All MSC humans share one body mesh (20 bones, same order, different bone names) and differ only by shirt/pants/face materials. Instead of cloning NPCs (their thighs hang off 'skeleton', the head off a HeadPivot outside the skeleton - legs and torso stretched like a dress), MSCO now takes just the most used body mesh, builds its own flat skeleton from the bind pose and sets every bone directly from the MSCO figure's joints. Clothes: char_shirt*, char_pants*, char_face* (no women/ghost/curtain/flower), chosen per player id. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
243 lines
12 KiB
C#
243 lines
12 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace MSCO
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{
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/// <summary>
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/// Mitspieler als MSC-Mensch: Alle Leute im Spiel benutzen denselben Körper ("bodymesh", 20 Knochen) und
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/// unterscheiden sich nur durch drei Materialien - Hemd (char_shirtXX), Hose (char_pantsXX) und Gesicht
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/// (char_faceXX). MSCO nimmt nur dieses Mesh, baut ein eigenes Skelett aus seiner Bind-Pose und gibt jedem
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/// Spieler ein normales Hemd/Hose/Gesicht (keine Kleider, Vorhänge oder Geister). Die Knochen werden jedes Frame
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/// direkt aus den Gelenkpunkten der MSCO-Figur gesetzt (laufen, springen, ducken, sitzen, Items halten).
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///
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/// Knochen-Reihenfolge ist bei allen MSC-Menschen gleich (nur die Namen unterscheiden sich):
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/// 0 Becken, 1-2 Wirbelsäule, 3 Kopf, 4/9 Schlüsselbein, 5/10 Schulter, 6/11 Ellbogen, 7/12 Hand, 8/13 Finger,
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/// 14/17 Hüfte, 15/18 Knie, 16/19 Knöchel (links/rechts). Bind-Pose: Z oben, X vorne, -Y links.
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/// </summary>
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public class GameCharacter
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{
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/// <summary>Gelenkpunkte der MSCO-Figur im lokalen Raum des Spielers (jedes Frame von RemotePlayer.Pose).</summary>
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public class Rig
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{
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public Vector3 Hip, NeckBase, Head;
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public Vector3 Up = Vector3.up;
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public float Pitch;
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public readonly Vector3[] HipJoint = new Vector3[2], Knee = new Vector3[2], Ankle = new Vector3[2];
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public readonly Vector3[] Shoulder = new Vector3[2], Elbow = new Vector3[2], Hand = new Vector3[2];
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}
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const int BoneCount = 20;
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const int Pelvis = 0, Head = 3;
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static readonly int[] Torso = { 0, 1, 2, 4, 9 };
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static readonly int[] Shoulder = { 5, 10 }, Elbow = { 6, 11 }, Wrist = { 7, 12 }, Finger = { 8, 13 };
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static readonly int[] HipBone = { 14, 17 }, Knee = { 15, 18 }, Ankle = { 16, 19 };
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// ---------------------------------------------------------------- Mesh und Kleidung aus dem Spiel
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static Mesh bodyMesh;
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static List<Material> shirts, pants, faces;
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static float nextSearch;
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static bool FindAssets()
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{
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if (bodyMesh != null && shirts.Count > 0 && pants.Count > 0 && faces.Count > 0) return true;
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if (Time.realtimeSinceStartup < nextSearch) return false;
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nextSearch = Time.realtimeSinceStartup + 10f;
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var users = new Dictionary<Mesh, int>();
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var shirtByName = new Dictionary<string, Material>();
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var pantsByName = new Dictionary<string, Material>();
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var faceByName = new Dictionary<string, Material>();
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foreach (SkinnedMeshRenderer smr in Resources.FindObjectsOfTypeAll<SkinnedMeshRenderer>())
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{
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if (smr == null || smr.name != "bodymesh") continue;
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Mesh m = smr.sharedMesh;
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if (m == null || m.bindposes == null || m.bindposes.Length != BoneCount || m.subMeshCount != 3) continue;
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int n;
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users.TryGetValue(m, out n);
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users[m] = n + 1;
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Material[] mats = smr.sharedMaterials;
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if (mats == null || mats.Length != 3) continue;
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Add(shirtByName, mats[0], "char_shirt");
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Add(pantsByName, mats[1], "char_pants");
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if (mats[2] != null && !mats[2].name.Contains("woman")) Add(faceByName, mats[2], "char_face");
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}
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// Das Mesh, das die meisten Leute benutzen = der normale Mann
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Mesh best = null;
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int bestUsers = 0;
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foreach (KeyValuePair<Mesh, int> kv in users)
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if (kv.Value > bestUsers && LooksHuman(kv.Key)) { best = kv.Key; bestUsers = kv.Value; }
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bodyMesh = best;
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shirts = Sorted(shirtByName);
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pants = Sorted(pantsByName);
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faces = Sorted(faceByName);
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bool ok = bodyMesh != null && shirts.Count > 0 && pants.Count > 0 && faces.Count > 0;
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if (ok) MscoLog.Info("[MSCO] Player models: MSC body with " + shirts.Count + " shirts, " + pants.Count + " trousers, " + faces.Count + " faces");
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return ok;
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}
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static void Add(Dictionary<string, Material> into, Material m, string prefix)
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{
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if (m != null && m.name.StartsWith(prefix) && !into.ContainsKey(m.name)) into[m.name] = m;
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}
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static List<Material> Sorted(Dictionary<string, Material> d)
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{
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var names = new List<string>(d.Keys);
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names.Sort(string.CompareOrdinal); // bei allen Spielern gleiche Reihenfolge -> gleiches Aussehen
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return names.ConvertAll(n => d[n]);
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}
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/// <summary>Prüft die erwartete Knochen-Reihenfolge an der Bind-Pose (Kopf oben, Knöchel unten, Beine lang).</summary>
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static bool LooksHuman(Mesh m)
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{
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Vector3[] p = BindPositions(m);
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if (p[Head].z < p[Pelvis].z + 0.4f) return false;
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for (int i = 0; i < 2; i++)
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{
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if (p[Ankle[i]].z > p[Knee[i]].z || p[Knee[i]].z > p[HipBone[i]].z) return false;
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if (p[Wrist[i]].z > p[Shoulder[i]].z) return false;
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}
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return p[Shoulder[0]].y < 0f && p[Shoulder[1]].y > 0f; // links = -Y
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}
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static Vector3[] BindPositions(Mesh m)
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{
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var p = new Vector3[BoneCount];
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for (int i = 0; i < BoneCount; i++) p[i] = m.bindposes[i].inverse.GetColumn(3);
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return p;
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}
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// ---------------------------------------------------------------- Instanz
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GameObject model;
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Transform owner;
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readonly Transform[] bones = new Transform[BoneCount];
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readonly Vector3[] restPos = new Vector3[BoneCount]; // relativ zum Spieler
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readonly Quaternion[] restRot = new Quaternion[BoneCount];
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Vector3 restHipCenter;
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public string Description { get; private set; }
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/// <summary>Figur bauen (variant wählt Hemd, Hose und Gesicht). null, wenn das Spiel-Mesh nicht gefunden wird.</summary>
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public static GameCharacter Create(Transform owner, int variant)
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{
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if (!FindAssets()) return null;
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var c = new GameCharacter();
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try
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{
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c.Build(owner, Mathf.Abs(variant));
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return c;
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}
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catch (System.Exception e)
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{
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MscoLog.Warning("[MSCO] Player model could not be built: " + e.Message);
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c.Destroy();
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return null;
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}
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}
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void Build(Transform owner, int variant)
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{
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this.owner = owner;
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Vector3[] bind = BindPositions(bodyMesh);
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float leg = (bind[Knee[0]] - bind[HipBone[0]]).magnitude + (bind[Ankle[0]] - bind[Knee[0]]).magnitude;
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float scale = 0.84f / Mathf.Max(0.1f, leg); // Bein der MSCO-Figur
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model = new GameObject("MSCO_Model");
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model.transform.SetParent(owner, false);
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// Bind-Pose: X vorne, Z oben -> Spieler: Z vorne, Y oben
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model.transform.localRotation = Quaternion.Inverse(Quaternion.LookRotation(Vector3.right, Vector3.forward));
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model.transform.localScale = Vector3.one * scale;
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Matrix4x4[] bindposes = bodyMesh.bindposes;
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for (int i = 0; i < BoneCount; i++)
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{
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var b = new GameObject("bone" + i).transform;
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b.SetParent(model.transform, false);
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Matrix4x4 m = bindposes[i].inverse;
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b.localPosition = m.GetColumn(3);
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b.localRotation = Quaternion.LookRotation(m.GetColumn(2), m.GetColumn(1));
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bones[i] = b;
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restPos[i] = owner.InverseTransformPoint(b.position);
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restRot[i] = Quaternion.Inverse(owner.rotation) * b.rotation;
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}
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restHipCenter = (restPos[HipBone[0]] + restPos[HipBone[1]]) * 0.5f;
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var smr = model.AddComponent<SkinnedMeshRenderer>();
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smr.sharedMesh = bodyMesh;
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smr.bones = bones;
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smr.rootBone = bones[Pelvis];
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smr.updateWhenOffscreen = true; // die Knochen bewegen sich weit weg von der gespeicherten Hülle
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Material shirt = shirts[(variant * 7 + 3) % shirts.Count];
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Material trousers = pants[(variant * 3 + 1) % pants.Count];
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Material face = faces[(variant * 5 + 2) % faces.Count];
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smr.sharedMaterials = new[] { shirt, trousers, face };
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Description = "MSC body (" + shirt.name + ", " + trousers.name + ", " + face.name + ")";
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}
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// ---------------------------------------------------------------- jedes Frame
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public void Apply(Rig rig)
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{
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if (model == null) return;
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Quaternion root = owner.rotation;
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Quaternion lean = Quaternion.FromToRotation(Vector3.up, rig.Up);
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Quaternion torso = root * lean;
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foreach (int i in Torso) Place(i, TorsoPoint(rig, lean, restPos[i]), torso * restRot[i]);
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Place(Head, TorsoPoint(rig, lean, restPos[Head]), root * Quaternion.Euler(rig.Pitch, 0f, 0f) * restRot[Head]);
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for (int s = 0; s < 2; s++)
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{
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// Bein: Hüfte am Becken, dann Richtung Knie bzw. Knöchel der MSCO-Figur
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Vector3 hip = TorsoPoint(rig, lean, restPos[HipBone[s]]);
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Quaternion thigh = AimDelta(HipBone[s], Knee[s], rig.Knee[s] - rig.HipJoint[s]);
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Place(HipBone[s], hip, root * thigh * restRot[HipBone[s]]);
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Vector3 knee = hip + root * (thigh * (restPos[Knee[s]] - restPos[HipBone[s]]));
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Quaternion shin = AimDelta(Knee[s], Ankle[s], rig.Ankle[s] - rig.Knee[s]);
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Place(Knee[s], knee, root * shin * restRot[Knee[s]]);
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Vector3 ankle = knee + root * (shin * (restPos[Ankle[s]] - restPos[Knee[s]]));
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Place(Ankle[s], ankle, root * restRot[Ankle[s]]); // Fuß bleibt flach
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// Arm: Schulter am Oberkörper, dann Richtung Ellbogen bzw. Hand
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Vector3 shoulder = TorsoPoint(rig, lean, restPos[Shoulder[s]]);
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Quaternion upper = AimDelta(Shoulder[s], Elbow[s], rig.Elbow[s] - rig.Shoulder[s]);
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Place(Shoulder[s], shoulder, root * upper * restRot[Shoulder[s]]);
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Vector3 elbow = shoulder + root * (upper * (restPos[Elbow[s]] - restPos[Shoulder[s]]));
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Quaternion fore = AimDelta(Elbow[s], Wrist[s], rig.Hand[s] - rig.Elbow[s]);
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Place(Elbow[s], elbow, root * fore * restRot[Elbow[s]]);
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Vector3 wrist = elbow + root * (fore * (restPos[Wrist[s]] - restPos[Elbow[s]]));
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Place(Wrist[s], wrist, root * fore * restRot[Wrist[s]]);
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Vector3 finger = wrist + root * (fore * (restPos[Finger[s]] - restPos[Wrist[s]]));
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Place(Finger[s], finger, root * fore * restRot[Finger[s]]);
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}
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}
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/// <summary>Punkt des Oberkörpers: an der Hüfte der MSCO-Figur, mit ihr geneigt.</summary>
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Vector3 TorsoPoint(Rig rig, Quaternion lean, Vector3 rest)
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{
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return owner.TransformPoint(rig.Hip + lean * (rest - restHipCenter));
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}
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/// <summary>Drehung, die das Knochenstück from->to aus der Ruhelage in die gewünschte Richtung bringt.</summary>
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Quaternion AimDelta(int from, int to, Vector3 desired)
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{
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Vector3 rest = restPos[to] - restPos[from];
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if (desired.sqrMagnitude < 1e-6f || rest.sqrMagnitude < 1e-6f) return Quaternion.identity;
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return Quaternion.FromToRotation(rest, desired);
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}
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void Place(int i, Vector3 pos, Quaternion rot)
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{
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bones[i].position = pos;
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bones[i].rotation = rot;
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}
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public void Destroy()
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{
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if (model != null) Object.Destroy(model);
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model = null;
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}
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}
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}
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