UniVRM/Scripts/BlendShape/PreviewSceneManager.cs
2018-04-08 23:46:10 +09:00

261 lines
8.6 KiB
C#

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