mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-13 22:09:53 -05:00
388 lines
18 KiB
C#
388 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using UniGLTF;
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using UnityEngine;
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using VrmLib;
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namespace UniVRM10
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{
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/// <summary>
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/// VrmLib.Model から UnityPrefab を構築する
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/// </summary>
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public class RuntimeUnityBuilder : UniGLTF.ImporterContext
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{
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readonly Model m_model;
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/// <summary>
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/// VrmLib.Model の オブジェクトと UnityEngine.Object のマッピングを記録する
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/// </summary>
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/// <returns></returns>
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readonly ModelAsset m_asset = new ModelAsset();
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public ModelAsset Asset => m_asset;
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UniGLTF.Extensions.VRMC_vrm.VRMC_vrm m_vrm;
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public RuntimeUnityBuilder(UniGLTF.GltfParser parser, IEnumerable<(string, UnityEngine.Object)> externalObjectMap = null) : base(parser, externalObjectMap)
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{
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m_model = VrmLoader.CreateVrmModel(parser);
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// for `VRMC_materials_mtoon`
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this.GltfMaterialImporter.GltfMaterialParamProcessors.Insert(0, Vrm10MToonMaterialImporter.TryCreateParam);
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if (!UniGLTF.Extensions.VRMC_vrm.GltfDeserializer.TryGet(parser.GLTF.extensions, out m_vrm))
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{
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throw new Exception("VRMC_vrm is not found");
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}
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// assign humanoid bones
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if (m_vrm.Humanoid != null)
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{
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.Hips, HumanoidBones.hips);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftUpperLeg, HumanoidBones.leftUpperLeg);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightUpperLeg, HumanoidBones.rightUpperLeg);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftLowerLeg, HumanoidBones.leftLowerLeg);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightLowerLeg, HumanoidBones.rightLowerLeg);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftFoot, HumanoidBones.leftFoot);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightFoot, HumanoidBones.rightFoot);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.Spine, HumanoidBones.spine);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.Chest, HumanoidBones.chest);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.Neck, HumanoidBones.neck);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.Head, HumanoidBones.head);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftShoulder, HumanoidBones.leftShoulder);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightShoulder, HumanoidBones.rightShoulder);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftUpperArm, HumanoidBones.leftUpperArm);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightUpperArm, HumanoidBones.rightUpperArm);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftLowerArm, HumanoidBones.leftLowerArm);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightLowerArm, HumanoidBones.rightLowerArm);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftHand, HumanoidBones.leftHand);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightHand, HumanoidBones.rightHand);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftToes, HumanoidBones.leftToes);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightToes, HumanoidBones.rightToes);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftEye, HumanoidBones.leftEye);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightEye, HumanoidBones.rightEye);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.Jaw, HumanoidBones.jaw);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftThumbProximal, HumanoidBones.leftThumbProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftThumbIntermediate, HumanoidBones.leftThumbIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftThumbDistal, HumanoidBones.leftThumbDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftIndexProximal, HumanoidBones.leftIndexProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftIndexIntermediate, HumanoidBones.leftIndexIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftIndexDistal, HumanoidBones.leftIndexDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftMiddleProximal, HumanoidBones.leftMiddleProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftMiddleIntermediate, HumanoidBones.leftMiddleIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftMiddleDistal, HumanoidBones.leftMiddleDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftRingProximal, HumanoidBones.leftRingProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftRingIntermediate, HumanoidBones.leftRingIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftRingDistal, HumanoidBones.leftRingDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftLittleProximal, HumanoidBones.leftLittleProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftLittleIntermediate, HumanoidBones.leftLittleIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.LeftLittleDistal, HumanoidBones.leftLittleDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightThumbProximal, HumanoidBones.rightThumbProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightThumbIntermediate, HumanoidBones.rightThumbIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightThumbDistal, HumanoidBones.rightThumbDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightIndexProximal, HumanoidBones.rightIndexProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightIndexIntermediate, HumanoidBones.rightIndexIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightIndexDistal, HumanoidBones.rightIndexDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightMiddleProximal, HumanoidBones.rightMiddleProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightMiddleIntermediate, HumanoidBones.rightMiddleIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightMiddleDistal, HumanoidBones.rightMiddleDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightRingProximal, HumanoidBones.rightRingProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightRingIntermediate, HumanoidBones.rightRingIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightRingDistal, HumanoidBones.rightRingDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightLittleProximal, HumanoidBones.rightLittleProximal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightLittleIntermediate, HumanoidBones.rightLittleIntermediate);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.RightLittleDistal, HumanoidBones.rightLittleDistal);
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AssignHumanoid(m_model.Nodes, m_vrm.Humanoid.HumanBones.UpperChest, HumanoidBones.upperChest);
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}
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}
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static void AssignHumanoid(List<Node> nodes, UniGLTF.Extensions.VRMC_vrm.HumanBone humanBone, VrmLib.HumanoidBones key)
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{
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if (humanBone != null && humanBone.Node.HasValue)
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{
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nodes[humanBone.Node.Value].HumanoidBone = key;
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}
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}
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/// <summary>
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/// VrmLib.Model から 構築する
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/// </summary>
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/// <param name="MeasureTime"></param>
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/// <returns></returns>
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protected override async Task LoadGeometryAsync(IAwaitCaller awaitCaller, Func<string, IDisposable> MeasureTime)
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{
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// fill assets
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for (int i = 0; i < m_model.Materials.Count; ++i)
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{
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var src = m_model.Materials[i];
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var dst = MaterialFactory.Materials[i].Asset;
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}
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await awaitCaller.NextFrame();
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// mesh
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for (int i = 0; i < m_model.MeshGroups.Count; ++i)
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{
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var src = m_model.MeshGroups[i];
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if (src.Meshes.Count == 1)
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{
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// submesh 方式
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var mesh = new UnityEngine.Mesh();
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mesh.name = src.Name;
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mesh.LoadMesh(src.Meshes[0], src.Skin);
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m_asset.Map.Meshes.Add(src, mesh);
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m_asset.Meshes.Add(mesh);
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Meshes.Add(new MeshWithMaterials
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{
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Mesh = mesh,
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Materials = src.Meshes[0].Submeshes.Select(x => MaterialFactory.Materials[x.Material].Asset).ToArray(),
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});
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}
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else
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{
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// 頂点バッファの連結が必用
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throw new NotImplementedException();
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}
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await awaitCaller.NextFrame();
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}
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// node: recursive
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CreateNodes(m_model.Root, null, m_asset.Map.Nodes);
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await awaitCaller.NextFrame();
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if (Root == null)
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{
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Root = m_asset.Map.Nodes[m_model.Root];
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}
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else
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{
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// replace
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var modelRoot = m_asset.Map.Nodes[m_model.Root];
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foreach (Transform child in modelRoot.transform)
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{
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child.SetParent(Root.transform, true);
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}
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m_asset.Map.Nodes[m_model.Root] = Root;
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}
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m_asset.Root = m_asset.Map.Nodes[m_model.Root];
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await awaitCaller.NextFrame();
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// renderer
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var map = m_asset.Map;
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foreach (var (node, go) in map.Nodes)
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{
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if (node.MeshGroup is null)
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{
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continue;
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}
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if (node.MeshGroup.Meshes.Count > 1)
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{
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throw new NotImplementedException("invalid isolated vertexbuffer");
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}
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var renderer = CreateRenderer(node, go, map, MaterialFactory.Materials);
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map.Renderers.Add(node, renderer);
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m_asset.Renderers.Add(renderer);
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await awaitCaller.NextFrame();
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}
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}
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UnityEngine.Avatar m_humanoid;
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UniVRM10.VRM10ExpressionAvatar m_exressionAvatar;
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protected override async Task OnLoadHierarchy(IAwaitCaller awaitCaller, Func<string, IDisposable> MeasureTime)
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{
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Root.name = "VRM1";
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// humanoid
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var humanoid = Root.AddComponent<MeshUtility.Humanoid>();
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humanoid.AssignBones(m_asset.Map.Nodes.Select(x => (ToUnity(x.Key.HumanoidBone.GetValueOrDefault()), x.Value.transform)));
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m_asset.HumanoidAvatar = humanoid.CreateAvatar();
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m_humanoid = m_asset.HumanoidAvatar;
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m_asset.HumanoidAvatar.name = "humanoid";
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var animator = m_asset.Root.AddComponent<Animator>();
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animator.avatar = m_asset.HumanoidAvatar;
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// VrmController
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var controller = Root.AddComponent<VRM10Controller>();
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// meta
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if (m_vrm.Meta != null)
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{
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}
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// firstPerson
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// expression
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if (m_vrm.Expressions != null)
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{
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controller.Expression.ExpressionAvatar = ScriptableObject.CreateInstance<UniVRM10.VRM10ExpressionAvatar>();
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m_exressionAvatar = controller.Expression.ExpressionAvatar;
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m_exressionAvatar.name = "ExpressionAvatar";
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foreach (var expression in m_vrm.Expressions)
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{
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var clip = ScriptableObject.CreateInstance<UniVRM10.VRM10Expression>();
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clip.Preset = expression.Preset;
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clip.ExpressionName = expression.Name;
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clip.name = expression.ExtractName();
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clip.IsBinary = expression.IsBinary.GetValueOrDefault();
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clip.OverrideBlink = expression.OverrideBlink;
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clip.OverrideLookAt = expression.OverrideLookAt;
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clip.OverrideMouth = expression.OverrideMouth;
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clip.MorphTargetBindings = expression.MorphTargetBinds.Select(x => x.Build10(Root, m_asset.Map, m_model))
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.ToArray();
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// clip.MaterialColorBindings = expression.MaterialColorBinds.Select(x => x.Build10(asset.Map))
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// .Where(x => x.HasValue)
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// .Select(x => x.Value)
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// .ToArray();
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// clip.MaterialUVBindings = expression.TextureTransformBinds.Select(x => x.Build10(asset.Map))
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// .Where(x => x.HasValue)
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// .Select(x => x.Value)
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// .ToArray();
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m_exressionAvatar.Clips.Add(clip);
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}
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}
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// lookat
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// springBone
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// constraint
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await awaitCaller.NextFrame();
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}
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public static HumanBodyBones ToUnity(VrmLib.HumanoidBones bone)
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{
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if (bone == VrmLib.HumanoidBones.unknown)
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{
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return HumanBodyBones.LastBone;
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}
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return VrmLib.EnumUtil.Cast<HumanBodyBones>(bone);
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}
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/// <summary>
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/// ヒエラルキーを再帰的に構築する
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/// <summary>
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public static void CreateNodes(VrmLib.Node node, GameObject parent, Dictionary<VrmLib.Node, GameObject> nodes)
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{
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GameObject go = new GameObject(node.Name);
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go.transform.SetPositionAndRotation(node.Translation.ToUnityVector3(), node.Rotation.ToUnityQuaternion());
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nodes.Add(node, go);
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if (parent != null)
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{
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go.transform.SetParent(parent.transform);
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}
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if (node.Children.Count > 0)
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{
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for (int n = 0; n < node.Children.Count; n++)
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{
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CreateNodes(node.Children[n], go, nodes);
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}
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}
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}
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/// <summary>
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/// MeshFilter + MeshRenderer もしくは SkinnedMeshRenderer を構築する
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/// </summary>
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public static Renderer CreateRenderer(VrmLib.Node node, GameObject go, ModelMap map,
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IReadOnlyList<VRMShaders.MaterialFactory.MaterialLoadInfo> materialLoadInfos)
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{
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var mesh = node.MeshGroup.Meshes[0];
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Renderer renderer = null;
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var hasBlendShape = mesh.MorphTargets.Any();
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if (node.MeshGroup.Skin != null || hasBlendShape)
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{
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var skinnedMeshRenderer = go.AddComponent<SkinnedMeshRenderer>();
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renderer = skinnedMeshRenderer;
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skinnedMeshRenderer.sharedMesh = map.Meshes[node.MeshGroup];
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if (node.MeshGroup.Skin != null)
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{
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skinnedMeshRenderer.bones = node.MeshGroup.Skin.Joints.Select(x => map.Nodes[x].transform).ToArray();
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if (node.MeshGroup.Skin.Root != null)
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{
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skinnedMeshRenderer.rootBone = map.Nodes[node.MeshGroup.Skin.Root].transform;
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}
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}
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}
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else
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{
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var meshFilter = go.AddComponent<MeshFilter>();
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renderer = go.AddComponent<MeshRenderer>();
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meshFilter.sharedMesh = map.Meshes[node.MeshGroup];
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}
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var materials = mesh.Submeshes.Select(x => materialLoadInfos[x.Material].Asset).ToArray();
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renderer.sharedMaterials = materials;
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return renderer;
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}
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public override void TransferOwnership(Func<UnityEngine.Object, bool> take)
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{
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// VRM 固有のリソース(ScriptableObject)
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if (take(m_humanoid))
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{
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m_humanoid = null;
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}
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// if (take(Meta))
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// {
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// Meta = null;
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// }
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foreach (var x in m_exressionAvatar.Clips)
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{
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if (take(x))
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{
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// do nothing
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}
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}
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if (take(m_exressionAvatar))
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{
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m_exressionAvatar = null;
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}
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// GLTF のリソース
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base.TransferOwnership(take);
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}
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public override void Dispose()
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{
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Action<UnityEngine.Object> destroy = UnityResourceDestroyer.DestroyResource();
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// VRM specific
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if (m_humanoid != null)
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{
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destroy(m_humanoid);
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}
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// if (Meta != null)
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// {
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// destroy(Meta);
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// }
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if (m_exressionAvatar != null)
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{
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foreach (var clip in m_exressionAvatar.Clips)
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{
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destroy(clip);
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}
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destroy(m_exressionAvatar);
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}
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base.Dispose();
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}
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}
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}
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