mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-19 17:27:56 -05:00
228 lines
12 KiB
C#
228 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using UniGLTF;
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using UniHumanoid;
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using UniJSON;
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using UnityEngine;
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using VRMShaders;
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namespace UniVRM10.VRM10Viewer
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{
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public interface IMotion : IDisposable
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{
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(INormalizedPoseProvider, ITPoseProvider) ControlRig { get; }
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void ShowBoxMan(bool enable);
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}
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public class BvhMotion : IMotion
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{
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UniHumanoid.BvhImporterContext m_context;
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public Transform Root => m_context?.Root.transform;
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public SkinnedMeshRenderer m_boxMan;
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public SkinnedMeshRenderer BoxMan => m_boxMan;
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(INormalizedPoseProvider, ITPoseProvider) m_controlRig;
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(INormalizedPoseProvider, ITPoseProvider) IMotion.ControlRig => m_controlRig;
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public BvhMotion(UniHumanoid.BvhImporterContext context)
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{
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m_context = context;
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var provider = new AnimatorPoseProvider(m_context.Root.transform, m_context.Root.GetComponent<Animator>());
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m_controlRig = (provider, provider);
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// create SkinnedMesh for bone visualize
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var animator = m_context.Root.GetComponent<Animator>();
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m_boxMan = SkeletonMeshUtility.CreateRenderer(animator);
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var material = new Material(Shader.Find("Standard"));
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BoxMan.sharedMaterial = material;
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var mesh = BoxMan.sharedMesh;
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mesh.name = "box-man";
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}
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public static BvhMotion LoadBvhFromText(string source, string path = "tmp.bvh")
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{
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var context = new UniHumanoid.BvhImporterContext();
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context.Parse(path, source);
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context.Load();
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return new BvhMotion(context);
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}
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public static BvhMotion LoadBvhFromPath(string path)
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{
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return LoadBvhFromText(File.ReadAllText(path), path);
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}
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public void ShowBoxMan(bool enable)
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{
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m_boxMan.enabled = enable;
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}
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public void Dispose()
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{
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GameObject.Destroy(m_context.Root);
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}
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}
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public class VrmAnimation : IMotion
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{
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UniGLTF.RuntimeGltfInstance m_instance;
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public SkinnedMeshRenderer m_boxMan;
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public SkinnedMeshRenderer BoxMan => m_boxMan;
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(INormalizedPoseProvider, ITPoseProvider) m_controlRig;
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(INormalizedPoseProvider, ITPoseProvider) IMotion.ControlRig => m_controlRig;
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public VrmAnimation(UniGLTF.RuntimeGltfInstance instance)
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{
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m_instance = instance;
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if (instance.GetComponent<Animation>() is Animation animation)
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{
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animation.Play();
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}
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var humanoid = instance.gameObject.AddComponent<Humanoid>();
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humanoid.AssignBonesFromAnimator();
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var provider = new InitRotationPoseProvider(instance.transform, humanoid);
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m_controlRig = (provider, provider);
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// create SkinnedMesh for bone visualize
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var animator = instance.GetComponent<Animator>();
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m_boxMan = SkeletonMeshUtility.CreateRenderer(animator);
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var material = new Material(Shader.Find("Standard"));
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BoxMan.sharedMaterial = material;
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var mesh = BoxMan.sharedMesh;
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mesh.name = "box-man";
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}
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public void ShowBoxMan(bool enable)
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{
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m_boxMan.enabled = enable;
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}
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public void Dispose()
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{
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GameObject.Destroy(m_boxMan.gameObject);
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}
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static int? GetNodeIndex(UniGLTF.Extensions.VRMC_vrm_animation.Humanoid humanoid, HumanBodyBones bone)
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{
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switch (bone)
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{
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case HumanBodyBones.Hips: return humanoid.HumanBones.Hips?.Node;
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case HumanBodyBones.LeftUpperLeg: return humanoid.HumanBones.LeftUpperLeg?.Node;
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case HumanBodyBones.RightUpperLeg: return humanoid.HumanBones.RightUpperLeg?.Node;
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case HumanBodyBones.LeftLowerLeg: return humanoid.HumanBones.LeftLowerLeg?.Node;
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case HumanBodyBones.RightLowerLeg: return humanoid.HumanBones.RightLowerLeg?.Node;
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case HumanBodyBones.LeftFoot: return humanoid.HumanBones.LeftFoot?.Node;
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case HumanBodyBones.RightFoot: return humanoid.HumanBones.RightFoot?.Node;
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case HumanBodyBones.Spine: return humanoid.HumanBones.Spine?.Node;
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case HumanBodyBones.Chest: return humanoid.HumanBones.Chest?.Node;
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case HumanBodyBones.Neck: return humanoid.HumanBones.Neck?.Node;
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case HumanBodyBones.Head: return humanoid.HumanBones.Head?.Node;
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case HumanBodyBones.LeftShoulder: return humanoid.HumanBones.LeftShoulder?.Node;
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case HumanBodyBones.RightShoulder: return humanoid.HumanBones.RightShoulder?.Node;
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case HumanBodyBones.LeftUpperArm: return humanoid.HumanBones.LeftUpperArm?.Node;
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case HumanBodyBones.RightUpperArm: return humanoid.HumanBones.RightUpperArm?.Node;
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case HumanBodyBones.LeftLowerArm: return humanoid.HumanBones.LeftLowerArm?.Node;
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case HumanBodyBones.RightLowerArm: return humanoid.HumanBones.RightLowerArm?.Node;
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case HumanBodyBones.LeftHand: return humanoid.HumanBones.LeftHand?.Node;
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case HumanBodyBones.RightHand: return humanoid.HumanBones.RightHand?.Node;
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case HumanBodyBones.LeftToes: return humanoid.HumanBones.LeftToes?.Node;
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case HumanBodyBones.RightToes: return humanoid.HumanBones.RightToes?.Node;
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// case HumanBodyBones.LeftEye: return humanoid.HumanBones.LeftEye?.Node;
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// case HumanBodyBones.RightEye: return humanoid.HumanBones.RightEye?.Node;
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case HumanBodyBones.Jaw: return humanoid.HumanBones.Jaw?.Node;
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case HumanBodyBones.LeftThumbProximal: return humanoid.HumanBones.LeftThumbMetacarpal?.Node; // Metacarpal
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case HumanBodyBones.LeftThumbIntermediate: return humanoid.HumanBones.LeftThumbProximal?.Node; // Proximal
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case HumanBodyBones.LeftThumbDistal: return humanoid.HumanBones.LeftThumbDistal?.Node;
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case HumanBodyBones.LeftIndexProximal: return humanoid.HumanBones.LeftIndexProximal?.Node;
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case HumanBodyBones.LeftIndexIntermediate: return humanoid.HumanBones.LeftIndexIntermediate?.Node;
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case HumanBodyBones.LeftIndexDistal: return humanoid.HumanBones.LeftIndexDistal?.Node;
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case HumanBodyBones.LeftMiddleProximal: return humanoid.HumanBones.LeftMiddleProximal?.Node;
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case HumanBodyBones.LeftMiddleIntermediate: return humanoid.HumanBones.LeftMiddleIntermediate?.Node;
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case HumanBodyBones.LeftMiddleDistal: return humanoid.HumanBones.LeftMiddleDistal?.Node;
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case HumanBodyBones.LeftRingProximal: return humanoid.HumanBones.LeftRingProximal?.Node;
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case HumanBodyBones.LeftRingIntermediate: return humanoid.HumanBones.LeftRingIntermediate?.Node;
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case HumanBodyBones.LeftRingDistal: return humanoid.HumanBones.LeftRingDistal?.Node;
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case HumanBodyBones.LeftLittleProximal: return humanoid.HumanBones.LeftLittleProximal?.Node;
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case HumanBodyBones.LeftLittleIntermediate: return humanoid.HumanBones.LeftLittleIntermediate?.Node;
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case HumanBodyBones.LeftLittleDistal: return humanoid.HumanBones.LeftLittleDistal?.Node;
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case HumanBodyBones.RightThumbProximal: return humanoid.HumanBones.RightThumbMetacarpal?.Node; // Metacarpal
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case HumanBodyBones.RightThumbIntermediate: return humanoid.HumanBones.RightThumbProximal?.Node; // Proximal
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case HumanBodyBones.RightThumbDistal: return humanoid.HumanBones.RightThumbDistal?.Node;
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case HumanBodyBones.RightIndexProximal: return humanoid.HumanBones.RightIndexProximal?.Node;
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case HumanBodyBones.RightIndexIntermediate: return humanoid.HumanBones.RightIndexIntermediate?.Node;
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case HumanBodyBones.RightIndexDistal: return humanoid.HumanBones.RightIndexDistal?.Node;
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case HumanBodyBones.RightMiddleProximal: return humanoid.HumanBones.RightMiddleProximal?.Node;
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case HumanBodyBones.RightMiddleIntermediate: return humanoid.HumanBones.RightMiddleIntermediate?.Node;
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case HumanBodyBones.RightMiddleDistal: return humanoid.HumanBones.RightMiddleDistal?.Node;
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case HumanBodyBones.RightRingProximal: return humanoid.HumanBones.RightRingProximal?.Node;
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case HumanBodyBones.RightRingIntermediate: return humanoid.HumanBones.RightRingIntermediate?.Node;
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case HumanBodyBones.RightRingDistal: return humanoid.HumanBones.RightRingDistal?.Node;
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case HumanBodyBones.RightLittleProximal: return humanoid.HumanBones.RightLittleProximal?.Node;
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case HumanBodyBones.RightLittleIntermediate: return humanoid.HumanBones.RightLittleIntermediate?.Node;
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case HumanBodyBones.RightLittleDistal: return humanoid.HumanBones.RightLittleDistal?.Node;
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case HumanBodyBones.UpperChest: return humanoid.HumanBones.UpperChest?.Node;
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}
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return default;
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}
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static Dictionary<HumanBodyBones, Transform> GetHumanMap(GltfData data, IReadOnlyList<Transform> nodes)
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{
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var humanMap = new Dictionary<HumanBodyBones, Transform>();
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if (data.GLTF.extensions is UniGLTF.glTFExtensionImport extensions)
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{
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foreach (var kv in extensions.ObjectItems())
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{
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if (kv.Key.GetString() == "VRMC_vrm_animation")
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{
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var animation = UniGLTF.Extensions.VRMC_vrm_animation.GltfDeserializer.Deserialize(kv.Value);
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foreach (HumanBodyBones bone in UniGLTF.Utils.CachedEnum.GetValues<HumanBodyBones>())
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{
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// Debug.Log($"{bone} => {index}");
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var node = GetNodeIndex(animation.Humanoid, bone);
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if (node.HasValue)
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{
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humanMap.Add(bone, nodes[node.Value]);
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}
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}
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}
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}
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}
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return humanMap;
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}
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public static async Task<VrmAnimation> LoadVrmAnimationFromPathAsync(string path)
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{
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//
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// GetHumanoid Mapping
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//
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using (GltfData data = new AutoGltfFileParser(path).Parse())
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using (var loader = new UniGLTF.ImporterContext(data))
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{
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loader.InvertAxis = Axes.X;
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// loader.PositionScaling = 0.01f;
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var instance = await loader.LoadAsync(new ImmediateCaller());
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var humanMap = GetHumanMap(data, loader.Nodes);
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if (humanMap.Count == 0)
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{
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throw new ArgumentException("fail to load VRMC_vrm_animation");
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}
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var description = AvatarDescription.Create(humanMap);
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//
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// avatar
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//
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var avatar = description.CreateAvatar(instance.Root.transform);
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avatar.name = "Avatar";
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// AvatarDescription = description;
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var animator = instance.gameObject.AddComponent<Animator>();
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animator.avatar = avatar;
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return new VrmAnimation(instance);
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}
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}
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}
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}
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