mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-08-28 05:44:48 -05:00
Merge pull request #2478 from ousttrue/fix/remove_vrmlib
[vrm10] vrmlib による mesh 処理を gltf/vrm0.x のものと同じものに
This commit is contained in:
@@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.Linq;
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using UniGLTF.Extensions.VRMC_vrm;
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using UnityEngine;
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using VrmLib;
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namespace UniVRM10
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{
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@@ -1,8 +1,6 @@
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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 UnityEngine;
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using VrmLib;
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namespace UniVRM10
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{
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@@ -8,16 +8,16 @@ namespace UniVRM10
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{
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public static class ExpressionExtensions
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{
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public static MorphTargetBinding? Build10(this MorphTargetBind bind, GameObject root, Vrm10Importer.ModelMap loader, VrmLib.Model model)
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public static MorphTargetBinding? Build10(this MorphTargetBind bind, GameObject root, Vrm10Importer importer)
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{
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if (bind.Node.TryGetValidIndex(model.Nodes.Count, out var nodeIndex))
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if (bind.Node.TryGetValidIndex(importer.Nodes.Count, out var nodeIndex))
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{
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var libNode = model.Nodes[nodeIndex];
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if (libNode.MeshGroup == null)
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var node = importer.Nodes[nodeIndex];
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var smr = node.GetComponent<SkinnedMeshRenderer>();
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if (smr == null)
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{
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return default;
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}
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var node = loader.Nodes[libNode].transform;
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var relativePath = node.RelativePathFrom(root.transform);
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return new MorphTargetBinding(relativePath, bind.Index.Value, bind.Weight.Value);
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}
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@@ -1,307 +0,0 @@
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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 UniGLTF;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using VrmLib;
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using Mesh = UnityEngine.Mesh;
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namespace UniVRM10
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{
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public static class MeshImporterDivided
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{
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public static Mesh LoadDivided(MeshGroup meshGroup)
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{
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Profiler.BeginSample("MeshImporterDivided.LoadDivided");
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var vertexCount = meshGroup.Meshes.Sum(mesh => mesh.VertexBuffer.Count);
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var indexCount = meshGroup.Meshes.Sum(mesh => mesh.IndexBuffer.Count);
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var resultMesh = new Mesh();
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// 頂点バッファ・BindPoseを構築して更新
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UpdateVerticesAndBindPose(meshGroup, vertexCount, resultMesh);
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// インデックスバッファを構築して更新
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UpdateIndices(meshGroup, vertexCount, indexCount, resultMesh);
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// SubMeshを更新
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resultMesh.subMeshCount = meshGroup.Meshes.Count;
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var indexOffset = 0;
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for (var i = 0; i < meshGroup.Meshes.Count; ++i)
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{
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var mesh = meshGroup.Meshes[i];
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resultMesh.SetSubMesh(i, new SubMeshDescriptor(indexOffset, mesh.IndexBuffer.Count));
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indexOffset += mesh.IndexBuffer.Count;
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}
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// 各種データを再構築
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resultMesh.RecalculateBounds();
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resultMesh.RecalculateTangents();
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if (meshGroup.Meshes.Any(mesh => mesh.VertexBuffer.Normals == null))
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{
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resultMesh.RecalculateNormals();
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}
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// BlendShapeを更新
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var blendShapeCount = meshGroup.Meshes[0].MorphTargets.Count;
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for (var i = 0; i < blendShapeCount; ++i)
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{
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var positionsCount = 0;
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var normalsCount = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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var morphTarget = mesh.MorphTargets[i];
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positionsCount += morphTarget.VertexBuffer.Positions.Count;
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normalsCount += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
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}
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using (var blendShapePositions = new NativeArray<Vector3>(positionsCount, Allocator.Temp))
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using (var blendShapeNormals = new NativeArray<Vector3>(normalsCount, Allocator.Temp))
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{
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var blendShapePositionOffset = 0;
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var blendShapeNormalOffset = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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var morphTarget = mesh.MorphTargets[i];
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NativeArray<Vector3>.Copy(
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morphTarget.VertexBuffer.Positions.Bytes.Reinterpret<Vector3>(1),
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blendShapePositions.GetSubArray(blendShapePositionOffset, morphTarget.VertexBuffer.Positions.Count));
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if (morphTarget.VertexBuffer.Normals != null)
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{
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// nullならdefault(0)のまま
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NativeArray<Vector3>.Copy(
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morphTarget.VertexBuffer.Normals.Bytes.Reinterpret<Vector3>(1),
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blendShapeNormals.GetSubArray(blendShapeNormalOffset, morphTarget.VertexBuffer.Normals.Count));
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}
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blendShapePositionOffset += morphTarget.VertexBuffer.Positions.Count;
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blendShapeNormalOffset += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
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}
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resultMesh.AddBlendShapeFrame(meshGroup.Meshes[0].MorphTargets[i].Name,
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100.0f,
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blendShapePositions.ToArray(),
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blendShapeNormals.ToArray(),
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null);
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}
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}
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Profiler.EndSample();
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return resultMesh;
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}
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/// <summary>
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/// インデックスバッファを更新する
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/// MEMO: 出力に対するushortを考慮することをやめればかなりシンプルに書ける
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/// </summary>
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private static void UpdateIndices(MeshGroup meshGroup, int vertexCount, int indexCount, Mesh resultMesh)
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{
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Profiler.BeginSample("MeshImporterDivided.UpdateIndices");
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JobHandle jobHandle = default;
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var disposables = new List<IDisposable>();
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//
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// https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_accessor_componenttype
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//
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if (vertexCount < ushort.MaxValue)
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{
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// vertex buffer への index が ushort に収まる
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var indices = new NativeArray<ushort>(indexCount, Allocator.TempJob);
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disposables.Add(indices);
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var indexOffset = 0;
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var vertexOffset = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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switch (mesh.IndexBuffer.ComponentType)
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{
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case AccessorValueType.BYTE:
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case AccessorValueType.UNSIGNED_BYTE:
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case AccessorValueType.FLOAT:
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throw new NotImplementedException($"{mesh.IndexBuffer.ComponentType}");
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case AccessorValueType.SHORT:
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case AccessorValueType.UNSIGNED_SHORT:
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{
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// unsigned short -> unsigned short
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var source = mesh.IndexBuffer.Bytes.Reinterpret<ushort>(1);
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jobHandle = new CopyIndicesJobs.Ushort2Ushort(
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(ushort)vertexOffset,
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new NativeSlice<ushort>(source),
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new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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case AccessorValueType.UNSIGNED_INT:
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{
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// unsigned int -> unsigned short
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var source = mesh.IndexBuffer.Bytes.Reinterpret<uint>(1);
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jobHandle = new CopyIndicesJobs.Uint2Ushort(
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(ushort)vertexOffset,
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source,
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new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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default:
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throw new ArgumentException($"unknown index buffer type: {mesh.IndexBuffer.ComponentType}");
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}
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vertexOffset += mesh.VertexBuffer.Count;
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indexOffset += mesh.IndexBuffer.Count;
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}
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jobHandle.Complete();
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resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt16);
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resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
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}
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else
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{
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// vertex buffer への index が ushort を超える
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var indices = new NativeArray<uint>(indexCount, Allocator.TempJob);
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disposables.Add(indices);
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var indexOffset = 0;
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var vertexOffset = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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switch (mesh.IndexBuffer.ComponentType)
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{
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case AccessorValueType.BYTE:
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case AccessorValueType.UNSIGNED_BYTE:
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case AccessorValueType.FLOAT:
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throw new NotImplementedException($"{mesh.IndexBuffer.ComponentType}");
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case AccessorValueType.SHORT:
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case AccessorValueType.UNSIGNED_SHORT:
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{
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// unsigned short -> unsigned int
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var source = mesh.IndexBuffer.Bytes.Reinterpret<ushort>(1);
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jobHandle = new CopyIndicesJobs.Ushort2Uint(
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(uint)vertexOffset,
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source,
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new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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case AccessorValueType.UNSIGNED_INT:
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{
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// unsigned int -> unsigned int
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var source = mesh.IndexBuffer.Bytes.Reinterpret<uint>(1);
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jobHandle = new CopyIndicesJobs.UInt2UInt(
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(uint)vertexOffset,
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source,
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new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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default:
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throw new ArgumentException($"unknown index buffer type: {mesh.IndexBuffer.ComponentType}");
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}
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vertexOffset += mesh.VertexBuffer.Count;
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indexOffset += mesh.IndexBuffer.Count;
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}
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jobHandle.Complete();
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resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt32);
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resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
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}
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foreach (var disposable in disposables)
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{
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disposable.Dispose();
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}
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Profiler.EndSample();
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}
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/// <summary>
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/// メッシュの頂点情報の更新を行う際、MainThreadが空くため、その間にBindPoseの更新も行う
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/// </summary>
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private static void UpdateVerticesAndBindPose(
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MeshGroup meshGroup,
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int vertexCount,
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Mesh resultMesh)
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{
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Profiler.BeginSample("MeshImporterDivided.UpdateVerticesAndBindPose");
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var disposables = new List<IDisposable>();
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// JobのSchedule
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var vertices0 = new NativeArray<MeshVertex0>(vertexCount, Allocator.TempJob);
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var vertices1 = new NativeArray<MeshVertex1>(vertexCount, Allocator.TempJob);
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var vertices2 = new NativeArray<MeshVertex2>(vertexCount, Allocator.TempJob);
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disposables.Add(vertices0);
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disposables.Add(vertices1);
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disposables.Add(vertices2);
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var indexOffset = 0;
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JobHandle interleaveVertexJob = default;
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foreach (var mesh in meshGroup.Meshes)
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{
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var positions = mesh.VertexBuffer.Positions.Bytes.Reinterpret<Vector3>(1);
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var normals = mesh.VertexBuffer.Normals?.Bytes.Reinterpret<Vector3>(1) ?? default;
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var texCoords = mesh.VertexBuffer.TexCoords?.Bytes.Reinterpret<Vector2>(1) ?? default;
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var weights = mesh.VertexBuffer.Weights?.GetAsVector4Array() ?? default;
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var joints = mesh.VertexBuffer.Joints?.GetAsSkinJointsArray() ?? default;
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interleaveVertexJob = new InterleaveMeshVerticesJob(
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new NativeSlice<MeshVertex0>(vertices0, indexOffset, mesh.VertexBuffer.Count),
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new NativeSlice<MeshVertex1>(vertices1, indexOffset, mesh.VertexBuffer.Count),
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new NativeSlice<MeshVertex2>(vertices2, indexOffset, mesh.VertexBuffer.Count),
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positions,
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normals,
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texCoords,
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default,
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weights,
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joints)
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.Schedule(mesh.VertexBuffer.Count, 1, interleaveVertexJob);
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indexOffset += mesh.VertexBuffer.Count;
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}
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JobHandle.ScheduleBatchedJobs();
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// 並行してBindposeの更新を行う
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if (meshGroup.Skin != null)
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{
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resultMesh.bindposes = meshGroup.Skin.InverseMatrices.GetSpan<Matrix4x4>().ToArray();
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}
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// Jobを完了
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interleaveVertexJob.Complete();
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// VertexBufferを設定
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MeshVertexUtility.SetVertexBufferParamsToMesh(resultMesh, vertexCount);
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resultMesh.SetVertexBufferData(vertices0, 0, 0, vertexCount);
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resultMesh.SetVertexBufferData(vertices1, 0, 0, vertexCount, 1);
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resultMesh.SetVertexBufferData(vertices2, 0, 0, vertexCount, 2);
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// 各種バッファを破棄
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foreach (var disposable in disposables)
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{
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disposable.Dispose();
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}
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Profiler.EndSample();
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: ad9d3d36855421b4b980aeaedcb3c2a3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,150 +0,0 @@
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using System;
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using UniGLTF;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using VrmLib;
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using Mesh = UnityEngine.Mesh;
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namespace UniVRM10
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{
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public static class MeshImporterShared
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{
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/// <summary>
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/// VrmLib.Mesh => UnityEngine.Mesh
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/// </summary>
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/// <param name="mesh"></param>
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/// <param name="src"></param>
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/// <param name="skin"></param>
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public static Mesh LoadSharedMesh(VrmLib.Mesh src, Skin skin = null)
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{
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Profiler.BeginSample("MeshImporterShared.LoadSharedMesh");
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var mesh = new Mesh();
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var positions = src.VertexBuffer.Positions.Bytes.Reinterpret<Vector3>(1);
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var normals = src.VertexBuffer.Normals?.Bytes.Reinterpret<Vector3>(1) ?? default;
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var texCoords = src.VertexBuffer.TexCoords?.Bytes.Reinterpret<Vector2>(1) ?? default;
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NativeArray<Color> colors = default;
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if (src.VertexBuffer.Colors is BufferAccessor colorBuffer)
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{
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if (colorBuffer.ComponentType == AccessorValueType.FLOAT && colorBuffer.AccessorType == AccessorVectorType.VEC4)
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{
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colors = colorBuffer.Bytes.Reinterpret<Color>(1);
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}
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else
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{
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Debug.LogWarning($"COLOR_0: {colorBuffer.ComponentType}.{colorBuffer.AccessorType} not supported. skip.");
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}
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}
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var weights = src.VertexBuffer.Weights?.GetAsVector4Array() ?? default;
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var joints = src.VertexBuffer.Joints?.GetAsSkinJointsArray() ?? default;
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using (var vertices0 = new NativeArray<MeshVertex0>(positions.Length, Allocator.TempJob))
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using (var vertices1 = new NativeArray<MeshVertex1>(positions.Length, Allocator.TempJob))
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using (var vertices2 = new NativeArray<MeshVertex2>(positions.Length, Allocator.TempJob))
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{
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// JobとBindPoseの更新を並行して行う
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var jobHandle =
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new InterleaveMeshVerticesJob(
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vertices0,
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vertices1,
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vertices2,
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positions,
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normals,
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texCoords,
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colors,
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weights,
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joints
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)
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.Schedule(vertices0.Length, 1);
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JobHandle.ScheduleBatchedJobs();
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// BindPoseを更新
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if (weights.IsCreated && joints.IsCreated)
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{
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if (weights.Length != positions.Length || joints.Length != positions.Length)
|
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{
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throw new ArgumentException();
|
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}
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if (skin != null)
|
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{
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mesh.bindposes = skin.InverseMatrices.GetSpan<Matrix4x4>().ToArray();
|
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}
|
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}
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// Jobを完了
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jobHandle.Complete();
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// 頂点を更新
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MeshVertexUtility.SetVertexBufferParamsToMesh(mesh, vertices0.Length);
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mesh.SetVertexBufferData(vertices0, 0, 0, vertices0.Length);
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mesh.SetVertexBufferData(vertices1, 0, 0, vertices0.Length, 1);
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mesh.SetVertexBufferData(vertices2, 0, 0, vertices0.Length, 2);
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// 出力のNativeArrayを開放
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}
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// Indexを更新
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switch (src.IndexBuffer.ComponentType)
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{
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case AccessorValueType.UNSIGNED_BYTE:
|
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{
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var intIndices = src.IndexBuffer.GetAsIntArray();
|
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mesh.SetIndexBufferParams(intIndices.Length, IndexFormat.UInt32);
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mesh.SetIndexBufferData(intIndices, 0, 0, intIndices.Length);
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break;
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}
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case AccessorValueType.UNSIGNED_SHORT:
|
||||
{
|
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var shortIndices = src.IndexBuffer.Bytes.Reinterpret<ushort>(1);
|
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mesh.SetIndexBufferParams(shortIndices.Length, IndexFormat.UInt16);
|
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mesh.SetIndexBufferData(shortIndices, 0, 0, shortIndices.Length);
|
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break;
|
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}
|
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case AccessorValueType.UNSIGNED_INT:
|
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{
|
||||
var intIndices = src.IndexBuffer.Bytes.Reinterpret<uint>(1);
|
||||
mesh.SetIndexBufferParams(intIndices.Length, IndexFormat.UInt32);
|
||||
mesh.SetIndexBufferData(intIndices, 0, 0, intIndices.Length);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
// SubMeshを更新
|
||||
mesh.subMeshCount = src.Submeshes.Count;
|
||||
for (var i = 0; i < src.Submeshes.Count; ++i)
|
||||
{
|
||||
var subMesh = src.Submeshes[i];
|
||||
mesh.SetSubMesh(i, new SubMeshDescriptor(subMesh.Offset, subMesh.DrawCount));
|
||||
}
|
||||
|
||||
// MorphTargetを更新
|
||||
foreach (var morphTarget in src.MorphTargets)
|
||||
{
|
||||
var morphTargetPositions =
|
||||
morphTarget.VertexBuffer.Positions != null
|
||||
? morphTarget.VertexBuffer.Positions.GetSpan<Vector3>().ToArray()
|
||||
: new Vector3[mesh.vertexCount] // dummy
|
||||
;
|
||||
mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, morphTargetPositions, null, null);
|
||||
}
|
||||
|
||||
// 各種パラメーターを再計算
|
||||
mesh.RecalculateBounds();
|
||||
mesh.RecalculateTangents();
|
||||
if (src.VertexBuffer.Normals == null)
|
||||
{
|
||||
mesh.RecalculateNormals();
|
||||
}
|
||||
|
||||
Profiler.EndSample();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b89fda8f5e4dc994f8e91c7d1e473c35
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -15,10 +15,10 @@ namespace UniVRM10
|
||||
{
|
||||
private readonly Vrm10Data m_vrm;
|
||||
/// VrmLib.Model の オブジェクトと UnityEngine.Object のマッピングを記録する
|
||||
private readonly ModelMap m_map = new ModelMap();
|
||||
// private readonly ModelMap m_map = new ModelMap();
|
||||
private readonly bool m_useControlRig;
|
||||
|
||||
private VrmLib.Model m_model;
|
||||
// private VrmLib.Model m_model;
|
||||
private IReadOnlyDictionary<SubAssetKey, UnityEngine.Object> m_externalMap;
|
||||
private Avatar m_humanoid;
|
||||
private VRM10Object m_vrmObject;
|
||||
@@ -36,7 +36,9 @@ namespace UniVRM10
|
||||
IVrm10SpringBoneRuntime springboneRuntime = null,
|
||||
bool isAssetImport = false
|
||||
)
|
||||
: base(vrm.Data, externalObjectMap, textureDeserializer, settings: settings, isAssetImport: isAssetImport)
|
||||
: base(vrm.Data, externalObjectMap, textureDeserializer,
|
||||
settings: new ImporterContextSettings(false, Axes.X),
|
||||
isAssetImport: isAssetImport)
|
||||
{
|
||||
if (vrm == null)
|
||||
{
|
||||
@@ -97,177 +99,63 @@ namespace UniVRM10
|
||||
}
|
||||
}
|
||||
|
||||
public override async Task<RuntimeGltfInstance> LoadAsync(IAwaitCaller awaitCaller, Func<string, IDisposable> MeasureTime = null)
|
||||
static IEnumerable<(HumanBodyBones, Transform)> EnumerateHumanbones(List<Transform> nodes, UniGLTF.Extensions.VRMC_vrm.HumanBones bones)
|
||||
{
|
||||
if (awaitCaller == null)
|
||||
{
|
||||
throw new ArgumentNullException();
|
||||
}
|
||||
|
||||
// NOTE: VRM データに対して、Load 前に必要なヘビーな変換処理を行う.
|
||||
// ヘビーなため、別スレッドで Run する.
|
||||
await awaitCaller.Run(() =>
|
||||
{
|
||||
// bin に対して右手左手変換を破壊的に実行することに注意 !(bin が変換済みになる)
|
||||
m_model = ModelReader.Read(Data);
|
||||
|
||||
// assign humanoid bones
|
||||
if (m_vrm.VrmExtension.Humanoid is UniGLTF.Extensions.VRMC_vrm.Humanoid humanoid)
|
||||
{
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.Hips, VrmLib.HumanoidBones.hips);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftUpperLeg, VrmLib.HumanoidBones.leftUpperLeg);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightUpperLeg, VrmLib.HumanoidBones.rightUpperLeg);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftLowerLeg, VrmLib.HumanoidBones.leftLowerLeg);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightLowerLeg, VrmLib.HumanoidBones.rightLowerLeg);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftFoot, VrmLib.HumanoidBones.leftFoot);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightFoot, VrmLib.HumanoidBones.rightFoot);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.Spine, VrmLib.HumanoidBones.spine);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.Chest, VrmLib.HumanoidBones.chest);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.Neck, VrmLib.HumanoidBones.neck);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.Head, VrmLib.HumanoidBones.head);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftShoulder, VrmLib.HumanoidBones.leftShoulder);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightShoulder, VrmLib.HumanoidBones.rightShoulder);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftUpperArm, VrmLib.HumanoidBones.leftUpperArm);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightUpperArm, VrmLib.HumanoidBones.rightUpperArm);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftLowerArm, VrmLib.HumanoidBones.leftLowerArm);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightLowerArm, VrmLib.HumanoidBones.rightLowerArm);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftHand, VrmLib.HumanoidBones.leftHand);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightHand, VrmLib.HumanoidBones.rightHand);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftToes, VrmLib.HumanoidBones.leftToes);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightToes, VrmLib.HumanoidBones.rightToes);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftEye, VrmLib.HumanoidBones.leftEye);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightEye, VrmLib.HumanoidBones.rightEye);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.Jaw, VrmLib.HumanoidBones.jaw);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftThumbMetacarpal, VrmLib.HumanoidBones.leftThumbMetacarpal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftThumbProximal, VrmLib.HumanoidBones.leftThumbProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftThumbDistal, VrmLib.HumanoidBones.leftThumbDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftIndexProximal, VrmLib.HumanoidBones.leftIndexProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftIndexIntermediate, VrmLib.HumanoidBones.leftIndexIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftIndexDistal, VrmLib.HumanoidBones.leftIndexDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftMiddleProximal, VrmLib.HumanoidBones.leftMiddleProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftMiddleIntermediate, VrmLib.HumanoidBones.leftMiddleIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftMiddleDistal, VrmLib.HumanoidBones.leftMiddleDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftRingProximal, VrmLib.HumanoidBones.leftRingProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftRingIntermediate, VrmLib.HumanoidBones.leftRingIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftRingDistal, VrmLib.HumanoidBones.leftRingDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftLittleProximal, VrmLib.HumanoidBones.leftLittleProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftLittleIntermediate, VrmLib.HumanoidBones.leftLittleIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.LeftLittleDistal, VrmLib.HumanoidBones.leftLittleDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightThumbMetacarpal, VrmLib.HumanoidBones.rightThumbMetacarpal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightThumbProximal, VrmLib.HumanoidBones.rightThumbProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightThumbDistal, VrmLib.HumanoidBones.rightThumbDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightIndexProximal, VrmLib.HumanoidBones.rightIndexProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightIndexIntermediate, VrmLib.HumanoidBones.rightIndexIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightIndexDistal, VrmLib.HumanoidBones.rightIndexDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightMiddleProximal, VrmLib.HumanoidBones.rightMiddleProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightMiddleIntermediate, VrmLib.HumanoidBones.rightMiddleIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightMiddleDistal, VrmLib.HumanoidBones.rightMiddleDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightRingProximal, VrmLib.HumanoidBones.rightRingProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightRingIntermediate, VrmLib.HumanoidBones.rightRingIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightRingDistal, VrmLib.HumanoidBones.rightRingDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightLittleProximal, VrmLib.HumanoidBones.rightLittleProximal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightLittleIntermediate, VrmLib.HumanoidBones.rightLittleIntermediate);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.RightLittleDistal, VrmLib.HumanoidBones.rightLittleDistal);
|
||||
AssignHumanoid(m_model.Nodes, humanoid.HumanBones.UpperChest, VrmLib.HumanoidBones.upperChest);
|
||||
}
|
||||
});
|
||||
|
||||
return await base.LoadAsync(awaitCaller, MeasureTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// VrmLib.Model から 構築する
|
||||
/// </summary>
|
||||
/// <param name="MeasureTime"></param>
|
||||
/// <returns></returns>
|
||||
protected override async Task LoadGeometryAsync(IAwaitCaller awaitCaller, Func<string, IDisposable> MeasureTime)
|
||||
{
|
||||
// fill assets
|
||||
for (int i = 0; i < m_model.Materials.Count; ++i)
|
||||
{
|
||||
var src = m_model.Materials[i];
|
||||
var dst = MaterialFactory.Materials[i].Asset;
|
||||
}
|
||||
|
||||
await awaitCaller.NextFrame();
|
||||
|
||||
// mesh
|
||||
for (int i = 0; i < m_model.MeshGroups.Count; ++i)
|
||||
{
|
||||
var src = m_model.MeshGroups[i];
|
||||
UnityEngine.Mesh mesh = default;
|
||||
if (src.Meshes.Count == 1)
|
||||
{
|
||||
mesh = MeshImporterShared.LoadSharedMesh(src.Meshes[0], src.Skin);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 頂点バッファの連結が必用
|
||||
// VRM-1 はこっち
|
||||
// https://github.com/vrm-c/UniVRM/issues/800
|
||||
mesh = MeshImporterDivided.LoadDivided(src);
|
||||
}
|
||||
mesh.name = src.Name;
|
||||
|
||||
m_map.Meshes.Add(src, mesh);
|
||||
Meshes.Add(new MeshWithMaterials
|
||||
{
|
||||
Mesh = mesh,
|
||||
Materials = src.Meshes[0].Submeshes.Select(
|
||||
x =>
|
||||
{
|
||||
if (x.Material.HasValidIndex())
|
||||
{
|
||||
return MaterialFactory.Materials[x.Material.Value].Asset;
|
||||
}
|
||||
else
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
).ToArray(),
|
||||
});
|
||||
|
||||
|
||||
await awaitCaller.NextFrame();
|
||||
}
|
||||
|
||||
// node: recursive
|
||||
CreateNodes(m_model.Root, null, m_map.Nodes);
|
||||
for (int i = 0; i < m_model.Nodes.Count; ++i)
|
||||
{
|
||||
Nodes.Add(m_map.Nodes[m_model.Nodes[i]].transform);
|
||||
}
|
||||
await awaitCaller.NextFrame();
|
||||
|
||||
if (Root == null)
|
||||
{
|
||||
Root = m_map.Nodes[m_model.Root];
|
||||
}
|
||||
else
|
||||
{
|
||||
// replace
|
||||
var modelRoot = m_map.Nodes[m_model.Root];
|
||||
foreach (Transform child in modelRoot.transform)
|
||||
{
|
||||
child.SetParent(Root.transform, true);
|
||||
}
|
||||
m_map.Nodes[m_model.Root] = Root;
|
||||
}
|
||||
await awaitCaller.NextFrame();
|
||||
|
||||
// renderer
|
||||
var map = m_map;
|
||||
foreach (var (node, go) in map.Nodes.Select(kv => (kv.Key, kv.Value)))
|
||||
{
|
||||
if (node.MeshGroup is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
await CreateRendererAsync(node, go, map, MaterialFactory, awaitCaller);
|
||||
await awaitCaller.NextFrame();
|
||||
}
|
||||
{ if (bones.Hips != null && bones.Hips.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.Hips, nodes[index]); }
|
||||
{ if (bones.LeftUpperLeg != null && bones.LeftUpperLeg.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftUpperLeg, nodes[index]); }
|
||||
{ if (bones.RightUpperLeg != null && bones.RightUpperLeg.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightUpperLeg, nodes[index]); }
|
||||
{ if (bones.LeftLowerLeg != null && bones.LeftLowerLeg.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftLowerLeg, nodes[index]); }
|
||||
{ if (bones.RightLowerLeg != null && bones.RightLowerLeg.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightLowerLeg, nodes[index]); }
|
||||
{ if (bones.LeftFoot != null && bones.LeftFoot.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftFoot, nodes[index]); }
|
||||
{ if (bones.RightFoot != null && bones.RightFoot.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightFoot, nodes[index]); }
|
||||
{ if (bones.Spine != null && bones.Spine.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.Spine, nodes[index]); }
|
||||
{ if (bones.Chest != null && bones.Chest.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.Chest, nodes[index]); }
|
||||
{ if (bones.Neck != null && bones.Neck.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.Neck, nodes[index]); }
|
||||
{ if (bones.Head != null && bones.Head.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.Head, nodes[index]); }
|
||||
{ if (bones.LeftShoulder != null && bones.LeftShoulder.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftShoulder, nodes[index]); }
|
||||
{ if (bones.RightShoulder != null && bones.RightShoulder.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightShoulder, nodes[index]); }
|
||||
{ if (bones.LeftUpperArm != null && bones.LeftUpperArm.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftUpperArm, nodes[index]); }
|
||||
{ if (bones.RightUpperArm != null && bones.RightUpperArm.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightUpperArm, nodes[index]); }
|
||||
{ if (bones.LeftLowerArm != null && bones.LeftLowerArm.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftLowerArm, nodes[index]); }
|
||||
{ if (bones.RightLowerArm != null && bones.RightLowerArm.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightLowerArm, nodes[index]); }
|
||||
{ if (bones.LeftHand != null && bones.LeftHand.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftHand, nodes[index]); }
|
||||
{ if (bones.RightHand != null && bones.RightHand.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightHand, nodes[index]); }
|
||||
{ if (bones.LeftToes != null && bones.LeftToes.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftToes, nodes[index]); }
|
||||
{ if (bones.RightToes != null && bones.RightToes.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightToes, nodes[index]); }
|
||||
{ if (bones.LeftEye != null && bones.LeftEye.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftEye, nodes[index]); }
|
||||
{ if (bones.RightEye != null && bones.RightEye.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightEye, nodes[index]); }
|
||||
{ if (bones.Jaw != null && bones.Jaw.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.Jaw, nodes[index]); }
|
||||
{ if (bones.LeftThumbMetacarpal != null && bones.LeftThumbMetacarpal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftThumbProximal, nodes[index]); }
|
||||
{ if (bones.LeftThumbProximal != null && bones.LeftThumbProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftThumbIntermediate, nodes[index]); }
|
||||
{ if (bones.LeftThumbDistal != null && bones.LeftThumbDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftThumbDistal, nodes[index]); }
|
||||
{ if (bones.LeftIndexProximal != null && bones.LeftIndexProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftIndexProximal, nodes[index]); }
|
||||
{ if (bones.LeftIndexIntermediate != null && bones.LeftIndexIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftIndexIntermediate, nodes[index]); }
|
||||
{ if (bones.LeftIndexDistal != null && bones.LeftIndexDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftIndexDistal, nodes[index]); }
|
||||
{ if (bones.LeftMiddleProximal != null && bones.LeftMiddleProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftMiddleProximal, nodes[index]); }
|
||||
{ if (bones.LeftMiddleIntermediate != null && bones.LeftMiddleIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftMiddleIntermediate, nodes[index]); }
|
||||
{ if (bones.LeftMiddleDistal != null && bones.LeftMiddleDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftMiddleDistal, nodes[index]); }
|
||||
{ if (bones.LeftRingProximal != null && bones.LeftRingProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftRingProximal, nodes[index]); }
|
||||
{ if (bones.LeftRingIntermediate != null && bones.LeftRingIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftRingIntermediate, nodes[index]); }
|
||||
{ if (bones.LeftRingDistal != null && bones.LeftRingDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftRingDistal, nodes[index]); }
|
||||
{ if (bones.LeftLittleProximal != null && bones.LeftLittleProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftLittleProximal, nodes[index]); }
|
||||
{ if (bones.LeftLittleIntermediate != null && bones.LeftLittleIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftLittleIntermediate, nodes[index]); }
|
||||
{ if (bones.LeftLittleDistal != null && bones.LeftLittleDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.LeftLittleDistal, nodes[index]); }
|
||||
{ if (bones.RightThumbMetacarpal != null && bones.RightThumbMetacarpal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightThumbProximal, nodes[index]); }
|
||||
{ if (bones.RightThumbProximal != null && bones.RightThumbProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightThumbIntermediate, nodes[index]); }
|
||||
{ if (bones.RightThumbDistal != null && bones.RightThumbDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightThumbDistal, nodes[index]); }
|
||||
{ if (bones.RightIndexProximal != null && bones.RightIndexProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightIndexProximal, nodes[index]); }
|
||||
{ if (bones.RightIndexIntermediate != null && bones.RightIndexIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightIndexIntermediate, nodes[index]); }
|
||||
{ if (bones.RightIndexDistal != null && bones.RightIndexDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightIndexDistal, nodes[index]); }
|
||||
{ if (bones.RightMiddleProximal != null && bones.RightMiddleProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightMiddleProximal, nodes[index]); }
|
||||
{ if (bones.RightMiddleIntermediate != null && bones.RightMiddleIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightMiddleIntermediate, nodes[index]); }
|
||||
{ if (bones.RightMiddleDistal != null && bones.RightMiddleDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightMiddleDistal, nodes[index]); }
|
||||
{ if (bones.RightRingProximal != null && bones.RightRingProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightRingProximal, nodes[index]); }
|
||||
{ if (bones.RightRingIntermediate != null && bones.RightRingIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightRingIntermediate, nodes[index]); }
|
||||
{ if (bones.RightRingDistal != null && bones.RightRingDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightRingDistal, nodes[index]); }
|
||||
{ if (bones.RightLittleProximal != null && bones.RightLittleProximal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightLittleProximal, nodes[index]); }
|
||||
{ if (bones.RightLittleIntermediate != null && bones.RightLittleIntermediate.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightLittleIntermediate, nodes[index]); }
|
||||
{ if (bones.RightLittleDistal != null && bones.RightLittleDistal.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.RightLittleDistal, nodes[index]); }
|
||||
{ if (bones.UpperChest != null && bones.UpperChest.Node.TryGetValidIndex(nodes.Count, out var index)) yield return (HumanBodyBones.UpperChest, nodes[index]); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -279,7 +167,7 @@ namespace UniVRM10
|
||||
|
||||
// humanoid
|
||||
var humanoid = Root.AddComponent<UniHumanoid.Humanoid>();
|
||||
humanoid.AssignBones(m_map.Nodes.Select(x => (ToUnity(x.Key.HumanoidBone.GetValueOrDefault()), x.Value.transform)));
|
||||
humanoid.AssignBones(EnumerateHumanbones(Nodes, m_vrm.VrmExtension.Humanoid.HumanBones));
|
||||
m_humanoid = humanoid.CreateAvatar();
|
||||
m_humanoid.name = "humanoid";
|
||||
var animator = Root.AddComponent<Animator>();
|
||||
@@ -362,7 +250,7 @@ namespace UniVRM10
|
||||
if (expression.MorphTargetBinds != null)
|
||||
{
|
||||
clip.MorphTargetBindings = expression.MorphTargetBinds?
|
||||
.Select(x => x.Build10(Root, m_map, m_model))
|
||||
.Select(x => x.Build10(Root, this))
|
||||
.Where(x => x.HasValue)
|
||||
.Select(x => x.Value)
|
||||
.ToArray();
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using VrmLib;
|
||||
using UniGLTF;
|
||||
|
||||
|
||||
namespace UniVRM10.Sample
|
||||
@@ -38,18 +35,5 @@ namespace UniVRM10.Sample
|
||||
Debug.Log($"write : {path}");
|
||||
File.WriteAllBytes(path, exportedBytes);
|
||||
}
|
||||
|
||||
static void Printmatrices(Model model)
|
||||
{
|
||||
var matrices = model.Skins[0].InverseMatrices.GetSpan<System.Numerics.Matrix4x4>();
|
||||
var sb = new System.Text.StringBuilder();
|
||||
for (int i = 0; i < matrices.Length; ++i)
|
||||
{
|
||||
var m = matrices[i];
|
||||
sb.AppendLine($"#{i:00}[{m.M11:.00}, {m.M12:.00}, {m.M13:.00}, {m.M14:.00}][{m.M21:.00}, {m.M22:.00}, {m.M23:.00}, {m.M24:.00}][{m.M31:.00}, {m.M32:.00}, {m.M33:.00}, {m.M34:.00}][{m.M41:.00}, {m.M42:.00}, {m.M43:.00}, {m.M44:.00}]");
|
||||
}
|
||||
Debug.Log(sb.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user