using System.Collections.Generic; using UnityEngine; namespace MSCO { /// /// Mitspieler als MSC-Mensch: Alle Leute im Spiel benutzen denselben Körper ("bodymesh", 20 Knochen) und /// unterscheiden sich nur durch drei Materialien - Hemd (char_shirtXX), Hose (char_pantsXX) und Gesicht /// (char_faceXX). MSCO nimmt nur dieses Mesh, baut ein eigenes Skelett aus seiner Bind-Pose und gibt jedem /// Spieler ein normales Hemd/Hose/Gesicht (keine Kleider, Vorhänge oder Geister). Die Knochen werden jedes Frame /// direkt aus den Gelenkpunkten der MSCO-Figur gesetzt (laufen, springen, ducken, sitzen, Items halten). /// /// Knochen-Reihenfolge ist bei allen MSC-Menschen gleich (nur die Namen unterscheiden sich): /// 0 Becken, 1-2 Wirbelsäule, 3 Kopf, 4/9 Schlüsselbein, 5/10 Schulter, 6/11 Ellbogen, 7/12 Hand, 8/13 Finger, /// 14/17 Hüfte, 15/18 Knie, 16/19 Knöchel (links/rechts). Bind-Pose: Z oben, X vorne, -Y links. /// public class GameCharacter { /// Gelenkpunkte der MSCO-Figur im lokalen Raum des Spielers (jedes Frame von RemotePlayer.Pose). public class Rig { public Vector3 Hip, NeckBase, Head; public Vector3 Up = Vector3.up; public float Pitch; public readonly Vector3[] HipJoint = new Vector3[2], Knee = new Vector3[2], Ankle = new Vector3[2]; public readonly Vector3[] Shoulder = new Vector3[2], Elbow = new Vector3[2], Hand = new Vector3[2]; } const int BoneCount = 20; const int Pelvis = 0, Head = 3; static readonly int[] Torso = { 0, 1, 2, 4, 9 }; static readonly int[] Shoulder = { 5, 10 }, Elbow = { 6, 11 }, Wrist = { 7, 12 }, Finger = { 8, 13 }; static readonly int[] HipBone = { 14, 17 }, Knee = { 15, 18 }, Ankle = { 16, 19 }; // ---------------------------------------------------------------- Mesh und Kleidung aus dem Spiel static Mesh bodyMesh; static List shirts, pants, faces; static float nextSearch; static bool FindAssets() { if (bodyMesh != null && shirts.Count > 0 && pants.Count > 0 && faces.Count > 0) return true; if (Time.realtimeSinceStartup < nextSearch) return false; nextSearch = Time.realtimeSinceStartup + 10f; var users = new Dictionary(); var shirtByName = new Dictionary(); var pantsByName = new Dictionary(); var faceByName = new Dictionary(); foreach (SkinnedMeshRenderer smr in Resources.FindObjectsOfTypeAll()) { if (smr == null || smr.name != "bodymesh") continue; Mesh m = smr.sharedMesh; if (m == null || m.bindposes == null || m.bindposes.Length != BoneCount || m.subMeshCount != 3) continue; int n; users.TryGetValue(m, out n); users[m] = n + 1; Material[] mats = smr.sharedMaterials; if (mats == null || mats.Length != 3) continue; Add(shirtByName, mats[0], "char_shirt"); Add(pantsByName, mats[1], "char_pants"); if (mats[2] != null && !mats[2].name.Contains("woman")) Add(faceByName, mats[2], "char_face"); } // Das Mesh, das die meisten Leute benutzen = der normale Mann Mesh best = null; int bestUsers = 0; foreach (KeyValuePair kv in users) if (kv.Value > bestUsers && LooksHuman(kv.Key)) { best = kv.Key; bestUsers = kv.Value; } bodyMesh = best; shirts = Sorted(shirtByName); pants = Sorted(pantsByName); faces = Sorted(faceByName); bool ok = bodyMesh != null && shirts.Count > 0 && pants.Count > 0 && faces.Count > 0; if (ok) MscoLog.Info("[MSCO] Player models: MSC body with " + shirts.Count + " shirts, " + pants.Count + " trousers, " + faces.Count + " faces"); return ok; } static void Add(Dictionary into, Material m, string prefix) { if (m != null && m.name.StartsWith(prefix) && !into.ContainsKey(m.name)) into[m.name] = m; } static List Sorted(Dictionary d) { var names = new List(d.Keys); names.Sort(string.CompareOrdinal); // bei allen Spielern gleiche Reihenfolge -> gleiches Aussehen return names.ConvertAll(n => d[n]); } /// Prüft die erwartete Knochen-Reihenfolge an der Bind-Pose (Kopf oben, Knöchel unten, Beine lang). static bool LooksHuman(Mesh m) { Vector3[] p = BindPositions(m); if (p[Head].z < p[Pelvis].z + 0.4f) return false; for (int i = 0; i < 2; i++) { if (p[Ankle[i]].z > p[Knee[i]].z || p[Knee[i]].z > p[HipBone[i]].z) return false; if (p[Wrist[i]].z > p[Shoulder[i]].z) return false; } return p[Shoulder[0]].y < 0f && p[Shoulder[1]].y > 0f; // links = -Y } static Vector3[] BindPositions(Mesh m) { var p = new Vector3[BoneCount]; for (int i = 0; i < BoneCount; i++) p[i] = m.bindposes[i].inverse.GetColumn(3); return p; } // ---------------------------------------------------------------- Instanz GameObject model; Transform owner; readonly Transform[] bones = new Transform[BoneCount]; readonly Vector3[] restPos = new Vector3[BoneCount]; // relativ zum Spieler readonly Quaternion[] restRot = new Quaternion[BoneCount]; Vector3 restHipCenter; public string Description { get; private set; } /// Figur bauen (variant wählt Hemd, Hose und Gesicht). null, wenn das Spiel-Mesh nicht gefunden wird. public static GameCharacter Create(Transform owner, int variant) { if (!FindAssets()) return null; var c = new GameCharacter(); try { c.Build(owner, Mathf.Abs(variant)); return c; } catch (System.Exception e) { MscoLog.Warning("[MSCO] Player model could not be built: " + e.Message); c.Destroy(); return null; } } void Build(Transform owner, int variant) { this.owner = owner; Vector3[] bind = BindPositions(bodyMesh); float leg = (bind[Knee[0]] - bind[HipBone[0]]).magnitude + (bind[Ankle[0]] - bind[Knee[0]]).magnitude; float scale = 0.84f / Mathf.Max(0.1f, leg); // Bein der MSCO-Figur model = new GameObject("MSCO_Model"); model.transform.SetParent(owner, false); // Bind-Pose: X vorne, Z oben -> Spieler: Z vorne, Y oben model.transform.localRotation = Quaternion.Inverse(Quaternion.LookRotation(Vector3.right, Vector3.forward)); model.transform.localScale = Vector3.one * scale; Matrix4x4[] bindposes = bodyMesh.bindposes; for (int i = 0; i < BoneCount; i++) { var b = new GameObject("bone" + i).transform; b.SetParent(model.transform, false); Matrix4x4 m = bindposes[i].inverse; b.localPosition = m.GetColumn(3); b.localRotation = Quaternion.LookRotation(m.GetColumn(2), m.GetColumn(1)); bones[i] = b; restPos[i] = owner.InverseTransformPoint(b.position); restRot[i] = Quaternion.Inverse(owner.rotation) * b.rotation; } restHipCenter = (restPos[HipBone[0]] + restPos[HipBone[1]]) * 0.5f; var smr = model.AddComponent(); smr.sharedMesh = bodyMesh; smr.bones = bones; smr.rootBone = bones[Pelvis]; smr.updateWhenOffscreen = true; // die Knochen bewegen sich weit weg von der gespeicherten Hülle Material shirt = shirts[(variant * 7 + 3) % shirts.Count]; Material trousers = pants[(variant * 3 + 1) % pants.Count]; Material face = faces[(variant * 5 + 2) % faces.Count]; smr.sharedMaterials = new[] { shirt, trousers, face }; Description = "MSC body (" + shirt.name + ", " + trousers.name + ", " + face.name + ")"; } // ---------------------------------------------------------------- jedes Frame public void Apply(Rig rig) { if (model == null) return; Quaternion root = owner.rotation; Quaternion lean = Quaternion.FromToRotation(Vector3.up, rig.Up); Quaternion torso = root * lean; foreach (int i in Torso) Place(i, TorsoPoint(rig, lean, restPos[i]), torso * restRot[i]); Place(Head, TorsoPoint(rig, lean, restPos[Head]), root * Quaternion.Euler(rig.Pitch, 0f, 0f) * restRot[Head]); for (int s = 0; s < 2; s++) { // Bein: Hüfte am Becken, dann Richtung Knie bzw. Knöchel der MSCO-Figur Vector3 hip = TorsoPoint(rig, lean, restPos[HipBone[s]]); Quaternion thigh = AimDelta(HipBone[s], Knee[s], rig.Knee[s] - rig.HipJoint[s]); Place(HipBone[s], hip, root * thigh * restRot[HipBone[s]]); Vector3 knee = hip + root * (thigh * (restPos[Knee[s]] - restPos[HipBone[s]])); Quaternion shin = AimDelta(Knee[s], Ankle[s], rig.Ankle[s] - rig.Knee[s]); Place(Knee[s], knee, root * shin * restRot[Knee[s]]); Vector3 ankle = knee + root * (shin * (restPos[Ankle[s]] - restPos[Knee[s]])); Place(Ankle[s], ankle, root * restRot[Ankle[s]]); // Fuß bleibt flach // Arm: Schulter am Oberkörper, dann Richtung Ellbogen bzw. Hand Vector3 shoulder = TorsoPoint(rig, lean, restPos[Shoulder[s]]); Quaternion upper = AimDelta(Shoulder[s], Elbow[s], rig.Elbow[s] - rig.Shoulder[s]); Place(Shoulder[s], shoulder, root * upper * restRot[Shoulder[s]]); Vector3 elbow = shoulder + root * (upper * (restPos[Elbow[s]] - restPos[Shoulder[s]])); Quaternion fore = AimDelta(Elbow[s], Wrist[s], rig.Hand[s] - rig.Elbow[s]); Place(Elbow[s], elbow, root * fore * restRot[Elbow[s]]); Vector3 wrist = elbow + root * (fore * (restPos[Wrist[s]] - restPos[Elbow[s]])); Place(Wrist[s], wrist, root * fore * restRot[Wrist[s]]); Vector3 finger = wrist + root * (fore * (restPos[Finger[s]] - restPos[Wrist[s]])); Place(Finger[s], finger, root * fore * restRot[Finger[s]]); } } /// Punkt des Oberkörpers: an der Hüfte der MSCO-Figur, mit ihr geneigt. Vector3 TorsoPoint(Rig rig, Quaternion lean, Vector3 rest) { return owner.TransformPoint(rig.Hip + lean * (rest - restHipCenter)); } /// Drehung, die das Knochenstück from->to aus der Ruhelage in die gewünschte Richtung bringt. Quaternion AimDelta(int from, int to, Vector3 desired) { Vector3 rest = restPos[to] - restPos[from]; if (desired.sqrMagnitude < 1e-6f || rest.sqrMagnitude < 1e-6f) return Quaternion.identity; return Quaternion.FromToRotation(rest, desired); } void Place(int i, Vector3 pos, Quaternion rot) { bones[i].position = pos; bones[i].rotation = rot; } public void Destroy() { if (model != null) Object.Destroy(model); model = null; } } }