Streamingle_URP/Assets/External/Ifacialmocap/UnityRecieve_FACEMOTION3D_and_iFacialMocap.cs

338 lines
7.1 KiB
C#

using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Collections.Generic;
using System;
using System.Collections;
using System.Globalization;
public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
{
// broadcast address
public bool gameStartWithConnect = true;
public string iOS_IPAddress = "255.255.255.255";
private UdpClient client;
private bool StartFlag = true;
//object references
public SkinnedMeshRenderer[] faceMeshRenderers;
public Transform headBone;
public Transform rightEyeBone;
public Transform leftEyeBone;
public Transform headPositionObject;
private UdpClient udp;
private Thread thread;
private string messageString = "";
public int LOCAL_PORT = 49983;
// Start is called
void StartFunction()
{
if (StartFlag == true)
{
StartFlag = false;
FindGameObjectsInsideUnitySettings();
//Send to iOS
if (gameStartWithConnect == true)
{
Connect_to_iOS_App();
}
//Recieve udp from iOS
CreateUdpServer();
}
}
void Start()
{
StartFunction();
}
void CreateUdpServer()
{
try
{
udp = new UdpClient(LOCAL_PORT);
udp.Client.ReceiveTimeout = 5;
thread = new Thread(new ThreadStart(ThreadMethod));
thread.Start();
}
catch (Exception e)
{
Debug.LogError($"[iFacialMocap] UDP 서버 생성 실패: {e.Message}");
}
}
IEnumerator WaitProcess(float WaitTime)
{
yield return new WaitForSeconds(WaitTime);
}
void Connect_to_iOS_App()
{
try
{
//iFacialMocap
SendMessage_to_iOSapp("iFacialMocap_sahuasouryya9218sauhuiayeta91555dy3719", 49983);
//Facemotion3d
SendMessage_to_iOSapp("FACEMOTION3D_OtherStreaming", 49993);
}
catch (Exception e)
{
Debug.LogError($"[iFacialMocap] iOS 앱 연결 실패: {e.Message}");
}
}
void StopStreaming_iOS_App()
{
SendMessage_to_iOSapp("StopStreaming_FACEMOTION3D", 49993);
}
//iOSアプリに通信開始のメッセージを送信
//Send a message to the iOS application to start streaming
void SendMessage_to_iOSapp(string sendMessage, int send_port)
{
try
{
client = new UdpClient();
client.Connect(iOS_IPAddress, send_port);
byte[] dgram = Encoding.UTF8.GetBytes(sendMessage);
// 메시지 전송 시도
for (int i = 0; i < 5; i++)
{
client.Send(dgram, dgram.Length);
}
}
catch (Exception e)
{
Debug.LogError($"[iFacialMocap] 메시지 전송 실패: {e.Message}");
}
}
// Update is called once per frame
void Update()
{
try
{
SetAnimation_inside_Unity_settings();
}
catch
{ }
}
//BlendShapeの設定
//set blendshapes
void SetBlendShapeWeightFromStrArray(string[] strArray2)
{
string mappedShapeName = strArray2[0].Replace("_R", "Right").Replace("_L", "Left");
float weight = float.Parse(strArray2[1], CultureInfo.InvariantCulture);
if (faceMeshRenderers != null)
{
foreach (var meshRenderer in faceMeshRenderers)
{
if (meshRenderer != null && meshRenderer.sharedMesh != null)
{
int index = meshRenderer.sharedMesh.GetBlendShapeIndex(mappedShapeName);
if (index > -1)
{
meshRenderer.SetBlendShapeWeight(index, weight);
}
}
}
}
}
//BlendShapeとボーンの回転の設定
//set blendshapes & bone rotation
void SetAnimation_inside_Unity_settings()
{
try
{
string[] strArray1 = messageString.Split('=');
if (strArray1.Length >= 2)
{
//blendShapes
foreach (string message in strArray1[0].Split('|'))
{
string[] strArray2 = new string[3];
if (message.Contains("&"))
{
strArray2 = message.Split('&');
}
else
{
strArray2 = message.Split('-');
}
if (strArray2.Length == 2)
{
SetBlendShapeWeightFromStrArray(strArray2);
}
}
foreach (string message in strArray1[1].Split('|'))
{
string[] strArray2 = message.Split('#');
if (strArray2.Length == 2)
{
string[] commaList = strArray2[1].Split(',');
if (strArray2[0] == "head" && headBone != null)
{
headBone.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), -float.Parse(commaList[2], CultureInfo.InvariantCulture));
if (headPositionObject != null)
{
headPositionObject.localPosition = new Vector3(-float.Parse(commaList[3], CultureInfo.InvariantCulture), float.Parse(commaList[4], CultureInfo.InvariantCulture), float.Parse(commaList[5], CultureInfo.InvariantCulture));
}
}
else if (strArray2[0] == "rightEye" && rightEyeBone != null)
{
rightEyeBone.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
}
else if (strArray2[0] == "leftEye" && leftEyeBone != null)
{
leftEyeBone.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
}
}
}
}
}
catch
{
}
}
void FindGameObjectsInsideUnitySettings()
{
// 모든 Transform 참조는 이미 인스펙터에서 할당되므로 추가 초기화가 필요 없음
}
void ThreadMethod()
{
//Process once every 5ms
long next = DateTime.Now.Ticks + 50000;
long now;
while (true)
{
try
{
IPEndPoint remoteEP = null;
byte[] data = udp.Receive(ref remoteEP);
messageString = Encoding.ASCII.GetString(data);
}
catch (SocketException e)
{
if (e.SocketErrorCode != SocketError.TimedOut)
{
Debug.LogError($"[iFacialMocap] 데이터 수신 오류: {e.Message}");
}
}
catch (Exception e)
{
Debug.LogError($"[iFacialMocap] 예상치 못한 오류: {e.Message}");
}
do
{
now = DateTime.Now.Ticks;
}
while (now < next);
next += 50000;
}
}
public string GetMessageString()
{
return messageString;
}
void OnEnable()
{
StartFunction();
}
void OnDisable()
{
try
{
OnApplicationQuit();
}
catch
{
}
}
void OnApplicationQuit()
{
if (StartFlag == false)
{
StartFlag = true;
StopUDP();
}
}
public void StopUDP()
{
if (gameStartWithConnect == true)
{
StopStreaming_iOS_App();
}
udp.Dispose();
thread.Abort();
}
private bool HasBlendShapes(SkinnedMeshRenderer skin)
{
if (!skin.sharedMesh)
{
return false;
}
if (skin.sharedMesh.blendShapeCount <= 0)
{
return false;
}
return true;
}
}
public static class FM3D_and_iFacialMocap_GetAllChildren
{
public static List<GameObject> GetAll(this GameObject obj)
{
List<GameObject> allChildren = new List<GameObject>();
allChildren.Add(obj);
GetChildren(obj, ref allChildren);
return allChildren;
}
public static void GetChildren(GameObject obj, ref List<GameObject> allChildren)
{
Transform children = obj.GetComponentInChildren<Transform>();
if (children.childCount == 0)
{
return;
}
foreach (Transform ob in children)
{
allChildren.Add(ob.gameObject);
GetChildren(ob.gameObject, ref allChildren);
}
}
}