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SingleObjectQueries.cs
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SingleObjectQueries.cs
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#region
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using nadena.dev.ndmf.cs;
using UnityEngine;
#if NDMF_VRCSDK3_AVATARS
using VRC.SDK3.Avatars.Components;
#endif
using Object = UnityEngine.Object;
#endregion
namespace nadena.dev.ndmf.preview
{
[PublicAPI]
public static partial class ComputeContextQueries
{
/// <summary>
/// Gets the avatar root for a game object.
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
public static GameObject GetAvatarRoot(this ComputeContext context, GameObject obj)
{
if (obj == null) return null;
GameObject candidate = null;
foreach (var elem in context.ObservePath(obj.transform))
{
#if NDMF_VRCSDK3_AVATARS
if (context.GetComponent<VRCAvatarDescriptor>(elem.gameObject) != null)
{
candidate = elem.gameObject;
break;
}
#else
if (context.GetComponent<Animator>(elem.gameObject) != null)
{
candidate = elem.gameObject;
}
#endif
}
return candidate;
}
/// <summary>
/// Observes a value published via the given PublishedValue token. The calling computation will be re-executed
/// whenever the value changes (as determined by IEquatable)
/// </summary>
/// <param name="ctx"></param>
/// <param name="val"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static T Observe<T>(this ComputeContext ctx, PublishedValue<T> val)
where T : IEquatable<T>
{
return ctx.Observe(val, v => v);
}
/// <summary>
/// Observes a value published via the given PublishedValue token, and extracts a value from it using the given
/// transformation. The calling computation will be re-executed whenever the extracted value changes
/// (as determined by IEquatable)
/// </summary>
/// <param name="ctx"></param>
/// <param name="val"></param>
/// <param name="extract"></param>
/// <typeparam name="T">Type of the value in the PublishedValue</typeparam>
/// <typeparam name="R">Type of the extracted value</typeparam>
/// <returns>The extracted value</returns>
public static R Observe<T, R>(this ComputeContext ctx, PublishedValue<T> val, Func<T, R> extract)
where R : IEquatable<R>
{
return ctx.Observe(val, extract, (a, b) => a.Equals(b));
}
/// <summary>
/// Observes a value published via the given PublishedValue token, and extracts a value from it using the given
/// transformation. The calling computation will be re-executed whenever the extracted value changes
/// (as determined by the given equality function)
/// </summary>
/// <param name="ctx"></param>
/// <param name="val"></param>
/// <param name="extract"></param>
/// <param name="eq"></param>
/// <typeparam name="T">Type of the value in the PublishedValue</typeparam>
/// <typeparam name="R">Type of the extracted value</typeparam>
/// <returns>The extracted value</returns>
public static R Observe<T, R>(this ComputeContext ctx, PublishedValue<T> val, Func<T, R> extract,
Func<R, R, bool> eq)
{
return val.Observe(ctx, extract, eq);
}
/// <summary>
/// Monitors a given Unity object for changes, and recomputes when changes are detected.
///
/// This will recompute when properties of the object change, when the object is destroyed, or (in the case of
/// a GameObject), when the children of the GameObject changed. However, it will only respond to changes which
/// are recorded in the Undo system; in particular, it will not respond to animation previews. This is provided
/// to deal with cases where asset changes can't be reported in any other way.
/// </summary>
/// <param name="ctx"></param>
/// <param name="obj"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static T Observe<T>(this ComputeContext ctx, T obj) where T : Object
{
ObjectWatcher.Instance.MonitorObjectProps(obj, ctx, _ => 0, (_, _) => false, false);
return obj;
}
/// <summary>
/// Monitors a given Unity object for changes, and recomputes when changes are detected. The `extract` function
/// is used to extract the specific information of interest from the object, and the `compare` function (or,
/// if not provided, the default equality comparer) is used to determine if the extracted information has changed.
/// </summary>
/// <param name="ctx"></param>
/// <param name="obj"></param>
/// <param name="extract"></param>
/// <param name="compare"></param>
/// <typeparam name="T"></typeparam>
/// <typeparam name="R"></typeparam>
/// <returns></returns>
public static R Observe<T, R>(this ComputeContext ctx, T obj, Func<T, R> extract,
Func<R, R, bool> compare = null)
where T : Object
{
return ObjectWatcher.Instance.MonitorObjectProps(obj, ctx, extract, compare, true);
}
/// <summary>
/// Observes the full path from the scene root to the given transform. The calling computation will be
/// re-executed if any of the objects in this path are reparented.
/// </summary>
/// <param name="ctx"></param>
/// <param name="obj"></param>
/// <returns>An enumerable of transforms in the path, starting from the leaf.</returns>
public static IEnumerable<Transform> ObservePath(this ComputeContext ctx, Transform obj)
{
ObjectWatcher.Instance.MonitorObjectPath(obj, ctx);
return FollowPath(obj);
IEnumerable<Transform> FollowPath(Transform obj)
{
while (obj != null)
{
yield return obj;
obj = obj.parent;
}
}
}
/// <summary>
/// Observes the world space position of a given transform.
/// </summary>
/// <param name="ctx"></param>
/// <param name="t"></param>
public static Transform ObserveTransformPosition(this ComputeContext ctx, Transform t)
{
foreach (var node in ctx.ObservePath(t))
{
ctx.Observe(node, obj => (obj.localPosition, obj.localRotation, obj.localScale), (a, b) =>
{
return Vector3.Distance(a.Item1, b.Item1) > 0.0001f ||
Quaternion.Angle(a.Item2, b.Item2) > 0.0001f ||
Vector3.Distance(a.Item3, b.Item3) > 0.0001f;
});
}
return t;
}
/// <summary>
/// Observes whether a given game object and all its parents are active.
/// </summary>
/// <param name="ctx"></param>
/// <param name="obj"></param>
/// <returns></returns>
public static bool ActiveInHierarchy(this ComputeContext ctx, GameObject obj)
{
foreach (var node in ObservePath(ctx, obj.transform)) ctx.Observe(node, n => n.gameObject.activeSelf);
return obj.activeInHierarchy;
}
/// <summary>
/// Observes whether a component is enabled, and its heirarchy path is active.
/// </summary>
/// <param name="ctx"></param>
/// <param name="c"></param>
/// <returns></returns>
public static bool ActiveAndEnabled(this ComputeContext ctx, Behaviour c)
{
return ActiveInHierarchy(ctx, c.gameObject) && ctx.Observe(c, c2 => c2.enabled);
}
public static C GetComponent<C>(this ComputeContext ctx, GameObject obj) where C : Component
{
if (obj == null) return null;
return ObjectWatcher.Instance.MonitorGetComponent(obj, ctx,
() => obj != null ? obj.GetComponent<C>() : null);
}
public static Component GetComponent(this ComputeContext ctx, GameObject obj, Type type)
{
if (obj == null) return null;
return ObjectWatcher.Instance.MonitorGetComponent(obj, ctx,
() => obj != null ? obj.GetComponent(type) : null);
}
public static C[] GetComponents<C>(this ComputeContext ctx, GameObject obj) where C : Component
{
if (obj == null) return Array.Empty<C>();
return ObjectWatcher.Instance.MonitorGetComponents(obj, ctx,
() => obj != null ? obj.GetComponents<C>() : Array.Empty<C>(), false);
}
public static Component[] GetComponents(this ComputeContext ctx, GameObject obj, Type type)
{
if (obj == null) return Array.Empty<Component>();
return ObjectWatcher.Instance.MonitorGetComponents(obj, ctx,
() => obj != null ? obj.GetComponents(type) : Array.Empty<Component>(), false);
}
public static C[] GetComponentsInChildren<C>(this ComputeContext ctx, GameObject obj, bool includeInactive)
where C : Component
{
if (obj == null) return Array.Empty<C>();
return ObjectWatcher.Instance.MonitorGetComponents(obj, ctx,
() => obj != null ? obj.GetComponentsInChildren<C>(includeInactive) : Array.Empty<C>(), true);
}
public static Component[] GetComponentsInChildren(this ComputeContext ctx, GameObject obj, Type type,
bool includeInactive)
{
if (obj == null) return Array.Empty<Component>();
return ObjectWatcher.Instance.MonitorGetComponents(obj, ctx,
() => obj != null ? obj.GetComponentsInChildren(type, includeInactive) : Array.Empty<Component>(),
true);
}
}
}