UniVRM/Assets/VRM/Runtime/SpringBone/Jobs/FastSpringBoneReplacer.cs
2024-09-05 17:43:31 +09:00

106 lines
3.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UniGLTF.SpringBoneJobs.InputPorts;
using UniGLTF.SpringBoneJobs.Blittables;
using UniGLTF;
using System.Threading;
using System.Threading.Tasks;
namespace VRM.SpringBoneJobs
{
public static class FastSpringBoneReplacer
{
/// <summary>
/// - 指定された GameObject 内にある SpringBone を停止させる
/// - FastSpringBoneBuffer に変換する
/// </summary>
public static async Task<FastSpringBoneBuffer> MakeBufferAsync(GameObject root, IAwaitCaller awaitCaller = null, CancellationToken token = default)
{
var components = root.GetComponentsInChildren<VRMSpringBone>();
foreach (var sb in components)
{
// 停止させて FastSpringBoneService から実行させる
sb.m_updateType = VRMSpringBone.SpringBoneUpdateType.Manual;
}
var springs = new FastSpringBoneSpring[components.Length];
for (int i = 0; i < components.Length; ++i)
{
var component = components[i];
var colliders = new List<FastSpringBoneCollider>();
foreach (var group in component.ColliderGroups)
{
if (group == null) continue;
if (awaitCaller != null)
{
await awaitCaller.NextFrame();
token.ThrowIfCancellationRequested();
}
foreach (var collider in group.Colliders)
{
if (collider == null) continue;
var c = new FastSpringBoneCollider
{
Transform = group.transform,
Collider = new BlittableCollider
{
offset = collider.Offset,
radius = collider.Radius,
tailOrNormal = default,
colliderType = BlittableColliderType.Sphere
}
};
colliders.Add(c);
}
}
var joints = new List<FastSpringBoneJoint>();
foreach (var springRoot in component.RootBones)
{
if (springRoot == null) continue;
if (awaitCaller != null)
{
await awaitCaller.NextFrame();
token.ThrowIfCancellationRequested();
}
Traverse(joints, component, springRoot);
}
var spring = new FastSpringBoneSpring
{
center = component.m_center,
colliders = colliders.ToArray(),
joints = joints.ToArray(),
};
springs[i] = spring;
}
return new FastSpringBoneBuffer(springs);
}
static void Traverse(List<FastSpringBoneJoint> joints, VRMSpringBone spring, Transform joint)
{
joints.Add(new FastSpringBoneJoint
{
Transform = joint.transform,
Joint = new BlittableJoint
{
radius = spring.m_hitRadius,
dragForce = spring.m_dragForce,
gravityDir = spring.m_gravityDir,
gravityPower = spring.m_gravityPower,
stiffnessForce = spring.m_stiffnessForce
},
DefaultLocalRotation = joint.transform.localRotation,
});
foreach (Transform child in joint)
{
Traverse(joints, spring, child);
}
}
}
}