UniVRM/Assets/VRM10/Runtime/Components/VRM10Object/VRM10ObjectFirstPerson.cs
2021-09-09 17:45:27 +09:00

176 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UniGLTF.MeshUtility;
using UnityEngine;
using VRMShaders;
namespace UniVRM10
{
[Serializable]
public class VRM10ObjectFirstPerson
{
[SerializeField]
public List<RendererFirstPersonFlags> Renderers = new List<RendererFirstPersonFlags>();
public void SetDefault(Transform root)
{
Renderers.Clear();
var renderers = root.GetComponentsInChildren<Renderer>();
var paths = renderers.Select(x => x.transform.RelativePathFrom(root)).ToArray();
foreach (var path in paths)
{
Renderers.Add(new RendererFirstPersonFlags
{
FirstPersonFlag = UniGLTF.Extensions.VRMC_vrm.FirstPersonType.auto,
Renderer = path,
});
}
}
List<SkinnedMeshRenderer> _created = new List<SkinnedMeshRenderer>();
public IReadOnlyList<SkinnedMeshRenderer> Created => _created;
// If no layer names are set, use the default layer IDs.
// Otherwise use the two Unity layers called "VRMFirstPersonOnly" and "VRMThirdPersonOnly".
public static bool TriedSetupLayer = false;
public static int FIRSTPERSON_ONLY_LAYER = 9;
public static int THIRDPERSON_ONLY_LAYER = 10;
public static void SetupLayers()
{
if (!TriedSetupLayer)
{
TriedSetupLayer = true;
int layer = LayerMask.NameToLayer("VRMFirstPersonOnly");
FIRSTPERSON_ONLY_LAYER = (layer == -1) ? FIRSTPERSON_ONLY_LAYER : layer;
layer = LayerMask.NameToLayer("VRMThirdPersonOnly");
THIRDPERSON_ONLY_LAYER = (layer == -1) ? THIRDPERSON_ONLY_LAYER : layer;
}
}
static int[] GetBonesThatHasAncestor(SkinnedMeshRenderer smr, Transform ancestor)
{
var eraseBones = smr.bones
.Where(x => x.Ancestor().Any(y => y == ancestor))
.Select(x => Array.IndexOf(smr.bones, x))
.ToArray();
return eraseBones;
}
// <summary>
// 頭部を取り除いたモデルを複製する
// </summary>
// <parameter>renderer: 元になるSkinnedMeshRenderer</parameter>
// <parameter>eraseBones: 削除対象になるボーンのindex</parameter>
private async static Task<SkinnedMeshRenderer> CreateHeadlessMeshAsync(SkinnedMeshRenderer renderer, int[] eraseBones, IAwaitCaller awaitCaller)
{
var mesh = await BoneMeshEraser.CreateErasedMeshAsync(renderer.sharedMesh, eraseBones, awaitCaller);
var go = new GameObject("_headless_" + renderer.name);
var erased = go.AddComponent<SkinnedMeshRenderer>();
erased.sharedMesh = mesh;
erased.sharedMaterials = renderer.sharedMaterials;
erased.bones = renderer.bones;
erased.rootBone = renderer.rootBone;
erased.updateWhenOffscreen = true;
return erased;
}
bool m_done;
/// <summary>
/// Setup first person
///
/// * SetupLayers
/// * Each renderer is set according to the first person flag. If the flag is `auto`, headless mesh creation will be performed. It's a heavy process.
/// * If visible is false, the created headless mesh will be hidden.
///
/// </summary>
/// <param name="go"></param>
/// <param name="visible"></param>
/// <param name="awaitCaller"></param>
/// <returns></returns>
public async Task<IReadOnlyList<SkinnedMeshRenderer>> SetupAsync(GameObject go, IAwaitCaller awaitCaller = null)
{
if (awaitCaller == null)
{
awaitCaller = new ImmediateCaller();
}
SetupLayers();
if (m_done)
{
return Created;
}
m_done = true;
var FirstPersonBone = go.GetComponent<Animator>().GetBoneTransform(HumanBodyBones.Head);
foreach (var x in Renderers)
{
switch (x.FirstPersonFlag)
{
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.auto:
{
if (x.GetRenderer(go.transform) is SkinnedMeshRenderer smr)
{
var eraseBones = GetBonesThatHasAncestor(smr, FirstPersonBone);
if (eraseBones.Any())
{
// オリジナルのモデルを3人称用にする
smr.gameObject.layer = THIRDPERSON_ONLY_LAYER;
// 頭を取り除いた複製モデルを作成し、1人称用にする
var headless = await CreateHeadlessMeshAsync(smr, eraseBones, awaitCaller);
headless.enabled = false;
headless.gameObject.layer = FIRSTPERSON_ONLY_LAYER;
headless.transform.SetParent(smr.transform, false);
_created.Add(headless);
}
else
{
// 削除対象が含まれないので何もしない
}
}
else if (x.GetRenderer(go.transform) is MeshRenderer mr)
{
if (mr.transform.Ancestors().Any(y => y == FirstPersonBone))
{
// 頭の子孫なので1人称では非表示に
mr.gameObject.layer = THIRDPERSON_ONLY_LAYER;
}
else
{
// 特に変更しない => 両方表示
}
}
else
{
throw new NotImplementedException();
}
}
break;
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.firstPersonOnly:
// 1人称のカメラでだけ描画されるようにする
x.GetRenderer(go.transform).gameObject.layer = FIRSTPERSON_ONLY_LAYER;
break;
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.thirdPersonOnly:
// 3人称のカメラでだけ描画されるようにする
x.GetRenderer(go.transform).gameObject.layer = THIRDPERSON_ONLY_LAYER;
break;
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.both:
// 特に何もしない。すべてのカメラで描画される
break;
}
}
return Created;
}
}
}