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Unity 2023.1以降のバージョンでUnityEngine.Object.FindObjectsOfType系APIがObsoleteになり、次の警告が発生していました。 ``` Assets/VRM10_Samples/VRM10Viewer/VRM10ViewerUI.cs(250,24): warning CS0618: 'Object.FindObjectOfType<T>()' is obsolete: 'Object.FindObjectOfType has been deprecated. Use Object.FindFirstObjectByType instead or if finding any instance is acceptable the faster Object.FindAnyObjectByType' Assets/VRM10_Samples/VRM10Viewer/VRM10ViewerUI.cs(208,31): warning CS0618: 'Object.FindObjectsOfType<T>()' is obsolete: 'Object.FindObjectsOfType has been deprecated. Use Object.FindObjectsByType instead which lets you decide whether you need the results sorted or not. FindObjectsOfType sorts the results by InstanceID but if you do not need this using FindObjectSortMode.None is considerably faster.' ``` 代わりにFindObjectsBy系APIを使うようにしました。これはUnity 2021.3にも存在しているので、そのまま使うことができました。 FindObjectOfType()とFindFirstObjectByType()の違いに関してはドキュメントからは読み取れませんでしたが、 Unity-Technologiesgが公開しているUnity 6000のソースコードを見る限り、動作は同一に見えるためそのまま置き換えました。 https://github.com/Unity-Technologies/UnityCsReference/blob/6000.0/Runtime/Export/Scripting/UnityEngineObject.bindings.cs#L586-L602
310 lines
10 KiB
C#
310 lines
10 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System;
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using VRMShaders;
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using UniGLTF;
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namespace VRM
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{
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/// <summary>
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/// プレビュー向けのシーンを管理する
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/// </summary>
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public class PreviewSceneManager : MonoBehaviour
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{
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public GameObject Prefab;
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#if UNITY_EDITOR
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public static PreviewSceneManager GetOrCreate(GameObject prefab)
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{
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if (prefab == null)
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{
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return null;
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}
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PreviewSceneManager manager = null;
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// if we already instantiated a PreviewInstance previously but just lost the reference, then use that same instance instead of making a new one
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var managers = GameObject.FindObjectsByType<PreviewSceneManager>(FindObjectsSortMode.InstanceID);
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foreach (var x in managers)
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{
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if (x.Prefab == prefab)
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{
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Debug.LogFormat("find {0}", manager);
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return manager;
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}
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Debug.LogFormat("destroy {0}", x);
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GameObject.DestroyImmediate(x.gameObject);
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}
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//Debug.Log("new prefab. instanciate");
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// no previous instance detected, so now let's make a fresh one
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// very important: this loads the PreviewInstance prefab and temporarily instantiates it into PreviewInstance
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var go = GameObject.Instantiate(prefab,
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prefab.transform.position,
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prefab.transform.rotation
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);
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go.name = "__PREVIEW_SCENE_MANGER__";
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manager = go.AddComponent<PreviewSceneManager>();
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manager.Initialize(prefab);
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// HideFlags are special editor-only settings that let you have *secret* GameObjects in a scene, or to tell Unity not to save that temporary GameObject as part of the scene
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foreach (var x in go.transform.Traverse())
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{
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if (Symbols.VRM_DEVELOP)
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{
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x.gameObject.hideFlags = HideFlags.None |
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HideFlags.DontSave;
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}
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else
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{
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x.gameObject.hideFlags = HideFlags.None |
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HideFlags.DontSave |
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HideFlags.HideAndDontSave;
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}
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}
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return manager;
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}
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#endif
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public void Clean()
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{
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foreach (var kv in m_materialMap)
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{
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UnityEngine.Object.DestroyImmediate(kv.Value.Material);
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}
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}
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private void Initialize(GameObject prefab)
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{
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//Debug.LogFormat("[PreviewSceneManager.Initialize] {0}", prefab);
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Prefab = prefab;
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var materialNames = new List<string>();
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var map = new Dictionary<Material, Material>();
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Func<Material, Material> getOrCreateMaterial = src =>
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{
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if (src == null) return null;
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if (string.IsNullOrEmpty(src.name)) return null; // !
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Material dst;
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if (!map.TryGetValue(src, out dst))
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{
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dst = new Material(src);
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map.Add(src, dst);
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//Debug.LogFormat("add material {0}", src.name);
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materialNames.Add(src.name);
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m_materialMap.Add(src.name, MaterialItem.Create(dst));
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}
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return dst;
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};
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m_meshes = transform.Traverse()
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.Select(x => MeshPreviewItem.Create(x, transform, getOrCreateMaterial))
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.Where(x => x != null)
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.ToArray()
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;
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MaterialNames = materialNames.ToArray();
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m_blendShapeMeshes = m_meshes
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.Where(x => x.SkinnedMeshRenderer != null
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&& x.SkinnedMeshRenderer.sharedMesh.blendShapeCount > 0)
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.ToArray();
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//Bake(values, materialValues);
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m_rendererPathList = m_meshes.Select(x => x.Path).ToArray();
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m_skinnedMeshRendererPathList = m_meshes
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.Where(x => x.SkinnedMeshRenderer != null)
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.Select(x => x.Path)
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.ToArray();
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var animator = GetComponent<Animator>();
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if (animator != null)
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{
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var head = animator.GetBoneTransform(HumanBodyBones.Head);
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if (head != null)
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{
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m_target = head;
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}
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}
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}
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MeshPreviewItem[] m_meshes;
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MeshPreviewItem[] m_blendShapeMeshes;
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public IEnumerable<MeshPreviewItem> EnumRenderItems
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{
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get
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{
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if (m_meshes != null)
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{
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foreach (var x in m_meshes)
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{
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yield return x;
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}
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}
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}
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}
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public string[] MaterialNames
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{
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get;
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private set;
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}
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Dictionary<string, MaterialItem> m_materialMap = new Dictionary<string, MaterialItem>();
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string[] m_rendererPathList;
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public string[] RendererPathList
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{
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get { return m_rendererPathList; }
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}
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string[] m_skinnedMeshRendererPathList;
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public string[] SkinnedMeshRendererPathList
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{
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get { return m_skinnedMeshRendererPathList; }
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}
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public string[] GetBlendShapeNames(int blendShapeMeshIndex)
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{
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if (blendShapeMeshIndex >= 0 && blendShapeMeshIndex < m_blendShapeMeshes.Length)
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{
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var item = m_blendShapeMeshes[blendShapeMeshIndex];
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return item.BlendShapeNames;
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}
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return null;
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}
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public MaterialItem GetMaterialItem(string materialName)
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{
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MaterialItem item;
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if (!m_materialMap.TryGetValue(materialName, out item))
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{
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return null;
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}
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return item;
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}
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public Transform m_target;
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public Vector3 TargetPosition
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{
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get
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{
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if (m_target == null)
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{
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return new Vector3(0, 1.4f, 0);
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}
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return m_target.position + new Vector3(0, 0.1f, 0);
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}
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}
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#if UNITY_EDITOR
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public struct BakeValue
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{
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public IEnumerable<BlendShapeBinding> BlendShapeBindings;
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public IEnumerable<MaterialValueBinding> MaterialValueBindings;
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public float Weight;
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}
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Bounds m_bounds;
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public void Bake(BakeValue bake)
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{
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//
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// Bake BlendShape
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//
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m_bounds = default(Bounds);
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if (m_meshes != null)
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{
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foreach (var x in m_meshes)
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{
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x.Bake(bake.BlendShapeBindings, bake.Weight);
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m_bounds.Expand(x.Mesh.bounds.size);
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}
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}
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//
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// Update Material
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//
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if (bake.MaterialValueBindings != null && m_materialMap != null)
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{
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// clear
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//Debug.LogFormat("clear material");
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foreach (var kv in m_materialMap)
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{
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foreach (var _kv in kv.Value.PropMap)
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{
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kv.Value.Material.SetColor(_kv.Key, _kv.Value.DefaultValues);
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}
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}
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foreach (var x in bake.MaterialValueBindings)
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{
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if (m_materialMap.TryGetValue(x.MaterialName, out var item))
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{
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//Debug.Log("set material");
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if (item.PropMap.TryGetValue(x.ValueName, out _))
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{
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var offsetValue = x.TargetValue - x.BaseValue;
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var targetPropName = x.ValueName;
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if (x.ValueName.EndsWith("_ST_S"))
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{
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offsetValue.y = 0;
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offsetValue.w = 0;
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targetPropName = targetPropName.Substring(0, targetPropName.Length - 2);
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}
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else if (x.ValueName.EndsWith("_ST_T"))
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{
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offsetValue.x = 0;
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offsetValue.z = 0;
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targetPropName = targetPropName.Substring(0, targetPropName.Length - 2);
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}
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var value = item.Material.GetVector(targetPropName);
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value += offsetValue * bake.Weight;
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item.Material.SetColor(targetPropName, value);
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}
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}
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}
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}
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}
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#endif
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/// <summary>
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/// カメラパラメーターを決める
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/// </summary>
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/// <param name="camera"></param>
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public void SetupCamera(Camera camera, Vector3 target, float yaw, float pitch, Vector3 position)
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{
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camera.backgroundColor = Color.gray;
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camera.clearFlags = CameraClearFlags.Color;
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// projection
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//float magnitude = m_bounds.extents.magnitude * 0.5f;
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//float distance = magnitude;
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//var distance = target.magnitude;
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camera.fieldOfView = 27f;
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camera.nearClipPlane = 0.3f;
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camera.farClipPlane = -position.z /*+ magnitude*/ * 2.1f;
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var t = Matrix4x4.Translate(position);
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var r = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(pitch, yaw, 0), Vector3.one);
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// 回転してから移動
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var m = r * t;
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camera.transform.position = target + m.ExtractPosition();
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camera.transform.rotation = m.ExtractRotation();
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//camera.transform.LookAt(target);
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//previewLayer のみ表示する
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//camera.cullingMask = 1 << PreviewLayer;
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}
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}
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}
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