBodyBones key, HumanBodyBones parentKey, Vector3 tailPosition)
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{
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Add(key, m_skeleton[parentKey], m_boneTail[parentKey], tailPosition);
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}
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#region Spine
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public void AddHips(float height, float len)
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{
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Add(HumanBodyBones.Hips, m_root, new Vector3(0, height, 0), new Vector3(0, len, 0));
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}
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public void AddSpine(float len)
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{
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Add(HumanBodyBones.Spine, HumanBodyBones.Hips, new Vector3(0, len, 0));
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}
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public void AddChest(float len)
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{
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Add(HumanBodyBones.Chest, HumanBodyBones.Spine, new Vector3(0, len, 0));
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}
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public void AddNeck(float len)
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{
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Add(HumanBodyBones.Neck, HumanBodyBones.Chest, new Vector3(0, len, 0));
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}
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public void AddHead(float len)
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{
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Add(HumanBodyBones.Head, HumanBodyBones.Neck, new Vector3(0, len, 0));
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}
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#endregion
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public void AddArm(float shoulder, float upper, float lower, float hand)
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{
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Add(HumanBodyBones.LeftShoulder, HumanBodyBones.Chest, new Vector3(-shoulder, 0, 0));
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Add(HumanBodyBones.LeftUpperArm, HumanBodyBones.LeftShoulder, new Vector3(-upper, 0, 0));
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Add(HumanBodyBones.LeftLowerArm, HumanBodyBones.LeftUpperArm, new Vector3(-lower, 0, 0));
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Add(HumanBodyBones.LeftHand, HumanBodyBones.LeftLowerArm, new Vector3(-hand, 0, 0));
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Add(HumanBodyBones.RightShoulder, HumanBodyBones.Chest, new Vector3(shoulder, 0, 0));
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Add(HumanBodyBones.RightUpperArm, HumanBodyBones.RightShoulder, new Vector3(upper, 0, 0));
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Add(HumanBodyBones.RightLowerArm, HumanBodyBones.RightUpperArm, new Vector3(lower, 0, 0));
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Add(HumanBodyBones.RightHand, HumanBodyBones.RightLowerArm, new Vector3(hand, 0, 0));
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}
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public void AddLeg(float distance, float upper, float lower, float foot, float toe)
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{
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Add(HumanBodyBones.LeftUpperLeg, m_skeleton[HumanBodyBones.Hips], new Vector3(-distance, 0, 0), new Vector3(0, -upper, 0));
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Add(HumanBodyBones.LeftLowerLeg, HumanBodyBones.LeftUpperLeg, new Vector3(0, -lower, 0));
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Add(HumanBodyBones.LeftFoot, HumanBodyBones.LeftLowerLeg, new Vector3(0, -foot, foot));
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Add(HumanBodyBones.LeftToes, HumanBodyBones.LeftFoot, new Vector3(0, 0, toe));
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Add(HumanBodyBones.RightUpperLeg, m_skeleton[HumanBodyBones.Hips], new Vector3(distance, 0, 0), new Vector3(0, -upper, 0));
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Add(HumanBodyBones.RightLowerLeg, HumanBodyBones.RightUpperLeg, new Vector3(0, -lower, 0));
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Add(HumanBodyBones.RightFoot, HumanBodyBones.RightLowerLeg, new Vector3(0, -foot, foot));
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Add(HumanBodyBones.RightToes, HumanBodyBones.RightFoot, new Vector3(0, 0, toe));
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}
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}
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void OnEnable()
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{
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BuildSkeleton(transform);
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}
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private void BuildSkeleton(Transform root)
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{
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var position = root.position;
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root.position = Vector3.zero;
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try
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{
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// hips -> spine -> chest
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var builder = new SkeletonBuilder(root);
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builder.AddHips(0.8f, 0.2f);
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builder.AddSpine(0.1f);
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builder.AddChest(0.2f);
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builder.AddNeck(0.1f);
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builder.AddHead(0.2f);
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builder.AddArm(0.1f, 0.3f, 0.3f, 0.1f);
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builder.AddLeg(0.1f, 0.3f, 0.4f, 0.1f, 0.1f);
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var description = AvatarDescription.Create(builder.Skeleton);
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var animator = GetComponent<Animator>();
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animator.avatar = description.CreateAvatar(root);
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// create SkinnedMesh for bone visualize
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var renderer = SkeletonMeshUtility.CreateRenderer(animator);
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if (m_material == null)
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{
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m_material = new Material(Shader.Find("Standard"));
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}
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renderer.sharedMaterial = m_material;
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//root.gameObject.AddComponent<BoneMapping>();
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var transfer = GetComponent<HumanPoseTransfer>();
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if (transfer != null)
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{
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transfer.Avatar = animator.avatar;
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transfer.Setup();
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}
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}
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finally
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{
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// restore position
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root.position = position;
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}
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}
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}
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}
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