mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-04-05 01:05:17 -05:00
176 lines
7.3 KiB
C#
176 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using UniGLTF.MeshUtility;
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using UnityEngine;
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using VRMShaders;
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namespace UniVRM10
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{
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[Serializable]
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public class VRM10ObjectFirstPerson
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{
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[SerializeField]
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public List<RendererFirstPersonFlags> Renderers = new List<RendererFirstPersonFlags>();
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public void SetDefault(Transform root)
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{
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Renderers.Clear();
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var renderers = root.GetComponentsInChildren<Renderer>();
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var paths = renderers.Select(x => x.transform.RelativePathFrom(root)).ToArray();
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foreach (var path in paths)
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{
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Renderers.Add(new RendererFirstPersonFlags
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{
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FirstPersonFlag = UniGLTF.Extensions.VRMC_vrm.FirstPersonType.auto,
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Renderer = path,
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});
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}
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}
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List<SkinnedMeshRenderer> _created = new List<SkinnedMeshRenderer>();
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public IReadOnlyList<SkinnedMeshRenderer> Created => _created;
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// If no layer names are set, use the default layer IDs.
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// Otherwise use the two Unity layers called "VRMFirstPersonOnly" and "VRMThirdPersonOnly".
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public static bool TriedSetupLayer = false;
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public static int FIRSTPERSON_ONLY_LAYER = 9;
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public static int THIRDPERSON_ONLY_LAYER = 10;
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public static void SetupLayers()
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{
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if (!TriedSetupLayer)
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{
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TriedSetupLayer = true;
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int layer = LayerMask.NameToLayer("VRMFirstPersonOnly");
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FIRSTPERSON_ONLY_LAYER = (layer == -1) ? FIRSTPERSON_ONLY_LAYER : layer;
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layer = LayerMask.NameToLayer("VRMThirdPersonOnly");
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THIRDPERSON_ONLY_LAYER = (layer == -1) ? THIRDPERSON_ONLY_LAYER : layer;
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}
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}
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static int[] GetBonesThatHasAncestor(SkinnedMeshRenderer smr, Transform ancestor)
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{
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var eraseBones = smr.bones
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.Where(x => x.Ancestor().Any(y => y == ancestor))
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.Select(x => Array.IndexOf(smr.bones, x))
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.ToArray();
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return eraseBones;
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}
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// <summary>
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// 頭部を取り除いたモデルを複製する
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// </summary>
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// <parameter>renderer: 元になるSkinnedMeshRenderer</parameter>
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// <parameter>eraseBones: 削除対象になるボーンのindex</parameter>
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private async static Task<SkinnedMeshRenderer> CreateHeadlessMeshAsync(SkinnedMeshRenderer renderer, int[] eraseBones, IAwaitCaller awaitCaller)
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{
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var mesh = await BoneMeshEraser.CreateErasedMeshAsync(renderer.sharedMesh, eraseBones, awaitCaller);
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var go = new GameObject("_headless_" + renderer.name);
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var erased = go.AddComponent<SkinnedMeshRenderer>();
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erased.sharedMesh = mesh;
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erased.sharedMaterials = renderer.sharedMaterials;
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erased.bones = renderer.bones;
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erased.rootBone = renderer.rootBone;
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erased.updateWhenOffscreen = true;
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return erased;
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}
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bool m_done;
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/// <summary>
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/// Setup first person
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///
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/// * SetupLayers
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/// * 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.
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/// * If visible is false, the created headless mesh will be hidden.
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///
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/// </summary>
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/// <param name="go"></param>
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/// <param name="visible"></param>
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/// <param name="awaitCaller"></param>
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/// <returns></returns>
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public async Task<IReadOnlyList<SkinnedMeshRenderer>> SetupAsync(GameObject go, IAwaitCaller awaitCaller = null)
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{
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if (awaitCaller == null)
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{
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awaitCaller = new ImmediateCaller();
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}
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SetupLayers();
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if (m_done)
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{
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return Created;
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}
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m_done = true;
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var FirstPersonBone = go.GetComponent<Animator>().GetBoneTransform(HumanBodyBones.Head);
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foreach (var x in Renderers)
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{
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switch (x.FirstPersonFlag)
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{
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case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.auto:
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{
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if (x.GetRenderer(go.transform) is SkinnedMeshRenderer smr)
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{
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var eraseBones = GetBonesThatHasAncestor(smr, FirstPersonBone);
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if (eraseBones.Any())
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{
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// オリジナルのモデルを3人称用にする
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smr.gameObject.layer = THIRDPERSON_ONLY_LAYER;
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// 頭を取り除いた複製モデルを作成し、1人称用にする
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var headless = await CreateHeadlessMeshAsync(smr, eraseBones, awaitCaller);
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headless.enabled = false;
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headless.gameObject.layer = FIRSTPERSON_ONLY_LAYER;
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headless.transform.SetParent(smr.transform, false);
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_created.Add(headless);
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}
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else
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{
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// 削除対象が含まれないので何もしない
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}
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}
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else if (x.GetRenderer(go.transform) is MeshRenderer mr)
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{
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if (mr.transform.Ancestors().Any(y => y == FirstPersonBone))
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{
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// 頭の子孫なので1人称では非表示に
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mr.gameObject.layer = THIRDPERSON_ONLY_LAYER;
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}
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else
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{
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// 特に変更しない => 両方表示
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}
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}
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else
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{
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throw new NotImplementedException();
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}
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}
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break;
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case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.firstPersonOnly:
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// 1人称のカメラでだけ描画されるようにする
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x.GetRenderer(go.transform).gameObject.layer = FIRSTPERSON_ONLY_LAYER;
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break;
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case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.thirdPersonOnly:
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// 3人称のカメラでだけ描画されるようにする
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x.GetRenderer(go.transform).gameObject.layer = THIRDPERSON_ONLY_LAYER;
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break;
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case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.both:
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// 特に何もしない。すべてのカメラで描画される
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break;
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}
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}
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return Created;
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}
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}
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}
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