Merge pull request #1889 from ousttrue/version/v0_106_0

UniVRM-0.106.0
This commit is contained in:
ousttrue
2022-10-27 13:54:07 +09:00
committed by GitHub
36 changed files with 2771 additions and 15 deletions

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@@ -4,8 +4,8 @@ namespace UniGLTF
public static partial class UniGLTFVersion
{
public const int MAJOR = 2;
public const int MINOR = 41;
public const int MINOR = 42;
public const int PATCH = 0;
public const string VERSION = "2.41.0";
public const string VERSION = "2.42.0";
}
}

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@@ -7,6 +7,7 @@ namespace UniGLTF.GltfViewer
#if UNITY_STANDALONE_WIN
return VRMShaders.PathObject.FromFullPath(FileDialogForWindows.FileDialog(title, extensions));
#else
Debug.LogWarning("Non-Windows runtime file dialogs are not yet implemented.");
return default;
#endif
}

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@@ -0,0 +1,51 @@
using UnityEngine;
namespace UniGLTF.Samples
{
/// <summary>
/// ScaleOffset の検証
/// </summary>
public class ScaleOffset : MonoBehaviour
{
[SerializeField]
public Vector2 Scale = Vector2.one;
[SerializeField]
public Vector2 Offset = Vector2.zero;
[SerializeField]
Material Unity;
[SerializeField]
Material Gltf;
void OnValidate()
{
Execute();
}
// Update is called once per frame
void Update()
{
Execute();
}
const string PROP_NAME = "_MainTex";
void Execute()
{
if (Unity == null || Gltf == null)
{
return;
}
Unity.SetTextureScale(PROP_NAME, Scale);
Unity.SetTextureOffset(PROP_NAME, Offset);
var (s, o) = TextureTransform.VerticalFlipScaleOffset(Scale, Offset);
Gltf.SetTextureScale(PROP_NAME, s);
Gltf.SetTextureOffset(PROP_NAME, o);
}
}
}

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CGPROGRAM
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#pragma fragment frag
// make fog work
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#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UniHumanoid
{
[RequireComponent(typeof(Animator))]
public class HumanBuilderTest : MonoBehaviour
{
[SerializeField]
Material m_material;
class SkeletonBuilder
{
Dictionary<HumanBodyBones, Transform> m_skeleton = new Dictionary<HumanBodyBones, Transform>();
public IDictionary<HumanBodyBones, Transform> Skeleton
{
get { return m_skeleton; }
}
Dictionary<HumanBodyBones, Vector3> m_boneTail = new Dictionary<HumanBodyBones, Vector3>();
Transform m_root;
public SkeletonBuilder(Transform root)
{
m_root = root;
}
void Add(HumanBodyBones key, Transform parent, Vector3 headPosition, Vector3 tailPosition)
{
var bone = new GameObject(key.ToString()).transform;
bone.SetParent(parent, false);
bone.localPosition = headPosition;
m_skeleton[key] = bone;
m_boneTail[key] = tailPosition;
}
void Add(HumanBodyBones key, HumanBodyBones parentKey, Vector3 tailPosition)
{
Add(key, m_skeleton[parentKey], m_boneTail[parentKey], tailPosition);
}
#region Spine
public void AddHips(float height, float len)
{
Add(HumanBodyBones.Hips, m_root, new Vector3(0, height, 0), new Vector3(0, len, 0));
}
public void AddSpine(float len)
{
Add(HumanBodyBones.Spine, HumanBodyBones.Hips, new Vector3(0, len, 0));
}
public void AddChest(float len)
{
Add(HumanBodyBones.Chest, HumanBodyBones.Spine, new Vector3(0, len, 0));
}
public void AddNeck(float len)
{
Add(HumanBodyBones.Neck, HumanBodyBones.Chest, new Vector3(0, len, 0));
}
public void AddHead(float len)
{
Add(HumanBodyBones.Head, HumanBodyBones.Neck, new Vector3(0, len, 0));
}
#endregion
public void AddArm(float shoulder, float upper, float lower, float hand)
{
Add(HumanBodyBones.LeftShoulder, HumanBodyBones.Chest, new Vector3(-shoulder, 0, 0));
Add(HumanBodyBones.LeftUpperArm, HumanBodyBones.LeftShoulder, new Vector3(-upper, 0, 0));
Add(HumanBodyBones.LeftLowerArm, HumanBodyBones.LeftUpperArm, new Vector3(-lower, 0, 0));
Add(HumanBodyBones.LeftHand, HumanBodyBones.LeftLowerArm, new Vector3(-hand, 0, 0));
Add(HumanBodyBones.RightShoulder, HumanBodyBones.Chest, new Vector3(shoulder, 0, 0));
Add(HumanBodyBones.RightUpperArm, HumanBodyBones.RightShoulder, new Vector3(upper, 0, 0));
Add(HumanBodyBones.RightLowerArm, HumanBodyBones.RightUpperArm, new Vector3(lower, 0, 0));
Add(HumanBodyBones.RightHand, HumanBodyBones.RightLowerArm, new Vector3(hand, 0, 0));
}
public void AddLeg(float distance, float upper, float lower, float foot, float toe)
{
Add(HumanBodyBones.LeftUpperLeg, m_skeleton[HumanBodyBones.Hips], new Vector3(-distance, 0, 0), new Vector3(0, -upper, 0));
Add(HumanBodyBones.LeftLowerLeg, HumanBodyBones.LeftUpperLeg, new Vector3(0, -lower, 0));
Add(HumanBodyBones.LeftFoot, HumanBodyBones.LeftLowerLeg, new Vector3(0, -foot, foot));
Add(HumanBodyBones.LeftToes, HumanBodyBones.LeftFoot, new Vector3(0, 0, toe));
Add(HumanBodyBones.RightUpperLeg, m_skeleton[HumanBodyBones.Hips], new Vector3(distance, 0, 0), new Vector3(0, -upper, 0));
Add(HumanBodyBones.RightLowerLeg, HumanBodyBones.RightUpperLeg, new Vector3(0, -lower, 0));
Add(HumanBodyBones.RightFoot, HumanBodyBones.RightLowerLeg, new Vector3(0, -foot, foot));
Add(HumanBodyBones.RightToes, HumanBodyBones.RightFoot, new Vector3(0, 0, toe));
}
}
void OnEnable()
{
BuildSkeleton(transform);
}
private void BuildSkeleton(Transform root)
{
var position = root.position;
root.position = Vector3.zero;
try
{
// hips -> spine -> chest
var builder = new SkeletonBuilder(root);
builder.AddHips(0.8f, 0.2f);
builder.AddSpine(0.1f);
builder.AddChest(0.2f);
builder.AddNeck(0.1f);
builder.AddHead(0.2f);
builder.AddArm(0.1f, 0.3f, 0.3f, 0.1f);
builder.AddLeg(0.1f, 0.3f, 0.4f, 0.1f, 0.1f);
var description = AvatarDescription.Create(builder.Skeleton);
var animator = GetComponent<Animator>();
animator.avatar = description.CreateAvatar(root);
// create SkinnedMesh for bone visualize
var renderer = SkeletonMeshUtility.CreateRenderer(animator);
if (m_material == null)
{
m_material = new Material(Shader.Find("Standard"));
}
renderer.sharedMaterial = m_material;
//root.gameObject.AddComponent<BoneMapping>();
var transfer = GetComponent<HumanPoseTransfer>();
if (transfer != null)
{
transfer.Avatar = animator.avatar;
transfer.Setup();
}
}
finally
{
// restore position
root.position = position;
}
}
}
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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using UniHumanoid;
using System.IO;
using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UniHumanoid
{
public class RuntimeBvhLoader : MonoBehaviour
{
[SerializeField]
Button m_openButton = default;
[SerializeField]
HumanPoseTransfer m_dst = default;
UnityAction m_onClick;
private void Awake()
{
m_onClick = new UnityEngine.Events.UnityAction(OnClick);
}
private void OnEnable()
{
m_openButton.onClick.AddListener(m_onClick);
}
private void OnDisable()
{
m_openButton.onClick.RemoveListener(m_onClick);
}
static string m_lastDir;
public void OnClick()
{
#if UNITY_EDITOR
var path = EditorUtility.OpenFilePanel("open bvh", m_lastDir, "bvh");
if (String.IsNullOrEmpty(path))
{
return;
}
m_lastDir = Path.GetDirectoryName(path);
#else
string path=null;
#endif
#pragma warning disable 4014
Open(path);
#pragma warning restore 4014
}
BvhImporterContext m_context;
void Open(string path)
{
Debug.LogFormat("Open: {0}", path);
if (m_context != null)
{
m_context.Destroy(true);
m_context = null;
}
m_context = new BvhImporterContext();
m_context.Parse(path);
m_context.Load();
var src = m_context.Root.AddComponent<HumanPoseTransfer>();
if (m_dst != null)
{
m_dst.SourceType = HumanPoseTransfer.HumanPoseTransferSourceType.HumanPoseTransfer;
m_dst.Source = src;
}
}
}
}

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@@ -1,6 +1,6 @@
{
"name": "com.vrmc.gltf",
"version": "0.105.0",
"version": "0.106.0",
"displayName": "UniGLTF",
"description": "GLTF importer and exporter",
"unity": "2019.4",
@@ -11,7 +11,7 @@
"name": "VRM Consortium"
},
"dependencies": {
"com.vrmc.vrmshaders": "0.105.0",
"com.vrmc.vrmshaders": "0.106.0",
"com.unity.modules.animation": "1.0.0"
},
"samples": [

View File

@@ -4,8 +4,8 @@ namespace VRM
public static partial class VRMVersion
{
public const int MAJOR = 0;
public const int MINOR = 105;
public const int MINOR = 106;
public const int PATCH = 0;
public const string VERSION = "0.105.0";
public const string VERSION = "0.106.0";
}
}

View File

@@ -5,7 +5,7 @@ namespace VRM.SimpleViewer
public static string OpenFileDialog(string title, params string[] extensions)
{
#if UNITY_STANDALONE_WIN
return FileDialogForWindows.FileDialog("open VRM", "vrm", "bvh");
return FileDialogForWindows.FileDialog(title, extensions);
#elif UNITY_WEBGL
// Open WebGLFileDialog
// see: Assets\VRM_Samples\SimpleViewer\Plugins\OpenFile.jslib
@@ -15,9 +15,11 @@ namespace VRM.SimpleViewer
#elif UNITY_EDITOR
// EditorUtility.OpenFilePanel
// TODO: How to specify multiple extensions on OSX?
return UnityEditor.EditorUtility.OpenFilePanel("Open VRM", "", "vrm");
// https://github.com/vrm-c/UniVRM/issues/1837
return UnityEditor.EditorUtility.OpenFilePanel(title, "", extensions[0]);
#else
// fall back constant path
Debug.LogWarning("Non-Windows runtime file dialogs are not yet implemented.");
return Application.dataPath + "/default.vrm";
#endif
}

View File

@@ -1,6 +1,6 @@
{
"name": "com.vrmc.univrm",
"version": "0.105.0",
"version": "0.106.0",
"displayName": "VRM",
"description": "VRM importer",
"unity": "2019.4",
@@ -14,8 +14,8 @@
"name": "VRM Consortium"
},
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"com.vrmc.gltf": "0.105.0",
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"com.vrmc.gltf": "0.106.0",
"com.unity.ugui": "1.0.0"
},
"samples": [

View File

@@ -1,6 +1,6 @@
{
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"version": "0.105.0",
"version": "0.106.0",
"displayName": "VRM-1.0",
"description": "VRM-1.0 importer",
"unity": "2019.4",
@@ -14,8 +14,8 @@
"name": "VRM Consortium"
},
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"com.vrmc.gltf": "0.105.0"
"com.vrmc.vrmshaders": "0.106.0",
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},
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{

View File

@@ -1,6 +1,6 @@
{
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"version": "0.105.0",
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"displayName": "VRM Shaders",
"description": "VRM Shaders",
"unity": "2019.4",