UniVRM/Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10FastSpringboneRuntimeStandalone.cs
2024-09-20 16:59:23 +09:00

166 lines
6.4 KiB
C#

using System;
using System.Linq;
using UniGLTF;
using UniGLTF.Utils;
using UnityEngine;
using UniGLTF.SpringBoneJobs.Blittables;
using UniGLTF.SpringBoneJobs.InputPorts;
using UniGLTF.SpringBoneJobs;
namespace UniVRM10
{
/// <summary>
/// FastSpringbone(job) で動作します。
/// FastSpringBoneService(Singleton)を経由せずに直接実行します。
///
/// シーンに2体以上の vrm-1.0 モデルがある場合は FastSpringBoneService でバッチングする方が効率的です。
/// </summary>
public class Vrm10FastSpringboneRuntimeStandalone : IVrm10SpringBoneRuntime
{
private Vrm10Instance m_instance;
private FastSpringBoneSpring[] m_springs;
private Quaternion[] m_initialLocalRotations;
private FastSpringBoneBuffer m_fastSpringBoneBuffer;
public FastSpringBoneBufferCombiner m_bufferCombiner = new();
private FastSpringBoneScheduler m_fastSpringBoneScheduler;
public Vector3 ExternalForce
{
get => m_fastSpringBoneBuffer.ExternalForce;
set => m_fastSpringBoneBuffer.ExternalForce = value;
}
public bool IsSpringBoneEnabled
{
get => m_fastSpringBoneBuffer.IsSpringBoneEnabled;
set => m_fastSpringBoneBuffer.IsSpringBoneEnabled = value;
}
public float DeltaTime => Time.deltaTime;
public Vrm10FastSpringboneRuntimeStandalone()
{
m_fastSpringBoneScheduler = new(m_bufferCombiner);
}
/// <param name="initialTransform">VRMの初期姿勢(T-Pose)状態。instanceがT-Poseから変化していても大丈夫</param>
public void Initialize(Vrm10Instance instance)
{
m_instance = instance;
// NOTE: FastSpringBoneService は UnitTest などでは動作しない
if (Application.isPlaying)
{
ReconstructSpringBone();
}
}
public void Dispose()
{
m_bufferCombiner.Unregister(m_fastSpringBoneBuffer);
m_fastSpringBoneBuffer.Dispose();
m_fastSpringBoneScheduler.Dispose();
m_bufferCombiner.Dispose();
}
/// <summary>
/// このVRMに紐づくSpringBone関連のバッファを再構築する
/// ランタイム実行時にSpringBoneに対して変更を行いたいときは、このメソッドを明示的に呼ぶ必要がある
/// </summary>
public void ReconstructSpringBone()
{
// release
if (m_fastSpringBoneBuffer != null)
{
m_bufferCombiner.Unregister(m_fastSpringBoneBuffer);
m_fastSpringBoneBuffer.Dispose();
}
// create(Spring情報の再収集。設定変更の反映)
m_springs = m_instance.SpringBone.Springs.Select(spring => new FastSpringBoneSpring
{
center = spring.Center,
colliders = spring.ColliderGroups
.SelectMany(group => group.Colliders)
.Select(collider => new FastSpringBoneCollider
{
Transform = collider.transform,
Collider = new BlittableCollider
{
offset = collider.Offset,
radius = collider.Radius,
tailOrNormal = collider.TailOrNormal,
colliderType = TranslateColliderType(collider.ColliderType)
}
}).ToArray(),
joints = spring.Joints
.Select(joint => new FastSpringBoneJoint
{
Transform = joint.transform,
Joint = new BlittableJointMutable
{
radius = joint.m_jointRadius,
dragForce = joint.m_dragForce,
gravityDir = joint.m_gravityDir,
gravityPower = joint.m_gravityPower,
stiffnessForce = joint.m_stiffnessForce
},
DefaultLocalRotation = GetOrAddDefaultTransformState(joint.transform).LocalRotation,
}).ToArray(),
}).ToArray();
// DOTS buffer 構築
m_fastSpringBoneBuffer = new FastSpringBoneBuffer(m_springs);
m_bufferCombiner.Register(m_fastSpringBoneBuffer);
// reset 用の初期状態の記録
m_initialLocalRotations = m_fastSpringBoneBuffer.Transforms.Select(x => x.localRotation).ToArray();
}
private TransformState GetOrAddDefaultTransformState(Transform tf)
{
if (m_instance.DefaultTransformStates.TryGetValue(tf, out var defaultTransformState))
{
return defaultTransformState;
}
Debug.LogWarning($"{tf.name} does not exist on load.");
return new TransformState(null);
}
private static BlittableColliderType TranslateColliderType(VRM10SpringBoneColliderTypes colliderType)
{
switch (colliderType)
{
case VRM10SpringBoneColliderTypes.Sphere:
return BlittableColliderType.Sphere;
case VRM10SpringBoneColliderTypes.Capsule:
return BlittableColliderType.Capsule;
case VRM10SpringBoneColliderTypes.Plane:
return BlittableColliderType.Plane;
case VRM10SpringBoneColliderTypes.SphereInside:
return BlittableColliderType.SphereInside;
case VRM10SpringBoneColliderTypes.CapsuleInside:
return BlittableColliderType.CapsuleInside;
default:
throw new ArgumentOutOfRangeException();
}
}
public void RestoreInitialTransform()
{
// Spring の joint に対応する transform の回転を初期状態
for (int i = 0; i < m_fastSpringBoneBuffer.Transforms.Length; ++i)
{
var transform = m_fastSpringBoneBuffer.Transforms[i];
transform.localRotation = m_initialLocalRotations[i];
}
// TODO:
}
public void Process()
{
m_fastSpringBoneScheduler.Schedule(DeltaTime).Complete();
}
}
}