UniVRM/Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10RuntimeControlRig.cs
ousttrue 6dd2bb38cc IControlRigGetter と IControlRigSetter を追加
add ControlRigRetarget
impl InitialRotationRigGetter.cs
impl NormalizedRotationRigGetter.cs
mv Assets/Vrm10/Runtime/ControlRig/Vrm10ControlBone.cs => Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10ControlBone.cs
mv Assets/VRM10/Runtime/ControlRig/InitialRotations/ControlRigGenerationOption.cs => Assets/VRM10/Runtime/Components/Vrm10Runtime/ControlRigGenerationOption.cs
rename Vrm10BoneInitialRotation => BoneInitialRotation
remove Vrm0XCompatibleRig.cs
2023-02-20 15:49:50 +09:00

119 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniHumanoid;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
/// VRM 1.0 モデルインスタンスに対して、コントロールリグを生成します。
/// これは VRM 0.x のような、正規化されたボーン操作を提供します。
///
/// Create a control rig for the VRM 1.0 model instance.
/// This provides the normalized operation of bones, like VRM 0.x.
/// </summary>
public sealed class Vrm10RuntimeControlRig : IDisposable, IControlRigSetter
{
private readonly Transform _controlRigRoot;
private readonly Vrm10ControlBone _hipBone;
private readonly Dictionary<HumanBodyBones, Vrm10ControlBone> _bones;
private readonly Avatar _controlRigAvatar;
public IReadOnlyDictionary<HumanBodyBones, Vrm10ControlBone> Bones => _bones;
public Animator ControlRigAnimator { get; }
public float InitialHipsHeight { get; }
/// <summary>
/// humanoid に対して ControlRig を生成します
/// </summary>
/// <param name="humanoid">T-Pose である必要があります</param>
/// <param name="vrmRoot"></param>
public Vrm10RuntimeControlRig(UniHumanoid.Humanoid humanoid, Transform vrmRoot)
{
_controlRigRoot = new GameObject("Runtime Control Rig").transform;
_controlRigRoot.SetParent(vrmRoot);
_hipBone = Vrm10ControlBone.Build(humanoid, out _bones);
_hipBone.ControlBone.SetParent(_controlRigRoot);
InitialHipsHeight = _hipBone.ControlTarget.position.y;
var transformBonePairs = _bones.Select(kv => (kv.Value.ControlBone, kv.Key));
_controlRigAvatar = HumanoidLoader.LoadHumanoidAvatar(vrmRoot, transformBonePairs);
_controlRigAvatar.name = "Runtime Control Rig";
ControlRigAnimator = vrmRoot.GetComponent<Animator>();
ControlRigAnimator.avatar = _controlRigAvatar;
}
public void Dispose()
{
UnityEngine.Object.Destroy(_controlRigAvatar);
UnityEngine.Object.Destroy(_controlRigRoot);
}
internal void Process()
{
_hipBone.ControlTarget.position = _hipBone.ControlBone.position;
_hipBone.ProcessRecursively();
}
public Transform GetBoneTransform(HumanBodyBones bone)
{
if (_bones.TryGetValue(bone, out var value))
{
return value.ControlBone;
}
else
{
return null;
}
}
public void EnforceTPose()
{
SetRootPosition(_hipBone.ControlBone.position);
foreach (var bone in _bones.Values)
{
bone.ControlBone.localRotation = Quaternion.identity;
}
}
public void SetRootPosition(Vector3 position)
{
// TODO: scale model local position
_hipBone.ControlTarget.position = position;
}
public void SetNormalizedLocalRotation(HumanBodyBones bone, Quaternion normalizedLocalRotation)
{
if (_bones.TryGetValue(bone, out var t))
{
t.ControlBone.localRotation = normalizedLocalRotation;
}
}
IEnumerable<(HumanBodyBones Head, HumanBodyBones Parent)> Traverse(Vrm10ControlBone bone, Vrm10ControlBone parent = null)
{
yield return (bone.BoneType, parent != null ? parent.BoneType : HumanBodyBones.LastBone);
foreach (var child in bone.Children)
{
foreach (var headParent in Traverse(child, bone))
{
yield return headParent;
}
}
}
public IEnumerable<(HumanBodyBones Head, HumanBodyBones Parent)> EnumerateBones()
{
foreach (var headParent in Traverse(_hipBone))
{
yield return headParent;
}
}
}
}