UniVRM/Assets/VRM10/Runtime/Components/VRM10ControllerLookAt.cs
2021-04-01 13:46:52 +09:00

243 lines
8.2 KiB
C#

using System;
using UnityEngine;
using UniGLTF.Extensions.VRMC_vrm;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UniVRM10
{
[Serializable]
public class VRM10ControllerLookAt : ILookAtEyeDirectionProvider
{
public enum LookAtTargetTypes
{
CalcYawPitchToGaze,
SetYawPitch,
}
[SerializeField]
public bool DrawGizmo = true;
[SerializeField]
public Vector3 OffsetFromHead = new Vector3(0, 0.06f, 0);
[SerializeField]
public LookAtType LookAtType;
[SerializeField]
public CurveMapper HorizontalOuter = new CurveMapper(90.0f, 10.0f);
[SerializeField]
public CurveMapper HorizontalInner = new CurveMapper(90.0f, 10.0f);
[SerializeField]
public CurveMapper VerticalDown = new CurveMapper(90.0f, 10.0f);
[SerializeField]
public CurveMapper VerticalUp = new CurveMapper(90.0f, 10.0f);
[SerializeField]
public LookAtTargetTypes LookAtTargetType;
private Transform m_head;
private Transform m_leftEye;
private Transform m_rightEye;
private ILookAtEyeDirectionApplicable _eyeDirectionApplicable;
internal ILookAtEyeDirectionApplicable EyeDirectionApplicable => _eyeDirectionApplicable;
public LookAtEyeDirection EyeDirection { get; private set; }
#region LookAtTargetTypes.CalcYawPitchToGaze
/// <summay>
/// LookAtTargetTypes.CalcYawPitchToGaze時の注視点
/// </summary>
[SerializeField]
public Transform Gaze;
// 座標計算用のempty
Transform m_lookAtOrigin;
Transform GetLookAtOrigin(Transform head)
{
if (!Application.isPlaying)
{
return null;
}
if (m_lookAtOrigin == null)
{
m_lookAtOrigin = new GameObject("_lookat_origin_").transform;
m_lookAtOrigin.SetParent(head);
}
return m_lookAtOrigin;
}
/// <summary>
/// Headローカルの注視点からYaw, Pitch角を計算する
/// </summary>
(float, float) CalcLookAtYawPitch(Vector3 targetWorldPosition, Transform head)
{
GetLookAtOrigin(head).localPosition = OffsetFromHead;
var localPosition = m_lookAtOrigin.worldToLocalMatrix.MultiplyPoint(targetWorldPosition);
float yaw, pitch;
Matrix4x4.identity.CalcYawPitch(localPosition, out yaw, out pitch);
return (yaw, pitch);
}
#endregion
#region LookAtTargetTypes.SetYawPitch
float m_yaw;
float m_pitch;
/// <summary>
/// LookAtTargetTypes.SetYawPitch時の視線の角度を指定する
/// </summary>
/// <param name="yaw">Headボーンのforwardに対するyaw角(度)</param>
/// <param name="pitch">Headボーンのforwardに対するpitch角(度)</param>
public void SetLookAtYawPitch(float yaw, float pitch)
{
m_yaw = yaw;
m_pitch = pitch;
}
#endregion
/// <summary>
/// LookAtTargetType に応じた yaw, pitch を得る
/// </summary>
/// <returns>Headボーンのforwardに対するyaw角(度), pitch角(度)</returns>
private (float, float) GetLookAtYawPitch(Transform head)
{
switch (LookAtTargetType)
{
case LookAtTargetTypes.CalcYawPitchToGaze:
// Gaze(Transform)のワールド位置に対して計算する
return CalcLookAtYawPitch(Gaze.position, head);
case LookAtTargetTypes.SetYawPitch:
// 事前にSetYawPitchした値を使う
return (m_yaw, m_pitch);
}
throw new NotImplementedException();
}
internal void Setup(Animator animator, Transform head)
{
m_head = head;
m_leftEye = animator.GetBoneTransform(HumanBodyBones.LeftEye);
m_rightEye = animator.GetBoneTransform(HumanBodyBones.RightEye);
var isRuntimeAsset = true;
#if UNITY_EDITOR
isRuntimeAsset = Application.isPlaying && !PrefabUtility.IsPartOfAnyPrefab(m_head);
#endif
if (isRuntimeAsset && LookAtTargetType == LookAtTargetTypes.CalcYawPitchToGaze && Gaze == null)
{
Gaze = new GameObject().transform;
Gaze.name = "__LOOKAT_GAZE__";
Gaze.SetParent(m_head);
Gaze.localPosition = Vector3.forward;
}
switch (LookAtType)
{
case LookAtType.bone:
_eyeDirectionApplicable = new LookAtEyeDirectionApplicableToBone(m_leftEye, m_rightEye, HorizontalOuter, HorizontalInner, VerticalDown, VerticalUp);
break;
case LookAtType.expression:
_eyeDirectionApplicable = new LookAtEyeDirectionApplicableToExpression(HorizontalOuter, HorizontalInner, VerticalDown, VerticalUp);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void Process()
{
var (yaw, pitch) = GetLookAtYawPitch(m_head);
EyeDirection = new LookAtEyeDirection(yaw, pitch, 0, 0);
}
#if UNITY_EDITOR
#region Gizmo
static void DrawMatrix(Matrix4x4 m, float size)
{
Gizmos.matrix = m;
Gizmos.color = Color.red;
Gizmos.DrawLine(Vector3.zero, Vector3.right * size);
Gizmos.color = Color.green;
Gizmos.DrawLine(Vector3.zero, Vector3.up * size);
Gizmos.color = Color.blue;
Gizmos.DrawLine(Vector3.zero, Vector3.forward * size);
}
const float LOOKAT_GIZMO_SIZE = 0.5f;
private void OnDrawGizmos()
{
if (DrawGizmo)
{
if (m_leftEye != null & m_rightEye != null)
{
DrawMatrix(m_leftEye.localToWorldMatrix, LOOKAT_GIZMO_SIZE);
DrawMatrix(m_rightEye.localToWorldMatrix, LOOKAT_GIZMO_SIZE);
}
}
}
#endregion
const float RADIUS = 0.5f;
public void OnSceneGUILookAt(Transform head)
{
if (head == null) return;
if (!DrawGizmo) return;
if (Gaze != null)
{
{
EditorGUI.BeginChangeCheck();
var newTargetPosition = Handles.PositionHandle(Gaze.position, Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(Gaze, "Change Look At Target Position");
Gaze.position = newTargetPosition;
}
}
Handles.color = new Color(1, 1, 1, 0.6f);
Handles.DrawDottedLine(GetLookAtOrigin(head).position, Gaze.position, 4.0f);
}
var (yaw, pitch) = GetLookAtYawPitch(head);
var lookAtOriginMatrix = GetLookAtOrigin(head).localToWorldMatrix;
Handles.matrix = lookAtOriginMatrix;
var p = OffsetFromHead;
Handles.Label(Vector3.zero,
$"FromHead: [{p.x:0.00}, {p.y:0.00}, {p.z:0.00}]\nYaw: {yaw:0.}degree\nPitch: {pitch:0.}degree");
Handles.color = new Color(0, 1, 0, 0.2f);
Handles.DrawSolidArc(Vector3.zero,
Matrix4x4.identity.GetColumn(1),
Matrix4x4.identity.GetColumn(2),
yaw,
RADIUS);
var yawQ = Quaternion.AngleAxis(yaw, Vector3.up);
var yawMatrix = default(Matrix4x4);
yawMatrix.SetTRS(Vector3.zero, yawQ, Vector3.one);
Handles.matrix = lookAtOriginMatrix * yawMatrix;
Handles.color = new Color(1, 0, 0, 0.2f);
Handles.DrawSolidArc(Vector3.zero,
Matrix4x4.identity.GetColumn(0),
Matrix4x4.identity.GetColumn(2),
-pitch,
RADIUS);
}
#endif
}
}