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https://github.com/vrm-c/UniVRM.git
synced 2026-05-13 14:04:29 -05:00
IControlRigGetter と IControlRigSetter を追加
add ControlRigRetarget impl InitialRotationRigGetter.cs impl NormalizedRotationRigGetter.cs mv Assets/Vrm10/Runtime/ControlRig/Vrm10ControlBone.cs => Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10ControlBone.cs mv Assets/VRM10/Runtime/ControlRig/InitialRotations/ControlRigGenerationOption.cs => Assets/VRM10/Runtime/Components/Vrm10Runtime/ControlRigGenerationOption.cs rename Vrm10BoneInitialRotation => BoneInitialRotation remove Vrm0XCompatibleRig.cs
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@ -239,7 +239,7 @@ namespace UniHumanoid
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return null;
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}
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IEnumerable<(Transform, HumanBodyBones)> BoneMap
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public IEnumerable<(Transform, HumanBodyBones)> BoneMap
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{
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get
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{
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@ -34,6 +34,7 @@ namespace UniVRM10
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private readonly Quaternion _initialTargetLocalRotation;
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private readonly Quaternion _initialTargetGlobalRotation;
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private readonly List<Vrm10ControlBone> _children = new List<Vrm10ControlBone>();
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public IReadOnlyList<Vrm10ControlBone> Children => _children;
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private Vrm10ControlBone(Transform controlTarget, HumanBodyBones boneType, Vrm10ControlBone parent)
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{
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@ -13,7 +13,7 @@ namespace UniVRM10
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/// Create a control rig for the VRM 1.0 model instance.
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/// This provides the normalized operation of bones, like VRM 0.x.
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/// </summary>
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public sealed class Vrm10RuntimeControlRig : IDisposable
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public sealed class Vrm10RuntimeControlRig : IDisposable, IControlRigSetter
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{
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private readonly Transform _controlRigRoot;
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private readonly Vrm10ControlBone _hipBone;
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@ -73,12 +73,46 @@ namespace UniVRM10
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public void EnforceTPose()
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{
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// TODO: restore hips position
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SetRootPosition(_hipBone.ControlBone.position);
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foreach (var bone in _bones.Values)
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{
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bone.ControlBone.localRotation = Quaternion.identity;
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}
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}
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public void SetRootPosition(Vector3 position)
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{
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// TODO: scale model local position
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_hipBone.ControlTarget.position = position;
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}
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public void SetNormalizedLocalRotation(HumanBodyBones bone, Quaternion normalizedLocalRotation)
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{
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if (_bones.TryGetValue(bone, out var t))
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{
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t.ControlBone.localRotation = normalizedLocalRotation;
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}
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}
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IEnumerable<(HumanBodyBones Head, HumanBodyBones Parent)> Traverse(Vrm10ControlBone bone, Vrm10ControlBone parent = null)
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{
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yield return (bone.BoneType, parent != null ? parent.BoneType : HumanBodyBones.LastBone);
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foreach (var child in bone.Children)
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{
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foreach (var headParent in Traverse(child, bone))
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{
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yield return headParent;
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}
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}
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}
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public IEnumerable<(HumanBodyBones Head, HumanBodyBones Parent)> EnumerateBones()
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{
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foreach (var headParent in Traverse(_hipBone))
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{
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yield return headParent;
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}
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}
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}
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}
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@ -5,7 +5,7 @@ namespace UniVRM10
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/// <summary>
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/// Represents the rotation at the initial pose (TPose)
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/// </summary>
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public readonly struct Vrm10BoneInitialRotation
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public readonly struct BoneInitialRotation
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{
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public readonly Transform Transform;
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@ -15,7 +15,7 @@ namespace UniVRM10
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public readonly Quaternion InitialGlobalRotation;
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public Vrm10BoneInitialRotation(Transform transform)
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public BoneInitialRotation(Transform transform)
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{
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Transform = transform;
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InitialLocalPosition = transform.localPosition;
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@ -24,11 +24,9 @@ namespace UniVRM10
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}
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/// <summary>
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/// 初期姿勢からの相対的な回転。
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///
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/// VRM-0.X 互換リグでは localRotation と同じ値を示す。
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/// Convert the local rotation, including the initial rotation, to a normalized local rotation
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/// </summary>
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Quaternion NormalizedLocalRotation
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public Quaternion NormalizedLocalRotation
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{
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get
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{
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15
Assets/VRM10/Runtime/ControlRig/ControlRigRetarget.cs
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15
Assets/VRM10/Runtime/ControlRig/ControlRigRetarget.cs
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@ -0,0 +1,15 @@
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namespace UniVRM10
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{
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public static class ControlRigRetarget
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{
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public static void Retarget(IControlRigGetter getter, IControlRigSetter setter)
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{
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foreach (var (head, parent) in setter.EnumerateBones())
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{
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var q = getter.GetNormalizedLocalRotation(head, parent);
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setter.SetNormalizedLocalRotation(head, q);
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}
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setter.SetRootPosition(getter.GetRootPosition());
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}
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: d1e0f212571bf3f41809f19c2d8f3211
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guid: 55c7c4cd6bc756142a927d385a1c0d29
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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11
Assets/VRM10/Runtime/ControlRig/IControlRigGetter.cs
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11
Assets/VRM10/Runtime/ControlRig/IControlRigGetter.cs
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@ -0,0 +1,11 @@
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using UnityEngine;
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namespace UniVRM10
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{
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public interface IControlRigGetter
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{
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Vector3 GetRootPosition();
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Quaternion GetNormalizedLocalRotation(HumanBodyBones bone, HumanBodyBones parentBone);
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}
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}
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11
Assets/VRM10/Runtime/ControlRig/IControlRigGetter.cs.meta
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11
Assets/VRM10/Runtime/ControlRig/IControlRigGetter.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 624d9ba92e6c69b40abab8223e530d9e
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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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17
Assets/VRM10/Runtime/ControlRig/IControlRigSetter.cs
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17
Assets/VRM10/Runtime/ControlRig/IControlRigSetter.cs
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@ -0,0 +1,17 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace UniVRM10
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{
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public interface IControlRigSetter
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{
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/// TODO: 何らかのスケーリングが必用
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void SetRootPosition(Vector3 position);
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/// <param name="normalizedLocalRotation">初期姿勢(TPose) が Quaternion.Identity である相対回転</param>
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void SetNormalizedLocalRotation(HumanBodyBones bone, Quaternion normalizedLocalRotation);
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/// <returns>ボーンを親ボーンとセットで返す</returns>
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IEnumerable<(HumanBodyBones Head, HumanBodyBones Parent)> EnumerateBones();
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}
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}
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11
Assets/VRM10/Runtime/ControlRig/IControlRigSetter.cs.meta
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11
Assets/VRM10/Runtime/ControlRig/IControlRigSetter.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9e200e64e4f18884d8a35bf9ce27cd4a
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MonoImporter:
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defaultReferences: []
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userData:
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assetBundleName:
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50
Assets/VRM10/Runtime/ControlRig/InitialRotationRigGetter.cs
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50
Assets/VRM10/Runtime/ControlRig/InitialRotationRigGetter.cs
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@ -0,0 +1,50 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace UniVRM10
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{
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/// <summary>
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/// VRM0TPose と異なる初期回転を持ったヒエラルキー
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///
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/// - XR_EXT_hand_tracking
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/// - XR_FB_body_tracking
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/// - vrm-animation
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///
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/// から VRM0TPose 互換の NormalizedLocalRotation(VRM0互換)を取り出す。
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/// BoneInitialRotation が値を計算できる。
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/// </summary>
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public class InitRotationRigGetter : IControlRigGetter
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{
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Transform m_root;
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private readonly Dictionary<HumanBodyBones, BoneInitialRotation> m_bones = new Dictionary<HumanBodyBones, BoneInitialRotation>();
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/// <param name="tpose">TPoseのヒエラルキー</param>
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public InitRotationRigGetter(Transform root, UniHumanoid.Humanoid humanoid)
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{
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m_root = root;
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foreach (var (t, bone) in humanoid.BoneMap)
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{
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m_bones.Add(bone, new BoneInitialRotation(t));
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}
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}
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public Quaternion GetNormalizedLocalRotation(HumanBodyBones bone, HumanBodyBones parentBone)
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{
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if (m_bones.TryGetValue(bone, out var c))
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{
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return c.NormalizedLocalRotation;
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}
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else
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{
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// Debug.LogWarning($"${bone} not found");
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return Quaternion.identity;
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}
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}
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public Vector3 GetRootPosition()
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{
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// TODO: from m_root relative ? scaling ?
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return m_bones[HumanBodyBones.Hips].Transform.localPosition;
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}
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}
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}
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fileFormatVersion: 2
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guid: b21b9221f1a87564ea6dc5cf6037195a
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MonoImporter:
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userData:
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@ -1,15 +0,0 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace UniVRM10
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{
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public static class Vrm0XCompatibleRig
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{
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/// <summary>
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/// 空の Dictionary を返します。
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/// HumanBodyBones に対応する Quaternion が無い場合は Quaternion.Identity を採用する仕様です。
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/// VRM-0.X では T-Pose のときにすべてのボーンが Quaternion.Identity です。
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/// </summary>
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public static IReadOnlyDictionary<HumanBodyBones, Quaternion> InitialRotations => new Dictionary<HumanBodyBones, Quaternion>();
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}
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}
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@ -0,0 +1,41 @@
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using UnityEngine;
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namespace UniVRM10
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{
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/// <summary>
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/// 正規化済みのヒエラルキーの getter。
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/// localRotation をコピーするだけなのだが、
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/// GetNormalizedLocalRotation にて、ボーンの有無(upperChestなど)の違いの対応をする予定(未実装)。
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/// </summary>
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public class NormalizedRigGetter : IControlRigGetter
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{
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Transform m_root;
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Animator m_animator;
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public NormalizedRigGetter(Transform root, Animator animator)
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{
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m_root = root;
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m_animator = animator;
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}
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public Quaternion GetNormalizedLocalRotation(HumanBodyBones bone, HumanBodyBones parentBone)
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{
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if (m_animator.GetBoneTransform(bone) is Transform t)
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{
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// TODO: parentBone relative
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return t.localRotation;
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}
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else
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{
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// Debug.LogWarning($"{bone} not found");
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return Quaternion.identity;
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}
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}
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public Vector3 GetRootPosition()
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{
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// TODO: from model root ?
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return m_animator.GetBoneTransform(HumanBodyBones.Hips).localPosition;
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}
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}
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}
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fileFormatVersion: 2
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