UniVRM/Assets/VRM10/Runtime/Components/Expression/Preview/PreviewSceneManager.cs
Isamu Mogi 018aec1fab Unity2023.1以降でFindObjectsOfType系APIがObsolete警告を出すのに対応
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()' is obsolete: 'Object.FindObjectOfType has been deprecated.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()' is obsolete: 'Object.FindObjectsOfType has been deprecated.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
2024-05-08 03:48:25 +09:00

334 lines
11 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System;
using VRMShaders;
namespace UniVRM10
{
/// <summary>
/// プレビュー向けのシーンを管理する
/// </summary>
public sealed class PreviewSceneManager : MonoBehaviour
{
public GameObject Prefab;
public bool hasError;
#if UNITY_EDITOR
public static PreviewSceneManager GetOrCreate(GameObject prefab)
{
if (prefab == null)
{
return null;
}
PreviewSceneManager manager = null;
// if we already instantiated a PreviewInstance previously but just lost the reference, then use that same instance instead of making a new one
var managers = GameObject.FindObjectsByType<PreviewSceneManager>(FindObjectsSortMode.InstanceID);
foreach (var x in managers)
{
if (x.Prefab == prefab)
{
Debug.LogFormat("find {0}", manager);
return manager;
}
Debug.LogFormat("destroy {0}", x);
GameObject.DestroyImmediate(x.gameObject);
}
//Debug.Log("new prefab. instanciate");
// no previous instance detected, so now let's make a fresh one
// very important: this loads the PreviewInstance prefab and temporarily instantiates it into PreviewInstance
var go = GameObject.Instantiate(prefab,
prefab.transform.position,
prefab.transform.rotation
);
go.name = "__PREVIEW_SCENE_MANGER__";
manager = go.AddComponent<PreviewSceneManager>();
manager.Initialize(prefab);
// 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
foreach (var x in go.transform.Traverse())
{
if (Symbols.VRM_DEVELOP)
{
x.gameObject.hideFlags = HideFlags.None |
HideFlags.DontSave;
}
else
{
x.gameObject.hideFlags = HideFlags.None |
HideFlags.DontSave |
HideFlags.HideAndDontSave;
}
}
return manager;
}
#endif
public void Clean()
{
foreach (var kv in m_materialMap)
{
UnityEngine.Object.DestroyImmediate(kv.Value.Material);
}
}
#if UNITY_EDITOR
private void Initialize(GameObject prefab)
{
hasError = false;
//Debug.LogFormat("[PreviewSceneManager.Initialize] {0}", prefab);
Prefab = prefab;
var materialNames = new List<string>();
// preview シーン用に Material を複製する。
// Expression のカスタムエディタのマテリアル変更は、
// 複製したものに適用される。
var map = new Dictionary<Material, Material>();
Func<Material, Material> getOrCreateMaterial = src =>
{
if (src == null) return null;
if (string.IsNullOrEmpty(src.name)) return null; // !
Material dst;
if (!map.TryGetValue(src, out dst))
{
dst = new Material(src);
map.Add(src, dst);
if (!PreviewMaterialUtil.TryCreateForPreview(dst, out var previewMaterialItem))
{
hasError = true;
// Return cloned material for preview
return dst;
}
m_materialMap.Add(src.name, previewMaterialItem);
//Debug.LogFormat("add material {0}", src.name);
materialNames.Add(src.name);
}
return dst;
};
m_meshes = transform.Traverse()
.Select(x => PreviewMeshItem.Create(x, transform, getOrCreateMaterial))
.Where(x => x != null)
.ToArray()
;
MaterialNames = materialNames.ToArray();
m_blendShapeMeshes = m_meshes
.Where(x => x.SkinnedMeshRenderer != null
&& x.SkinnedMeshRenderer.sharedMesh.blendShapeCount > 0)
.ToArray();
m_rendererPathList = m_meshes.Select(x => x.Path).ToArray();
m_skinnedMeshRendererPathList = m_meshes
.Where(x => x.SkinnedMeshRenderer != null)
.Select(x => x.Path)
.ToArray();
var animator = GetComponent<Animator>();
if (animator != null)
{
var head = animator.GetBoneTransform(HumanBodyBones.Head);
if (head != null)
{
m_target = head;
}
}
}
#endif
PreviewMeshItem[] m_meshes;
PreviewMeshItem[] m_blendShapeMeshes;
public IEnumerable<PreviewMeshItem> EnumRenderItems
{
get
{
if (m_meshes != null)
{
foreach (var x in m_meshes)
{
yield return x;
}
}
}
}
public string[] MaterialNames
{
get;
private set;
}
Dictionary<string, PreviewMaterialItem> m_materialMap = new Dictionary<string, PreviewMaterialItem>();
string[] m_rendererPathList;
public string[] RendererPathList
{
get { return m_rendererPathList; }
}
string[] m_skinnedMeshRendererPathList;
public string[] SkinnedMeshRendererPathList
{
get { return m_skinnedMeshRendererPathList; }
}
public string[] GetBlendShapeNames(int blendShapeMeshIndex)
{
if (blendShapeMeshIndex >= 0 && blendShapeMeshIndex < m_blendShapeMeshes.Length)
{
var item = m_blendShapeMeshes[blendShapeMeshIndex];
return item.BlendShapeNames;
}
return null;
}
public PreviewMaterialItem GetMaterialItem(string materialName)
{
PreviewMaterialItem item;
if (!m_materialMap.TryGetValue(materialName, out item))
{
return null;
}
return item;
}
public Transform m_target;
public Vector3 TargetPosition
{
get
{
if (m_target == null)
{
return new Vector3(0, 1.4f, 0);
}
return m_target.position + new Vector3(0, 0.1f, 0);
}
}
#if UNITY_EDITOR
Bounds m_bounds;
public void Bake(VRM10Expression bake, float weight)
{
if (bake == null)
{
return;
}
//
// Bake Expression
//
m_bounds = default(Bounds);
if (m_meshes != null)
{
if (bake != null)
{
foreach (var x in m_meshes)
{
x.Bake(bake.MorphTargetBindings, weight);
m_bounds.Expand(x.Mesh.bounds.size);
}
}
}
//
// Update Material
//
if (m_materialMap != null)
{
// clear
foreach (var kv in m_materialMap)
{
kv.Value.Clear();
}
// color
if (bake.MaterialColorBindings != null)
{
foreach (var x in bake.MaterialColorBindings)
{
PreviewMaterialItem item;
if (m_materialMap.TryGetValue(x.MaterialName, out item))
{
//Debug.Log("set material");
PropItem prop;
if (item.PropMap.TryGetValue(x.BindType, out prop))
{
// var valueName = x.ValueName;
// if (valueName.EndsWith("_ST_S")
// || valueName.EndsWith("_ST_T"))
// {
// valueName = valueName.Substring(0, valueName.Length - 2);
// }
var value = item.Material.GetVector(prop.Name);
//Debug.LogFormat("{0} => {1}", valueName, x.TargetValue);
value += ((x.TargetValue - prop.DefaultValues) * weight);
item.Material.SetColor(prop.Name, value);
}
}
}
}
// uv
if (bake.MaterialUVBindings != null)
{
foreach (var x in bake.MaterialUVBindings)
{
PreviewMaterialItem item;
if (m_materialMap.TryGetValue(x.MaterialName, out item))
{
item.AddScaleOffset(x.ScalingOffset, weight);
}
}
}
}
}
#endif
/// <summary>
/// カメラパラメーターを決める
/// </summary>
/// <param name="camera"></param>
public void SetupCamera(Camera camera, Vector3 target, float yaw, float pitch, Vector3 position)
{
camera.backgroundColor = Color.gray;
camera.clearFlags = CameraClearFlags.Color;
// projection
//float magnitude = m_bounds.extents.magnitude * 0.5f;
//float distance = magnitude;
//var distance = target.magnitude;
camera.fieldOfView = 27f;
camera.nearClipPlane = 0.3f;
camera.farClipPlane = -position.z /*+ magnitude*/ * 2.1f;
var t = Matrix4x4.Translate(position);
var r = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(pitch, yaw, 0), Vector3.one);
// 回転してから移動
var m = r * t;
camera.transform.position = target + m.ExtractPosition();
camera.transform.rotation = m.ExtractRotation();
//camera.transform.LookAt(target);
//previewLayer のみ表示する
//camera.cullingMask = 1 << PreviewLayer;
}
}
}