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C++RAW
#include "UnityPrefix.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/Mono/MonoScript.h"
#include "Runtime/Scripting/ScriptingManager.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Scripting/ScriptingExportUtility.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Animation/AvatarBuilder.h"
#include "Runtime/Animation/Avatar.h"
#include "Runtime/Scripting/Scripting.h"
using namespace Unity;
CSRAW
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Collections;
namespace UnityEngine
{
STRUCT SkeletonBone
CSRAW public string name;
CSRAW public Vector3 position;
CSRAW public Quaternion rotation;
CSRAW public Vector3 scale;
CSRAW public int transformModified;
END
C++RAW
struct MonoSkeletonBone {
ScriptingStringPtr name;
Vector3f position;
Quaternionf rotation;
Vector3f scale;
int transformModified;
};
void SkeletonBoneToMono (const SkeletonBone &src, MonoSkeletonBone &dest) {
dest.name = scripting_string_new(src.m_Name);
dest.position = src.m_Position;
dest.rotation = src.m_Rotation;
dest.scale = src.m_Scale;
dest.transformModified = src.m_TransformModified ? 1 : 0;
}
void SkeletonBoneFromMono (const MonoSkeletonBone &src, SkeletonBone &dest) {
dest.m_Name = scripting_cpp_string_for(src.name);
dest.m_Position = src.position;
dest.m_Rotation = src.rotation;
dest.m_Scale = src.scale;
dest.m_TransformModified = src.transformModified != 0;
}
STRUCT HumanLimit
CSRAW
Vector3 m_Min;
Vector3 m_Max;
Vector3 m_Center;
float m_AxisLength;
int m_UseDefaultValues;
public bool useDefaultValues { get { return m_UseDefaultValues != 0; } set { m_UseDefaultValues = value ? 1 : 0; } }
public Vector3 min { get { return m_Min; } set { m_Min = value; } }
public Vector3 max { get { return m_Max; } set { m_Max = value; } }
public Vector3 center { get { return m_Center; } set { m_Center = value; } }
public float axisLength { get { return m_AxisLength; } set { m_AxisLength = value; } }
END
C++RAW
struct MonoHumanLimit {
Vector3f m_Min;
Vector3f m_Max;
Vector3f m_Center;
float m_AxisLength;
int m_UseDefaultValues;
};
void HumanLimitToMono (const SkeletonBoneLimit &src, MonoHumanLimit &dest) {
dest.m_UseDefaultValues = src.m_Modified ? 0 : 1;
dest.m_Min = src.m_Min;
dest.m_Max = src.m_Max;
dest.m_Center = src.m_Value;
dest.m_AxisLength = src.m_Length;
}
void HumanLimitFromMono (const MonoHumanLimit &src, SkeletonBoneLimit &dest) {
dest.m_Modified = src.m_UseDefaultValues == 1 ? false : true;
dest.m_Min = src.m_Min;
dest.m_Max = src.m_Max;
dest.m_Value = src.m_Center;
dest.m_Length = src.m_AxisLength;
}
STRUCT HumanBone
CSRAW
string m_BoneName;
string m_HumanName;
public HumanLimit limit;
public string boneName { get { return m_BoneName; } set { m_BoneName = value; } }
public string humanName { get { return m_HumanName; } set { m_HumanName = value; } }
END
C++RAW
struct MonoHumanBone {
ScriptingStringPtr m_BoneName;
ScriptingStringPtr m_HumanName;
MonoHumanLimit m_Limit;
};
void HumanBoneToMono (const HumanBone &src, MonoHumanBone &dest)
{
dest.m_BoneName = scripting_string_new(src.m_BoneName);
dest.m_HumanName = scripting_string_new(src.m_HumanName);
HumanLimitToMono(src.m_Limit, dest.m_Limit);
}
void HumanBoneFromMono (const MonoHumanBone &src, HumanBone &dest)
{
dest.m_BoneName = scripting_cpp_string_for(src.m_BoneName);
dest.m_HumanName = scripting_cpp_string_for(src.m_HumanName);
HumanLimitFromMono(src.m_Limit, dest.m_Limit);
}
STRUCT HumanDescription
CSRAW
public HumanBone[] human;
public SkeletonBone[] skeleton;
float m_ArmTwist;
float m_ForeArmTwist;
float m_UpperLegTwist;
float m_LegTwist;
float m_ArmStretch;
float m_LegStretch;
float m_FeetSpacing;
public float upperArmTwist { get { return m_ArmTwist; } set { m_ArmTwist = value;} }
public float lowerArmTwist { get { return m_ForeArmTwist; } set { m_ForeArmTwist = value;} }
public float upperLegTwist { get { return m_UpperLegTwist; } set { m_UpperLegTwist = value;} }
public float lowerLegTwist { get { return m_LegTwist; } set { m_LegTwist = value;} }
public float armStretch { get { return m_ArmStretch; } set { m_ArmStretch = value;} }
public float legStretch { get { return m_LegStretch; } set { m_LegStretch = value;} }
public float feetSpacing { get { return m_FeetSpacing; } set { m_FeetSpacing = value;} }
END
C++RAW
struct MonoHumanDescription {
ScriptingArrayPtr m_Human;
ScriptingArrayPtr m_Skeleton;
float m_ArmTwist;
float m_ForeArmTwist;
float m_UpperLegTwist;
float m_LegTwist;
float m_ArmStretch;
float m_LegStretch;
float m_FeetSpacing;
};
void HumanDescriptionToMono (const HumanDescription &src, MonoHumanDescription &dest)
{
if (src.m_Skeleton.size() <= 0)
dest.m_Skeleton = CreateEmptyStructArray(MONO_COMMON.skeletonBone);
else
dest.m_Skeleton = CreateScriptingArray(&src.m_Skeleton[0], src.m_Skeleton.size(), MONO_COMMON.skeletonBone);
if (src.m_Human.size() <= 0)
dest.m_Human = CreateEmptyStructArray(MONO_COMMON.humanBone);
else
dest.m_Human = CreateScriptingArray(&src.m_Human[0], src.m_Human.size(), MONO_COMMON.humanBone);
dest.m_ArmTwist = src.m_ArmTwist;
dest.m_ForeArmTwist = src.m_ForeArmTwist;
dest.m_UpperLegTwist = src.m_UpperLegTwist;
dest.m_LegTwist = src.m_LegTwist;
dest.m_ArmStretch = src.m_ArmStretch;
dest.m_LegStretch = src.m_LegStretch;
dest.m_FeetSpacing = src.m_FeetSpacing;
}
void HumanDescriptionFromMono (const MonoHumanDescription &src, HumanDescription &dest)
{
ScriptingStructArrayToVector<SkeletonBone, MonoSkeletonBone>(src.m_Skeleton, dest.m_Skeleton, SkeletonBoneFromMono);
ScriptingStructArrayToVector<HumanBone, MonoHumanBone>(src.m_Human, dest.m_Human, HumanBoneFromMono);
dest.m_ArmTwist = src.m_ArmTwist;
dest.m_ForeArmTwist = src.m_ForeArmTwist;
dest.m_UpperLegTwist = src.m_UpperLegTwist;
dest.m_LegTwist = src.m_LegTwist;
dest.m_ArmStretch = src.m_ArmStretch;
dest.m_LegStretch = src.m_LegStretch;
dest.m_FeetSpacing = src.m_FeetSpacing;
}
CLASS AvatarBuilder
CUSTOM static Avatar BuildHumanAvatar(GameObject go, HumanDescription monoHumanDescription) {
Avatar* avatar = NEW_OBJECT(Avatar);
avatar->Reset();
HumanDescription humanDescription;
HumanDescriptionFromMono(monoHumanDescription, humanDescription);
AvatarBuilder::Options options;
options.avatarType = kHumanoid;
options.useMask = true;
std::string error = AvatarBuilder::BuildAvatar(*avatar, *go, false, humanDescription, options);
if(!error.empty())
ErrorString(error);
avatar->AwakeFromLoad(kInstantiateOrCreateFromCodeAwakeFromLoad);
return Scripting::ScriptingWrapperFor(avatar);
}
CUSTOM static Avatar BuildGenericAvatar(GameObject go, string rootMotionTransformName) {
Avatar* avatar = NEW_OBJECT(Avatar);
avatar->Reset();
HumanDescription humanDescription;
humanDescription.m_RootMotionBoneName = rootMotionTransformName.AsUTF8().c_str();
std::string error = AvatarBuilder::BuildAvatar(*avatar, *go, false, humanDescription);
if(!error.empty())
ErrorString(error);
avatar->AwakeFromLoad(kInstantiateOrCreateFromCodeAwakeFromLoad);
return Scripting::ScriptingWrapperFor(avatar);
}
END
CSRAW }
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