NAK_CVR_Mods/InteractionTest/ColliderTest/AvatarColliders.cs
2023-05-24 05:44:32 -05:00

175 lines
7.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AvatarColliders : MonoBehaviour
{
public Animator animator;
public AvatarTransforms m_avatarTransforms;
void Start()
{
if (animator == null)
animator = GetComponent<Animator>();
m_avatarTransforms = m_avatarTransforms.GetAvatarTransforms(animator);
CreateColliderTorso();
CreateColliderLeftArm();
CreateColliderRightArm();
}
void CreateColliderLeftArm()
{
// Calculate the magnitudes for the upper arm, lower arm, and hand.
// This would need to be adjusted based on the specific avatar model being used.
float upperArmMagnitude = CalculateMagnitude(m_avatarTransforms.leftUpperArm.position, m_avatarTransforms.leftLowerArm.position);
//float lowerArmMagnitude = CalculateMagnitude(m_avatarTransforms.leftLowerArm.position, m_avatarTransforms.leftHand.position);
float handMagnitude = upperArmMagnitude * 0.25f; // Assuming hand is about half the size of the upper arm.
// Create a collider for the upper arm area
Vector3 upperArmPosition = m_avatarTransforms.leftUpperArm.position;
Vector3 lowerArmPosition = m_avatarTransforms.leftLowerArm.position;
CreateCollider(m_avatarTransforms.leftUpperArm, upperArmPosition, lowerArmPosition, handMagnitude, 0.15f);
// Create a collider for the lower arm area
Vector3 handPosition = m_avatarTransforms.leftHand.position;
CreateCollider(m_avatarTransforms.leftLowerArm, lowerArmPosition, handPosition, handMagnitude, 0.15f);
// Create a collider for the hand area
// For simplicity, let's assume the end position is slightly offset from the hand position.
Vector3 handEndPosition = handPosition + (handPosition - lowerArmPosition) * 0.5f;
CreateCollider(m_avatarTransforms.leftHand, handPosition, handEndPosition, handMagnitude, 0.15f);
}
void CreateColliderRightArm()
{
// Calculate the magnitudes for the upper arm, lower arm, and hand.
// This would need to be adjusted based on the specific avatar model being used.
float upperArmMagnitude = CalculateMagnitude(m_avatarTransforms.rightUpperArm.position, m_avatarTransforms.rightLowerArm.position);
//float lowerArmMagnitude = CalculateMagnitude(m_avatarTransforms.rightLowerArm.position, m_avatarTransforms.rightHand.position);
float handMagnitude = upperArmMagnitude * 0.25f; // Assuming hand is about half the size of the upper arm.
// Create a collider for the upper arm area
Vector3 upperArmPosition = m_avatarTransforms.rightUpperArm.position;
Vector3 lowerArmPosition = m_avatarTransforms.rightLowerArm.position;
CreateCollider(m_avatarTransforms.rightUpperArm, upperArmPosition, lowerArmPosition, handMagnitude, 0.15f);
// Create a collider for the lower arm area
Vector3 handPosition = m_avatarTransforms.rightHand.position;
CreateCollider(m_avatarTransforms.rightLowerArm, lowerArmPosition, handPosition, handMagnitude, 0.15f);
// Create a collider for the hand area
// For simplicity, let's assume the end position is slightly offset from the hand position.
Vector3 handEndPosition = handPosition + (handPosition - lowerArmPosition) * 0.5f;
CreateCollider(m_avatarTransforms.rightHand, handPosition, handEndPosition, handMagnitude, 0.15f);
}
void CreateColliderTorso()
{
float legMagnitude = CalculateMagnitude(m_avatarTransforms.rightUpperLeg.position, m_avatarTransforms.leftUpperLeg.position);
//gets between upperarm and shoulder distances
float armMagnitude = CalculateMagnitude(m_avatarTransforms.rightUpperArm.position, m_avatarTransforms.leftShoulder.position);
Vector3 hipsPosition = GetHipsPosition();
// Create a collider for the hips area
Vector3 spinePosition = m_avatarTransforms.spine.position;
CreateCollider(m_avatarTransforms.hips, hipsPosition, spinePosition, legMagnitude, 0.15f);
// Create a collider for the chest area
Vector3 chestPosition = m_avatarTransforms.chest.position;
CreateCollider(m_avatarTransforms.spine, spinePosition, chestPosition, (legMagnitude + armMagnitude) / 2, 0.15f);
// Create a collider for the neck area
Vector3 neckPosition = m_avatarTransforms.neck.position;
CreateCollider(m_avatarTransforms.chest, chestPosition, neckPosition, armMagnitude, 0.15f);
}
static float CalculateMagnitude(Vector3 position1, Vector3 position2)
{
return (position1 - position2).magnitude;
}
Vector3 GetHipsPosition()
{
Vector3 hipsPosition = m_avatarTransforms.hips.position;
if (Vector3.Distance(hipsPosition, m_avatarTransforms.root.position) < Vector3.Distance(m_avatarTransforms.head.position, m_avatarTransforms.root.position) * 0.25f)
{
hipsPosition = Vector3.Lerp(m_avatarTransforms.leftUpperLeg.position, m_avatarTransforms.rightUpperLeg.position, 0.5f);
}
return hipsPosition;
}
static void CreateCollider(Transform root, Vector3 start, Vector3 end, float width, float overlap)
{
Vector3 direction = end - start;
float length = direction.magnitude * (1f + overlap);
Vector3 axisVectorToDirection = GetAxisVectorToDirection(root.rotation, direction);
Vector3 lossyScale = root.lossyScale;
float scaleF = (lossyScale.x + lossyScale.y + lossyScale.z) / 3f;
CapsuleCollider capsuleCollider = root.gameObject.AddComponent<CapsuleCollider>();
capsuleCollider.height = Mathf.Abs(length / scaleF);
capsuleCollider.radius = Mathf.Abs(width / scaleF);
capsuleCollider.direction = DirectionVector3ToInt(axisVectorToDirection);
capsuleCollider.center = root.InverseTransformPoint(Vector3.Lerp(start, end, 0.5f));
capsuleCollider.isTrigger = true;
}
public static Vector3 GetAxisVectorToDirection(Quaternion rotation, Vector3 direction)
{
direction = direction.normalized;
Vector3 result = Vector3.right;
Vector3 right = rotation * Vector3.right;
Vector3 up = rotation * Vector3.up;
Vector3 forward = rotation * Vector3.forward;
float dotRight = Mathf.Abs(Vector3.Dot(Vector3.Normalize(right), direction));
float dotUp = Mathf.Abs(Vector3.Dot(Vector3.Normalize(up), direction));
float dotForward = Mathf.Abs(Vector3.Dot(Vector3.Normalize(forward), direction));
if (dotUp > dotRight)
{
result = Vector3.up;
}
if (dotForward > dotRight && dotForward > dotUp)
{
result = Vector3.forward;
}
return result;
}
public static int DirectionVector3ToInt(Vector3 dir)
{
float dotRight = Vector3.Dot(dir, Vector3.right);
float dotUp = Vector3.Dot(dir, Vector3.up);
float dotForward = Vector3.Dot(dir, Vector3.forward);
float absDotRight = Mathf.Abs(dotRight);
float absDotUp = Mathf.Abs(dotUp);
float absDotForward = Mathf.Abs(dotForward);
int result = 0;
if (absDotUp > absDotRight && absDotUp > absDotForward)
{
result = 1;
}
else if (absDotForward > absDotRight && absDotForward > absDotUp)
{
result = 2;
}
return result;
}
}