mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-11 13:04:17 -05:00
464 lines
17 KiB
C#
464 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UniHumanoid;
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using UnityEngine;
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namespace VRM
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{
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public static class BoneNormalizer
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{
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/// <summary>
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/// 回転とスケールを除去したヒエラルキーをコピーする
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/// </summary>
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/// <param name="src"></param>
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/// <param name="dst"></param>
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static void CopyAndBuild(Transform src, Transform dst, Dictionary<Transform, Transform> boneMap)
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{
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boneMap[src] = dst;
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foreach (Transform child in src)
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{
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if (child.gameObject.activeSelf)
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{
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var dstChild = new GameObject(child.name);
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dstChild.transform.SetParent(dst);
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dstChild.transform.position = child.position; // copy position only
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CopyAndBuild(child, dstChild.transform, boneMap);
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}
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}
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}
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static IEnumerable<Transform> Traverse(this Transform t)
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{
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yield return t;
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foreach (Transform child in t)
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{
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foreach (var x in child.Traverse())
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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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static void EnforceTPose(GameObject go)
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{
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var animator = go.GetComponent<Animator>();
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if (animator == null)
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{
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throw new ArgumentException("Animator with avatar is required");
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}
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var avatar = animator.avatar;
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if (avatar == null)
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{
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throw new ArgumentException("avatar is required");
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}
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if (!avatar.isValid)
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{
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throw new ArgumentException("invalid avatar");
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}
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if (!avatar.isHuman)
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{
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throw new ArgumentException("avatar is not human");
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}
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HumanPoseTransfer.SetTPose(avatar, go.transform);
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}
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static GameObject NormalizeHierarchy(GameObject go, Dictionary<Transform, Transform> boneMap)
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{
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//
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// 回転・スケールの無いヒエラルキーをコピーする
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//
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var normalized = new GameObject(go.name + "(normalized)");
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normalized.transform.position = go.transform.position;
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CopyAndBuild(go.transform, normalized.transform, boneMap);
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//
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// 新しいヒエラルキーからAvatarを作る
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//
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{
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var src = go.GetComponent<Animator>();
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var map = Enum.GetValues(typeof(HumanBodyBones))
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.Cast<HumanBodyBones>()
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.Where(x => x != HumanBodyBones.LastBone)
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.Select(x => new { Key = x, Value = src.GetBoneTransform(x) })
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.Where(x => x.Value != null)
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.ToDictionary(x => x.Key, x => boneMap[x.Value])
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;
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var animator = normalized.AddComponent<Animator>();
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var vrmHuman = go.GetComponent<VRMHumanoidDescription>();
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var avatarDescription = AvatarDescription.Create();
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if (vrmHuman != null && vrmHuman.Description != null)
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{
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avatarDescription.armStretch = vrmHuman.Description.armStretch;
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avatarDescription.legStretch = vrmHuman.Description.legStretch;
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avatarDescription.upperArmTwist = vrmHuman.Description.upperArmTwist;
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avatarDescription.lowerArmTwist = vrmHuman.Description.lowerArmTwist;
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avatarDescription.upperLegTwist = vrmHuman.Description.upperLegTwist;
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avatarDescription.lowerLegTwist = vrmHuman.Description.lowerLegTwist;
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avatarDescription.feetSpacing = vrmHuman.Description.feetSpacing;
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avatarDescription.hasTranslationDoF = vrmHuman.Description.hasTranslationDoF;
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}
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avatarDescription.SetHumanBones(map);
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var avatar = avatarDescription.CreateAvatar(normalized.transform);
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avatar.name = go.name + ".normalized";
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animator.avatar = avatar;
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var humanPoseTransfer = normalized.AddComponent<HumanPoseTransfer>();
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humanPoseTransfer.Avatar = avatar;
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}
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return normalized;
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}
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class BlendShapeReport
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{
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string m_name;
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int m_count;
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struct BlendShapeStat
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{
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public int Index;
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public string Name;
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public int VertexCount;
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public int NormalCount;
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public int TangentCount;
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public override string ToString()
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{
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return string.Format("[{0}]{1}: {2}, {3}, {4}\n", Index, Name, VertexCount, NormalCount, TangentCount);
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}
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}
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List<BlendShapeStat> m_stats = new List<BlendShapeStat>();
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public int Count
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{
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get { return m_stats.Count; }
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}
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public BlendShapeReport(Mesh mesh)
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{
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m_name = mesh.name;
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m_count = mesh.vertexCount;
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}
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public void SetCount(int index, string name, int v, int n, int t)
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{
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m_stats.Add(new BlendShapeStat
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{
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Index =index,
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Name = name,
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VertexCount = v,
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NormalCount = n,
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TangentCount = t,
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});
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}
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public override string ToString()
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{
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return String.Format("NormalizeSkinnedMesh: {0}({1}verts)\n{2}",
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m_name,
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m_count,
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String.Join("", m_stats.Select(x => x.ToString()).ToArray()));
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}
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}
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/// <summary>
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/// srcのSkinnedMeshRendererを正規化して、dstにアタッチする
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/// </summary>
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/// <param name="src">正規化前のSkinnedMeshRendererのTransform</param>
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/// <param name="dst">正規化後のSkinnedMeshRendererのTransform</param>
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/// <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>
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static void NormalizeSkinnedMesh(Transform src, Transform dst, Dictionary<Transform, Transform> boneMap, bool clearBlendShape)
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{
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var srcRenderer = src.GetComponent<SkinnedMeshRenderer>();
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if (srcRenderer == null
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|| !srcRenderer.enabled
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|| srcRenderer.sharedMesh == null
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|| srcRenderer.sharedMesh.vertexCount == 0)
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{
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// 有効なSkinnedMeshRendererが無かった
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return;
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}
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var srcMesh = srcRenderer.sharedMesh;
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var originalSrcMesh = srcMesh;
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// clear blendShape
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if (clearBlendShape)
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{
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for (int i = 0; i < srcMesh.blendShapeCount; ++i)
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{
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srcRenderer.SetBlendShapeWeight(i, 0);
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}
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}
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var bones = srcRenderer.bones.Select(x => boneMap[x]).ToArray();
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var hasBoneWeight = srcRenderer.bones!=null && srcRenderer.bones.Length > 0;
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if (!hasBoneWeight)
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{
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// Before bake, bind no weight bones
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//Debug.LogFormat("no weight: {0}", srcMesh.name);
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srcMesh = srcMesh.Copy(true);
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var bw = new BoneWeight
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{
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boneIndex0 = 0,
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boneIndex1 = 0,
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boneIndex2 = 0,
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boneIndex3 = 0,
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weight0 = 1.0f,
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weight1 = 0.0f,
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weight2 = 0.0f,
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weight3 = 0.0f,
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};
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srcMesh.boneWeights = Enumerable.Range(0, srcMesh.vertexCount).Select(x => bw).ToArray();
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srcMesh.bindposes = new Matrix4x4[] { Matrix4x4.identity };
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srcRenderer.rootBone = srcRenderer.transform;
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bones = new[] { boneMap[srcRenderer.transform] };
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srcRenderer.bones = new[] { srcRenderer.transform };
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srcRenderer.sharedMesh = srcMesh;
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}
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// BakeMesh
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var mesh = srcMesh.Copy(false);
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mesh.name = srcMesh.name + ".baked";
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srcRenderer.BakeMesh(mesh);
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mesh.boneWeights = srcMesh.boneWeights; // restore weights. clear when BakeMesh
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// recalc bindposes
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mesh.bindposes = bones.Select(x => x.worldToLocalMatrix * dst.transform.localToWorldMatrix).ToArray();
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//var m = src.localToWorldMatrix; // include scaling
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var m = default(Matrix4x4);
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m.SetTRS(Vector3.zero, src.rotation, Vector3.one); // rotation only
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mesh.ApplyMatrix(m);
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//
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// BlendShapes
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//
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var meshVertices = mesh.vertices;
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var meshNormals = mesh.normals;
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#if VRM_NORMALIZE_BLENDSHAPE_TANGENT
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var meshTangents = mesh.tangents.Select(x => (Vector3)x).ToArray();
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#endif
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var originalBlendShapePositions = new Vector3[meshVertices.Length];
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var originalBlendShapeNormals = new Vector3[meshVertices.Length];
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var originalBlendShapeTangents = new Vector3[meshVertices.Length];
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var report = new BlendShapeReport(srcMesh);
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var blendShapeMesh = new Mesh();
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for (int i = 0; i < srcMesh.blendShapeCount; ++i)
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{
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// check blendShape
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srcRenderer.sharedMesh.GetBlendShapeFrameVertices(i, 0, originalBlendShapePositions, originalBlendShapeNormals, originalBlendShapeTangents);
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var hasVertices = originalBlendShapePositions.Count(x => x != Vector3.zero);
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var hasNormals = originalBlendShapeNormals.Count(x => x != Vector3.zero);
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#if VRM_NORMALIZE_BLENDSHAPE_TANGENT
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var hasTangents = originalBlendShapeTangents.Count(x => x != Vector3.zero);
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#else
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var hasTangents = 0;
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#endif
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var name = srcMesh.GetBlendShapeName(i);
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if (string.IsNullOrEmpty(name))
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{
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name = String.Format("{0}", i);
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}
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report.SetCount(i, name, hasVertices, hasNormals, hasTangents);
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srcRenderer.SetBlendShapeWeight(i, 100.0f);
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srcRenderer.BakeMesh(blendShapeMesh);
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if (blendShapeMesh.vertices.Length != mesh.vertices.Length)
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{
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throw new Exception("diffrent vertex count");
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}
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srcRenderer.SetBlendShapeWeight(i, 0);
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Vector3[] vertices = blendShapeMesh.vertices;
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for (int j = 0; j < vertices.Length; ++j)
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{
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if (originalBlendShapePositions[j] == Vector3.zero)
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{
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vertices[j] = Vector3.zero;
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}
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else
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{
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vertices[j] = m.MultiplyPoint(vertices[j]) - meshVertices[j];
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}
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}
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Vector3[] normals = blendShapeMesh.normals;
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for (int j = 0; j < normals.Length; ++j)
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{
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if (originalBlendShapeNormals[j] == Vector3.zero)
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{
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normals[j] = Vector3.zero;
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}
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else
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{
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normals[j] = m.MultiplyVector(normals[j]) - meshNormals[j];
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}
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}
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Vector3[] tangents = blendShapeMesh.tangents.Select(x => (Vector3)x).ToArray();
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#if VRM_NORMALIZE_BLENDSHAPE_TANGENT
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for (int j = 0; j < tangents.Length; ++j)
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{
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if (originalBlendShapeTangents[j] == Vector3.zero)
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{
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tangents[j] = Vector3.zero;
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}
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else
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{
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tangents[j] = m.MultiplyVector(tangents[j]) - meshTangents[j];
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}
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}
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#endif
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var weight = srcMesh.GetBlendShapeFrameWeight(i, 0);
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try
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{
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mesh.AddBlendShapeFrame(name,
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weight,
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vertices,
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hasNormals > 0 ? normals : null,
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hasTangents > 0 ? tangents : null
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);
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}
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catch (Exception)
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{
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Debug.LogErrorFormat("fail to mesh.AddBlendShapeFrame {0}.{1}",
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mesh.name,
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srcMesh.GetBlendShapeName(i)
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);
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throw;
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}
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}
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if (report.Count > 0)
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{
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Debug.LogFormat("{0}", report.ToString());
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}
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var dstRenderer = dst.gameObject.AddComponent<SkinnedMeshRenderer>();
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dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
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if (srcRenderer.rootBone != null)
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{
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dstRenderer.rootBone = boneMap[srcRenderer.rootBone];
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}
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dstRenderer.bones = bones;
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dstRenderer.sharedMesh = mesh;
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if (!hasBoneWeight)
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{
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// restore bones
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srcRenderer.bones = new Transform[] { };
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srcRenderer.sharedMesh = originalSrcMesh;
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="src"></param>
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/// <param name="dst"></param>
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static void NormalizeNoneSkinnedMesh(Transform src, Transform dst)
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{
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var srcFilter = src.GetComponent<MeshFilter>();
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if (srcFilter == null
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|| srcFilter.sharedMesh == null
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|| srcFilter.sharedMesh.vertexCount == 0)
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{
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return;
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}
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var srcRenderer = src.GetComponent<MeshRenderer>();
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if (srcRenderer == null || !srcRenderer.enabled)
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{
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return;
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}
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// Meshに乗っているボーンの姿勢を適用する
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var dstFilter = dst.gameObject.AddComponent<MeshFilter>();
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var dstMesh = srcFilter.sharedMesh.Copy(false);
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dstMesh.ApplyRotationAndScale(src.localToWorldMatrix);
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dstFilter.sharedMesh = dstMesh;
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// Materialをコピー
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var dstRenderer = dst.gameObject.AddComponent<MeshRenderer>();
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dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
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}
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public struct NormalizedResult
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{
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public GameObject Root;
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public Dictionary<Transform, Transform> BoneMap;
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}
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/// <summary>
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/// モデルの正規化を実行する
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/// </summary>
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/// <param name="go">対象モデルのルート</param>
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/// <param name="forceTPose">強制的にT-Pose化するか</param>
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/// <returns>正規化済みのモデル</returns>
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public static NormalizedResult Execute(GameObject go, bool forceTPose, bool clearBlendShapeBeforeNormalize)
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{
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Dictionary<Transform, Transform> boneMap = new Dictionary<Transform, Transform>();
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//
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// T-Poseにする
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//
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if (forceTPose)
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{
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var hips = go.GetComponent<Animator>().GetBoneTransform(HumanBodyBones.Hips);
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var hipsPosition = hips.position;
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var hipsRotation = hips.rotation;
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try
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{
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EnforceTPose(go);
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}
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finally
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{
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hips.position = hipsPosition; // restore hipsPosition
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hips.rotation = hipsRotation;
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}
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}
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//
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// 正規化されたヒエラルキーを作る
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//
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var normalized = NormalizeHierarchy(go, boneMap);
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//
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// 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
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//
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foreach (var src in go.transform.Traverse())
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{
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Transform dst;
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if (!boneMap.TryGetValue(src, out dst))
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{
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continue;
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}
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NormalizeSkinnedMesh(src, dst, boneMap, clearBlendShapeBeforeNormalize);
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NormalizeNoneSkinnedMesh(src, dst);
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}
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return new NormalizedResult
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{
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Root = normalized,
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BoneMap = boneMap
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};
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}
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}
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}
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