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; } } } static void EnforceTPose(GameObject go) { 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); } static GameObject NormalizeHierarchy(GameObject go, Dictionary boneMap) { // // 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; } return normalized; } /// /// srcのSkinnedMeshRendererを正規化して、dstにアタッチする /// /// 正規化前のSkinnedMeshRendererのTransform /// 正規化後のSkinnedMeshRendererのTransform /// 正規化前のボーンから正規化後のボーンを得る static void NormalizeSkinnedMesh(Transform src, Transform dst, Dictionary boneMap) { var srcRenderer = src.GetComponent(); if (srcRenderer == null || !srcRenderer.enabled || srcRenderer.sharedMesh == null || srcRenderer.sharedMesh.vertexCount == 0) { // 有効なSkinnedMeshRendererが無かった return; } // clear blendShape var srcMesh = srcRenderer.sharedMesh; var originalSrcMesh = srcMesh; for (int i = 0; i < srcMesh.blendShapeCount; ++i) { srcRenderer.SetBlendShapeWeight(i, 0); } var bones = srcRenderer.bones.Select(x => boneMap[x]).ToArray(); var hasBoneWeight = srcRenderer.bones!=null && srcRenderer.bones.Length > 0; if (!hasBoneWeight) { // Before bake, bind no weight bones //Debug.LogFormat("no weight: {0}", srcMesh.name); srcMesh = srcMesh.Copy(); var bw = new BoneWeight { boneIndex0 = 0, boneIndex1 = 0, boneIndex2 = 0, boneIndex3 = 0, weight0 = 1.0f, weight1 = 0.0f, weight2 = 0.0f, weight3 = 0.0f, }; srcMesh.boneWeights = Enumerable.Range(0, srcMesh.vertexCount).Select(x => bw).ToArray(); srcMesh.bindposes = new Matrix4x4[] { Matrix4x4.identity }; srcRenderer.rootBone = srcRenderer.transform; bones = new[] { boneMap[srcRenderer.transform] }; srcRenderer.bones = new[] { srcRenderer.transform }; srcRenderer.sharedMesh = srcMesh; } // BakeMesh var mesh = srcMesh.Copy(); mesh.name = srcMesh.name + ".baked"; srcRenderer.BakeMesh(mesh); mesh.boneWeights = srcMesh.boneWeights; // restore weights. clear when BakeMesh // recalc bindposes mesh.bindposes = bones.Select(x => x.worldToLocalMatrix * dst.transform.localToWorldMatrix).ToArray(); //var m = src.localToWorldMatrix; // include scaling var m = default(Matrix4x4); m.SetTRS(Vector3.zero, src.rotation, Vector3.one); // rotation only mesh.ApplyMatrix(m); // // BlendShapes // 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; } } var dstRenderer = dst.gameObject.AddComponent(); dstRenderer.sharedMaterials = srcRenderer.sharedMaterials; if (srcRenderer.rootBone != null) { dstRenderer.rootBone = boneMap[srcRenderer.rootBone]; } dstRenderer.bones = bones; dstRenderer.sharedMesh = mesh; if (!hasBoneWeight) { // restore bones srcRenderer.bones = new Transform[] { }; srcRenderer.sharedMesh = originalSrcMesh; } } /// /// /// /// /// static void NormalizeNoneSkinnedMesh(Transform src, Transform dst) { var srcFilter = src.GetComponent(); if (srcFilter == null || srcFilter.sharedMesh == null || srcFilter.sharedMesh.vertexCount == 0) { return; } var srcRenderer = src.GetComponent(); if (srcRenderer == null || !srcRenderer.enabled) { return; } // Meshに乗っているボーンの姿勢を適用する var dstFilter = dst.gameObject.AddComponent(); var dstMesh = srcFilter.sharedMesh.Copy(); dstMesh.ApplyRotationAndScale(src.localToWorldMatrix); dstFilter.sharedMesh = dstMesh; // Materialをコピー var dstRenderer = dst.gameObject.AddComponent(); dstRenderer.sharedMaterials = srcRenderer.sharedMaterials; } public struct NormalizedResult { public GameObject Root; public Dictionary BoneMap; } /// /// モデルの正規化を実行する /// /// 対象モデルのルート /// 強制的にT-Pose化するか /// 正規化済みのモデル public static NormalizedResult Execute(GameObject go, bool forceTPose) { Dictionary boneMap = new Dictionary(); // // T-Poseにする // if (forceTPose) { EnforceTPose(go); } // // 正規化されたヒエラルキーを作る // var normalized = NormalizeHierarchy(go, boneMap); // // 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; } NormalizeSkinnedMesh(src, dst, boneMap); NormalizeNoneSkinnedMesh(src, dst); } return new NormalizedResult { Root = normalized, BoneMap = boneMap }; } } }