515 lines
19 KiB
C#
515 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UniGLTF.MeshUtility
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{
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public static class BoneNormalizer
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{
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public delegate Avatar CreateAvatarFunc(GameObject original, GameObject normalized, Dictionary<Transform, Transform> boneMap);
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static (GameObject, Dictionary<Transform, Transform>) NormalizeHierarchy(GameObject go, CreateAvatarFunc createAvatar)
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{
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var boneMap = new Dictionary<Transform, Transform>();
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//
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// 回転・スケールの無いヒエラルキーをコピーする
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//
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var normalized = new GameObject(go.name + "(normalized)");
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normalized.transform.position = go.transform.position;
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CopyAndBuild(go.transform, normalized.transform, boneMap);
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//
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// 新しいヒエラルキーからAvatarを作る
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//
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{
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var animator = normalized.AddComponent<Animator>();
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var avatar = createAvatar(go, normalized, boneMap);
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avatar.name = go.name + ".normalized";
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animator.avatar = avatar;
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}
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return (normalized, boneMap);
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}
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/// <summary>
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/// 回転とスケールを除去したヒエラルキーをコピーする。
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/// </summary>
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/// <param name="src"></param>
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/// <param name="dst"></param>
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static void CopyAndBuild(Transform src, Transform dst, Dictionary<Transform, Transform> boneMap)
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{
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boneMap[src] = dst;
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foreach (Transform child in src)
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{
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if (child.gameObject.activeSelf)
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{
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var dstChild = new GameObject(child.name);
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dstChild.transform.SetParent(dst);
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dstChild.transform.position = child.position; // copy position only
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CopyAndBuild(child, dstChild.transform, boneMap);
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}
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}
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}
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class BlendShapeReport
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{
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string m_name;
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int m_count;
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struct BlendShapeStat
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{
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public int Index;
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public string Name;
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public int VertexCount;
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public int NormalCount;
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public int TangentCount;
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public override string ToString()
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{
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return string.Format("[{0}]{1}: {2}, {3}, {4}\n", Index, Name, VertexCount, NormalCount, TangentCount);
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}
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}
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List<BlendShapeStat> m_stats = new List<BlendShapeStat>();
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public int Count
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{
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get { return m_stats.Count; }
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}
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public BlendShapeReport(Mesh mesh)
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{
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m_name = mesh.name;
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m_count = mesh.vertexCount;
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}
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public void SetCount(int index, string name, int v, int n, int t)
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{
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m_stats.Add(new BlendShapeStat
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{
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Index = index,
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Name = name,
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VertexCount = v,
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NormalCount = n,
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TangentCount = t,
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});
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}
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public override string ToString()
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{
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return String.Format("NormalizeSkinnedMesh: {0}({1}verts)\n{2}",
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m_name,
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m_count,
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String.Join("", m_stats.Select(x => x.ToString()).ToArray()));
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}
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}
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/// <summary>
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/// index が 有効であれば、setter に weight を渡す。無効であれば setter に 0 を渡す。
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/// </summary>
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/// <param name="indexMap"></param>
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/// <param name="srcIndex"></param>
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/// <param name="weight"></param>
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/// <param name="setter"></param>
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static bool CopyOrDropWeight(int[] indexMap, int srcIndex, float weight, Action<int, float> setter)
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{
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if (srcIndex < 0 || srcIndex >= indexMap.Length)
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{
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// ありえるかどうかわからないが BoneWeight.boneIndexN に変な値が入っている.
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setter(0, 0);
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return false;
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}
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var dstIndex = indexMap[srcIndex];
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if (dstIndex != -1)
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{
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// 有効なindex。weightをコピーする
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setter(dstIndex, weight);
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return true;
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}
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else
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{
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// 無効なindex。0でクリアする
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setter(0, 0);
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return false;
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}
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}
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/// <summary>
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/// BoneWeight[] src から新しいボーンウェイトを作成する。
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/// </summary>
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/// <param name="src">変更前のBoneWeight[]</param>
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/// <param name="boneMap">新旧のボーンの対応表。新しい方は無効なボーンが除去されてnullの部分がある</param>
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/// <param name="srcBones">変更前のボーン配列</param>
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/// <param name="dstBones">変更後のボーン配列。除去されたボーンがある場合、変更前より短い</param>
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/// <returns></returns>
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public static BoneWeight[] MapBoneWeight(BoneWeight[] src,
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Dictionary<Transform, Transform> boneMap,
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Transform[] srcBones,
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Transform[] dstBones
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)
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{
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// 処理前後の index の対応表を作成する
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var indexMap = new int[srcBones.Length];
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for (int i = 0; i < srcBones.Length; ++i)
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{
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var srcBone = srcBones[i];
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if (srcBone == null)
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{
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// 元のボーンが無い
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indexMap[i] = -1;
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Debug.LogWarningFormat("bones[{0}] is null", i);
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}
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else
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{
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if (boneMap.TryGetValue(srcBone, out Transform dstBone))
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{
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// 対応するボーンが存在する
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var dstIndex = Array.IndexOf(dstBones, dstBone);
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if (dstIndex == -1)
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{
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// ありえない。バグ
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throw new Exception();
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}
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indexMap[i] = dstIndex;
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}
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else
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{
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// 先のボーンが無い
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indexMap[i] = -1;
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Debug.LogWarningFormat("{0} is removed", srcBone.name);
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}
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}
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}
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// 新しいBoneWeightを作成する
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var newBoneWeights = new BoneWeight[src.Length];
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for (int i = 0; i < src.Length; ++i)
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{
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BoneWeight srcBoneWeight = src[i];
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// 0
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CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex0, srcBoneWeight.weight0, (newIndex, newWeight) =>
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{
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newBoneWeights[i].boneIndex0 = newIndex;
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newBoneWeights[i].weight0 = newWeight;
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});
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// 1
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CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex1, srcBoneWeight.weight1, (newIndex, newWeight) =>
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{
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newBoneWeights[i].boneIndex1 = newIndex;
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newBoneWeights[i].weight1 = newWeight;
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});
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// 2
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CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex2, srcBoneWeight.weight2, (newIndex, newWeight) =>
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{
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newBoneWeights[i].boneIndex2 = newIndex;
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newBoneWeights[i].weight2 = newWeight;
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});
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// 3
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CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex3, srcBoneWeight.weight3, (newIndex, newWeight) =>
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{
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newBoneWeights[i].boneIndex3 = newIndex;
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newBoneWeights[i].weight3 = newWeight;
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});
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}
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return newBoneWeights;
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}
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/// <summary>
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/// srcのSkinnedMeshRendererを正規化して、dstにアタッチする
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/// </summary>
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/// <param name="src">正規化前のSkinnedMeshRendererのTransform</param>
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/// <param name="dst">正規化後のSkinnedMeshRendererのTransform</param>
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/// <param name="boneMap">正規化前のボーンから正規化後のボーンを得る</param>
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static void NormalizeSkinnedMesh(Transform src, Transform dst, Dictionary<Transform, Transform> boneMap)
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{
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var srcRenderer = src.GetComponent<SkinnedMeshRenderer>();
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if (srcRenderer == null
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|| !srcRenderer.enabled
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|| srcRenderer.sharedMesh == null
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|| srcRenderer.sharedMesh.vertexCount == 0)
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{
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// 有効なSkinnedMeshRendererが無かった
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return;
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}
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var srcMesh = srcRenderer.sharedMesh;
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var originalSrcMesh = srcMesh;
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// 元の Transform[] bones から、無効なboneを取り除いて前に詰めた配列を作る
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var dstBones = srcRenderer.bones
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.Where(x => x != null && boneMap.ContainsKey(x))
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.Select(x => boneMap[x])
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.ToArray();
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var hasBoneWeight = srcRenderer.bones != null && srcRenderer.bones.Length > 0;
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if (!hasBoneWeight)
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{
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// Before bake, bind no weight bones
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//Debug.LogFormat("no weight: {0}", srcMesh.name);
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srcMesh = srcMesh.Copy(true);
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var bw = new BoneWeight
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{
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boneIndex0 = 0,
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boneIndex1 = 0,
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boneIndex2 = 0,
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boneIndex3 = 0,
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weight0 = 1.0f,
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weight1 = 0.0f,
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weight2 = 0.0f,
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weight3 = 0.0f,
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};
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srcMesh.boneWeights = Enumerable.Range(0, srcMesh.vertexCount).Select(x => bw).ToArray();
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srcMesh.bindposes = new Matrix4x4[] { Matrix4x4.identity };
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srcRenderer.rootBone = srcRenderer.transform;
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dstBones = new[] { boneMap[srcRenderer.transform] };
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srcRenderer.bones = new[] { srcRenderer.transform };
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srcRenderer.sharedMesh = srcMesh;
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}
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// BakeMesh
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var mesh = srcMesh.Copy(false);
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mesh.name = srcMesh.name + ".baked";
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srcRenderer.BakeMesh(mesh);
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var blendShapeValues = new Dictionary<int, float>();
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for (int i = 0; i < srcMesh.blendShapeCount; i++)
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{
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var val = srcRenderer.GetBlendShapeWeight(i);
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if (val > 0) blendShapeValues.Add(i, val);
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}
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// 新しい骨格のボーンウェイトを作成する
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mesh.boneWeights = MapBoneWeight(srcMesh.boneWeights, boneMap, srcRenderer.bones, dstBones);
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// recalc bindposes
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mesh.bindposes = dstBones.Select(x => x.worldToLocalMatrix * dst.transform.localToWorldMatrix).ToArray();
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//var m = src.localToWorldMatrix; // include scaling
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var m = default(Matrix4x4);
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m.SetTRS(Vector3.zero, src.rotation, Vector3.one); // rotation only
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mesh.ApplyMatrix(m);
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//
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// BlendShapes
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//
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// clear blendShape always
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var backcup = new List<float>();
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for (int i = 0; i < srcMesh.blendShapeCount; ++i)
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{
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backcup.Add(srcRenderer.GetBlendShapeWeight(i));
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srcRenderer.SetBlendShapeWeight(i, 0);
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}
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var meshVertices = mesh.vertices;
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var meshNormals = mesh.normals;
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#if VRM_NORMALIZE_BLENDSHAPE_TANGENT
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var meshTangents = mesh.tangents.Select(x => (Vector3)x).ToArray();
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#endif
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var originalBlendShapePositions = new Vector3[meshVertices.Length];
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var originalBlendShapeNormals = new Vector3[meshVertices.Length];
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var originalBlendShapeTangents = new Vector3[meshVertices.Length];
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var report = new BlendShapeReport(srcMesh);
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var blendShapeMesh = new Mesh();
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for (int i = 0; i < srcMesh.blendShapeCount; ++i)
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{
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// check blendShape
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srcRenderer.sharedMesh.GetBlendShapeFrameVertices(i, 0, originalBlendShapePositions, originalBlendShapeNormals, originalBlendShapeTangents);
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var hasVertices = originalBlendShapePositions.Count(x => x != Vector3.zero);
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var hasNormals = originalBlendShapeNormals.Count(x => x != Vector3.zero);
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#if VRM_NORMALIZE_BLENDSHAPE_TANGENT
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var hasTangents = originalBlendShapeTangents.Count(x => x != Vector3.zero);
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#else
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var hasTangents = 0;
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#endif
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var name = srcMesh.GetBlendShapeName(i);
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if (string.IsNullOrEmpty(name))
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{
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name = String.Format("{0}", i);
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}
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report.SetCount(i, name, hasVertices, hasNormals, hasTangents);
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srcRenderer.SetBlendShapeWeight(i, 100.0f);
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srcRenderer.BakeMesh(blendShapeMesh);
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if (blendShapeMesh.vertices.Length != mesh.vertices.Length)
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{
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throw new Exception("different vertex count");
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}
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var value = blendShapeValues.ContainsKey(i) ? blendShapeValues[i] : 0;
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srcRenderer.SetBlendShapeWeight(i, value);
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Vector3[] vertices = blendShapeMesh.vertices;
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for (int j = 0; j < vertices.Length; ++j)
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{
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if (originalBlendShapePositions[j] == Vector3.zero)
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{
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vertices[j] = Vector3.zero;
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}
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else
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{
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vertices[j] = m.MultiplyPoint(vertices[j]) - meshVertices[j];
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}
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}
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Vector3[] normals = blendShapeMesh.normals;
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for (int j = 0; j < normals.Length; ++j)
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{
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if (originalBlendShapeNormals[j] == Vector3.zero)
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{
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normals[j] = Vector3.zero;
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}
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else
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{
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normals[j] = m.MultiplyVector(normals[j].normalized) - meshNormals[j];
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}
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}
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Vector3[] tangents = blendShapeMesh.tangents.Select(x => (Vector3)x).ToArray();
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#if VRM_NORMALIZE_BLENDSHAPE_TANGENT
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for (int j = 0; j < tangents.Length; ++j)
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{
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if (originalBlendShapeTangents[j] == Vector3.zero)
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{
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tangents[j] = Vector3.zero;
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}
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else
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{
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tangents[j] = m.MultiplyVector(tangents[j]) - meshTangents[j];
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}
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}
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#endif
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var frameCount = srcMesh.GetBlendShapeFrameCount(i);
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for (int f = 0; f < frameCount; f++)
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{
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var weight = srcMesh.GetBlendShapeFrameWeight(i, f);
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try
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{
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mesh.AddBlendShapeFrame(name,
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weight,
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vertices,
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hasNormals > 0 ? normals : null,
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hasTangents > 0 ? tangents : null
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);
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}
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catch (Exception)
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{
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Debug.LogErrorFormat("fail to mesh.AddBlendShapeFrame {0}.{1}",
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mesh.name,
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srcMesh.GetBlendShapeName(i)
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);
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throw;
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}
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}
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}
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if (report.Count > 0)
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{
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Debug.LogFormat("{0}", report.ToString());
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}
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var dstRenderer = dst.gameObject.AddComponent<SkinnedMeshRenderer>();
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dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
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if (srcRenderer.rootBone != null)
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{
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if (boneMap.TryGetValue(srcRenderer.rootBone, out Transform found))
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{
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dstRenderer.rootBone = found;
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}
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}
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dstRenderer.bones = dstBones;
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dstRenderer.sharedMesh = mesh;
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if (!hasBoneWeight)
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{
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// restore bones
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srcRenderer.bones = new Transform[] { };
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srcRenderer.sharedMesh = originalSrcMesh;
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}
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// restore blendshape weights
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for (int i = 0; i < backcup.Count; ++i)
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{
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srcRenderer.SetBlendShapeWeight(i, backcup[i]);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="src"></param>
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/// <param name="dst"></param>
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static void NormalizeNoneSkinnedMesh(Transform src, Transform dst)
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{
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var srcFilter = src.GetComponent<MeshFilter>();
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if (srcFilter == null
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|| srcFilter.sharedMesh == null
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|| srcFilter.sharedMesh.vertexCount == 0)
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{
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return;
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}
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var srcRenderer = src.GetComponent<MeshRenderer>();
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if (srcRenderer == null || !srcRenderer.enabled)
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{
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return;
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}
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// Meshに乗っているボーンの姿勢を適用する
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var dstFilter = dst.gameObject.AddComponent<MeshFilter>();
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var dstMesh = srcFilter.sharedMesh.Copy(false);
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dstMesh.ApplyRotationAndScale(src.localToWorldMatrix);
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dstFilter.sharedMesh = dstMesh;
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// Materialをコピー
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var dstRenderer = dst.gameObject.AddComponent<MeshRenderer>();
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dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
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}
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/// <summary>
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/// 回転とスケールを除去したヒエラルキーのコピーを作成する(MeshをBakeする)
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/// </summary>
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/// <param name="go">対象のヒエラルキーのルート</param>
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/// <param name="bakeCurrentBlendShape">BlendShapeを0クリアするか否か。false の場合 BlendShape の現状を Bake する</param>
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/// <param name="createAvatar">Avatarを作る関数</param>
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/// <returns></returns>
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public static (GameObject, Dictionary<Transform, Transform>) Execute(GameObject go, CreateAvatarFunc createAvatar)
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{
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//
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// 正規化されたヒエラルキーを作る
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//
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var (normalized, boneMap) = NormalizeHierarchy(go, createAvatar);
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//
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// 各メッシュから回転・スケールを取り除いてBinding行列を再計算する
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//
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foreach (var src in go.transform.Traverse())
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{
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Transform dst;
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if (!boneMap.TryGetValue(src, out dst))
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{
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continue;
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}
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NormalizeSkinnedMesh(src, dst, boneMap);
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NormalizeNoneSkinnedMesh(src, dst);
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}
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return (normalized, boneMap);
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}
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}
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}
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