mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-11 13:04:17 -05:00
261 lines
8.6 KiB
C#
261 lines
8.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System.Reflection;
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using System;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UniGLTF;
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namespace VRM
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{
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/// <summary>
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/// プレビュー向けのシーンを管理する
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/// </summary>
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public class PreviewSceneManager : MonoBehaviour
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{
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public GameObject Prefab;
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#if UNITY_EDITOR
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public static PreviewSceneManager GetOrCreate(GameObject prefab, BlendShapeBinding[] values, MaterialValueBinding[] materialValues)
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{
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if (prefab == null)
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{
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return null;
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}
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PreviewSceneManager manager = null;
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// if we already instantiated a PreviewInstance previously but just lost the reference, then use that same instance instead of making a new one
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var managers = GameObject.FindObjectsOfType<PreviewSceneManager>();
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foreach (var x in managers)
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{
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if (x.Prefab == prefab)
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{
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Debug.LogFormat("find {0}", manager);
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return manager;
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}
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Debug.LogFormat("destroy {0}", x);
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GameObject.DestroyImmediate(x.gameObject);
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}
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// no previous instance detected, so now let's make a fresh one
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// very important: this loads the PreviewInstance prefab and temporarily instantiates it into PreviewInstance
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var go = GameObject.Instantiate(prefab,
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prefab.transform.position,
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prefab.transform.rotation
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);
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go.name = "__PREVIEW_SCENE_MANGER__";
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manager = go.AddComponent<PreviewSceneManager>();
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manager.Initialize(prefab, values, materialValues);
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// 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
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go.hideFlags |= HideFlags.DontSaveInEditor;
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go.hideFlags |= HideFlags.DontSaveInBuild;
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#if VRM_DEVELOP
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#else
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go.hideFlags |= HideFlags.HideAndDontSave;
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; // you could also hide it from the hierarchy or inspector, but personally I like knowing everything that's there
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#endif
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//Debug.LogFormat("Create {0}", manager);
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return manager;
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}
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#endif
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public void Clean()
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{
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foreach(var x in m_meshes)
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{
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x.Clean();
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}
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}
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private void Initialize(GameObject prefab, BlendShapeBinding[] values, MaterialValueBinding[] materialValues)
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{
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Prefab = prefab;
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var flags = BindingFlags.Static | BindingFlags.NonPublic;
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var propInfo = typeof(Camera).GetProperty("PreviewCullingLayer", flags);
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//PreviewLayer = (int)propInfo.GetValue(null, new object[0]);
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/*
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foreach (var x in transform.Traverse())
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{
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x.gameObject.layer = PreviewLayer;
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}
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*/
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var map = new Dictionary<Material, Material>();
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Func<Material, Material> getOrCreateMaterial = src =>
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{
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Material dst;
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if(!map.TryGetValue(src, out dst))
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{
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dst = new Material(src);
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map.Add(src, dst);
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}
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return dst;
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};
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m_meshes = transform.Traverse()
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.Select(x => MeshPreviewItem.Create(x, transform, getOrCreateMaterial))
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.Where(x => x != null)
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.ToArray()
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;
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m_blendShapeMeshes = m_meshes
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.Where(x => x.SkinnedMeshRenderer != null
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&& x.SkinnedMeshRenderer.sharedMesh.blendShapeCount>0)
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.ToArray();
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Bake(values, materialValues);
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m_rendererPathList = m_meshes.Select(x => x.Path).ToArray();
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m_skinnedMeshRendererPathList = m_meshes
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.Where(x => x.SkinnedMeshRenderer != null)
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.Select(x => x.Path)
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.ToArray();
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}
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MeshPreviewItem[] m_meshes;
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MeshPreviewItem[] m_blendShapeMeshes;
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public IEnumerable<MeshPreviewItem> EnumRenderItems
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{
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get
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{
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if (m_meshes != null)
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{
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foreach (var x in m_meshes)
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{
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yield return x;
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}
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}
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}
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}
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string[] m_rendererPathList;
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public string[] RendererPathList
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{
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get { return m_rendererPathList; }
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}
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string[] m_skinnedMeshRendererPathList;
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public string[] SkinnedMeshRendererPathList
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{
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get { return m_skinnedMeshRendererPathList; }
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}
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public string[] GetBlendShapeNames(int blendShapeMeshIndex)
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{
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if (blendShapeMeshIndex >= 0 && blendShapeMeshIndex < m_blendShapeMeshes.Length)
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{
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var item = m_blendShapeMeshes[blendShapeMeshIndex];
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return item.BlendShapeNames;
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}
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return null;
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}
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public string[] GetMaterialNames(int rendererIndex)
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{
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if (rendererIndex >= 0 && rendererIndex < m_meshes.Length)
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{
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return m_meshes[rendererIndex].MaterialsNames;
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}
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return null;
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}
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public string[] GetMaterialPropNames(int rendererIndex, int materialIndex)
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{
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if(rendererIndex<0 || rendererIndex >= m_meshes.Length)
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{
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return null;
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}
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if(materialIndex<0 || materialIndex >= m_meshes[rendererIndex].MaterialsNames.Length)
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{
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return null;
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}
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return m_meshes[rendererIndex].GetMaterialPropNames(materialIndex);
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}
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public ShaderUtil.ShaderPropertyType[] GetMaterialPropTypes(int rendererIndex, int materialIndex)
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{
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if (rendererIndex < 0 || rendererIndex >= m_meshes.Length)
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{
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return null;
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}
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if (materialIndex < 0 || materialIndex >= m_meshes[rendererIndex].MaterialsNames.Length)
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{
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return null;
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}
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return m_meshes[rendererIndex].GetMaterialPropTypes(materialIndex);
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}
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public Vector4[] GetMaterialPropBaseValues(int rendererIndex, int materialIndex)
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{
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if (rendererIndex < 0 || rendererIndex >= m_meshes.Length)
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{
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return null;
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}
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if (materialIndex < 0 || materialIndex >= m_meshes[rendererIndex].MaterialsNames.Length)
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{
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return null;
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}
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return m_meshes[rendererIndex].GetMaterialPropBaseValues(materialIndex);
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}
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Bounds m_bounds;
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public void Bake(BlendShapeBinding[] values, MaterialValueBinding[] materialValues)
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{
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//Debug.LogFormat("Bake");
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m_bounds = default(Bounds);
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if (m_meshes != null)
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{
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foreach (var x in m_meshes)
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{
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x.Bake(values, materialValues);
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m_bounds.Expand(x.Mesh.bounds.size);
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}
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}
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}
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/*
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int PreviewLayer
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{
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get;
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set;
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}
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*/
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/// <summary>
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/// カメラパラメーターを決める
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/// </summary>
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/// <param name="camera"></param>
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public void SetupCamera(Camera camera)
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{
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float magnitude = m_bounds.extents.magnitude * 0.5f;
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float distance = magnitude;
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camera.fieldOfView = 27f;
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camera.backgroundColor = Color.gray;
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camera.clearFlags = CameraClearFlags.Color;
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// this used to be "-Vector3.forward * num" but I hardcoded my camera position instead
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camera.transform.position = new Vector3(0f, 1.4f, distance);
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camera.transform.rotation = Quaternion.Euler(0, 180f, 0);
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camera.nearClipPlane = 0.3f;
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camera.farClipPlane = distance + magnitude * 1.1f;
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//previewLayer のみ表示する
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//camera.cullingMask = 1 << PreviewLayer;
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}
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}
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}
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