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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace BzKovSoft.RagdollHelper.Editor
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{
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static class ColliderHelper
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{
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/// <summary>
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/// If you rotate collider, the collider rotates via an additional
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/// node that have the same name + this text.
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/// </summary>
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public const string ColliderRotatorNodeSufix = "_ColliderRotator";
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/// <summary>
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/// Get rotation of collider object
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/// </summary>
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public static Quaternion GetRotatorRotarion(Transform boneTransform)
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{
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Collider collider = GetCollider(boneTransform);
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return collider.transform.rotation;
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}
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/// <summary>
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/// Get position of collider center
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/// </summary>
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public static Vector3 GetRotatorPosition(Transform boneTransform)
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{
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Collider collider = GetCollider(boneTransform);
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CapsuleCollider cCollider = collider as CapsuleCollider;
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BoxCollider bCollider = collider as BoxCollider;
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SphereCollider sCollider = collider as SphereCollider;
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MeshCollider mCollider = collider as MeshCollider;
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Vector3 colliderCenter;
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if (cCollider != null) colliderCenter = cCollider.center;
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else if (bCollider != null) colliderCenter = bCollider.center;
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else if (sCollider != null) colliderCenter = sCollider.center;
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else if (mCollider != null) colliderCenter = mCollider.sharedMesh.bounds.center;
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else
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colliderCenter = Vector3.zero;
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var colliderTransform = collider.transform;
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return colliderTransform.TransformPoint(colliderCenter);
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}
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/// <summary>
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/// Rotate collider without rotating "transform" object.
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/// </summary>
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public static void RotateCollider(Transform transform, Quaternion rotate)
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{
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Vector3 prevPosition = GetColliderPosition(transform);
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Undo.RecordObject(transform, "Rotate collider");
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transform.rotation = rotate;
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SetColliderPosition(transform, prevPosition);
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}
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/// <summary>
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/// Get colliders' center in world space
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/// </summary>
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public static Vector3 GetColliderPosition(Transform transform)
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{
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Collider collider = GetCollider(transform);
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CapsuleCollider cCollider = collider as CapsuleCollider;
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BoxCollider bCollider = collider as BoxCollider;
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SphereCollider sCollider = collider as SphereCollider;
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Vector3 center;
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if (cCollider != null) center = cCollider.center;
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else if (bCollider != null) center = bCollider.center;
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else if (sCollider != null) center = sCollider.center;
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else
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throw new InvalidOperationException("Unsupported Collider type: " + collider.GetType().FullName);
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return collider.transform.TransformPoint(center);
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}
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/// <summary>
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/// Set colliders' center in world space
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/// </summary>
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public static void SetColliderPosition(Transform transform, Vector3 position)
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{
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Collider collider = GetCollider(transform);
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Undo.RecordObject(collider, "Set collider position");
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CapsuleCollider cCollider = collider as CapsuleCollider;
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BoxCollider bCollider = collider as BoxCollider;
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SphereCollider sCollider = collider as SphereCollider;
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Vector3 center = collider.transform.InverseTransformPoint(position);
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if (cCollider != null) cCollider.center = center;
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else if (bCollider != null) bCollider.center = center;
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else if (sCollider != null) sCollider.center = center;
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else
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throw new InvalidOperationException("Unsupported Collider type: " + collider.GetType().FullName);
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}
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/// <summary>
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/// Get object a collider attached to.
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/// </summary>
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public static Collider GetCollider(Transform transform)
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{
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Collider collider = transform.GetComponent<Collider>();
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if (collider == null)
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{
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var rotatorName = transform.name + ColliderRotatorNodeSufix;
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var rotatorTransform = transform.Find(rotatorName);
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if (rotatorTransform != null)
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collider = rotatorTransform.GetComponent<Collider>();
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}
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if (collider == null)
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throw new ArgumentException("transform '" + transform.name + "' does not contain collider");
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return collider;
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}
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/// <summary>
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/// Gets object a collider attached to.
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/// Collider must have separate GameObject to allow a collider to rotate via it.
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/// So if that GameObject do not exists, creates it.
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/// </summary>
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public static Transform GetRotatorTransform(Transform boneTransform)
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{
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var colliderRotatorName = boneTransform.name + ColliderHelper.ColliderRotatorNodeSufix;
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// find rotator node
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var rotatorTransform = boneTransform.Find(colliderRotatorName);
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if (rotatorTransform != null)
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return rotatorTransform;
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// if rotator node was not found, create it
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Collider collider = boneTransform.GetComponent<Collider>();
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if (collider == null)
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throw new ArgumentException("Bone '" + boneTransform.name + "' does not have collider attached to it or ColliderRotatorNode");
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GameObject colliderRotator = new GameObject(colliderRotatorName);
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Undo.RegisterCreatedObjectUndo(colliderRotator, "Create Rotator");
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rotatorTransform = colliderRotator.transform;
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ReattachCollider(boneTransform.gameObject, colliderRotator);
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rotatorTransform.parent = boneTransform;
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rotatorTransform.localPosition = Vector3.zero;
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rotatorTransform.localRotation = Quaternion.identity;
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rotatorTransform.localScale = Vector3.one;
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return colliderRotator.transform;
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}
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/// <summary>
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/// Duplicate collidr from "from" to "to" and delete it from "from"
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/// </summary>
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static void ReattachCollider(GameObject from, GameObject to)
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{
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var oldCollider = from.GetComponent<Collider>();
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CapsuleCollider cCollider = oldCollider as CapsuleCollider;
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BoxCollider bCollider = oldCollider as BoxCollider;
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Collider newCollider;
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if (cCollider != null)
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{
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CapsuleCollider newCapsuleCollider = to.AddComponent<CapsuleCollider>();
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newCollider = newCapsuleCollider;
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newCapsuleCollider.direction = cCollider.direction;
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newCapsuleCollider.radius = cCollider.radius;
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newCapsuleCollider.height = cCollider.height;
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newCapsuleCollider.center = cCollider.center;
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}
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else if (bCollider != null)
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{
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BoxCollider newBoxCollider = to.AddComponent<BoxCollider>();
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newCollider = newBoxCollider;
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newBoxCollider.size = bCollider.size;
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newBoxCollider.center = bCollider.center;
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}
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else
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throw new NotSupportedException("Collider type '" + oldCollider + "' does not supported to reattach.");
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newCollider.isTrigger = oldCollider.isTrigger;
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Undo.DestroyObjectImmediate(oldCollider);
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}
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}
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}
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