364 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
using VRMShaders;
namespace UniGLTF.MeshUtility
{
public static class MeshFreezer
{
/// <summary>
/// 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。
/// </summary>
/// <param name="indexMap"></param>
/// <param name="srcIndex"></param>
/// <param name="weight"></param>
/// <param name="setter"></param>
static bool CopyOrDropWeight(int[] indexMap, int srcIndex, float weight, Action<int, float> setter)
{
if (srcIndex < 0 || srcIndex >= indexMap.Length)
{
// 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.
setter(0, 0);
return false;
}
var dstIndex = indexMap[srcIndex];
if (dstIndex != -1)
{
// 有効なindex。weightをコピーする
setter(dstIndex, weight);
return true;
}
else
{
// 無効なindex。0でクリアする
setter(0, 0);
return false;
}
}
/// <summary>
/// BoneWeight[] src から新しいボーンウェイトを作成する。
/// </summary>
/// <param name="src">変更前のBoneWeight[]</param>
/// <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>
/// <param name="srcBones">変更前のボーン配列</param>
/// <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>
/// <returns></returns>
public static BoneWeight[] MapBoneWeight(BoneWeight[] src,
Dictionary<Transform, Transform> boneMap,
Transform[] srcBones,
Transform[] dstBones
)
{
// 処理前後の index の対応表を作成する
var indexMap = new int[srcBones.Length];
for (int i = 0; i < srcBones.Length; ++i)
{
var srcBone = srcBones[i];
if (srcBone == null)
{
// 元のボーンが無い
indexMap[i] = -1;
Debug.LogWarningFormat("bones[{0}] is null", i);
}
else
{
if (boneMap.TryGetValue(srcBone, out Transform dstBone))
{
// 対応するボーンが存在する
var dstIndex = Array.IndexOf(dstBones, dstBone);
if (dstIndex == -1)
{
// ありえない。バグ
throw new Exception();
}
indexMap[i] = dstIndex;
}
else
{
// 先のボーンが無い
indexMap[i] = -1;
Debug.LogWarningFormat("{0} is removed", srcBone.name);
}
}
}
// 新しいBoneWeightを作成する
var newBoneWeights = new BoneWeight[src.Length];
for (int i = 0; i < src.Length; ++i)
{
BoneWeight srcBoneWeight = src[i];
// 0
CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex0, srcBoneWeight.weight0, (newIndex, newWeight) =>
{
newBoneWeights[i].boneIndex0 = newIndex;
newBoneWeights[i].weight0 = newWeight;
});
// 1
CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex1, srcBoneWeight.weight1, (newIndex, newWeight) =>
{
newBoneWeights[i].boneIndex1 = newIndex;
newBoneWeights[i].weight1 = newWeight;
});
// 2
CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex2, srcBoneWeight.weight2, (newIndex, newWeight) =>
{
newBoneWeights[i].boneIndex2 = newIndex;
newBoneWeights[i].weight2 = newWeight;
});
// 3
CopyOrDropWeight(indexMap, srcBoneWeight.boneIndex3, srcBoneWeight.weight3, (newIndex, newWeight) =>
{
newBoneWeights[i].boneIndex3 = newIndex;
newBoneWeights[i].weight3 = newWeight;
});
}
return newBoneWeights;
}
/// <summary>
///
/// </summary>
/// <param name="src"></param>
/// <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>
/// <returns></returns>
/// <exception cref="Exception"></exception>
public static Mesh NormalizeSkinnedMesh(SkinnedMeshRenderer src)
{
if (src == null
|| !src.enabled
|| src.sharedMesh == null
|| src.sharedMesh.vertexCount == 0)
{
// 有効なSkinnedMeshRendererが無かった
return default;
}
var srcMesh = src.sharedMesh;
var originalSrcMesh = srcMesh;
var hasBoneWeight = src.bones != null && src.bones.Length > 0;
if (!hasBoneWeight)
{
// Before bake, bind no weight bones
srcMesh = srcMesh.Copy(true);
srcMesh.ApplyRotationAndScale(src.transform.localToWorldMatrix, false);
var bw = new BoneWeight
{
boneIndex0 = 0,
boneIndex1 = 0,
boneIndex2 = 0,
boneIndex3 = 0,
weight0 = 1.0f,
weight1 = 0.0f,
weight2 = 0.0f,
weight3 = 0.0f,
};
srcMesh.boneWeights = Enumerable.Range(0, srcMesh.vertexCount).Select(x => bw).ToArray();
src.bones = new[] { src.rootBone ?? src.transform };
srcMesh.bindposes = src.bones.Select(x => x.worldToLocalMatrix).ToArray();
src.sharedMesh = srcMesh;
}
// BakeMesh
var mesh = srcMesh.Copy(false);
mesh.name = srcMesh.name + ".baked";
src.BakeMesh(mesh);
mesh.boneWeights = srcMesh.boneWeights;
{
// apply SkinnedMesh.transform rotation
var m = Matrix4x4.TRS(Vector3.zero, src.transform.rotation, Vector3.one);
mesh.ApplyMatrix(m);
}
//
// BlendShapes
//
{
var m = src.localToWorldMatrix; // include scaling
m.SetColumn(3, new Vector4(0, 0, 0, 1)); // no translation
CopyBlendShapes(src, srcMesh, mesh, m);
}
return mesh;
}
private static void CopyBlendShapes(SkinnedMeshRenderer src, Mesh srcMesh, Mesh mesh, Matrix4x4 m)
{
var blendShapeValues = new Dictionary<int, float>();
for (int i = 0; i < srcMesh.blendShapeCount; i++)
{
var val = src.GetBlendShapeWeight(i);
if (val > 0) blendShapeValues.Add(i, val);
}
// clear blendShape always
var backcup = new List<float>();
for (int i = 0; i < srcMesh.blendShapeCount; ++i)
{
backcup.Add(src.GetBlendShapeWeight(i));
src.SetBlendShapeWeight(i, 0);
}
var meshVertices = mesh.vertices;
var meshNormals = mesh.normals;
var meshTangents = Array.Empty<Vector3>();
if (Symbols.VRM_NORMALIZE_BLENDSHAPE_TANGENT)
{
meshTangents = mesh.tangents.Select(x => (Vector3)x).ToArray();
}
var originalBlendShapePositions = new Vector3[meshVertices.Length];
var originalBlendShapeNormals = new Vector3[meshVertices.Length];
var originalBlendShapeTangents = new Vector3[meshVertices.Length];
var report = new BlendShapeReport(srcMesh);
var blendShapeMesh = new Mesh();
for (int i = 0; i < srcMesh.blendShapeCount; ++i)
{
// check blendShape
src.sharedMesh.GetBlendShapeFrameVertices(i, 0, originalBlendShapePositions, originalBlendShapeNormals, originalBlendShapeTangents);
var hasVertices = originalBlendShapePositions.Count(x => x != Vector3.zero);
var hasNormals = originalBlendShapeNormals.Count(x => x != Vector3.zero);
var hasTangents = 0;
if (Symbols.VRM_NORMALIZE_BLENDSHAPE_TANGENT)
{
hasTangents = originalBlendShapeTangents.Count(x => x != Vector3.zero);
}
var name = srcMesh.GetBlendShapeName(i);
if (string.IsNullOrEmpty(name))
{
name = String.Format("{0}", i);
}
report.SetCount(i, name, hasVertices, hasNormals, hasTangents);
src.SetBlendShapeWeight(i, 100.0f);
src.BakeMesh(blendShapeMesh);
if (blendShapeMesh.vertices.Length != mesh.vertices.Length)
{
throw new Exception("different vertex count");
}
var value = blendShapeValues.ContainsKey(i) ? blendShapeValues[i] : 0;
src.SetBlendShapeWeight(i, value);
Vector3[] vertices = blendShapeMesh.vertices;
for (int j = 0; j < vertices.Length; ++j)
{
if (originalBlendShapePositions[j] == Vector3.zero)
{
vertices[j] = Vector3.zero;
}
else
{
vertices[j] = m.MultiplyPoint(vertices[j] - meshVertices[j]);
}
}
Vector3[] normals = blendShapeMesh.normals;
for (int j = 0; j < normals.Length; ++j)
{
if (originalBlendShapeNormals[j] == Vector3.zero)
{
normals[j] = Vector3.zero;
}
else
{
normals[j] = m.MultiplyVector(normals[j].normalized) - meshNormals[j];
}
}
Vector3[] tangents = blendShapeMesh.tangents.Select(x => (Vector3)x).ToArray();
if (Symbols.VRM_NORMALIZE_BLENDSHAPE_TANGENT)
{
for (int j = 0; j < tangents.Length; ++j)
{
if (originalBlendShapeTangents[j] == Vector3.zero)
{
tangents[j] = Vector3.zero;
}
else
{
tangents[j] = m.MultiplyVector(tangents[j]) - meshTangents[j];
}
}
}
var frameCount = srcMesh.GetBlendShapeFrameCount(i);
for (int f = 0; f < frameCount; f++)
{
var weight = srcMesh.GetBlendShapeFrameWeight(i, f);
try
{
mesh.AddBlendShapeFrame(name,
weight,
vertices,
hasNormals > 0 ? normals : null,
hasTangents > 0 ? tangents : null
);
}
catch (Exception)
{
Debug.LogErrorFormat("fail to mesh.AddBlendShapeFrame {0}.{1}",
mesh.name,
srcMesh.GetBlendShapeName(i)
);
throw;
}
}
}
// restore blendshape weights
for (int i = 0; i < backcup.Count; ++i)
{
src.SetBlendShapeWeight(i, backcup[i]);
}
}
public static Mesh NormalizeNoneSkinnedMesh(MeshRenderer srcRenderer, bool freezeRotation)
{
if (srcRenderer == null || !srcRenderer.enabled)
{
return default;
}
var srcFilter = srcRenderer.GetComponent<MeshFilter>();
if (srcFilter == null
|| srcFilter.sharedMesh == null
|| srcFilter.sharedMesh.vertexCount == 0)
{
return default;
}
var dstMesh = srcFilter.sharedMesh.Copy(false);
// Meshに乗っているボーンの姿勢を適用する
if (freezeRotation)
{
dstMesh.ApplyRotationAndScale(srcRenderer.transform.localToWorldMatrix);
}
else
{
var (t, r, s) = srcRenderer.transform.localToWorldMatrix.Decompose();
dstMesh.ApplyRotationAndScale(Matrix4x4.TRS(t, Quaternion.identity, s));
}
return dstMesh;
}
}
}