using System;
using System.Collections.Generic;
using System.Linq;
using MeshUtility;
using UnityEngine;
using VrmLib;
namespace UniVRM10
{
///
/// VrmLib.Model から UnityPrefab を構築する
///
public static class RuntimeUnityBuilder
{
///
/// モデル(Transform + Renderer)を構築する。
///
public static ModelAsset ToUnityAsset(VrmLib.Model model, bool showMesh = true)
{
var modelAsset = new ModelAsset();
// texture
for (int i = 0; i < model.Textures.Count; ++i)
{
var src = model.Textures[i];
var name = !string.IsNullOrEmpty(src.Name)
? src.Name
: string.Format("{0}_img{1}", model.Root.Name, i);
if (src is VrmLib.ImageTexture imageTexture)
{
var texture = CreateTexture(imageTexture);
texture.name = name;
modelAsset.Map.Textures.Add(src, texture);
modelAsset.Textures.Add(texture);
}
else
{
Debug.LogWarning($"{name} not ImageTexture");
}
}
// material
foreach (var src in model.Materials)
{
// TODO: material has VertexColor
var material = RuntimeUnityMaterialBuilder.CreateMaterialAsset(src, hasVertexColor: false, modelAsset.Map.Textures);
material.name = src.Name;
modelAsset.Map.Materials.Add(src, material);
modelAsset.Materials.Add(material);
}
// mesh
for (int i = 0; i < model.MeshGroups.Count; ++i)
{
var src = model.MeshGroups[i];
if (src.Meshes.Count == 1)
{
// submesh 方式
var mesh = new UnityEngine.Mesh();
mesh.name = src.Name;
mesh.LoadMesh(src.Meshes[0], src.Skin);
modelAsset.Map.Meshes.Add(src, mesh);
modelAsset.Meshes.Add(mesh);
}
else
{
// 頂点バッファの連結が必用
throw new NotImplementedException();
}
}
// node: recursive
CreateNodes(model.Root, null, modelAsset.Map.Nodes);
modelAsset.Root = modelAsset.Map.Nodes[model.Root];
// renderer
var map = modelAsset.Map;
foreach (var (node, go) in map.Nodes)
{
if (node.MeshGroup is null)
{
continue;
}
if (node.MeshGroup.Meshes.Count > 1)
{
throw new NotImplementedException("invalid isolated vertexbuffer");
}
var renderer = CreateRenderer(node, go, map);
if (!showMesh)
{
renderer.enabled = false;
}
map.Renderers.Add(node, renderer);
modelAsset.Renderers.Add(renderer);
}
var humanoid = modelAsset.Root.AddComponent();
humanoid.AssignBones(map.Nodes.Select(x => (x.Key.HumanoidBone.GetValueOrDefault().ToUnity(), x.Value.transform)));
modelAsset.HumanoidAvatar = humanoid.CreateAvatar();
modelAsset.HumanoidAvatar.name = "VRM";
var animator = modelAsset.Root.AddComponent();
animator.avatar = modelAsset.HumanoidAvatar;
return modelAsset;
}
public static HumanBodyBones ToUnity(this VrmLib.HumanoidBones bone)
{
if (bone == VrmLib.HumanoidBones.unknown)
{
return HumanBodyBones.LastBone;
}
return VrmLib.EnumUtil.Cast(bone);
}
private static RenderTextureReadWrite GetRenderTextureReadWrite(VrmLib.Texture.ColorSpaceTypes type)
{
return (type == VrmLib.Texture.ColorSpaceTypes.Linear) ? RenderTextureReadWrite.Linear : RenderTextureReadWrite.sRGB;
}
///
/// 画像のバイト列からテクスチャを作成する
///
public static Texture2D CreateTexture(VrmLib.ImageTexture imageTexture)
{
Texture2D dstTexture = null;
UnityEngine.Material convertMaterial = null;
var texture = new Texture2D(2, 2, TextureFormat.ARGB32, false, imageTexture.ColorSpace == VrmLib.Texture.ColorSpaceTypes.Linear);
texture.LoadImage(imageTexture.Image.Bytes.ToArray());
// Convert Texture Gltf to Unity
if (imageTexture.TextureType == VrmLib.Texture.TextureTypes.NormalMap)
{
convertMaterial = TextureConvertMaterial.GetNormalMapConvertGltfToUnity();
dstTexture = UnityTextureUtil.CopyTexture(
texture,
GetRenderTextureReadWrite(imageTexture.ColorSpace),
convertMaterial);
}
else if (imageTexture.TextureType == VrmLib.Texture.TextureTypes.MetallicRoughness)
{
var metallicRoughnessImage = imageTexture as VrmLib.MetallicRoughnessImageTexture;
convertMaterial = TextureConvertMaterial.GetMetallicRoughnessGltfToUnity(metallicRoughnessImage.RoughnessFactor);
dstTexture = UnityTextureUtil.CopyTexture(
texture,
GetRenderTextureReadWrite(imageTexture.ColorSpace),
convertMaterial);
}
else if (imageTexture.TextureType == VrmLib.Texture.TextureTypes.Occlusion)
{
convertMaterial = TextureConvertMaterial.GetOcclusionGltfToUnity();
dstTexture = UnityTextureUtil.CopyTexture(
texture,
GetRenderTextureReadWrite(imageTexture.ColorSpace),
convertMaterial);
}
if (dstTexture != null)
{
if (texture != null)
{
UnityEngine.Object.DestroyImmediate(texture);
}
texture = dstTexture;
}
if (convertMaterial != null)
{
UnityEngine.Object.DestroyImmediate(convertMaterial);
}
return texture;
}
///
/// ヒエラルキーを再帰的に構築する
///
public static void CreateNodes(VrmLib.Node node, GameObject parent, Dictionary nodes)
{
GameObject go = new GameObject(node.Name);
go.transform.SetPositionAndRotation(node.Translation.ToUnityVector3(), node.Rotation.ToUnityQuaternion());
nodes.Add(node, go);
if (parent != null)
{
go.transform.SetParent(parent.transform);
}
if (node.Children.Count > 0)
{
for (int n = 0; n < node.Children.Count; n++)
{
CreateNodes(node.Children[n], go, nodes);
}
}
}
///
/// MeshFilter + MeshRenderer もしくは SkinnedMeshRenderer を構築する
///
public static Renderer CreateRenderer(VrmLib.Node node, GameObject go, ModelMap map)
{
var mesh = node.MeshGroup.Meshes[0];
Renderer renderer = null;
var hasBlendShape = mesh.MorphTargets.Any();
if (node.MeshGroup.Skin != null || hasBlendShape)
{
var skinnedMeshRenderer = go.AddComponent();
renderer = skinnedMeshRenderer;
skinnedMeshRenderer.sharedMesh = map.Meshes[node.MeshGroup];
if (node.MeshGroup.Skin != null)
{
skinnedMeshRenderer.bones = node.MeshGroup.Skin.Joints.Select(x => map.Nodes[x].transform).ToArray();
if (node.MeshGroup.Skin.Root != null)
{
skinnedMeshRenderer.rootBone = map.Nodes[node.MeshGroup.Skin.Root].transform;
}
}
}
else
{
var meshFilter = go.AddComponent();
renderer = go.AddComponent();
meshFilter.sharedMesh = map.Meshes[node.MeshGroup];
}
var materials = mesh.Submeshes.Select(x => map.Materials[x.Material]).ToArray();
renderer.sharedMaterials = materials;
return renderer;
}
}
}