239 lines
8.8 KiB
C#
239 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UniGLTF;
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using UniGLTF.Utils;
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using UnityEngine;
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using UniVRM10.FastSpringBones.Blittables;
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using UniVRM10.FastSpringBones.System;
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namespace UniVRM10
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{
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/// <summary>
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/// VRM モデルインスタンスを、状態をもって、元の状態から操作・変更するためのクラス。
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/// また、仕様に従ってその操作を行う。
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///
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/// 操作対象としては以下が挙げられる。
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/// - ControlRig
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/// - Constraint
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/// - LookAt
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/// - Expression
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/// </summary>
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public class Vrm10Runtime : IDisposable
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{
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private readonly Vrm10Instance m_instance;
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private readonly Transform m_head;
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private readonly FastSpringBoneService m_fastSpringBoneService;
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private readonly IReadOnlyDictionary<Transform, TransformState> m_defaultTransformStates;
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private FastSpringBoneBuffer m_fastSpringBoneBuffer;
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private BlittableExternalData m_externalData;
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/// <summary>
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/// Control Rig may be null.
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/// Control Rig is generated at loading runtime only.
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/// </summary>
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public Vrm10RuntimeControlRig ControlRig { get; }
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public IVrm10Constraint[] Constraints { get; }
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public Vrm10RuntimeExpression Expression { get; }
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public Vrm10RuntimeLookAt LookAt { get; }
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public IVrm10Animation VrmAnimation { get; set; }
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public Vector3 ExternalForce
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{
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get => m_externalData.ExternalForce;
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set
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{
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m_externalData.ExternalForce = value;
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m_fastSpringBoneBuffer.ExternalData = m_externalData;
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}
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}
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public Vrm10Runtime(Vrm10Instance instance, bool useControlRig)
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{
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if (!Application.isPlaying)
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{
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Debug.LogWarning($"{nameof(Vrm10Runtime)} expects runtime behaviour.");
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}
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m_instance = instance;
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if (!instance.TryGetBoneTransform(HumanBodyBones.Head, out m_head))
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{
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throw new Exception();
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}
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if (useControlRig)
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{
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ControlRig = new Vrm10RuntimeControlRig(instance.Humanoid, m_instance.transform);
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}
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Constraints = instance.GetComponentsInChildren<IVrm10Constraint>();
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LookAt = new Vrm10RuntimeLookAt(instance.Vrm.LookAt, instance.Humanoid, ControlRig);
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Expression = new Vrm10RuntimeExpression(instance, LookAt.EyeDirectionApplicable);
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var gltfInstance = instance.GetComponent<RuntimeGltfInstance>();
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if (gltfInstance != null)
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{
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// ランタイムインポートならここに到達してゼロコストになる
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m_defaultTransformStates = gltfInstance.InitialTransformStates;
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}
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else
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{
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// エディタでプレハブ配置してる奴ならこっちに到達して収集する
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m_defaultTransformStates = instance.GetComponentsInChildren<Transform>()
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.ToDictionary(tf => tf, tf => new TransformState(tf));
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}
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// NOTE: FastSpringBoneService は UnitTest などでは動作しない
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if (Application.isPlaying)
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{
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m_fastSpringBoneService = FastSpringBoneService.Instance;
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m_fastSpringBoneBuffer = CreateFastSpringBoneBuffer(m_instance.SpringBone);
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m_fastSpringBoneService.BufferCombiner.Register(m_fastSpringBoneBuffer);
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}
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}
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public void Dispose()
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{
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ControlRig?.Dispose();
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m_fastSpringBoneService.BufferCombiner.Unregister(m_fastSpringBoneBuffer);
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m_fastSpringBoneBuffer.Dispose();
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}
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/// <summary>
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/// このVRMに紐づくSpringBone関連のバッファを再構築する
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/// ランタイム実行時にSpringBoneに対して変更を行いたいときは、このメソッドを明示的に呼ぶ必要がある
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/// </summary>
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public void ReconstructSpringBone()
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{
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m_fastSpringBoneService.BufferCombiner.Unregister(m_fastSpringBoneBuffer);
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m_fastSpringBoneBuffer.Dispose();
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m_fastSpringBoneBuffer = CreateFastSpringBoneBuffer(m_instance.SpringBone);
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m_fastSpringBoneService.BufferCombiner.Register(m_fastSpringBoneBuffer);
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}
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private FastSpringBoneBuffer CreateFastSpringBoneBuffer(Vrm10InstanceSpringBone springBone)
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{
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return new FastSpringBoneBuffer(
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springBone.Springs.Select(spring => new FastSpringBoneSpring
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{
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center = spring.Center,
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colliders = spring.ColliderGroups
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.SelectMany(group => group.Colliders)
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.Select(collider => new FastSpringBoneCollider
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{
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Transform = collider.transform,
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Collider = new BlittableCollider
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{
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offset = collider.Offset,
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radius = collider.Radius,
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tail = collider.Tail,
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colliderType = TranslateColliderType(collider.ColliderType)
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}
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}).ToArray(),
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joints = spring.Joints
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.Select(joint => new FastSpringBoneJoint
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{
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Transform = joint.transform,
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Joint = new BlittableJoint
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{
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radius = joint.m_jointRadius,
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dragForce = joint.m_dragForce,
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gravityDir = joint.m_gravityDir,
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gravityPower = joint.m_gravityPower,
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stiffnessForce = joint.m_stiffnessForce
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},
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DefaultLocalRotation = GetOrAddDefaultTransformState(joint.transform).LocalRotation,
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}).ToArray(),
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}).ToArray(),
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m_externalData);
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}
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private TransformState GetOrAddDefaultTransformState(Transform tf)
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{
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if (m_defaultTransformStates.TryGetValue(tf, out var defaultTransformState))
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{
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return defaultTransformState;
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}
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Debug.LogWarning($"{tf.name} does not exist on load.");
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return new TransformState(null);
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}
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private static BlittableColliderType TranslateColliderType(VRM10SpringBoneColliderTypes colliderType)
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{
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switch (colliderType)
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{
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case VRM10SpringBoneColliderTypes.Sphere:
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return BlittableColliderType.Sphere;
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case VRM10SpringBoneColliderTypes.Capsule:
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return BlittableColliderType.Capsule;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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/// <summary>
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/// 毎フレーム関連コンポーネントを解決する
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///
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/// * Update from VrmAnimation
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/// * Constraint
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/// * Spring
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/// * LookAt
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/// * Expression
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///
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/// </summary>
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public void Process()
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{
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// 1. Update From VrmAnimation
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if (VrmAnimation != null)
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{
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// copy pose
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{
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Vrm10Retarget.Retarget(VrmAnimation.ControlRig, (ControlRig, ControlRig));
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}
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// update expressions
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foreach (var (k, v) in VrmAnimation.ExpressionMap)
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{
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Expression.SetWeight(k, v());
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}
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// look at
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if (VrmAnimation.LookAt.HasValue)
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{
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LookAt.LookAtInput = VrmAnimation.LookAt.Value;
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}
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}
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// 2. Control Rig
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ControlRig?.Process();
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// 3. Constraints
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foreach (var constraint in Constraints)
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{
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constraint.Process();
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}
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if (m_instance.LookAtTargetType == VRM10ObjectLookAt.LookAtTargetTypes.SpecifiedTransform
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&& m_instance.LookAtTarget != null)
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{
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// Transform 追跡で視線を生成する。
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// 値を上書きします。
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LookAt.LookAtInput = new LookAtInput { WorldPosition = m_instance.LookAtTarget.position };
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}
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// 4. Gaze control
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var eyeDirection = LookAt.Process();
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// 5. Apply Expression
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// LookAt の角度制限などはこちらで処理されます。
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Expression.Process(eyeDirection);
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}
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}
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}
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