FIX : 소소한 버그 패치
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e9e1c12284
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@ -16,22 +16,15 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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private UdpClient client;
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private bool StartFlag = true;
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//object names
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public string faceObjectGroupName = "";
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public string headBoneName = "";
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public string rightEyeBoneName = "";
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public string leftEyeBoneName = "";
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public string headPositionObjectName = "";
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//object references
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public SkinnedMeshRenderer[] faceMeshRenderers;
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public Transform headBone;
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public Transform rightEyeBone;
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public Transform leftEyeBone;
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public Transform headPositionObject;
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private UdpClient udp;
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private Thread thread;
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private SkinnedMeshRenderer meshTarget;
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private List<SkinnedMeshRenderer> meshTargetList;
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private List<GameObject> headObjectArray;
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private List<GameObject> rightEyeObjectArray;
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private List<GameObject> leftEyeObjectArray;
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private List<GameObject> headPositionObjectArray;
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private string messageString = "";
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public int LOCAL_PORT = 49983;
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@ -62,11 +55,18 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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void CreateUdpServer()
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{
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udp = new UdpClient(LOCAL_PORT);
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udp.Client.ReceiveTimeout = 5;
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try
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{
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udp = new UdpClient(LOCAL_PORT);
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udp.Client.ReceiveTimeout = 5;
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thread = new Thread(new ThreadStart(ThreadMethod));
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thread.Start();
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thread = new Thread(new ThreadStart(ThreadMethod));
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thread.Start();
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}
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catch (Exception e)
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{
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Debug.LogError($"[iFacialMocap] UDP 서버 생성 실패: {e.Message}");
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}
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}
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IEnumerator WaitProcess(float WaitTime)
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@ -76,11 +76,18 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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void Connect_to_iOS_App()
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{
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//iFacialMocap
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SendMessage_to_iOSapp("iFacialMocap_sahuasouryya9218sauhuiayeta91555dy3719", 49983);
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try
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{
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//iFacialMocap
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SendMessage_to_iOSapp("iFacialMocap_sahuasouryya9218sauhuiayeta91555dy3719", 49983);
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//Facemotion3d
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SendMessage_to_iOSapp("FACEMOTION3D_OtherStreaming", 49993);
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//Facemotion3d
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SendMessage_to_iOSapp("FACEMOTION3D_OtherStreaming", 49993);
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}
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catch (Exception e)
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{
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Debug.LogError($"[iFacialMocap] iOS 앱 연결 실패: {e.Message}");
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}
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}
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void StopStreaming_iOS_App()
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@ -90,20 +97,24 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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//iOSアプリに通信開始のメッセージを送信
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//Send a message to the iOS application to start streaming
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void SendMessage_to_iOSapp(string sendMessage,int send_port)
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void SendMessage_to_iOSapp(string sendMessage, int send_port)
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{
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try
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{
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client = new UdpClient();
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client.Connect(iOS_IPAddress, send_port);
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byte[] dgram = Encoding.UTF8.GetBytes(sendMessage);
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client.Send(dgram, dgram.Length);
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client.Send(dgram, dgram.Length);
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client.Send(dgram, dgram.Length);
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client.Send(dgram, dgram.Length);
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client.Send(dgram, dgram.Length);
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// 메시지 전송 시도
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for (int i = 0; i < 5; i++)
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{
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client.Send(dgram, dgram.Length);
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"[iFacialMocap] 메시지 전송 실패: {e.Message}");
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}
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catch { }
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}
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// Update is called once per frame
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@ -122,17 +133,20 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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void SetBlendShapeWeightFromStrArray(string[] strArray2)
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{
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string mappedShapeName = strArray2[0].Replace("_R", "Right").Replace("_L", "Left");
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float weight = float.Parse(strArray2[1], CultureInfo.InvariantCulture);
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foreach (SkinnedMeshRenderer meshTarget in meshTargetList)
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if (faceMeshRenderers != null)
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{
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var shared_mesh = meshTarget.sharedMesh;
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int index = shared_mesh.GetBlendShapeIndex(mappedShapeName);
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if (index > -1)
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foreach (var meshRenderer in faceMeshRenderers)
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{
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meshTarget.SetBlendShapeWeight(index, weight);
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if (meshRenderer != null && meshRenderer.sharedMesh != null)
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{
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int index = meshRenderer.sharedMesh.GetBlendShapeIndex(mappedShapeName);
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if (index > -1)
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{
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meshRenderer.SetBlendShapeWeight(index, weight);
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}
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}
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}
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}
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}
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@ -174,31 +188,22 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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if (strArray2.Length == 2)
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{
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string[] commaList = strArray2[1].Split(',');
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if (strArray2[0] == "head")
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if (strArray2[0] == "head" && headBone != null)
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{
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foreach (GameObject headObject in headObjectArray)
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{
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headObject.transform.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), -float.Parse(commaList[2], CultureInfo.InvariantCulture));
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}
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headBone.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), -float.Parse(commaList[2], CultureInfo.InvariantCulture));
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foreach (GameObject headPositionObject in headPositionObjectArray)
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if (headPositionObject != null)
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{
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headPositionObject.transform.localPosition = new Vector3(-float.Parse(commaList[3], CultureInfo.InvariantCulture), float.Parse(commaList[4], CultureInfo.InvariantCulture), float.Parse(commaList[5], CultureInfo.InvariantCulture));
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headPositionObject.localPosition = new Vector3(-float.Parse(commaList[3], CultureInfo.InvariantCulture), float.Parse(commaList[4], CultureInfo.InvariantCulture), float.Parse(commaList[5], CultureInfo.InvariantCulture));
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}
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}
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else if (strArray2[0] == "rightEye")
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else if (strArray2[0] == "rightEye" && rightEyeBone != null)
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{
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foreach (GameObject rightEyeObject in rightEyeObjectArray)
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{
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rightEyeObject.transform.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
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}
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rightEyeBone.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
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}
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else if (strArray2[0] == "leftEye")
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else if (strArray2[0] == "leftEye" && leftEyeBone != null)
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{
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foreach (GameObject leftEyeObject in leftEyeObjectArray)
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{
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leftEyeObject.transform.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
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}
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leftEyeBone.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
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}
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}
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}
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@ -211,68 +216,7 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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void FindGameObjectsInsideUnitySettings()
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{
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//Find BlendShape Objects
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meshTargetList = new List<SkinnedMeshRenderer>();
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GameObject faceObjGrp = GameObject.Find(faceObjectGroupName);
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if (faceObjGrp != null)
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{
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List<GameObject> list = FM3D_and_iFacialMocap_GetAllChildren.GetAll(faceObjGrp);
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foreach (GameObject obj in list)
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{
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meshTarget = obj.GetComponent<SkinnedMeshRenderer>();
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if (meshTarget != null)
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{
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if (HasBlendShapes(meshTarget) == true)
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{
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meshTargetList.Add(meshTarget);
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}
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}
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}
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}
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//Find Bone Objects
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headObjectArray = new List<GameObject>();
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foreach (string headString in headBoneName.Split(','))
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{
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GameObject headObject = GameObject.Find(headString);
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if (headObject != null)
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{
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headObjectArray.Add(headObject);
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}
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}
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rightEyeObjectArray = new List<GameObject>();
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foreach (string rightEyeString in rightEyeBoneName.Split(','))
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{
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GameObject rightEyeObject = GameObject.Find(rightEyeString);
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if (rightEyeObject != null)
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{
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rightEyeObjectArray.Add(rightEyeObject);
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}
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}
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leftEyeObjectArray = new List<GameObject>();
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foreach (string leftEyeString in leftEyeBoneName.Split(','))
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{
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GameObject leftEyeObject = GameObject.Find(leftEyeString);
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if (leftEyeObject != null)
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{
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leftEyeObjectArray.Add(leftEyeObject);
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}
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}
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headPositionObjectArray = new List<GameObject>();
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foreach (string headPositionString in headPositionObjectName.Split(','))
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{
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GameObject headPositionObject = GameObject.Find(headPositionString);
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if (headPositionObject != null)
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{
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headPositionObjectArray.Add(headPositionObject);
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}
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}
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// 모든 Transform 참조는 이미 인스펙터에서 할당되므로 추가 초기화가 필요 없음
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}
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void ThreadMethod()
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@ -289,8 +233,16 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
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byte[] data = udp.Receive(ref remoteEP);
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messageString = Encoding.ASCII.GetString(data);
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}
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catch
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catch (SocketException e)
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{
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if (e.SocketErrorCode != SocketError.TimedOut)
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{
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Debug.LogError($"[iFacialMocap] 데이터 수신 오류: {e.Message}");
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"[iFacialMocap] 예상치 못한 오류: {e.Message}");
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}
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do
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@ -24,7 +24,6 @@ using NaturalPoint;
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using NaturalPoint.NatNetLib;
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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using static TMPro.SpriteAssetUtilities.TexturePacker_JsonArray;
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@ -341,7 +340,6 @@ public class OptitrackStreamingClient : MonoBehaviour
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private bool m_hasDrawnCameras = false;
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private bool m_hasDrawnForcePlates = false;
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private bool m_subscribedToMarkers = false;
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private bool m_subscribedToTMarkMarkers = false; // trained markerset added
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private OptitrackHiResTimer.Timestamp m_lastFrameDeliveryTimestamp;
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private Coroutine m_connectionHealthCoroutine = null;
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@ -611,7 +609,7 @@ public class OptitrackStreamingClient : MonoBehaviour
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/// <returns>An arbitrary OptitrackClient from the scene, or null if none are found.</returns>
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public static OptitrackStreamingClient FindDefaultClient()
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{
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OptitrackStreamingClient[] allClients = FindObjectsOfType<OptitrackStreamingClient>();
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OptitrackStreamingClient[] allClients = FindObjectsByType<OptitrackStreamingClient>(FindObjectsSortMode.None);
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if ( allClients.Length == 0 )
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{
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BIN
Assets/ResourcesData/Character/00.R&D/TestVRM/Zonko_VRM.prefab
(Stored with Git LFS)
BIN
Assets/ResourcesData/Character/00.R&D/TestVRM/Zonko_VRM.prefab
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/Scenes/Development scene.unity
(Stored with Git LFS)
BIN
Assets/Scenes/Development scene.unity
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Binary file not shown.
@ -3,6 +3,7 @@ using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using Klak.Spout;
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using Klak.Ndi;
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using System;
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// 출력 방식 열거형
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public enum OutputMethod
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@ -304,6 +305,7 @@ public class AlphaRecodingRenderPass : ScriptableRenderPass
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m_ShaderTexture = shaderTexture;
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}
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[Obsolete("This method is obsolete. Use the new Render Graph API instead.")]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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try
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@ -315,8 +317,11 @@ public class AlphaRecodingRenderPass : ScriptableRenderPass
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try
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{
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// Update cameraColorTargetHandle usage
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var colorTarget = renderingData.cameraData.renderer.cameraColorTargetHandle;
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// 최종 렌더링 결과를 가져옵니다
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RenderTargetIdentifier source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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RenderTargetIdentifier source = colorTarget;
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cmd.Blit(source, m_ShaderCameraTexture);
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// ShaderCameraTexture를 ShaderContral의 _MainTex에 할당
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@ -160,11 +160,7 @@ public class StreamingleAvatarExporter : EditorWindow
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};
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// 빌드 옵션 설정
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BuildAssetBundleOptions options = BuildAssetBundleOptions.ForceRebuildAssetBundle
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| BuildAssetBundleOptions.StrictMode
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| BuildAssetBundleOptions.DeterministicAssetBundle
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| BuildAssetBundleOptions.DisableLoadAssetByFileName
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| BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension;
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BuildAssetBundleOptions options = BuildAssetBundleOptions.None;
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// AssetBundle 빌드
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BuildPipeline.BuildAssetBundles(
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@ -50,7 +50,7 @@ public class CameraManagerEditor : Editor
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if (GUILayout.Button("새 프리셋 추가", GUILayout.Height(30)))
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{
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// Scene에 있는 CinemachineCamera 컴포넌트를 가져와서 새 프리셋 생성
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var newCamera = GameObject.FindObjectOfType<CinemachineCamera>();
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var newCamera = FindFirstObjectByType<CinemachineCamera>();
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if (newCamera != null)
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{
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manager.cameraPresets.Add(new CameraManager.CameraPreset(newCamera));
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BIN
Packages/manifest.json
(Stored with Git LFS)
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Packages/manifest.json
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BIN
Packages/packages-lock.json
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Packages/packages-lock.json
(Stored with Git LFS)
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