Streamingle_URP/Assets/External/VRM/Runtime/LookAt/VRMLookAtBlendShapeApplyer.cs

91 lines
3.5 KiB
C#

#pragma warning disable 0414, 0649
using UnityEngine;
namespace VRM
{
public class VRMLookAtBlendShapeApplyer : MonoBehaviour, IVRMComponent
{
public bool DrawGizmo = true;
[SerializeField, Header("Degree Mapping")]
public CurveMapper Horizontal = new CurveMapper(90.0f, 1.0f);
[SerializeField]
public CurveMapper VerticalDown = new CurveMapper(90.0f, 1.0f);
[SerializeField]
public CurveMapper VerticalUp = new CurveMapper(90.0f, 1.0f);
/// <summary>
/// v0.56 からデフォルト値を true に変更
///
/// true の場合: BlendShapeProxy.AccumulateValue を使う(推奨)
/// 別途 BlendShapeProxy.Apply を別の場所で呼び出す必要があります
/// false の場合: BlendShapeProxy.ImmediatelySetValueを使う
/// 目をテクスチャUVのOffset値の変更で表現するモデルの場合に、
/// Material.SetVector("_MainTex_ST", new Vector4(1, 1, 横の移動値, 0))
/// Material.SetVector("_MainTex_ST", new Vector4(1, 1, 0, 縦の移動値))
/// と連続で呼ばれることで、横の移動値が打ち消されてしまいます。
/// BlendShapeProxy.AccumulateValue はこの値を加算して new Vector4(1, 1, 横の移動値, 縦の移動値)
/// となるように扱えます。
/// </summary>
[SerializeField]
public bool m_notSetValueApply = true;
public void OnImported(VRMImporterContext context)
{
var gltfFirstPerson = context.VRM.firstPerson;
Horizontal.Apply(gltfFirstPerson.lookAtHorizontalOuter);
VerticalDown.Apply(gltfFirstPerson.lookAtVerticalDown);
VerticalUp.Apply(gltfFirstPerson.lookAtVerticalUp);
}
VRMLookAtHead m_head;
VRMBlendShapeProxy m_proxy;
private void Start()
{
m_head = GetComponent<VRMLookAtHead>();
m_proxy = GetComponent<VRMBlendShapeProxy>();
if (m_head == null)
{
enabled = false;
return;
}
m_head.YawPitchChanged += ApplyRotations;
}
void ApplyRotations(float yaw, float pitch)
{
#pragma warning disable 0618
if (yaw < 0)
{
// Left
m_proxy.SetValue(BlendShapePreset.LookRight, 0, !m_notSetValueApply); // clear first
m_proxy.SetValue(BlendShapePreset.LookLeft, Mathf.Clamp(Horizontal.Map(-yaw), 0, 1.0f), !m_notSetValueApply);
}
else
{
// Right
m_proxy.SetValue(BlendShapePreset.LookLeft, 0, !m_notSetValueApply); // clear first
m_proxy.SetValue(BlendShapePreset.LookRight, Mathf.Clamp(Horizontal.Map(yaw), 0, 1.0f), !m_notSetValueApply);
}
if (pitch < 0)
{
// Down
m_proxy.SetValue(BlendShapePreset.LookUp, 0, !m_notSetValueApply); // clear first
m_proxy.SetValue(BlendShapePreset.LookDown, Mathf.Clamp(VerticalDown.Map(-pitch), 0, 1.0f), !m_notSetValueApply);
}
else
{
// Up
m_proxy.SetValue(BlendShapePreset.LookDown, 0, !m_notSetValueApply); // clear first
m_proxy.SetValue(BlendShapePreset.LookUp, Mathf.Clamp(VerticalUp.Map(pitch), 0, 1.0f), !m_notSetValueApply);
}
#pragma warning restore 0618
}
}
}