Streamingle_URP/Assets/External/Ifacialmocap/UnityRecieve_FACEMOTION3D_and_iFacialMocap.cs

386 lines
8.5 KiB
C#

using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Collections.Generic;
using System;
using System.Collections;
using System.Globalization;
public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour
{
// broadcast address
public bool gameStartWithConnect = true;
public string iOS_IPAddress = "255.255.255.255";
private UdpClient client;
private bool StartFlag = true;
//object names
public string faceObjectGroupName = "";
public string headBoneName = "";
public string rightEyeBoneName = "";
public string leftEyeBoneName = "";
public string headPositionObjectName = "";
private UdpClient udp;
private Thread thread;
private SkinnedMeshRenderer meshTarget;
private List<SkinnedMeshRenderer> meshTargetList;
private List<GameObject> headObjectArray;
private List<GameObject> rightEyeObjectArray;
private List<GameObject> leftEyeObjectArray;
private List<GameObject> headPositionObjectArray;
private string messageString = "";
public int LOCAL_PORT = 49983;
// Start is called
void StartFunction()
{
if (StartFlag == true)
{
StartFlag = false;
FindGameObjectsInsideUnitySettings();
//Send to iOS
if (gameStartWithConnect == true)
{
Connect_to_iOS_App();
}
//Recieve udp from iOS
CreateUdpServer();
}
}
void Start()
{
StartFunction();
}
void CreateUdpServer()
{
udp = new UdpClient(LOCAL_PORT);
udp.Client.ReceiveTimeout = 5;
thread = new Thread(new ThreadStart(ThreadMethod));
thread.Start();
}
IEnumerator WaitProcess(float WaitTime)
{
yield return new WaitForSeconds(WaitTime);
}
void Connect_to_iOS_App()
{
//iFacialMocap
SendMessage_to_iOSapp("iFacialMocap_sahuasouryya9218sauhuiayeta91555dy3719", 49983);
//Facemotion3d
SendMessage_to_iOSapp("FACEMOTION3D_OtherStreaming", 49993);
}
void StopStreaming_iOS_App()
{
SendMessage_to_iOSapp("StopStreaming_FACEMOTION3D", 49993);
}
//iOSアプリに通信開始のメッセージを送信
//Send a message to the iOS application to start streaming
void SendMessage_to_iOSapp(string sendMessage,int send_port)
{
try
{
client = new UdpClient();
client.Connect(iOS_IPAddress, send_port);
byte[] dgram = Encoding.UTF8.GetBytes(sendMessage);
client.Send(dgram, dgram.Length);
client.Send(dgram, dgram.Length);
client.Send(dgram, dgram.Length);
client.Send(dgram, dgram.Length);
client.Send(dgram, dgram.Length);
}
catch { }
}
// Update is called once per frame
void Update()
{
try
{
SetAnimation_inside_Unity_settings();
}
catch
{ }
}
//BlendShapeの設定
//set blendshapes
void SetBlendShapeWeightFromStrArray(string[] strArray2)
{
string mappedShapeName = strArray2[0].Replace("_R", "Right").Replace("_L", "Left");
float weight = float.Parse(strArray2[1], CultureInfo.InvariantCulture);
foreach (SkinnedMeshRenderer meshTarget in meshTargetList)
{
var shared_mesh = meshTarget.sharedMesh;
int index = shared_mesh.GetBlendShapeIndex(mappedShapeName);
if (index > -1)
{
meshTarget.SetBlendShapeWeight(index, weight);
}
}
}
//BlendShapeとボーンの回転の設定
//set blendshapes & bone rotation
void SetAnimation_inside_Unity_settings()
{
try
{
string[] strArray1 = messageString.Split('=');
if (strArray1.Length >= 2)
{
//blendShapes
foreach (string message in strArray1[0].Split('|'))
{
string[] strArray2 = new string[3];
if (message.Contains("&"))
{
strArray2 = message.Split('&');
}
else
{
strArray2 = message.Split('-');
}
if (strArray2.Length == 2)
{
SetBlendShapeWeightFromStrArray(strArray2);
}
}
foreach (string message in strArray1[1].Split('|'))
{
string[] strArray2 = message.Split('#');
if (strArray2.Length == 2)
{
string[] commaList = strArray2[1].Split(',');
if (strArray2[0] == "head")
{
foreach (GameObject headObject in headObjectArray)
{
headObject.transform.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), -float.Parse(commaList[2], CultureInfo.InvariantCulture));
}
foreach (GameObject headPositionObject in headPositionObjectArray)
{
headPositionObject.transform.localPosition = new Vector3(-float.Parse(commaList[3], CultureInfo.InvariantCulture), float.Parse(commaList[4], CultureInfo.InvariantCulture), float.Parse(commaList[5], CultureInfo.InvariantCulture));
}
}
else if (strArray2[0] == "rightEye")
{
foreach (GameObject rightEyeObject in rightEyeObjectArray)
{
rightEyeObject.transform.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
}
}
else if (strArray2[0] == "leftEye")
{
foreach (GameObject leftEyeObject in leftEyeObjectArray)
{
leftEyeObject.transform.localRotation = Quaternion.Euler(float.Parse(commaList[0], CultureInfo.InvariantCulture), -float.Parse(commaList[1], CultureInfo.InvariantCulture), float.Parse(commaList[2], CultureInfo.InvariantCulture));
}
}
}
}
}
}
catch
{
}
}
void FindGameObjectsInsideUnitySettings()
{
//Find BlendShape Objects
meshTargetList = new List<SkinnedMeshRenderer>();
GameObject faceObjGrp = GameObject.Find(faceObjectGroupName);
if (faceObjGrp != null)
{
List<GameObject> list = FM3D_and_iFacialMocap_GetAllChildren.GetAll(faceObjGrp);
foreach (GameObject obj in list)
{
meshTarget = obj.GetComponent<SkinnedMeshRenderer>();
if (meshTarget != null)
{
if (HasBlendShapes(meshTarget) == true)
{
meshTargetList.Add(meshTarget);
}
}
}
}
//Find Bone Objects
headObjectArray = new List<GameObject>();
foreach (string headString in headBoneName.Split(','))
{
GameObject headObject = GameObject.Find(headString);
if (headObject != null)
{
headObjectArray.Add(headObject);
}
}
rightEyeObjectArray = new List<GameObject>();
foreach (string rightEyeString in rightEyeBoneName.Split(','))
{
GameObject rightEyeObject = GameObject.Find(rightEyeString);
if (rightEyeObject != null)
{
rightEyeObjectArray.Add(rightEyeObject);
}
}
leftEyeObjectArray = new List<GameObject>();
foreach (string leftEyeString in leftEyeBoneName.Split(','))
{
GameObject leftEyeObject = GameObject.Find(leftEyeString);
if (leftEyeObject != null)
{
leftEyeObjectArray.Add(leftEyeObject);
}
}
headPositionObjectArray = new List<GameObject>();
foreach (string headPositionString in headPositionObjectName.Split(','))
{
GameObject headPositionObject = GameObject.Find(headPositionString);
if (headPositionObject != null)
{
headPositionObjectArray.Add(headPositionObject);
}
}
}
void ThreadMethod()
{
//Process once every 5ms
long next = DateTime.Now.Ticks + 50000;
long now;
while (true)
{
try
{
IPEndPoint remoteEP = null;
byte[] data = udp.Receive(ref remoteEP);
messageString = Encoding.ASCII.GetString(data);
}
catch
{
}
do
{
now = DateTime.Now.Ticks;
}
while (now < next);
next += 50000;
}
}
public string GetMessageString()
{
return messageString;
}
void OnEnable()
{
StartFunction();
}
void OnDisable()
{
try
{
OnApplicationQuit();
}
catch
{
}
}
void OnApplicationQuit()
{
if (StartFlag == false)
{
StartFlag = true;
StopUDP();
}
}
public void StopUDP()
{
if (gameStartWithConnect == true)
{
StopStreaming_iOS_App();
}
udp.Dispose();
thread.Abort();
}
private bool HasBlendShapes(SkinnedMeshRenderer skin)
{
if (!skin.sharedMesh)
{
return false;
}
if (skin.sharedMesh.blendShapeCount <= 0)
{
return false;
}
return true;
}
}
public static class FM3D_and_iFacialMocap_GetAllChildren
{
public static List<GameObject> GetAll(this GameObject obj)
{
List<GameObject> allChildren = new List<GameObject>();
allChildren.Add(obj);
GetChildren(obj, ref allChildren);
return allChildren;
}
public static void GetChildren(GameObject obj, ref List<GameObject> allChildren)
{
Transform children = obj.GetComponentInChildren<Transform>();
if (children.childCount == 0)
{
return;
}
foreach (Transform ob in children)
{
allChildren.Add(ob.gameObject);
GetChildren(ob.gameObject, ref allChildren);
}
}
}