307 lines
9.7 KiB
C#
307 lines
9.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using System.Reflection;
|
|
using System;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
using UniGLTF;
|
|
|
|
|
|
namespace VRM
|
|
{
|
|
/// <summary>
|
|
/// プレビュー向けのシーンを管理する
|
|
/// </summary>
|
|
public class PreviewSceneManager : MonoBehaviour
|
|
{
|
|
public GameObject Prefab;
|
|
|
|
#if UNITY_EDITOR
|
|
public static PreviewSceneManager GetOrCreate(GameObject prefab)
|
|
{
|
|
if (prefab == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
PreviewSceneManager manager = null;
|
|
|
|
// if we already instantiated a PreviewInstance previously but just lost the reference, then use that same instance instead of making a new one
|
|
var managers = GameObject.FindObjectsOfType<PreviewSceneManager>();
|
|
foreach (var x in managers)
|
|
{
|
|
if (x.Prefab == prefab)
|
|
{
|
|
Debug.LogFormat("find {0}", manager);
|
|
return manager;
|
|
}
|
|
Debug.LogFormat("destroy {0}", x);
|
|
GameObject.DestroyImmediate(x.gameObject);
|
|
}
|
|
|
|
//Debug.Log("new prefab. instanciate");
|
|
// no previous instance detected, so now let's make a fresh one
|
|
// very important: this loads the PreviewInstance prefab and temporarily instantiates it into PreviewInstance
|
|
var go = GameObject.Instantiate(prefab,
|
|
prefab.transform.position,
|
|
prefab.transform.rotation
|
|
);
|
|
go.name = "__PREVIEW_SCENE_MANGER__";
|
|
manager = go.AddComponent<PreviewSceneManager>();
|
|
manager.Initialize(prefab);
|
|
|
|
// HideFlags are special editor-only settings that let you have *secret* GameObjects in a scene, or to tell Unity not to save that temporary GameObject as part of the scene
|
|
foreach (var x in go.transform.Traverse())
|
|
{
|
|
x.gameObject.hideFlags = HideFlags.None
|
|
| HideFlags.DontSave
|
|
//| HideFlags.DontSaveInBuild
|
|
#if VRM_DEVELOP
|
|
#else
|
|
| HideFlags.HideAndDontSave
|
|
#endif
|
|
;
|
|
}
|
|
|
|
return manager;
|
|
}
|
|
#endif
|
|
|
|
public void Clean()
|
|
{
|
|
foreach (var kv in m_materialMap)
|
|
{
|
|
UnityEngine.Object.DestroyImmediate(kv.Value.Material);
|
|
}
|
|
}
|
|
|
|
private void Initialize(GameObject prefab)
|
|
{
|
|
//Debug.LogFormat("[PreviewSceneManager.Initialize] {0}", prefab);
|
|
Prefab = prefab;
|
|
|
|
var materialNames = new List<string>();
|
|
var map = new Dictionary<Material, Material>();
|
|
Func<Material, Material> getOrCreateMaterial = src =>
|
|
{
|
|
if (src == null) return null;
|
|
if (string.IsNullOrEmpty(src.name)) return null; // !
|
|
|
|
Material dst;
|
|
if (!map.TryGetValue(src, out dst))
|
|
{
|
|
dst = new Material(src);
|
|
map.Add(src, dst);
|
|
|
|
//Debug.LogFormat("add material {0}", src.name);
|
|
materialNames.Add(src.name);
|
|
m_materialMap.Add(src.name, MaterialItem.Create(dst));
|
|
}
|
|
return dst;
|
|
};
|
|
|
|
m_meshes = transform.Traverse()
|
|
.Select(x => MeshPreviewItem.Create(x, transform, getOrCreateMaterial))
|
|
.Where(x => x != null)
|
|
.ToArray()
|
|
;
|
|
MaterialNames = materialNames.ToArray();
|
|
|
|
m_blendShapeMeshes = m_meshes
|
|
.Where(x => x.SkinnedMeshRenderer != null
|
|
&& x.SkinnedMeshRenderer.sharedMesh.blendShapeCount > 0)
|
|
.ToArray();
|
|
|
|
//Bake(values, materialValues);
|
|
|
|
m_rendererPathList = m_meshes.Select(x => x.Path).ToArray();
|
|
m_skinnedMeshRendererPathList = m_meshes
|
|
.Where(x => x.SkinnedMeshRenderer != null)
|
|
.Select(x => x.Path)
|
|
.ToArray();
|
|
|
|
var animator = GetComponent<Animator>();
|
|
if (animator != null)
|
|
{
|
|
var head = animator.GetBoneTransform(HumanBodyBones.Head);
|
|
if (head != null)
|
|
{
|
|
m_target = head;
|
|
}
|
|
}
|
|
}
|
|
|
|
MeshPreviewItem[] m_meshes;
|
|
MeshPreviewItem[] m_blendShapeMeshes;
|
|
public IEnumerable<MeshPreviewItem> EnumRenderItems
|
|
{
|
|
get
|
|
{
|
|
if (m_meshes != null)
|
|
{
|
|
foreach (var x in m_meshes)
|
|
{
|
|
yield return x;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public string[] MaterialNames
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
Dictionary<string, MaterialItem> m_materialMap = new Dictionary<string, MaterialItem>();
|
|
|
|
string[] m_rendererPathList;
|
|
public string[] RendererPathList
|
|
{
|
|
get { return m_rendererPathList; }
|
|
}
|
|
|
|
string[] m_skinnedMeshRendererPathList;
|
|
public string[] SkinnedMeshRendererPathList
|
|
{
|
|
get { return m_skinnedMeshRendererPathList; }
|
|
}
|
|
|
|
public string[] GetBlendShapeNames(int blendShapeMeshIndex)
|
|
{
|
|
if (blendShapeMeshIndex >= 0 && blendShapeMeshIndex < m_blendShapeMeshes.Length)
|
|
{
|
|
var item = m_blendShapeMeshes[blendShapeMeshIndex];
|
|
return item.BlendShapeNames;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public MaterialItem GetMaterialItem(string materialName)
|
|
{
|
|
MaterialItem item;
|
|
if (!m_materialMap.TryGetValue(materialName, out item))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
return item;
|
|
}
|
|
|
|
public Transform m_target;
|
|
public Vector3 TargetPosition
|
|
{
|
|
get
|
|
{
|
|
if (m_target == null)
|
|
{
|
|
return new Vector3(0, 1.4f, 0);
|
|
}
|
|
return m_target.position + new Vector3(0, 0.1f, 0);
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
public struct BakeValue
|
|
{
|
|
public IEnumerable<BlendShapeBinding> BlendShapeBindings;
|
|
public IEnumerable<MaterialValueBinding> MaterialValueBindings;
|
|
public float Weight;
|
|
}
|
|
|
|
Bounds m_bounds;
|
|
public void Bake(BakeValue bake)
|
|
{
|
|
//
|
|
// Bake BlendShape
|
|
//
|
|
m_bounds = default(Bounds);
|
|
if (m_meshes != null)
|
|
{
|
|
foreach (var x in m_meshes)
|
|
{
|
|
x.Bake(bake.BlendShapeBindings, bake.Weight);
|
|
m_bounds.Expand(x.Mesh.bounds.size);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Update Material
|
|
//
|
|
if (bake.MaterialValueBindings != null && m_materialMap != null)
|
|
{
|
|
// clear
|
|
//Debug.LogFormat("clear material");
|
|
foreach (var kv in m_materialMap)
|
|
{
|
|
foreach (var _kv in kv.Value.PropMap)
|
|
{
|
|
kv.Value.Material.SetColor(_kv.Key, _kv.Value.DefaultValues);
|
|
}
|
|
}
|
|
|
|
foreach (var x in bake.MaterialValueBindings)
|
|
{
|
|
MaterialItem item;
|
|
if (m_materialMap.TryGetValue(x.MaterialName, out item))
|
|
{
|
|
//Debug.Log("set material");
|
|
PropItem prop;
|
|
if (item.PropMap.TryGetValue(x.ValueName, out prop))
|
|
{
|
|
var valueName = x.ValueName;
|
|
if (valueName.EndsWith("_ST_S")
|
|
|| valueName.EndsWith("_ST_T"))
|
|
{
|
|
valueName = valueName.Substring(0, valueName.Length - 2);
|
|
}
|
|
|
|
var value = item.Material.GetVector(valueName);
|
|
//Debug.LogFormat("{0} => {1}", valueName, x.TargetValue);
|
|
value += ((x.TargetValue - x.BaseValue) * bake.Weight);
|
|
item.Material.SetColor(valueName, value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// カメラパラメーターを決める
|
|
/// </summary>
|
|
/// <param name="camera"></param>
|
|
public void SetupCamera(Camera camera, Vector3 target, float yaw, float pitch, Vector3 position)
|
|
{
|
|
camera.backgroundColor = Color.gray;
|
|
camera.clearFlags = CameraClearFlags.Color;
|
|
|
|
// projection
|
|
//float magnitude = m_bounds.extents.magnitude * 0.5f;
|
|
//float distance = magnitude;
|
|
//var distance = target.magnitude;
|
|
|
|
camera.fieldOfView = 27f;
|
|
camera.nearClipPlane = 0.3f;
|
|
camera.farClipPlane = -position.z /*+ magnitude*/ * 2.1f;
|
|
|
|
var t = Matrix4x4.Translate(position);
|
|
var r = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(pitch, yaw, 0), Vector3.one);
|
|
// 回転してから移動
|
|
var m = r * t;
|
|
|
|
camera.transform.position = target + m.ExtractPosition();
|
|
camera.transform.rotation = m.ExtractRotation();
|
|
//camera.transform.LookAt(target);
|
|
|
|
//previewLayer のみ表示する
|
|
//camera.cullingMask = 1 << PreviewLayer;
|
|
}
|
|
}
|
|
}
|