UniVRM/Scripts/SkinnedMeshUtility/BoneNormalizer.cs
2018-07-30 17:02:22 +09:00

393 lines
14 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)
{
if (child.gameObject.activeSelf)
{
var dstChild = new GameObject(child.name);
dstChild.transform.SetParent(dst);
dstChild.transform.position = child.position; // copy position only
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;
}
}
}
static void EnforceTPose(GameObject go)
{
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);
}
static GameObject NormalizeHierarchy(GameObject go, Dictionary<Transform, Transform> boneMap)
{
//
// 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;
}
return normalized;
}
/// <summary>
/// srcのSkinnedMeshRendererを正規化して、dstにアタッチする
/// </summary>
/// <param name="src">正規化前のSkinnedMeshRendererのTransform</param>
/// <param name="dst">正規化後のSkinnedMeshRendererのTransform</param>
/// <param name="boneMap">正規化前のボーンから正規化後のボーンを得る</param>
static void NormalizeSkinnedMesh(Transform src, Transform dst, Dictionary<Transform, Transform> boneMap)
{
var srcRenderer = src.GetComponent<SkinnedMeshRenderer>();
if (srcRenderer == null
|| !srcRenderer.enabled
|| srcRenderer.sharedMesh == null
|| srcRenderer.sharedMesh.vertexCount == 0)
{
// 有効なSkinnedMeshRendererが無かった
return;
}
// clear blendShape
var srcMesh = srcRenderer.sharedMesh;
var originalSrcMesh = srcMesh;
for (int i = 0; i < srcMesh.blendShapeCount; ++i)
{
srcRenderer.SetBlendShapeWeight(i, 0);
}
var bones = srcRenderer.bones.Select(x => boneMap[x]).ToArray();
var hasBoneWeight = srcRenderer.bones!=null && srcRenderer.bones.Length > 0;
if (!hasBoneWeight)
{
// Before bake, bind no weight bones
//Debug.LogFormat("no weight: {0}", srcMesh.name);
srcMesh = srcMesh.Copy();
var bw = new BoneWeight
{
boneIndex0 = 0,
boneIndex1 = 0,
boneIndex2 = 0,
boneIndex3 = 0,
weight0 = 1.0f,
weight1 = 0.0f,
weight2 = 0.0f,
weight3 = 0.0f,
};
srcMesh.boneWeights = Enumerable.Range(0, srcMesh.vertexCount).Select(x => bw).ToArray();
srcMesh.bindposes = new Matrix4x4[] { Matrix4x4.identity };
srcRenderer.rootBone = srcRenderer.transform;
bones = new[] { boneMap[srcRenderer.transform] };
srcRenderer.bones = new[] { srcRenderer.transform };
srcRenderer.sharedMesh = srcMesh;
}
// BakeMesh
var mesh = srcMesh.Copy();
mesh.name = srcMesh.name + ".baked";
srcRenderer.BakeMesh(mesh);
mesh.boneWeights = srcMesh.boneWeights; // restore weights. clear when BakeMesh
// recalc bindposes
mesh.bindposes = bones.Select(x => x.worldToLocalMatrix * dst.transform.localToWorldMatrix).ToArray();
//var m = src.localToWorldMatrix; // include scaling
var m = default(Matrix4x4);
m.SetTRS(Vector3.zero, src.rotation, Vector3.one); // rotation only
mesh.ApplyMatrix(m);
//
// BlendShapes
//
var meshVertices = mesh.vertices;
var meshNormals = mesh.normals;
var meshTangents = mesh.tangents.Select(x => (Vector3)x).ToArray();
var _meshVertices = new Vector3[meshVertices.Length];
var _meshNormals = new Vector3[meshVertices.Length];
var _meshTangents = new Vector3[meshVertices.Length];
var blendShapeMesh = new Mesh();
for (int i = 0; i < srcMesh.blendShapeCount; ++i)
{
// check blendShape
srcRenderer.sharedMesh.GetBlendShapeFrameVertices(i, 0, _meshVertices, _meshNormals, _meshTangents);
var hasVertices = !_meshVertices.All(x => x == Vector3.zero);
var hasNormals = !_meshNormals.All(x => x == Vector3.zero);
var hasTangents = !_meshTangents.All(x => x == Vector3.zero);
srcRenderer.SetBlendShapeWeight(i, 100.0f);
srcRenderer.BakeMesh(blendShapeMesh);
if (blendShapeMesh.vertices.Length != mesh.vertices.Length)
{
throw new Exception("diffrent vertex count");
}
srcRenderer.SetBlendShapeWeight(i, 0);
Vector3[] vertices = null;
if (hasVertices)
{
vertices = blendShapeMesh.vertices;
// to delta
for (int j = 0; j < vertices.Length; ++j)
{
vertices[j] = m.MultiplyPoint(vertices[j]) - meshVertices[j];
}
}
else
{
vertices = new Vector3[mesh.vertexCount];
}
Vector3[] normals = null;
if (hasNormals)
{
normals = blendShapeMesh.normals;
// to delta
for (int j = 0; j < normals.Length; ++j)
{
normals[j] = m.MultiplyVector(normals[j]) - meshNormals[j];
}
}
else
{
normals = new Vector3[mesh.vertexCount];
}
Vector3[] tangents = null;
if (hasTangents)
{
tangents = blendShapeMesh.tangents.Select(x => (Vector3)x).ToArray();
// to delta
for (int j = 0; j < tangents.Length; ++j)
{
tangents[j] = m.MultiplyVector(tangents[j]) - meshTangents[j];
}
}
else
{
tangents = new Vector3[mesh.vertexCount];
}
var name = srcMesh.GetBlendShapeName(i);
if (string.IsNullOrEmpty(name))
{
name = String.Format("{0}", i);
}
var weight = srcMesh.GetBlendShapeFrameWeight(i, 0);
try
{
mesh.AddBlendShapeFrame(name,
weight,
vertices,
normals,
tangents
);
}
catch (Exception)
{
Debug.LogErrorFormat("fail to mesh.AddBlendShapeFrame {0}.{1}",
mesh.name,
srcMesh.GetBlendShapeName(i)
);
throw;
}
}
var dstRenderer = dst.gameObject.AddComponent<SkinnedMeshRenderer>();
dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
if (srcRenderer.rootBone != null)
{
dstRenderer.rootBone = boneMap[srcRenderer.rootBone];
}
dstRenderer.bones = bones;
dstRenderer.sharedMesh = mesh;
if (!hasBoneWeight)
{
// restore bones
srcRenderer.bones = new Transform[] { };
srcRenderer.sharedMesh = originalSrcMesh;
}
}
/// <summary>
///
/// </summary>
/// <param name="src"></param>
/// <param name="dst"></param>
static void NormalizeNoneSkinnedMesh(Transform src, Transform dst)
{
var srcFilter = src.GetComponent<MeshFilter>();
if (srcFilter == null
|| srcFilter.sharedMesh == null
|| srcFilter.sharedMesh.vertexCount == 0)
{
return;
}
var srcRenderer = src.GetComponent<MeshRenderer>();
if (srcRenderer == null || !srcRenderer.enabled)
{
return;
}
// Meshに乗っているボーンの姿勢を適用する
var dstFilter = dst.gameObject.AddComponent<MeshFilter>();
var dstMesh = srcFilter.sharedMesh.Copy();
dstMesh.ApplyRotationAndScale(src.localToWorldMatrix);
dstFilter.sharedMesh = dstMesh;
// Materialをコピー
var dstRenderer = dst.gameObject.AddComponent<MeshRenderer>();
dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
}
public struct NormalizedResult
{
public GameObject Root;
public Dictionary<Transform, Transform> BoneMap;
}
/// <summary>
/// モデルの正規化を実行する
/// </summary>
/// <param name="go">対象モデルのルート</param>
/// <param name="forceTPose">強制的にT-Pose化するか</param>
/// <returns>正規化済みのモデル</returns>
public static NormalizedResult Execute(GameObject go, bool forceTPose)
{
Dictionary<Transform, Transform> boneMap = new Dictionary<Transform, Transform>();
//
// T-Poseにする
//
if (forceTPose)
{
EnforceTPose(go);
}
//
// 正規化されたヒエラルキーを作る
//
var normalized = NormalizeHierarchy(go, boneMap);
//
// 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())
{
Transform dst;
if (!boneMap.TryGetValue(src, out dst))
{
continue;
}
NormalizeSkinnedMesh(src, dst, boneMap);
NormalizeNoneSkinnedMesh(src, dst);
}
return new NormalizedResult
{
Root = normalized,
BoneMap = boneMap
};
}
}
}