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Support VRM0 traits in manifest #47

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Oct 28, 2023
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31 changes: 29 additions & 2 deletions src/components/Selector.jsx
Original file line number Diff line number Diff line change
Expand Up @@ -473,6 +473,24 @@ export default function Selector({confirmDialog, templateInfo, animationManager,
return typeTraits;
}

const rotateMeshVerticesY = (mesh, angle) => {
const vertices = mesh.geometry.attributes.position.array;

for (let i = 0; i < vertices.length; i += 3) {
const x = vertices[i];
const z = vertices[i + 2];

// Apply rotation around the Y-axis
const rotatedX = x * Math.cos(angle) - z * Math.sin(angle);
const rotatedZ = x * Math.sin(angle) + z * Math.cos(angle);

vertices[i] = rotatedX;
vertices[i + 2] = rotatedZ;
}

mesh.geometry.attributes.position.needsUpdate = true;
}

// once loaded, assign
const itemAssign = (itemData) => {
const item = itemData.item;
Expand Down Expand Up @@ -508,7 +526,6 @@ export default function Selector({confirmDialog, templateInfo, animationManager,
let vrm = null

models.map((m)=>{

// basic vrm setup (only if model is vrm)
vrm = m.userData.vrm;

Expand Down Expand Up @@ -600,7 +617,17 @@ export default function Selector({confirmDialog, templateInfo, animationManager,
child.geometry.computeBoundsTree({strategy:SAH});

createFaceNormals(child.geometry)
if (child.isSkinnedMesh) createBoneDirection(child)
if (child.isSkinnedMesh) {
createBoneDirection(child)
if (vrm.meta?.metaVersion === '0'){
VRMUtils.rotateVRM0( vrm );
console.log("Loaded VRM0 file ", vrm);
for (let i =0; i < child.skeleton.bones.length;i++){
child.skeleton.bones[i].userData.vrm0RestPosition = { ... child.skeleton.bones[i].position }
}
child.userData.isVRM0 = true;
}
}
}
})

Expand Down
2 changes: 1 addition & 1 deletion src/components/TraitInformation.jsx
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ export default function TraitInformation({currentVRM, animationManager, lookatMa
const [cullInDistance, setCullInDistance] = useState(0);
const [cullLayer, setCullLayer] = useState(0);
const [animationName, setAnimationName] = useState(animationManager.getCurrentAnimationName());
const [hasMouseLook, setHasMouseLook] = useState(lookatManager.enabled);
const [hasMouseLook, setHasMouseLook] = useState(lookatManager.userActivated);

useEffect(() => {
if (currentVRM != null){
Expand Down
3 changes: 1 addition & 2 deletions src/library/animationManager.js
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,6 @@ class AnimationControl {
this.to = null;
this.from = null;
this.vrm = vrm;
this.animationManager = null;
this.animationManager = animationManager;
this.mixamoModel = null;

Expand Down Expand Up @@ -159,7 +158,7 @@ export class AnimationManager{
this.curAnimID = 0;
this.animationControls = [];
this.started = false;
this.mouseLookEnabled = true;
this.mouseLookEnabled = false;

this.mixamoModel = null;
this.mixamoAnimations = null;
Expand Down
9 changes: 5 additions & 4 deletions src/library/lookatManager.js
Original file line number Diff line number Diff line change
Expand Up @@ -9,10 +9,10 @@ export class LookAtManager {
this.leftEyeBones = []
this.rightEyesBones = []
this.curMousePos = new THREE.Vector2()
this.enabled = true;

this.hotzoneSection = getHotzoneSection()
this.enabled = true
this.enabled = false;
this.userActivated = false;
this.lookInterest = 1
this.hasInterest = true
this.interestSpeed = 0.3
Expand Down Expand Up @@ -58,7 +58,8 @@ export class LookAtManager {
// }, 1000/60);
}
setActive(active){
this.enabled = active;
console.log("is activating")
this.userActivated = active;
}
setCamera(camera){
this.camera = camera
Expand Down Expand Up @@ -131,7 +132,7 @@ export class LookAtManager {
const cameraRotationThreshold = localVector.z > 0.; // if camera rotation is not larger than 90
if (this.curMousePos.x > this.hotzoneSection.xStart && this.curMousePos.x < this.hotzoneSection.xEnd &&
this.curMousePos.y > this.hotzoneSection.yStart && this.curMousePos.y < this.hotzoneSection.yEnd &&
cameraRotationThreshold && this.enabled) {
cameraRotationThreshold && this.enabled && this.userActivated) {
this.neckBones.forEach(neck => {
this._moveJoint(neck, this.maxLookPercent.neck)
})
Expand Down
43 changes: 40 additions & 3 deletions src/library/merge-geometry.js
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,28 @@ export function cloneSkeleton(skinnedMesh) {
return newSkeleton;
}

function changeBoneHandedness(bone) {
console.log("isvrm0")
// Clone the bone and apply handedness change
const clone = bone.clone(false);

// Reverse the X-axis scale to change handedness
const scale = clone.scale;
scale.x = -scale.x;

// Reverse the rotation around the Y-axis to change handedness
const rotation = clone.rotation;
rotation.y = -rotation.y;

// You might need to adjust the position as well depending on your specific use case.
// If the mesh is centered at the origin, this may not be necessary.
// If your mesh has been moved from the origin, you may need to adjust the position as well.
// clone.position.x = -clone.position.x;

clone.position.set(0,0,0);

return clone;
}
function createMergedSkeleton(meshes, scale){
/* user should be careful with naming convetions in custom bone names out from humanoids vrm definition,
for example ones that come from head (to add hair movement), should start with vrm's connected bone
Expand All @@ -42,6 +64,7 @@ function createMergedSkeleton(meshes, scale){
let index = 0;
meshes.forEach(mesh => {
if (mesh.skeleton){

const nonduparr = getOrderedNonDupArray(mesh.geometry.attributes.skinIndex.array);
const boneArr = []
nonduparr.forEach(index => {
Expand All @@ -62,13 +85,14 @@ function createMergedSkeleton(meshes, scale){
mesh.skeleton.bones.forEach((bone, boneInd) => {
// only bones that are included in the previous array (used bones)
if (boneArr.indexOf(bone)!==-1){
const clone = boneClones.get(bone.name)
const clone = boneClones.get(bone.name);
if (clone == null){ // no clone was found with the bone
const boneData = {
index,
boneInverses:mesh.skeleton.boneInverses[boneInd],
bone: bone.clone(false),
parentName: bone.parent?.type == "Bone" ? bone.parent.name:null
bone: bone.clone(false),
parentName: bone.parent?.type == "Bone" ? bone.parent.name:null,

}
index++
boneClones.set(bone.name, boneData);
Expand All @@ -94,6 +118,10 @@ function createMergedSkeleton(meshes, scale){
newSkeleton.pose();

newSkeleton.bones.forEach(bn => {
const restPosition = bn.userData?.vrm0RestPosition;
if (restPosition){
bn.position.set(-restPosition.x, restPosition.y, -restPosition.z);
}
bn.position.set(bn.position.x *scale, bn.position.y*scale,bn.position.z*scale);
});
return newSkeleton
Expand Down Expand Up @@ -569,11 +597,20 @@ function mergeSourceIndices({ meshes }) {
// function remapAnimationClips({ animationClips, sourceMorphTargetDictionaries, meshes, destMorphTargetDictionary }) {
// return animationClips.map((clip) => new THREE.AnimationClip(clip.name, clip.duration, clip.tracks.map((track) => remapKeyframeTrack({ track, sourceMorphTargetDictionaries, meshes, destMorphTargetDictionary })), clip.blendMode));
// }


export function mergeGeometry({ meshes, scale }, isVrm0 = false) {
// eslint-disable-next-line no-unused-vars
let uvcount = 0;
meshes.forEach(mesh => {
uvcount += mesh.geometry.attributes.uv.count;

if (mesh.userData?.isVRM0){
for (let i = 0; i < mesh.geometry.attributes.position.array.length; i+=3){
mesh.geometry.attributes.position.array[i] *= -1
mesh.geometry.attributes.position.array[i+2] *= -1
}
}
});
const source = {
meshes,
Expand Down
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