sdraw_mods_cvr/ml_pam/TPoseHelper.cs
2024-01-26 19:56:33 +03:00

59 lines
1.8 KiB
C#

using UnityEngine;
namespace ml_pam
{
class TPoseHelper
{
HumanPoseHandler m_poseHandler = null;
HumanPose m_oldPose;
HumanPose m_newPose;
Vector3 m_hipsLocalPos = Vector3.zero;
Transform m_hips = null;
public void Assign(Animator p_animator)
{
if(m_poseHandler != null)
{
m_poseHandler = new HumanPoseHandler(p_animator.avatar, p_animator.transform);
m_hips = p_animator.GetBoneTransform(HumanBodyBones.Hips);
}
}
public void Unassign()
{
m_poseHandler?.Dispose();
m_poseHandler = null;
m_oldPose = new HumanPose();
m_newPose = new HumanPose();
m_hips = null;
m_hipsLocalPos = Vector3.zero;
}
public void Apply()
{
if(m_hips != null)
m_hipsLocalPos = m_hips.localPosition;
if(m_poseHandler != null)
{
m_poseHandler.GetHumanPose(ref m_oldPose);
m_newPose.bodyPosition = m_oldPose.bodyPosition;
m_newPose.bodyRotation = m_oldPose.bodyRotation;
m_newPose.muscles = new float[m_oldPose.muscles.Length];
for(int i = 0, j = m_newPose.muscles.Length; i < j; i++)
m_newPose.muscles[i] = ABI_RC.Systems.IK.MusclePoses.TPoseMuscles[i];
m_poseHandler.SetHumanPose(ref m_newPose);
}
}
public void Restore()
{
if(m_poseHandler != null)
m_poseHandler.SetHumanPose(ref m_oldPose);
if(m_hips != null)
m_hips.localPosition = m_hipsLocalPos;
}
}
}