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[export][springbone] bake 時に SpringBone と LookAt に反映する実装 #2468

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Oct 22, 2024
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7 changes: 5 additions & 2 deletions Assets/VRM/Editor/Format/VRMEditorExporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -208,8 +208,11 @@ private static byte[] Export(

if (settings.PoseFreeze)
{
// 正規化
VRMBoneNormalizer.Execute(target, settings.ForceTPose, settings.FreezeMeshUseCurrentBlendShapeWeight);
using (var backup = new VrmGeometryBackup(target))
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@ousttrue ousttrue Oct 21, 2024

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using の最初に SpringBone 関連の world 位置を記録。
Dispose で復帰(正規化で変わっている可能性がある)。

{
// 正規化
VRMBoneNormalizer.Execute(target, settings.ForceTPose, settings.FreezeMeshUseCurrentBlendShapeWeight);
}
}

// 元のBlendShapeClipに変更を加えないように複製
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92 changes: 92 additions & 0 deletions Assets/VRM/Runtime/IO/VrmGeometryBackup.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,92 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UniGLTF;

namespace VRM
{
/// <summary>
/// SpringBone, LookAt の座標を記録しておき、Dispose で復帰する。
/// </summary>
public class VrmGeometryBackup : IDisposable
{
struct VrmSpringBoneColliderBackup
{
struct Collider
{
Vector3 _offsetInWorld;
float _radiusMultLossyScale;

public Collider(Transform transform, VRMSpringBoneColliderGroup.SphereCollider collider)
{
_offsetInWorld = transform.TransformPoint(collider.Offset);
_radiusMultLossyScale = transform.UniformedLossyScale() * collider.Radius;
}

public void Restore(Transform transform, VRMSpringBoneColliderGroup.SphereCollider collider)
{
collider.Offset = transform.worldToLocalMatrix.MultiplyPoint(_offsetInWorld);
collider.Radius = _radiusMultLossyScale / transform.UniformedLossyScale();
}
}
Collider[] _colliers;

public VrmSpringBoneColliderBackup(VRMSpringBoneColliderGroup colliderGroup)
{
_colliers = colliderGroup.Colliders.Select(x => new Collider(colliderGroup.transform, x)).ToArray();
}

public void Restore(VRMSpringBoneColliderGroup colliderGroup)
{
for (int i = 0; i < colliderGroup.Colliders.Length; ++i)
{
_colliers[i].Restore(colliderGroup.transform, colliderGroup.Colliders[i]);
}
}
}

struct VrmSpringBoneBackup
{
Vector3 _gravityDirInWorld;
float _radiusMultLossyScale;

public VrmSpringBoneBackup(VRMSpringBone springBone)
{
_gravityDirInWorld = springBone.transform.TransformDirection(springBone.m_gravityDir);
_radiusMultLossyScale = springBone.transform.UniformedLossyScale() * springBone.m_hitRadius;
}
public void Restore(VRMSpringBone springBone)
{
springBone.m_gravityDir = springBone.transform.worldToLocalMatrix.MultiplyVector(_gravityDirInWorld);
springBone.m_hitRadius = _radiusMultLossyScale / springBone.transform.UniformedLossyScale();
}
}

Dictionary<VRMSpringBoneColliderGroup, VrmSpringBoneColliderBackup> _springBoneColliders;
Dictionary<VRMSpringBone, VrmSpringBoneBackup> _springBones;
VRMFirstPerson _firstPerson;
Vector3 _firstPersonOffsetInWorld;

public VrmGeometryBackup(GameObject root)
{
_springBoneColliders = root.GetComponentsInChildren<VRMSpringBoneColliderGroup>().ToDictionary(x => x, x => new VrmSpringBoneColliderBackup(x));
_springBones = root.GetComponentsInChildren<VRMSpringBone>().ToDictionary(x => x, x => new VrmSpringBoneBackup(x));
_firstPerson = root.GetComponent<VRMFirstPerson>();
_firstPersonOffsetInWorld = _firstPerson.transform.TransformPoint(_firstPerson.FirstPersonOffset);
}

public void Dispose()
{
foreach (var (k, v) in _springBoneColliders)
{
v.Restore(k);
}
foreach (var (k, v) in _springBones)
{
v.Restore(k);
}
_firstPerson.FirstPersonOffset = _firstPerson.transform.worldToLocalMatrix.MultiplyPoint(_firstPersonOffsetInWorld);
}
}
}
11 changes: 11 additions & 0 deletions Assets/VRM/Runtime/IO/VrmGeometryBackup.cs.meta

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21 changes: 12 additions & 9 deletions Assets/VRM10/Editor/Vrm10ExportDialog.cs
Original file line number Diff line number Diff line change
Expand Up @@ -293,15 +293,18 @@ protected override void ExportPath(string path)
disposer.Push(copy);
root = copy;

// Transform の回転とスケールを Mesh に適用します。
// - BlendShape は現状がbakeされます
// - 回転とスケールが反映された新しい Mesh が作成されます
// - Transform の回転とスケールはクリアされます。world position を維持します
var newMeshMap = BoneNormalizer.NormalizeHierarchyFreezeMesh(root, m_settings.FreezeMeshUseCurrentBlendShapeWeight);

// SkinnedMeshRenderer.sharedMesh と MeshFilter.sharedMesh を新しいMeshで置き換える
BoneNormalizer.Replace(root, newMeshMap, m_settings.FreezeMeshKeepRotation);
}
using (var backup = new Vrm10GeometryBackup(root))
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using の最初に SpringBone 関連の world 位置を記録。
Dispose で復帰(正規化で変わっている可能性がある)

{
// Transform の回転とスケールを Mesh に適用します。
// - BlendShape は現状がbakeされます
// - 回転とスケールが反映された新しい Mesh が作成されます
// - Transform の回転とスケールはクリアされます。world position を維持します
var newMeshMap = BoneNormalizer.NormalizeHierarchyFreezeMesh(root, m_settings.FreezeMeshUseCurrentBlendShapeWeight);

// SkinnedMeshRenderer.sharedMesh と MeshFilter.sharedMesh を新しいMeshで置き換える
BoneNormalizer.Replace(root, newMeshMap, m_settings.FreezeMeshKeepRotation);
}
}

var converter = new UniVRM10.ModelExporter();
var model = converter.Export(arrayManager, root);
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75 changes: 75 additions & 0 deletions Assets/VRM10/Runtime/IO/Vrm10GeometryBackup.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,75 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UniGLTF;

namespace UniVRM10
{
/// <summary>
/// SpringBone, LookAt の座標を記録しておき、Dispose で復帰する。
/// </summary>
public class Vrm10GeometryBackup : IDisposable
{
struct Vrm10SpringBoneColliderBackup
{
Vector3 _offsetInWorld;
float _radiusMultLossyScale;

public Vrm10SpringBoneColliderBackup(VRM10SpringBoneCollider collider)
{
_offsetInWorld = collider.transform.TransformPoint(collider.Offset);
_radiusMultLossyScale = collider.transform.UniformedLossyScale() * collider.Radius;
}

public void Restore(VRM10SpringBoneCollider collider)
{
collider.Offset = collider.transform.worldToLocalMatrix.MultiplyPoint(_offsetInWorld);
collider.Radius = _radiusMultLossyScale / collider.transform.UniformedLossyScale();
}
}

struct Vrm10SpringBoneJointBackup
{
Vector3 _gravityDirInWorld;
float _radiusMultLossyScale;

public Vrm10SpringBoneJointBackup(VRM10SpringBoneJoint joint)
{
_gravityDirInWorld = joint.transform.TransformDirection(joint.m_gravityDir);
_radiusMultLossyScale = joint.transform.UniformedLossyScale() * joint.m_jointRadius;
}
public void Restore(VRM10SpringBoneJoint joint)
{
joint.m_gravityDir = joint.transform.worldToLocalMatrix.MultiplyVector(_gravityDirInWorld);
joint.m_jointRadius = _radiusMultLossyScale / joint.transform.UniformedLossyScale();
}
}

Dictionary<VRM10SpringBoneCollider, Vrm10SpringBoneColliderBackup> _springBoneColliders;
Dictionary<VRM10SpringBoneJoint, Vrm10SpringBoneJointBackup> _springBoneJoints;
Vrm10Instance _vrm;
Vector3 _lookAtOffsetInWorld;

public Vrm10GeometryBackup(GameObject root)
{
_springBoneColliders = root.GetComponentsInChildren<VRM10SpringBoneCollider>().ToDictionary(x => x, x => new Vrm10SpringBoneColliderBackup(x));
_springBoneJoints = root.GetComponentsInChildren<VRM10SpringBoneJoint>().ToDictionary(x => x, x => new Vrm10SpringBoneJointBackup(x));
_vrm = root.GetComponent<Vrm10Instance>();
_lookAtOffsetInWorld = _vrm.transform.TransformPoint(_vrm.Vrm.LookAt.OffsetFromHead);
}

public void Dispose()
{
foreach (var (k, v) in _springBoneColliders)
{
v.Restore(k);
}
foreach (var (k, v) in _springBoneJoints)
{
v.Restore(k);
}
_vrm.Vrm.LookAt.OffsetFromHead = _vrm.transform.worldToLocalMatrix.MultiplyPoint(_lookAtOffsetInWorld);
}
}
}
11 changes: 11 additions & 0 deletions Assets/VRM10/Runtime/IO/Vrm10GeometryBackup.cs.meta

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