bake 時に SpringBone と LookAt に反映する実装

This commit is contained in:
ousttrue
2024-10-18 19:41:46 +09:00
parent d7a0357478
commit 56b3024a1e
6 changed files with 205 additions and 10 deletions

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@@ -208,8 +208,11 @@ namespace VRM
if (settings.PoseFreeze)
{
// 正規化
VRMBoneNormalizer.Execute(target, settings.ForceTPose, settings.FreezeMeshUseCurrentBlendShapeWeight);
using (var backup = new VrmGeometryBackup(target))
{
// 正規化
VRMBoneNormalizer.Execute(target, settings.ForceTPose, settings.FreezeMeshUseCurrentBlendShapeWeight);
}
}
// 元のBlendShapeClipに変更を加えないように複製

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@@ -0,0 +1,92 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UniGLTF;
namespace VRM
{
/// <summary>
/// SpringBone, LookAt の座標を記録しておき、Dispose で復帰する。
/// </summary>
public class VrmGeometryBackup : IDisposable
{
struct VrmSpringBoneColliderBackup
{
struct Collider
{
Vector3 _offsetInWorld;
float _radiusMultLossyScale;
public Collider(Transform transform, VRMSpringBoneColliderGroup.SphereCollider collider)
{
_offsetInWorld = transform.TransformPoint(collider.Offset);
_radiusMultLossyScale = transform.UniformedLossyScale() * collider.Radius;
}
public void Restore(Transform transform, VRMSpringBoneColliderGroup.SphereCollider collider)
{
collider.Offset = transform.worldToLocalMatrix.MultiplyPoint(_offsetInWorld);
collider.Radius = _radiusMultLossyScale / transform.UniformedLossyScale();
}
}
Collider[] _colliers;
public VrmSpringBoneColliderBackup(VRMSpringBoneColliderGroup colliderGroup)
{
_colliers = colliderGroup.Colliders.Select(x => new Collider(colliderGroup.transform, x)).ToArray();
}
public void Restore(VRMSpringBoneColliderGroup colliderGroup)
{
for (int i = 0; i < colliderGroup.Colliders.Length; ++i)
{
_colliers[i].Restore(colliderGroup.transform, colliderGroup.Colliders[i]);
}
}
}
struct VrmSpringBoneBackup
{
Vector3 _gravityDirInWorld;
float _radiusMultLossyScale;
public VrmSpringBoneBackup(VRMSpringBone springBone)
{
_gravityDirInWorld = springBone.transform.TransformDirection(springBone.m_gravityDir);
_radiusMultLossyScale = springBone.transform.UniformedLossyScale() * springBone.m_hitRadius;
}
public void Restore(VRMSpringBone springBone)
{
springBone.m_gravityDir = springBone.transform.worldToLocalMatrix.MultiplyVector(_gravityDirInWorld);
springBone.m_hitRadius = _radiusMultLossyScale / springBone.transform.UniformedLossyScale();
}
}
Dictionary<VRMSpringBoneColliderGroup, VrmSpringBoneColliderBackup> _springBoneColliders;
Dictionary<VRMSpringBone, VrmSpringBoneBackup> _springBones;
VRMFirstPerson _firstPerson;
Vector3 _firstPersonOffsetInWorld;
public VrmGeometryBackup(GameObject root)
{
_springBoneColliders = root.GetComponentsInChildren<VRMSpringBoneColliderGroup>().ToDictionary(x => x, x => new VrmSpringBoneColliderBackup(x));
_springBones = root.GetComponentsInChildren<VRMSpringBone>().ToDictionary(x => x, x => new VrmSpringBoneBackup(x));
_firstPerson = root.GetComponent<VRMFirstPerson>();
_firstPersonOffsetInWorld = _firstPerson.transform.TransformPoint(_firstPerson.FirstPersonOffset);
}
public void Dispose()
{
foreach (var (k, v) in _springBoneColliders)
{
v.Restore(k);
}
foreach (var (k, v) in _springBones)
{
v.Restore(k);
}
_firstPerson.FirstPersonOffset = _firstPerson.transform.worldToLocalMatrix.MultiplyPoint(_firstPersonOffsetInWorld);
}
}
}

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@@ -0,0 +1,11 @@
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@@ -293,15 +293,18 @@ namespace UniVRM10
disposer.Push(copy);
root = copy;
// Transform の回転とスケールを Mesh に適用します。
// - BlendShape は現状がbakeされます
// - 回転とスケールが反映された新しい Mesh が作成されます
// - Transform の回転とスケールはクリアされます。world position を維持します
var newMeshMap = BoneNormalizer.NormalizeHierarchyFreezeMesh(root, m_settings.FreezeMeshUseCurrentBlendShapeWeight);
using (var backup = new Vrm10GeometryBackup(root))
{
// Transform の回転とスケールを Mesh に適用します
// - BlendShape は現状がbakeされます
// - 回転とスケールが反映された新しい Mesh が作成されます
// - Transform の回転とスケールはクリアされます。world position を維持します
var newMeshMap = BoneNormalizer.NormalizeHierarchyFreezeMesh(root, m_settings.FreezeMeshUseCurrentBlendShapeWeight);
// SkinnedMeshRenderer.sharedMesh と MeshFilter.sharedMesh を新しいMeshで置き換える
BoneNormalizer.Replace(root, newMeshMap, m_settings.FreezeMeshKeepRotation);
}
// SkinnedMeshRenderer.sharedMesh と MeshFilter.sharedMesh を新しいMeshで置き換える
BoneNormalizer.Replace(root, newMeshMap, m_settings.FreezeMeshKeepRotation);
}
}
var converter = new UniVRM10.ModelExporter();
var model = converter.Export(arrayManager, root);

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@@ -0,0 +1,75 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UniGLTF;
namespace UniVRM10
{
/// <summary>
/// SpringBone, LookAt の座標を記録しておき、Dispose で復帰する。
/// </summary>
public class Vrm10GeometryBackup : IDisposable
{
struct Vrm10SpringBoneColliderBackup
{
Vector3 _offsetInWorld;
float _radiusMultLossyScale;
public Vrm10SpringBoneColliderBackup(VRM10SpringBoneCollider collider)
{
_offsetInWorld = collider.transform.TransformPoint(collider.Offset);
_radiusMultLossyScale = collider.transform.UniformedLossyScale() * collider.Radius;
}
public void Restore(VRM10SpringBoneCollider collider)
{
collider.Offset = collider.transform.worldToLocalMatrix.MultiplyPoint(_offsetInWorld);
collider.Radius = _radiusMultLossyScale / collider.transform.UniformedLossyScale();
}
}
struct Vrm10SpringBoneJointBackup
{
Vector3 _gravityDirInWorld;
float _radiusMultLossyScale;
public Vrm10SpringBoneJointBackup(VRM10SpringBoneJoint joint)
{
_gravityDirInWorld = joint.transform.TransformDirection(joint.m_gravityDir);
_radiusMultLossyScale = joint.transform.UniformedLossyScale() * joint.m_jointRadius;
}
public void Restore(VRM10SpringBoneJoint joint)
{
joint.m_gravityDir = joint.transform.worldToLocalMatrix.MultiplyVector(_gravityDirInWorld);
joint.m_jointRadius = _radiusMultLossyScale / joint.transform.UniformedLossyScale();
}
}
Dictionary<VRM10SpringBoneCollider, Vrm10SpringBoneColliderBackup> _springBoneColliders;
Dictionary<VRM10SpringBoneJoint, Vrm10SpringBoneJointBackup> _springBoneJoints;
Vrm10Instance _vrm;
Vector3 _lookAtOffsetInWorld;
public Vrm10GeometryBackup(GameObject root)
{
_springBoneColliders = root.GetComponentsInChildren<VRM10SpringBoneCollider>().ToDictionary(x => x, x => new Vrm10SpringBoneColliderBackup(x));
_springBoneJoints = root.GetComponentsInChildren<VRM10SpringBoneJoint>().ToDictionary(x => x, x => new Vrm10SpringBoneJointBackup(x));
_vrm = root.GetComponent<Vrm10Instance>();
_lookAtOffsetInWorld = _vrm.transform.TransformPoint(_vrm.Vrm.LookAt.OffsetFromHead);
}
public void Dispose()
{
foreach (var (k, v) in _springBoneColliders)
{
v.Restore(k);
}
foreach (var (k, v) in _springBoneJoints)
{
v.Restore(k);
}
_vrm.Vrm.LookAt.OffsetFromHead = _vrm.transform.worldToLocalMatrix.MultiplyPoint(_lookAtOffsetInWorld);
}
}
}

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@@ -0,0 +1,11 @@
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