Merge branch 'master' into fix-tex-bind-crash

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ousttrue 2026-01-16 15:27:59 +09:00 committed by GitHub
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8 changed files with 243 additions and 46 deletions

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@ -52,8 +52,8 @@ namespace UniGLTF.MeshUtility
if (copyBlendShape)
{
var vertices = src.vertices;
var normals = src.normals;
var deltaVertices = new Vector3[src.vertexCount];
var deltaNormals = new Vector3[src.vertexCount];
Vector3[] tangents = null;
if (Symbols.VRM_NORMALIZE_BLENDSHAPE_TANGENT)
{
@ -62,14 +62,18 @@ namespace UniGLTF.MeshUtility
for (int i = 0; i < src.blendShapeCount; ++i)
{
src.GetBlendShapeFrameVertices(i, 0, vertices, normals, tangents);
dst.AddBlendShapeFrame(
src.GetBlendShapeName(i),
src.GetBlendShapeFrameWeight(i, 0),
vertices,
normals,
tangents
);
var frameCount = src.GetBlendShapeFrameCount(i);
for (int f = 0; f < frameCount; ++f)
{
src.GetBlendShapeFrameVertices(i, f, deltaVertices, deltaNormals, tangents);
dst.AddBlendShapeFrame(
src.GetBlendShapeName(i),
src.GetBlendShapeFrameWeight(i, f),
deltaVertices,
deltaNormals,
tangents
);
}
}
}

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@ -52,7 +52,7 @@ namespace UniGLTF.SpringBoneJobs
in quaternion parentRotation)
{
// Y+方向からjointのheadからtailに向かうベクトルへの最小回転
var axisRotation = fromToQuaternion(new float3(0, 1, 0), logic.boneAxis);
var axisRotation = getAxisRotation(logic.boneAxis);
// limitのローカル空間をワールド空間に写像する回転
return
@ -63,29 +63,28 @@ namespace UniGLTF.SpringBoneJobs
;
}
// https://discussions.unity.com/t/unity-mathematics-equivalent-to-quaternion-fromtorotation/237459
public static quaternion fromToQuaternion(in float3 from, in float3 to)
/// <summary>
/// Y軸正方向から `to` への回転を表すクォータニオンを計算して返す。
/// `to` は正規化されていると仮定する。
///
/// See: https://github.com/0b5vr/vrm-specification/blob/75fbd48a7cb1d7250fa955838af6140e9c84844c/specification/VRMC_springBone_limit-1.0/README.ja.md#rotation-1
///
/// TODO: Replace with the appropriate link to the specification later
/// </summary>
public static quaternion getAxisRotation(in float3 to)
{
var fromNorm = math.normalize(from);
var toNorm = math.normalize(to);
var dot = math.dot(fromNorm, toNorm);
// dot(from, to) + 1
var dot1 = to.y + 1f;
// Handle the case where from and to are parallel but opposite
if (math.abs(dot + 1f) < 1e-6f) // dot is approximately -1
// Handle the case where from and to are parallel and opposite
if (dot1 < 1e-8f) // dot is approximately -1
{
// Find a perpendicular axis
var perpAxis = math.abs(fromNorm.x) > math.abs(fromNorm.z)
? new float3(-fromNorm.y, fromNorm.x, 0f)
: new float3(0f, -fromNorm.z, fromNorm.y);
return quaternion.AxisAngle(math.normalize(perpAxis), math.PI);
return new quaternion(1f, 0f, 0f, 0f);
}
// General case
return quaternion.AxisAngle(
angle: math.acos(math.clamp(dot, -1f, 1f)),
axis: math.normalize(math.cross(fromNorm, toNorm))
);
// quaternion(cross(from, to); dot(from, to) + 1).normalized
return math.normalize(new quaternion(to.z, 0f, -to.x, dot1));
}
}
}

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@ -283,6 +283,138 @@ namespace UniGLTF
}
}
private static NativeArray<Vector3> GetMorphTargetVec3(GltfData data, int accessorIndex, string attribute)
{
if (accessorIndex < 0) return data.NativeArrayManager.CreateNativeArray<Vector3>(0);
var accessor = data.GLTF.accessors[accessorIndex];
if (accessor.type != "VEC3")
{
throw new ArgumentException($"unknown {attribute} type: {accessor.componentType}:{accessor.type}");
}
static float NormalizeSByte(sbyte v)
{
// glTF normalized signed integer maps min to -1.0 exactly.
return Mathf.Max(v / 127.0f, -1.0f);
}
static float NormalizeShort(short v)
{
// glTF normalized signed integer maps min to -1.0 exactly.
return Mathf.Max(v / 32767.0f, -1.0f);
}
switch (accessor.componentType)
{
case glComponentType.FLOAT:
return data.GetArrayFromAccessor<Vector3>(accessorIndex);
case glComponentType.BYTE:
{
var src = data.GetArrayFromAccessor<SByte3>(accessorIndex);
var dst = data.NativeArrayManager.CreateNativeArray<Vector3>(src.Length);
if (accessor.normalized)
{
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(
NormalizeSByte(v.x),
NormalizeSByte(v.y),
NormalizeSByte(v.z));
}
}
else
{
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(v.x, v.y, v.z);
}
}
return dst;
}
case glComponentType.UNSIGNED_BYTE:
{
var src = data.GetArrayFromAccessor<Byte3>(accessorIndex);
var dst = data.NativeArrayManager.CreateNativeArray<Vector3>(src.Length);
if (accessor.normalized)
{
const float factor = 1.0f / 255.0f;
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(v.x * factor, v.y * factor, v.z * factor);
}
}
else
{
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(v.x, v.y, v.z);
}
}
return dst;
}
case glComponentType.SHORT:
{
var src = data.GetArrayFromAccessor<Short3>(accessorIndex);
var dst = data.NativeArrayManager.CreateNativeArray<Vector3>(src.Length);
if (accessor.normalized)
{
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(
NormalizeShort(v.x),
NormalizeShort(v.y),
NormalizeShort(v.z));
}
}
else
{
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(v.x, v.y, v.z);
}
}
return dst;
}
case glComponentType.UNSIGNED_SHORT:
{
var src = data.GetArrayFromAccessor<UShort3>(accessorIndex);
var dst = data.NativeArrayManager.CreateNativeArray<Vector3>(src.Length);
if (accessor.normalized)
{
const float factor = 1.0f / 65535.0f;
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(v.x * factor, v.y * factor, v.z * factor);
}
}
else
{
for (int i = 0; i < src.Length; ++i)
{
var v = src[i];
dst[i] = new Vector3(v.x, v.y, v.z);
}
}
return dst;
}
default:
throw new NotImplementedException($"unknown {attribute} type: {accessor.componentType}:{accessor.type}");
}
}
/// <summary>
/// 各 primitive の attribute の要素が同じでない。=> uv が有るものと無いものが混在するなど
/// glTF 的にはありうる。
@ -438,7 +570,7 @@ namespace UniGLTF
var blendShape = GetOrCreateBlendShape(i);
if (primTarget.POSITION != -1)
{
var array = data.GetArrayFromAccessor<Vector3>(primTarget.POSITION);
var array = GetMorphTargetVec3(data, primTarget.POSITION, "POSITION");
if (array.Length != positions.Length)
{
throw new Exception("different length");
@ -449,7 +581,7 @@ namespace UniGLTF
if (primTarget.NORMAL != -1)
{
var array = data.GetArrayFromAccessor<Vector3>(primTarget.NORMAL);
var array = GetMorphTargetVec3(data, primTarget.NORMAL, "NORMAL");
if (array.Length != positions.Length)
{
throw new Exception("different length");
@ -460,7 +592,7 @@ namespace UniGLTF
if (primTarget.TANGENT != -1)
{
var array = data.GetArrayFromAccessor<Vector3>(primTarget.TANGENT);
var array = GetMorphTargetVec3(data, primTarget.TANGENT, "TANGENT");
if (array.Length != positions.Length)
{
throw new Exception("different length");
@ -579,7 +711,7 @@ namespace UniGLTF
if (hasPosition)
{
var morphPositions = data.GetArrayFromAccessor<Vector3>(primTarget.POSITION);
var morphPositions = GetMorphTargetVec3(data, primTarget.POSITION, "POSITION");
blendShape.Positions.Capacity = morphPositions.Length;
for (var j = 0; j < positions.Length; ++j)
{
@ -589,7 +721,7 @@ namespace UniGLTF
if (hasNormal)
{
var morphNormals = data.GetArrayFromAccessor<Vector3>(primTarget.NORMAL);
var morphNormals = GetMorphTargetVec3(data, primTarget.NORMAL, "NORMAL");
blendShape.Normals.Capacity = morphNormals.Length;
for (var j = 0; j < positions.Length; ++j)
{
@ -600,7 +732,7 @@ namespace UniGLTF
if (hasTangent)
{
var morphTangents = data.GetArrayFromAccessor<Vector3>(primTarget.TANGENT);
var morphTangents = GetMorphTargetVec3(data, primTarget.TANGENT, "TANGENT");
blendShape.Tangents.Capacity = morphTangents.Length;
for (var j = 0; j < positions.Length; ++j)
{
@ -639,4 +771,4 @@ namespace UniGLTF
}
}
}
}
}

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@ -1,5 +1,4 @@
using System;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Profiling;
@ -41,28 +40,33 @@ namespace UniGLTF
}
}
private static async Task BuildBlendShapeAsync(IAwaitCaller awaitCaller, Mesh mesh, BlendShape blendShape,
private static async Task BuildBlendShapeAsync(
IAwaitCaller awaitCaller,
Mesh mesh,
BlendShape blendShape,
Vector3[] emptyVertices)
{
Vector3[] positions = null;
Vector3[] normals = null;
await awaitCaller.Run(() =>
{
positions = blendShape.Positions.ToArray();
if (blendShape.Normals != null)
{
normals = blendShape.Normals.ToArray();
}
positions = blendShape.Positions != null ? blendShape.Positions.ToArray() : Array.Empty<Vector3>();
normals = blendShape.Normals != null ? blendShape.Normals.ToArray() : Array.Empty<Vector3>();
});
Profiler.BeginSample("MeshUploader.BuildBlendShapeAsync");
var hasPositions = positions.Length == mesh.vertexCount;
var hasNormals = normals.Length == mesh.vertexCount;
if (positions.Length > 0)
{
if (positions.Length == mesh.vertexCount)
if (hasPositions)
{
var deltaNormals = hasNormals ? normals : null;
mesh.AddBlendShapeFrame(blendShape.Name, FrameWeight,
positions,
normals.Length == mesh.vertexCount && normals.Length == positions.Length ? normals : null,
deltaNormals,
null
);
}
@ -76,7 +80,7 @@ namespace UniGLTF
// add empty blend shape for keep blend shape index
mesh.AddBlendShapeFrame(blendShape.Name, FrameWeight,
emptyVertices,
null,
normals.Length == mesh.vertexCount ? normals : null,
null
);
}
@ -132,7 +136,11 @@ namespace UniGLTF
var emptyVertices = new Vector3[mesh.vertexCount];
foreach (var blendShape in data.BlendShapes)
{
await BuildBlendShapeAsync(awaitCaller, mesh, blendShape, emptyVertices);
await BuildBlendShapeAsync(
awaitCaller,
mesh,
blendShape,
emptyVertices);
}
}

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@ -0,0 +1,25 @@
using System;
using System.Runtime.InteropServices;
namespace UniGLTF
{
[Serializable, StructLayout(LayoutKind.Sequential, Pack = 1)]
public readonly struct SByte3 : IEquatable<SByte3>
{
public readonly sbyte x;
public readonly sbyte y;
public readonly sbyte z;
public SByte3(sbyte _x, sbyte _y, sbyte _z)
{
x = _x;
y = _y;
z = _z;
}
public bool Equals(SByte3 other)
{
return x == other.x && y == other.y && z == other.z;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 93c772ed657e23c448e9b036d9c9071c

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@ -0,0 +1,25 @@
using System;
using System.Runtime.InteropServices;
namespace UniGLTF
{
[Serializable, StructLayout(LayoutKind.Sequential, Pack = 1)]
public readonly struct Short3 : IEquatable<Short3>
{
public readonly short x;
public readonly short y;
public readonly short z;
public Short3(short _x, short _y, short _z)
{
x = _x;
y = _y;
z = _z;
}
public bool Equals(Short3 other)
{
return x == other.x && y == other.y && z == other.z;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f74b316e688844c428c7b45dcb38ee54