mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-06 21:26:06 -05:00
176 lines
6.1 KiB
C#
176 lines
6.1 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;
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using UnityEngine;
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using VrmLib;
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namespace UniVRM10
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{
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/// <summary>
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/// VrmLib.Model から UnityPrefab を構築する
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/// </summary>
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public class RuntimeUnityBuilder : UniGLTF.ImporterContext
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{
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readonly Model m_model;
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/// <summary>
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/// VrmLib.Model の オブジェクトと UnityEngine.Object のマッピングを記録する
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/// </summary>
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/// <returns></returns>
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readonly ModelAsset m_asset = new ModelAsset();
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public ModelAsset Asset => m_asset;
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public RuntimeUnityBuilder(UniGLTF.GltfParser parser, IEnumerable<(string, UnityEngine.Object)> externalObjectMap = null) : base(parser, externalObjectMap)
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{
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m_model = VrmLoader.CreateVrmModel(parser);
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}
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/// <summary>
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/// VrmLib.Model から 構築する
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/// </summary>
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/// <param name="MeasureTime"></param>
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/// <returns></returns>
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protected override async Task LoadGeometryAsync(Func<string, IDisposable> MeasureTime)
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{
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// fill assets
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for (int i = 0; i < m_model.Materials.Count; ++i)
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{
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var src = m_model.Materials[i];
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var dst = MaterialFactory.Materials[i].Asset;
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m_asset.Map.Materials.Add(src, dst);
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}
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// mesh
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for (int i = 0; i < m_model.MeshGroups.Count; ++i)
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{
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var src = m_model.MeshGroups[i];
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if (src.Meshes.Count == 1)
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{
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// submesh 方式
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var mesh = new UnityEngine.Mesh();
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mesh.name = src.Name;
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mesh.LoadMesh(src.Meshes[0], src.Skin);
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m_asset.Map.Meshes.Add(src, mesh);
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m_asset.Meshes.Add(mesh);
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}
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else
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{
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// 頂点バッファの連結が必用
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throw new NotImplementedException();
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}
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}
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// node: recursive
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CreateNodes(m_model.Root, null, m_asset.Map.Nodes);
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m_asset.Root = m_asset.Map.Nodes[m_model.Root];
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// renderer
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var map = m_asset.Map;
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foreach (var (node, go) in map.Nodes)
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{
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if (node.MeshGroup is null)
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{
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continue;
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}
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if (node.MeshGroup.Meshes.Count > 1)
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{
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throw new NotImplementedException("invalid isolated vertexbuffer");
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}
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var renderer = CreateRenderer(node, go, map);
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map.Renderers.Add(node, renderer);
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m_asset.Renderers.Add(renderer);
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}
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var humanoid = m_asset.Root.AddComponent<MeshUtility.Humanoid>();
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humanoid.AssignBones(map.Nodes.Select(x => (ToUnity(x.Key.HumanoidBone.GetValueOrDefault()), x.Value.transform)));
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m_asset.HumanoidAvatar = humanoid.CreateAvatar();
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m_asset.HumanoidAvatar.name = "VRM";
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var animator = m_asset.Root.AddComponent<Animator>();
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animator.avatar = m_asset.HumanoidAvatar;
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}
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protected override async Task OnLoadModel(IAwaitCaller awaitCaller, Func<string, IDisposable> MeasureTime)
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{
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Root.name = "VRM1";
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// UniVRM10.ComponentBuilder.Build10(m_model, m_assets);
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// var model = VrmLoader.CreateVrmModel(parser);
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// model.RemoveSecondary();
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}
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public static HumanBodyBones ToUnity(VrmLib.HumanoidBones bone)
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{
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if (bone == VrmLib.HumanoidBones.unknown)
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{
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return HumanBodyBones.LastBone;
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}
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return VrmLib.EnumUtil.Cast<HumanBodyBones>(bone);
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}
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/// <summary>
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/// ヒエラルキーを再帰的に構築する
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/// <summary>
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public static void CreateNodes(VrmLib.Node node, GameObject parent, Dictionary<VrmLib.Node, GameObject> nodes)
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{
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GameObject go = new GameObject(node.Name);
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go.transform.SetPositionAndRotation(node.Translation.ToUnityVector3(), node.Rotation.ToUnityQuaternion());
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nodes.Add(node, go);
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if (parent != null)
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{
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go.transform.SetParent(parent.transform);
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}
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if (node.Children.Count > 0)
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{
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for (int n = 0; n < node.Children.Count; n++)
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{
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CreateNodes(node.Children[n], go, nodes);
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}
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}
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}
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/// <summary>
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/// MeshFilter + MeshRenderer もしくは SkinnedMeshRenderer を構築する
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/// </summary>
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public static Renderer CreateRenderer(VrmLib.Node node, GameObject go, ModelMap map)
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{
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var mesh = node.MeshGroup.Meshes[0];
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Renderer renderer = null;
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var hasBlendShape = mesh.MorphTargets.Any();
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if (node.MeshGroup.Skin != null || hasBlendShape)
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{
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var skinnedMeshRenderer = go.AddComponent<SkinnedMeshRenderer>();
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renderer = skinnedMeshRenderer;
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skinnedMeshRenderer.sharedMesh = map.Meshes[node.MeshGroup];
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if (node.MeshGroup.Skin != null)
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{
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skinnedMeshRenderer.bones = node.MeshGroup.Skin.Joints.Select(x => map.Nodes[x].transform).ToArray();
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if (node.MeshGroup.Skin.Root != null)
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{
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skinnedMeshRenderer.rootBone = map.Nodes[node.MeshGroup.Skin.Root].transform;
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}
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}
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}
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else
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{
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var meshFilter = go.AddComponent<MeshFilter>();
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renderer = go.AddComponent<MeshRenderer>();
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meshFilter.sharedMesh = map.Meshes[node.MeshGroup];
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}
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var materials = mesh.Submeshes.Select(x => map.Materials[x.Material]).ToArray();
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renderer.sharedMaterials = materials;
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return renderer;
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}
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}
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}
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