UniVRM/Assets/VRM10/Runtime/UnityBuilder/RuntimeUnityBuilder.cs
2021-04-01 12:16:42 +09:00

176 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UniGLTF;
using UnityEngine;
using VrmLib;
namespace UniVRM10
{
/// <summary>
/// VrmLib.Model から UnityPrefab を構築する
/// </summary>
public class RuntimeUnityBuilder : UniGLTF.ImporterContext
{
readonly Model m_model;
/// <summary>
/// VrmLib.Model の オブジェクトと UnityEngine.Object のマッピングを記録する
/// </summary>
/// <returns></returns>
readonly ModelAsset m_asset = new ModelAsset();
public ModelAsset Asset => m_asset;
public RuntimeUnityBuilder(UniGLTF.GltfParser parser, IEnumerable<(string, UnityEngine.Object)> externalObjectMap = null) : base(parser, externalObjectMap)
{
m_model = VrmLoader.CreateVrmModel(parser);
}
/// <summary>
/// VrmLib.Model から 構築する
/// </summary>
/// <param name="MeasureTime"></param>
/// <returns></returns>
protected override async Task LoadGeometryAsync(Func<string, IDisposable> MeasureTime)
{
// fill assets
for (int i = 0; i < m_model.Materials.Count; ++i)
{
var src = m_model.Materials[i];
var dst = MaterialFactory.Materials[i].Asset;
m_asset.Map.Materials.Add(src, dst);
}
// mesh
for (int i = 0; i < m_model.MeshGroups.Count; ++i)
{
var src = m_model.MeshGroups[i];
if (src.Meshes.Count == 1)
{
// submesh 方式
var mesh = new UnityEngine.Mesh();
mesh.name = src.Name;
mesh.LoadMesh(src.Meshes[0], src.Skin);
m_asset.Map.Meshes.Add(src, mesh);
m_asset.Meshes.Add(mesh);
}
else
{
// 頂点バッファの連結が必用
throw new NotImplementedException();
}
}
// node: recursive
CreateNodes(m_model.Root, null, m_asset.Map.Nodes);
m_asset.Root = m_asset.Map.Nodes[m_model.Root];
// renderer
var map = m_asset.Map;
foreach (var (node, go) in map.Nodes)
{
if (node.MeshGroup is null)
{
continue;
}
if (node.MeshGroup.Meshes.Count > 1)
{
throw new NotImplementedException("invalid isolated vertexbuffer");
}
var renderer = CreateRenderer(node, go, map);
map.Renderers.Add(node, renderer);
m_asset.Renderers.Add(renderer);
}
var humanoid = m_asset.Root.AddComponent<MeshUtility.Humanoid>();
humanoid.AssignBones(map.Nodes.Select(x => (ToUnity(x.Key.HumanoidBone.GetValueOrDefault()), x.Value.transform)));
m_asset.HumanoidAvatar = humanoid.CreateAvatar();
m_asset.HumanoidAvatar.name = "VRM";
var animator = m_asset.Root.AddComponent<Animator>();
animator.avatar = m_asset.HumanoidAvatar;
}
protected override async Task OnLoadModel(IAwaitCaller awaitCaller, Func<string, IDisposable> MeasureTime)
{
Root.name = "VRM1";
// UniVRM10.ComponentBuilder.Build10(m_model, m_assets);
// var model = VrmLoader.CreateVrmModel(parser);
// model.RemoveSecondary();
}
public static HumanBodyBones ToUnity(VrmLib.HumanoidBones bone)
{
if (bone == VrmLib.HumanoidBones.unknown)
{
return HumanBodyBones.LastBone;
}
return VrmLib.EnumUtil.Cast<HumanBodyBones>(bone);
}
/// <summary>
/// ヒエラルキーを再帰的に構築する
/// <summary>
public static void CreateNodes(VrmLib.Node node, GameObject parent, Dictionary<VrmLib.Node, GameObject> nodes)
{
GameObject go = new GameObject(node.Name);
go.transform.SetPositionAndRotation(node.Translation.ToUnityVector3(), node.Rotation.ToUnityQuaternion());
nodes.Add(node, go);
if (parent != null)
{
go.transform.SetParent(parent.transform);
}
if (node.Children.Count > 0)
{
for (int n = 0; n < node.Children.Count; n++)
{
CreateNodes(node.Children[n], go, nodes);
}
}
}
/// <summary>
/// MeshFilter + MeshRenderer もしくは SkinnedMeshRenderer を構築する
/// </summary>
public static Renderer CreateRenderer(VrmLib.Node node, GameObject go, ModelMap map)
{
var mesh = node.MeshGroup.Meshes[0];
Renderer renderer = null;
var hasBlendShape = mesh.MorphTargets.Any();
if (node.MeshGroup.Skin != null || hasBlendShape)
{
var skinnedMeshRenderer = go.AddComponent<SkinnedMeshRenderer>();
renderer = skinnedMeshRenderer;
skinnedMeshRenderer.sharedMesh = map.Meshes[node.MeshGroup];
if (node.MeshGroup.Skin != null)
{
skinnedMeshRenderer.bones = node.MeshGroup.Skin.Joints.Select(x => map.Nodes[x].transform).ToArray();
if (node.MeshGroup.Skin.Root != null)
{
skinnedMeshRenderer.rootBone = map.Nodes[node.MeshGroup.Skin.Root].transform;
}
}
}
else
{
var meshFilter = go.AddComponent<MeshFilter>();
renderer = go.AddComponent<MeshRenderer>();
meshFilter.sharedMesh = map.Meshes[node.MeshGroup];
}
var materials = mesh.Submeshes.Select(x => map.Materials[x.Material]).ToArray();
renderer.sharedMaterials = materials;
return renderer;
}
}
}