UniVRM/Scripts/SkinnedMeshUtility/Editor/BoneNormalizer.cs
2018-04-05 15:25:25 +09:00

236 lines
9.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniHumanoid;
using UnityEngine;
namespace VRM
{
public static class BoneNormalizer
{
/// <summary>
/// 回転とスケールを除去したヒエラルキーをコピーする
/// </summary>
/// <param name="src"></param>
/// <param name="dst"></param>
static void CopyAndBuild(Transform src, Transform dst, Dictionary<Transform, Transform> boneMap)
{
boneMap[src] = dst;
foreach (Transform child in src)
{
var dstChild = new GameObject(child.name);
dstChild.transform.SetParent(dst);
dstChild.transform.position = child.position; // copy position only
//dstChild.AddComponent<UniHumanoid.BoneGizmoDrawer>();
CopyAndBuild(child, dstChild.transform, boneMap);
}
}
static IEnumerable<Transform> Traverse(this Transform t)
{
yield return t;
foreach (Transform child in t)
{
foreach (var x in child.Traverse())
{
yield return x;
}
}
}
public static GameObject Execute(GameObject go, Dictionary<Transform, Transform> boneMap, bool forceTPose)
{
//
// T-Poseにする
//
if(forceTPose)
{
var animator = go.GetComponent<Animator>();
if (animator == null)
{
throw new ArgumentException("Animator with avatar is required");
}
var avatar = animator.avatar;
if (avatar == null)
{
throw new ArgumentException("avatar is required");
}
if (!avatar.isValid)
{
throw new ArgumentException("invalid avatar");
}
if (!avatar.isHuman)
{
throw new ArgumentException("avatar is not human");
}
HumanPoseTransfer.SetTPose(avatar, go.transform);
}
//
// 回転・スケールの無いヒエラルキーをコピーする
//
var normalized = new GameObject(go.name + "(normalized)");
normalized.transform.position = go.transform.position;
CopyAndBuild(go.transform, normalized.transform, boneMap);
//
// 新しいヒエラルキーからAvatarを作る
//
{
var src = go.GetComponent<Animator>();
var map = Enum.GetValues(typeof(HumanBodyBones))
.Cast<HumanBodyBones>()
.Where(x => x != HumanBodyBones.LastBone)
.Select(x => new { Key = x, Value = src.GetBoneTransform(x) })
.Where(x => x.Value != null)
.ToDictionary(x => x.Key, x => boneMap[x.Value])
;
var animator = normalized.AddComponent<Animator>();
var vrmHuman = go.GetComponent<VRMHumanoidDescription>();
var avatarDescription = AvatarDescription.Create();
if (vrmHuman != null && vrmHuman.Description != null)
{
avatarDescription.armStretch = vrmHuman.Description.armStretch;
avatarDescription.legStretch = vrmHuman.Description.legStretch;
avatarDescription.upperArmTwist = vrmHuman.Description.upperArmTwist;
avatarDescription.lowerArmTwist = vrmHuman.Description.lowerArmTwist;
avatarDescription.upperLegTwist = vrmHuman.Description.upperLegTwist;
avatarDescription.lowerLegTwist = vrmHuman.Description.lowerLegTwist;
avatarDescription.feetSpacing = vrmHuman.Description.feetSpacing;
avatarDescription.hasTranslationDoF = vrmHuman.Description.hasTranslationDoF;
}
avatarDescription.SetHumanBones(map);
var avatar = avatarDescription.CreateAvatar(normalized.transform);
avatar.name = go.name + ".normalized";
animator.avatar = avatar;
var humanPoseTransfer = normalized.AddComponent<HumanPoseTransfer>();
humanPoseTransfer.Avatar = avatar;
}
//
// 各メッシュから回転・スケールを取り除いてBinding行列を再計算する
//
foreach (var src in go.transform.Traverse())
{
var dst = boneMap[src];
{
//
// SkinnedMesh
//
var srcRenderer = src.GetComponent<SkinnedMeshRenderer>();
if (srcRenderer != null && srcRenderer.enabled)
{
var mesh = new Mesh();
var srcMesh = srcRenderer.sharedMesh;
mesh.name = srcMesh.name + ".baked";
srcRenderer.BakeMesh(mesh);
//var m = src.localToWorldMatrix;
var m = default(Matrix4x4);
m.SetTRS(Vector3.zero, src.rotation, Vector3.one);
mesh.vertices = mesh.vertices.Select(x => m.MultiplyPoint(x)).ToArray();
mesh.normals = mesh.normals.Select(x => m.MultiplyVector(x).normalized).ToArray();
mesh.uv = srcMesh.uv;
mesh.tangents = srcMesh.tangents;
mesh.subMeshCount = srcMesh.subMeshCount;
for (int i = 0; i < srcMesh.subMeshCount; ++i)
{
mesh.SetIndices(srcMesh.GetIndices(i), srcMesh.GetTopology(i), i);
}
mesh.boneWeights = srcMesh.boneWeights;
var blendShapeMatrix = default(Matrix4x4);
blendShapeMatrix.SetTRS(Vector3.zero, src.localRotation, Vector3.one);
for (int i = 0; i < srcMesh.blendShapeCount; ++i)
{
var vertices = srcMesh.vertices;
var normals = srcMesh.normals;
var tangents = (srcMesh.tangents != null && srcMesh.tangents.Any())
? srcMesh.tangents.Select(x => (Vector3)x).ToArray()
: null
;
srcMesh.GetBlendShapeFrameVertices(i, 0, vertices, normals, tangents);
var name = srcMesh.GetBlendShapeName(i);
if (string.IsNullOrEmpty(name))
{
name = String.Format("{0}", i);
}
var s = src.localScale.x;
try
{
mesh.AddBlendShapeFrame(name,
srcMesh.GetBlendShapeFrameWeight(i, 0),
vertices.Select(x => blendShapeMatrix.MultiplyPoint(x) * s).ToArray(),
normals.Select(x => blendShapeMatrix.MultiplyVector(x).normalized).ToArray(),
tangents.Select(x => blendShapeMatrix.MultiplyVector(x).normalized).ToArray()
);
}
catch (Exception)
{
Debug.LogWarningFormat("{0}.{1}", mesh.name, srcMesh.GetBlendShapeName(i));
throw;
}
}
// recalc bindposes
var bones = srcRenderer.bones.Select(x => boneMap[x]).ToArray();
mesh.bindposes = bones.Select(x =>
x.worldToLocalMatrix * dst.transform.localToWorldMatrix).ToArray();
mesh.RecalculateBounds();
var dstRenderer = dst.gameObject.AddComponent<SkinnedMeshRenderer>();
dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
dstRenderer.sharedMesh = mesh;
dstRenderer.bones = bones;
if (srcRenderer.rootBone != null)
{
dstRenderer.rootBone = boneMap[srcRenderer.rootBone];
}
}
}
{
//
// not SkinnedMesh
//
var srcFilter = src.GetComponent<MeshFilter>();
if (srcFilter != null)
{
var srcRenderer = src.GetComponent<MeshRenderer>();
if (srcRenderer!=null && srcRenderer.enabled)
{
var dstFilter = dst.gameObject.AddComponent<MeshFilter>();
dstFilter.sharedMesh = srcFilter.sharedMesh;
var dstRenderer = dst.gameObject.AddComponent<MeshRenderer>();
dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
}
}
}
}
return normalized;
}
}
}