2025-04-25 21:14:54 +09:00

254 lines
8.1 KiB
C#

#pragma warning disable 0414, 0649
using System;
using System.Linq;
using System.Collections.Generic;
using UniGLTF;
using UnityEngine;
namespace VRM
{
[Obsolete("Use VRMLookAtHead")]
public class VRMLookAt : MonoBehaviour
{
public bool DrawGizmo = true;
[SerializeField]
public bool UseUpdate = true;
[SerializeField]
public Transform Target;
[SerializeField]
public OffsetOnTransform LeftEye;
[SerializeField]
public OffsetOnTransform RightEye;
[SerializeField]
public OffsetOnTransform Head;
[SerializeField, Header("Degree Mapping")]
public CurveMapper HorizontalOuter = new CurveMapper(90.0f, 10.0f);
[SerializeField]
public CurveMapper HorizontalInner = new CurveMapper(90.0f, 10.0f);
[SerializeField]
public CurveMapper VerticalDown = new CurveMapper(90.0f, 10.0f);
[SerializeField]
public CurveMapper VerticalUp = new CurveMapper(90.0f, 10.0f);
public Texture2D CreateThumbnail()
{
var texture = new Texture2D(2048, 2048);
{
var go = new GameObject("ThumbCamera");
var camera = go.AddComponent<Camera>();
CreateThumbnail(camera, texture);
if (Application.isPlaying) { GameObject.Destroy(go); } else { GameObject.DestroyImmediate(go); }
}
return texture;
}
void CreateThumbnail(Camera camera, Texture2D dst)
{
RenderTexture currentRT = RenderTexture.active;
{
var renderTexture = new RenderTexture(dst.width, dst.height, 24);
camera.targetTexture = renderTexture;
RenderTexture.active = renderTexture;
LookFace(camera.transform);
camera.Render();
dst.ReadPixels(new Rect(0, 0, dst.width, dst.height), 0, 0);
RenderTexture.active = currentRT;
camera.targetTexture = null;
if (Application.isPlaying)
{
UnityEngine.Object.Destroy(renderTexture);
}
else
{
UnityEngine.Object.DestroyImmediate(renderTexture);
}
}
}
public void LookFace(Transform t)
{
if (Head.Transform == null) return;
var head = Head.Transform;
var headPosition = head.position + new Vector3(0, 0.05f, 0);
t.position = headPosition + Head.WorldMatrix.ExtractRotation() * new Vector3(0, 0, 0.7f);
t.LookAt(headPosition);
}
public void CopyTo(GameObject _dst, Dictionary<Transform, Transform> map)
{
var dst = _dst.AddComponent<VRMLookAt>();
dst.Target = Target;
dst.Head = OffsetOnTransform.Create(map[Head.Transform]);
dst.RightEye = OffsetOnTransform.Create(map[RightEye.Transform]);
dst.LeftEye = OffsetOnTransform.Create(map[LeftEye.Transform]);
dst.HorizontalOuter = HorizontalOuter;
dst.HorizontalInner = HorizontalInner;
dst.VerticalDown = VerticalDown;
dst.VerticalUp = VerticalUp;
}
private void Reset()
{
Target = Camera.main.transform;
GetBones();
}
private void OnValidate()
{
HorizontalInner.OnValidate();
HorizontalOuter.OnValidate();
VerticalUp.OnValidate();
VerticalDown.OnValidate();
}
public void GetBones()
{
var animator = GetComponent<Animator>();
if (animator != null)
{
LeftEye = OffsetOnTransform.Create(animator.GetBoneTransform(HumanBodyBones.LeftEye));
RightEye = OffsetOnTransform.Create(animator.GetBoneTransform(HumanBodyBones.RightEye));
Head = OffsetOnTransform.Create(animator.GetBoneTransform(HumanBodyBones.Head));
}
}
private void Awake()
{
Head.Setup();
LeftEye.Setup();
RightEye.Setup();
}
#region Gizmo
static void DrawMatrix(Matrix4x4 m, float size)
{
Gizmos.matrix = m;
Gizmos.color = Color.red;
Gizmos.DrawLine(Vector3.zero, Vector3.right * size);
Gizmos.color = Color.green;
Gizmos.DrawLine(Vector3.zero, Vector3.up * size);
Gizmos.color = Color.blue;
Gizmos.DrawLine(Vector3.zero, Vector3.forward * size);
}
const float SIZE = 0.5f;
private void OnDrawGizmos()
{
if (!DrawGizmo) return;
if (LeftEye.Transform != null & RightEye.Transform != null)
{
DrawMatrix(LeftEye.WorldMatrix, SIZE);
DrawMatrix(RightEye.WorldMatrix, SIZE);
}
else
{
DrawMatrix(Head.WorldMatrix, SIZE);
}
}
#endregion
static Matrix4x4 LookAtMatrixFromWorld(Vector3 from, Vector3 target)
{
var pos = new Vector4(from.x, from.y, from.z, 1);
return LookAtMatrix(UnityExtensions.Matrix4x4FromColumns(Vector3.right, Vector3.up, Vector3.forward, pos), target);
}
static Matrix4x4 LookAtMatrix(Vector3 up_vector, Vector3 localPosition)
{
var z_axis = localPosition.normalized;
var x_axis = Vector3.Cross(up_vector, z_axis).normalized;
var y_axis = Vector3.Cross(z_axis, x_axis).normalized;
return UnityExtensions.Matrix4x4FromColumns(x_axis, y_axis, z_axis, new Vector4(0, 0, 0, 1));
}
static Matrix4x4 LookAtMatrix(Matrix4x4 m, Vector3 target)
{
return LookAtMatrix(Vector3.up, m.inverse.MultiplyPoint(target));
}
public Matrix4x4 YawMatrix
{
get
{
var yaw = Quaternion.AngleAxis(Yaw, Head.OffsetRotation.GetColumn(1));
var m = default(Matrix4x4);
m.SetTRS(Vector3.zero, yaw, Vector3.one);
return m;
}
}
[SerializeField, Header("Debug")]
public float Yaw;
public float Pitch;
private void LateUpdate()
{
if (!UseUpdate) return;
if (Target == null) return;
LookWorldPosition(Target.position);
}
public void LookWorldPosition(Vector3 targetPosition)
{
var localPosition = Head.InitialWorldMatrix.inverse.MultiplyPoint(targetPosition);
Head.OffsetRotation.CalcYawPitch(localPosition, out Yaw, out Pitch);
ApplyRotations(Yaw, Pitch);
}
void ApplyRotations(float yaw, float pitch)
{
// horizontal
float leftYaw, rightYaw;
if (yaw < 0)
{
leftYaw = -HorizontalOuter.Map(-yaw);
rightYaw = -HorizontalInner.Map(-yaw);
}
else
{
rightYaw = HorizontalOuter.Map(yaw);
leftYaw = HorizontalInner.Map(yaw);
}
// vertical
if (pitch < 0)
{
pitch = -VerticalDown.Map(-pitch);
}
else
{
pitch = VerticalUp.Map(pitch);
}
// Apply
if (LeftEye.Transform != null && RightEye.Transform != null)
{
// 目に値を適用する
LeftEye.Transform.rotation = LeftEye.InitialWorldMatrix.ExtractRotation() * Head.OffsetRotation.YawPitchRotation(leftYaw, pitch);
RightEye.Transform.rotation = RightEye.InitialWorldMatrix.ExtractRotation() * Head.OffsetRotation.YawPitchRotation(rightYaw, pitch);
}
else if (Head.Transform != null)
{
// 頭に値を適用する
Head.Transform.rotation = Head.InitialWorldMatrix.ExtractRotation() * Head.OffsetRotation.YawPitchRotation(yaw, pitch);
}
}
}
}