mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
175 lines
7.4 KiB
C#
175 lines
7.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AvatarColliders : MonoBehaviour
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{
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public Animator animator;
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public AvatarTransforms m_avatarTransforms;
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void Start()
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{
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if (animator == null)
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animator = GetComponent<Animator>();
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m_avatarTransforms = m_avatarTransforms.GetAvatarTransforms(animator);
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CreateColliderTorso();
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CreateColliderLeftArm();
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CreateColliderRightArm();
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}
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void CreateColliderLeftArm()
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{
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// Calculate the magnitudes for the upper arm, lower arm, and hand.
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// This would need to be adjusted based on the specific avatar model being used.
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float upperArmMagnitude = CalculateMagnitude(m_avatarTransforms.leftUpperArm.position, m_avatarTransforms.leftLowerArm.position);
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//float lowerArmMagnitude = CalculateMagnitude(m_avatarTransforms.leftLowerArm.position, m_avatarTransforms.leftHand.position);
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float handMagnitude = upperArmMagnitude * 0.25f; // Assuming hand is about half the size of the upper arm.
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// Create a collider for the upper arm area
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Vector3 upperArmPosition = m_avatarTransforms.leftUpperArm.position;
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Vector3 lowerArmPosition = m_avatarTransforms.leftLowerArm.position;
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CreateCollider(m_avatarTransforms.leftUpperArm, upperArmPosition, lowerArmPosition, handMagnitude, 0.15f);
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// Create a collider for the lower arm area
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Vector3 handPosition = m_avatarTransforms.leftHand.position;
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CreateCollider(m_avatarTransforms.leftLowerArm, lowerArmPosition, handPosition, handMagnitude, 0.15f);
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// Create a collider for the hand area
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// For simplicity, let's assume the end position is slightly offset from the hand position.
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Vector3 handEndPosition = handPosition + (handPosition - lowerArmPosition) * 0.5f;
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CreateCollider(m_avatarTransforms.leftHand, handPosition, handEndPosition, handMagnitude, 0.15f);
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}
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void CreateColliderRightArm()
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{
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// Calculate the magnitudes for the upper arm, lower arm, and hand.
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// This would need to be adjusted based on the specific avatar model being used.
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float upperArmMagnitude = CalculateMagnitude(m_avatarTransforms.rightUpperArm.position, m_avatarTransforms.rightLowerArm.position);
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//float lowerArmMagnitude = CalculateMagnitude(m_avatarTransforms.rightLowerArm.position, m_avatarTransforms.rightHand.position);
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float handMagnitude = upperArmMagnitude * 0.25f; // Assuming hand is about half the size of the upper arm.
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// Create a collider for the upper arm area
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Vector3 upperArmPosition = m_avatarTransforms.rightUpperArm.position;
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Vector3 lowerArmPosition = m_avatarTransforms.rightLowerArm.position;
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CreateCollider(m_avatarTransforms.rightUpperArm, upperArmPosition, lowerArmPosition, handMagnitude, 0.15f);
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// Create a collider for the lower arm area
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Vector3 handPosition = m_avatarTransforms.rightHand.position;
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CreateCollider(m_avatarTransforms.rightLowerArm, lowerArmPosition, handPosition, handMagnitude, 0.15f);
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// Create a collider for the hand area
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// For simplicity, let's assume the end position is slightly offset from the hand position.
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Vector3 handEndPosition = handPosition + (handPosition - lowerArmPosition) * 0.5f;
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CreateCollider(m_avatarTransforms.rightHand, handPosition, handEndPosition, handMagnitude, 0.15f);
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}
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void CreateColliderTorso()
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{
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float legMagnitude = CalculateMagnitude(m_avatarTransforms.rightUpperLeg.position, m_avatarTransforms.leftUpperLeg.position);
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//gets between upperarm and shoulder distances
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float armMagnitude = CalculateMagnitude(m_avatarTransforms.rightUpperArm.position, m_avatarTransforms.leftShoulder.position);
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Vector3 hipsPosition = GetHipsPosition();
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// Create a collider for the hips area
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Vector3 spinePosition = m_avatarTransforms.spine.position;
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CreateCollider(m_avatarTransforms.hips, hipsPosition, spinePosition, legMagnitude, 0.15f);
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// Create a collider for the chest area
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Vector3 chestPosition = m_avatarTransforms.chest.position;
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CreateCollider(m_avatarTransforms.spine, spinePosition, chestPosition, (legMagnitude + armMagnitude) / 2, 0.15f);
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// Create a collider for the neck area
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Vector3 neckPosition = m_avatarTransforms.neck.position;
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CreateCollider(m_avatarTransforms.chest, chestPosition, neckPosition, armMagnitude, 0.15f);
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}
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static float CalculateMagnitude(Vector3 position1, Vector3 position2)
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{
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return (position1 - position2).magnitude;
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}
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Vector3 GetHipsPosition()
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{
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Vector3 hipsPosition = m_avatarTransforms.hips.position;
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if (Vector3.Distance(hipsPosition, m_avatarTransforms.root.position) < Vector3.Distance(m_avatarTransforms.head.position, m_avatarTransforms.root.position) * 0.25f)
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{
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hipsPosition = Vector3.Lerp(m_avatarTransforms.leftUpperLeg.position, m_avatarTransforms.rightUpperLeg.position, 0.5f);
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}
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return hipsPosition;
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}
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static void CreateCollider(Transform root, Vector3 start, Vector3 end, float width, float overlap)
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{
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Vector3 direction = end - start;
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float length = direction.magnitude * (1f + overlap);
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Vector3 axisVectorToDirection = GetAxisVectorToDirection(root.rotation, direction);
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Vector3 lossyScale = root.lossyScale;
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float scaleF = (lossyScale.x + lossyScale.y + lossyScale.z) / 3f;
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CapsuleCollider capsuleCollider = root.gameObject.AddComponent<CapsuleCollider>();
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capsuleCollider.height = Mathf.Abs(length / scaleF);
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capsuleCollider.radius = Mathf.Abs(width / scaleF);
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capsuleCollider.direction = DirectionVector3ToInt(axisVectorToDirection);
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capsuleCollider.center = root.InverseTransformPoint(Vector3.Lerp(start, end, 0.5f));
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capsuleCollider.isTrigger = true;
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}
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public static Vector3 GetAxisVectorToDirection(Quaternion rotation, Vector3 direction)
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{
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direction = direction.normalized;
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Vector3 result = Vector3.right;
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Vector3 right = rotation * Vector3.right;
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Vector3 up = rotation * Vector3.up;
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Vector3 forward = rotation * Vector3.forward;
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float dotRight = Mathf.Abs(Vector3.Dot(Vector3.Normalize(right), direction));
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float dotUp = Mathf.Abs(Vector3.Dot(Vector3.Normalize(up), direction));
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float dotForward = Mathf.Abs(Vector3.Dot(Vector3.Normalize(forward), direction));
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if (dotUp > dotRight)
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{
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result = Vector3.up;
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}
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if (dotForward > dotRight && dotForward > dotUp)
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{
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result = Vector3.forward;
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}
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return result;
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}
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public static int DirectionVector3ToInt(Vector3 dir)
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{
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float dotRight = Vector3.Dot(dir, Vector3.right);
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float dotUp = Vector3.Dot(dir, Vector3.up);
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float dotForward = Vector3.Dot(dir, Vector3.forward);
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float absDotRight = Mathf.Abs(dotRight);
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float absDotUp = Mathf.Abs(dotUp);
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float absDotForward = Mathf.Abs(dotForward);
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int result = 0;
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if (absDotUp > absDotRight && absDotUp > absDotForward)
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{
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result = 1;
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}
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else if (absDotForward > absDotRight && absDotForward > absDotUp)
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{
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result = 2;
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}
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return result;
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}
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}
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