using System; using System.Collections.Generic; using System.Linq; using UniHumanoid; using UnityEngine; namespace VRM { public static class BoneNormalizer { /// /// 回転とスケールを除去したヒエラルキーをコピーする /// /// /// static void CopyAndBuild(Transform src, Transform dst, Dictionary boneMap) { boneMap[src] = dst; foreach (Transform child in src) { if (child.gameObject.activeSelf) { var dstChild = new GameObject(child.name); dstChild.transform.SetParent(dst); dstChild.transform.position = child.position; // copy position only CopyAndBuild(child, dstChild.transform, boneMap); } } } static IEnumerable Traverse(this Transform t) { yield return t; foreach (Transform child in t) { foreach (var x in child.Traverse()) { yield return x; } } } public static GameObject Execute(GameObject go, Dictionary boneMap, bool forceTPose) { // // T-Poseにする // if(forceTPose) { var animator = go.GetComponent(); if (animator == null) { throw new ArgumentException("Animator with avatar is required"); } var avatar = animator.avatar; if (avatar == null) { throw new ArgumentException("avatar is required"); } if (!avatar.isValid) { throw new ArgumentException("invalid avatar"); } if (!avatar.isHuman) { throw new ArgumentException("avatar is not human"); } HumanPoseTransfer.SetTPose(avatar, go.transform); } // // 回転・スケールの無いヒエラルキーをコピーする // var normalized = new GameObject(go.name + "(normalized)"); normalized.transform.position = go.transform.position; CopyAndBuild(go.transform, normalized.transform, boneMap); // // 新しいヒエラルキーからAvatarを作る // { var src = go.GetComponent(); var map = Enum.GetValues(typeof(HumanBodyBones)) .Cast() .Where(x => x != HumanBodyBones.LastBone) .Select(x => new { Key = x, Value = src.GetBoneTransform(x) }) .Where(x => x.Value != null) .ToDictionary(x => x.Key, x => boneMap[x.Value]) ; var animator = normalized.AddComponent(); var vrmHuman = go.GetComponent(); var avatarDescription = AvatarDescription.Create(); if (vrmHuman != null && vrmHuman.Description != null) { avatarDescription.armStretch = vrmHuman.Description.armStretch; avatarDescription.legStretch = vrmHuman.Description.legStretch; avatarDescription.upperArmTwist = vrmHuman.Description.upperArmTwist; avatarDescription.lowerArmTwist = vrmHuman.Description.lowerArmTwist; avatarDescription.upperLegTwist = vrmHuman.Description.upperLegTwist; avatarDescription.lowerLegTwist = vrmHuman.Description.lowerLegTwist; avatarDescription.feetSpacing = vrmHuman.Description.feetSpacing; avatarDescription.hasTranslationDoF = vrmHuman.Description.hasTranslationDoF; } avatarDescription.SetHumanBones(map); var avatar = avatarDescription.CreateAvatar(normalized.transform); avatar.name = go.name + ".normalized"; animator.avatar = avatar; var humanPoseTransfer = normalized.AddComponent(); humanPoseTransfer.Avatar = avatar; } // // 各メッシュから回転・スケールを取り除いてBinding行列を再計算する // foreach (var src in go.transform.Traverse()) { Transform dst; if(!boneMap.TryGetValue(src, out dst)) { continue; } { // // SkinnedMesh // var srcRenderer = src.GetComponent(); if (srcRenderer != null && srcRenderer.enabled && srcRenderer.sharedMesh!=null && srcRenderer.sharedMesh.vertexCount>0) { // clear blendShape var srcMesh = srcRenderer.sharedMesh; for (int i = 0; i < srcMesh.blendShapeCount; ++i) { srcRenderer.SetBlendShapeWeight(i, 0); } var mesh = new Mesh(); mesh.name = srcMesh.name + ".baked"; #if UNITY_2017_3_OR_NEWER mesh.indexFormat = srcMesh.indexFormat; #endif srcRenderer.BakeMesh(mesh); //var m = src.localToWorldMatrix; var m = default(Matrix4x4); m.SetTRS(Vector3.zero, src.rotation, Vector3.one); mesh.vertices = mesh.vertices.Select(x => m.MultiplyPoint(x)).ToArray(); mesh.normals = mesh.normals.Select(x => m.MultiplyVector(x).normalized).ToArray(); mesh.uv = srcMesh.uv; mesh.tangents = srcMesh.tangents; mesh.subMeshCount = srcMesh.subMeshCount; for (int i = 0; i < srcMesh.subMeshCount; ++i) { mesh.SetIndices(srcMesh.GetIndices(i), srcMesh.GetTopology(i), i); } // boneweights var bones = srcRenderer.bones.Select(x => boneMap[x]).ToArray(); if (bones.Length > 0) { mesh.boneWeights = srcMesh.boneWeights; } else { Debug.LogFormat("no weight: {0}", srcMesh.name); bones = new[] { boneMap[srcRenderer.transform] }; var bw = new BoneWeight { boneIndex0 = 0, boneIndex1 = 0, boneIndex2 = 0, boneIndex3 = 0, weight0 = 1.0f, weight1 = 0.0f, weight2 = 0.0f, weight3 = 0.0f, }; mesh.boneWeights = Enumerable.Range(0, srcMesh.vertexCount).Select(x => bw).ToArray(); } var meshVertices = mesh.vertices; var meshNormals = mesh.normals; var meshTangents = mesh.tangents.Select(x => (Vector3)x).ToArray(); var _meshVertices = new Vector3[meshVertices.Length]; var _meshNormals = new Vector3[meshVertices.Length]; var _meshTangents = new Vector3[meshVertices.Length]; var blendShapeMesh = new Mesh(); for (int i = 0; i < srcMesh.blendShapeCount; ++i) { // check blendShape srcRenderer.sharedMesh.GetBlendShapeFrameVertices(i, 0, _meshVertices, _meshNormals, _meshTangents); var hasVertices = !_meshVertices.All(x => x == Vector3.zero); var hasNormals = !_meshNormals.All(x => x == Vector3.zero); var hasTangents = !_meshTangents.All(x => x == Vector3.zero); srcRenderer.SetBlendShapeWeight(i, 100.0f); srcRenderer.BakeMesh(blendShapeMesh); if (blendShapeMesh.vertices.Length != mesh.vertices.Length) { throw new Exception("diffrent vertex count"); } srcRenderer.SetBlendShapeWeight(i, 0); Vector3[] vertices = null; if (hasVertices) { vertices = blendShapeMesh.vertices; // to delta for (int j = 0; j < vertices.Length; ++j) { vertices[j] = m.MultiplyPoint(vertices[j]) - meshVertices[j]; } } else { vertices = new Vector3[mesh.vertexCount]; } Vector3[] normals = null; if (hasNormals) { normals = blendShapeMesh.normals; // to delta for (int j = 0; j < normals.Length; ++j) { normals[j] = m.MultiplyVector(normals[j]) - meshNormals[j]; } } else { normals = new Vector3[mesh.vertexCount]; } Vector3[] tangents = null; if (hasTangents) { tangents = blendShapeMesh.tangents.Select(x => (Vector3)x).ToArray(); // to delta for (int j = 0; j < tangents.Length; ++j) { tangents[j] = m.MultiplyVector(tangents[j]) - meshTangents[j]; } } else { tangents = new Vector3[mesh.vertexCount]; } var name = srcMesh.GetBlendShapeName(i); if (string.IsNullOrEmpty(name)) { name = String.Format("{0}", i); } var weight = srcMesh.GetBlendShapeFrameWeight(i, 0); try { mesh.AddBlendShapeFrame(name, weight, vertices, normals, tangents ); } catch (Exception) { Debug.LogErrorFormat("fail to mesh.AddBlendShapeFrame {0}.{1}", mesh.name, srcMesh.GetBlendShapeName(i) ); throw; } } // recalc bindposes mesh.bindposes = bones.Select(x => x.worldToLocalMatrix * dst.transform.localToWorldMatrix).ToArray(); mesh.RecalculateBounds(); var dstRenderer = dst.gameObject.AddComponent(); dstRenderer.sharedMaterials = srcRenderer.sharedMaterials; dstRenderer.sharedMesh = mesh; dstRenderer.bones = bones; if (srcRenderer.rootBone != null) { dstRenderer.rootBone = boneMap[srcRenderer.rootBone]; } } } { // // not SkinnedMesh // var srcFilter = src.GetComponent(); if (srcFilter != null && srcFilter.sharedMesh!=null && srcFilter.sharedMesh.vertexCount>0) { var srcRenderer = src.GetComponent(); if (srcRenderer!=null && srcRenderer.enabled) { var dstFilter = dst.gameObject.AddComponent(); dstFilter.sharedMesh = TransformMesh(srcFilter.sharedMesh, src.localToWorldMatrix); var dstRenderer = dst.gameObject.AddComponent(); dstRenderer.sharedMaterials = srcRenderer.sharedMaterials; } } } } return normalized; } static Mesh TransformMesh(Mesh src, Matrix4x4 m) { m.SetColumn(3, new Vector4(0, 0, 0, 1)); var mesh = new Mesh(); mesh.name = src.name + "(transformed)"; mesh.vertices = src.vertices.Select(x => m.MultiplyPoint(x)).ToArray(); if (src.normals != null && src.normals.Length > 0) { mesh.normals = src.normals.Select(x => m.MultiplyVector(x)).ToArray(); } if (src.tangents != null && src.tangents.Length > 0) { mesh.tangents = src.tangents.Select(x => { var t = m.MultiplyVector((Vector3)x); return new Vector4(t.x, t.y, t.z, x.w); }).ToArray(); } if (src.colors != null && src.colors.Length > 0) mesh.colors = src.colors; if (src.uv != null && src.uv.Length > 0) mesh.uv = src.uv; if (src.uv2 != null && src.uv2.Length > 0) mesh.uv2 = src.uv2; if (src.uv3 != null && src.uv3.Length > 0) mesh.uv3 = src.uv3; if (src.uv4 != null && src.uv4.Length > 0) mesh.uv4 = src.uv4; mesh.subMeshCount = src.subMeshCount; for(int i=0; i