using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UniGLTF;
using UniGLTF.Utils;
using Unity.Collections;
using UnityEngine;
namespace VrmLib
{
///
/// 処理しやすいようにした中間形式
/// * index 参照は実参照
/// * accessor, bufferView は実バイト列(ArraySegment)
/// * meshは、subMesh方式(indexが offset + length)
///
public class Model
{
public Model(Coordinates coordinates)
{
Coordinates = coordinates;
}
public Coordinates Coordinates;
public string AssetVersion = "2.0";
public string AssetGenerator;
public string AssetCopyright;
public string AssetMinVersion;
// gltf/materials
public readonly List Materials = new List();
// gltf/skins
public readonly List Skins = new List();
// gltf/meshes
public readonly List MeshGroups = new List();
// gltf の nodes に含まれない。sceneに相当
Node m_root = new Node("__root__");
public Node Root
{
get => m_root;
}
public void SetRoot(Node root)
{
m_root = root;
Nodes.Clear();
Nodes.AddRange(root.Traverse().Skip(1));
}
// gltf/nodes
public List Nodes = new List();
public Dictionary GetBoneMap()
{
return Root.Traverse()
.Where(x => x.HumanoidBone.HasValue)
.ToDictionary(x => x.HumanoidBone.Value, x => x);
}
public override string ToString()
{
var sb = new StringBuilder();
sb.Append($"[GLTF] generator: {AssetGenerator}\n");
for (int i = 0; i < Materials.Count; ++i)
{
var m = Materials[i];
sb.Append($"[Material#{i:00}] {m}\n");
}
for (int i = 0; i < MeshGroups.Count; ++i)
{
var m = MeshGroups[i];
sb.Append($"[Mesh#{i:00}] {m}\n");
}
sb.Append($"[Node] {Nodes.Count} nodes\n");
foreach (var skin in Skins)
{
sb.Append($"[Skin] {skin}\n");
}
return sb.ToString();
}
///
/// HumanoidBonesの構成チェック
///
///
public bool CheckVrmHumanoid()
{
var vrmhumanoids = new HashSet();
// HumanoidBonesの重複チェック
foreach (var node in Nodes)
{
if (node.HumanoidBone.HasValue)
{
if (vrmhumanoids.Contains(node.HumanoidBone.Value))
{
return false;
}
else
{
vrmhumanoids.Add(node.HumanoidBone.Value);
}
}
}
// HumanoidBonesでBoneRequiredAttributeが定義されているものすべてが使われているかどうかを判断
var boneattributes
= CachedEnum.GetValues()
.Select(bone => bone.GetType().GetField(bone.ToString()))
.Select(info => info.GetCustomAttributes(typeof(BoneRequiredAttribute), false) as BoneRequiredAttribute[])
.Where(attributes => attributes.Length > 0);
var nodeHumanoids
= vrmhumanoids
.Select(humanoid => humanoid.GetType().GetField(humanoid.ToString()))
.Select(info => info.GetCustomAttributes(typeof(BoneRequiredAttribute), false) as BoneRequiredAttribute[])
.Where(attributes => attributes.Length > 0);
if (nodeHumanoids.Count() != boneattributes.Count()) return false;
return true;
}
public static Node GetNode(Node root, string path)
{
var splitted = path.Split('/');
var it = splitted.Select(x => x).GetEnumerator();
var current = root;
while (it.MoveNext())
{
current = current.Children.First(x => x.Name == it.Current);
}
return current;
}
///
/// Node Transform の Rotation, Scaling 成分を除去する
///
public void ApplyRotationAndScale()
{
// worldPositionを記録する
var m_positionMap = Nodes.ToDictionary(x => x, x => x.Translation);
// 回転・拡縮を除去する
// 木構造の根元から実行する
// Rootは編集対象外
foreach (var node in Root.Traverse().Skip(1))
{
// 回転・拡縮を除去
if (m_positionMap.TryGetValue(node, out Vector3 pos))
{
var t = Matrix4x4.Translate(pos);
node.SetMatrix(t, false);
}
}
}
#region Node
public void NodeAdd(Node node, Node parent = null)
{
if (parent is null)
{
parent = this.Root;
}
parent.Add(node);
if (this.Nodes.Contains(node))
{
throw new ArgumentException($"Nodes contain {node}");
}
this.Nodes.Add(node);
}
public void NodeRemove(Node remove)
{
foreach (var node in this.Nodes)
{
if (node.Parent == remove)
{
remove.Remove(node);
}
if (remove.Parent == node)
{
node.Remove(remove);
}
}
if (this.Root.Children.Contains(remove))
{
this.Root.Remove(remove);
}
this.Nodes.Remove(remove);
}
#endregion
///
/// ボーンを含む Node Transform の Rotation, Scaling 成分を除去し、SkinnedMesh の Bind Matrix も再計算する。
///
public string SkinningBake(INativeArrayManager arrayManager)
{
foreach (var node in this.Nodes)
{
var meshGroup = node.MeshGroup;
if (meshGroup == null)
{
continue;
}
if (meshGroup.Skin != null)
{
// 正規化されていれば1つしかない
// されていないと Primitive の数だけある
foreach (var mesh in meshGroup.Meshes)
{
{
// Skinningの出力先を自身にすることでBakeする
meshGroup.Skin.Skinning(arrayManager, mesh.VertexBuffer);
}
// morphのPositionは相対値が入っているはずなので、手を加えない(正規化されていない場合、二重に補正が掛かる)
/*
foreach (var morph in mesh.MorphTargets)
{
if (morph.VertexBuffer.Positions != null)
{
meshGroup.Skin.Skinning(morph.VertexBuffer);
}
}
*/
}
meshGroup.Skin.Root = null;
meshGroup.Skin.InverseMatrices = null;
}
else
{
foreach (var mesh in meshGroup.Meshes)
{
// nodeに対して疑似的にSkinningする
// 回転と拡縮を適用し位置は適用しない
mesh.ApplyRotationAndScaling(node.Matrix);
}
}
}
// 回転・拡縮を除去する
this.ApplyRotationAndScale();
// inverse matrix の再計算
foreach (var node in this.Nodes)
{
var meshGroup = node.MeshGroup;
if (meshGroup == null)
{
continue;
}
foreach (var mesh in meshGroup.Meshes)
{
if (meshGroup.Skin != null)
{
meshGroup.Skin.CalcInverseMatrices(arrayManager);
}
}
}
return "SkinningBake";
}
static void ReverseX(BufferAccessor ba)
{
if (ba.ComponentType != AccessorValueType.FLOAT)
{
throw new Exception();
}
if (ba.AccessorType == AccessorVectorType.VEC3)
{
var span = ba.Bytes.Reinterpret(1);
for (int i = 0; i < span.Length; ++i)
{
span[i] = span[i].ReverseX();
}
}
else if (ba.AccessorType == AccessorVectorType.MAT4)
{
var span = ba.Bytes.Reinterpret(1);
for (int i = 0; i < span.Length; ++i)
{
span[i] = span[i].ReverseX();
}
}
else
{
throw new NotImplementedException();
}
}
static void ReverseZ(BufferAccessor ba)
{
if (ba.ComponentType != AccessorValueType.FLOAT)
{
throw new Exception();
}
if (ba.AccessorType == AccessorVectorType.VEC3)
{
var span = ba.Bytes.Reinterpret(1);
for (int i = 0; i < span.Length; ++i)
{
span[i] = span[i].ReverseZ();
}
}
else if (ba.AccessorType == AccessorVectorType.MAT4)
{
var span = ba.Bytes.Reinterpret(1);
for (int i = 0; i < span.Length; ++i)
{
span[i] = span[i].ReverseZ();
}
}
else
{
throw new NotImplementedException();
}
}
struct Reverser
{
public Action ReverseBuffer;
public Func ReverseVector3;
public Func ReverseMatrix;
}
static Reverser ZReverser => new Reverser
{
ReverseBuffer = ReverseZ,
ReverseVector3 = v => v.ReverseZ(),
ReverseMatrix = m => m.ReverseZ(),
};
static Reverser XReverser => new Reverser
{
ReverseBuffer = ReverseX,
ReverseVector3 = v => v.ReverseX(),
ReverseMatrix = m => m.ReverseX(),
};
///
/// ignoreVrm: VRM-0.XX では無変換で入出力してた。VRM-1.0 では変換する。
///
public void ConvertCoordinate(Coordinates coordinates, bool ignoreVrm = false)
{
if (Coordinates.Equals(coordinates))
{
return;
}
if (Coordinates.IsVrm0 && coordinates.IsUnity)
{
ReverseAxisAndFlipTriangle(ZReverser, ignoreVrm);
UVVerticalFlip();
Coordinates = coordinates;
}
else if (Coordinates.IsUnity && coordinates.IsVrm0)
{
ReverseAxisAndFlipTriangle(ZReverser, ignoreVrm);
UVVerticalFlip();
Coordinates = coordinates;
}
else if (Coordinates.IsVrm1 && coordinates.IsUnity)
{
ReverseAxisAndFlipTriangle(XReverser, ignoreVrm);
UVVerticalFlip();
Coordinates = coordinates;
}
else if (Coordinates.IsUnity && coordinates.IsVrm1)
{
ReverseAxisAndFlipTriangle(XReverser, ignoreVrm);
UVVerticalFlip();
Coordinates = coordinates;
}
else
{
throw new NotImplementedException();
}
}
///
/// UVのVを反転する。 => V = 1.0 - V
///
void UVVerticalFlip()
{
foreach (var g in MeshGroups)
{
foreach (var m in g.Meshes)
{
var uv = m.VertexBuffer.TexCoords;
if (uv != null)
{
var span = uv.Bytes.Reinterpret(1);
for (int i = 0; i < span.Length; ++i)
{
span[i] = span[i].UVVerticalFlip();
}
}
}
}
}
///
/// * Position, Normal の Z座標に -1 を乗算する
/// * Rotation => Axis Angle に分解 => Axis の Z座標に -1 を乗算。Angle に -1 を乗算
/// * Triangle の index を 0, 1, 2 から 2, 1, 0 に反転する
///
void ReverseAxisAndFlipTriangle(Reverser reverser, bool ignoreVrm)
{
// 複数の gltf.accessor が別の要素間で共有されている場合に、2回処理されることを防ぐ
// edgecase: InverseBindMatrices で遭遇
var unique = new HashSet>();
foreach (var g in MeshGroups)
{
foreach (var m in g.Meshes)
{
foreach (var kv in m.VertexBuffer)
{
var k = kv.Key;
var v = kv.Value;
if (k == VertexBuffer.PositionKey || k == VertexBuffer.NormalKey)
{
if (unique.Add(v.Bytes))
{
reverser.ReverseBuffer(v);
}
}
else if (k == VertexBuffer.TangentKey)
{
// I don't know
}
}
if (unique.Add(m.IndexBuffer.Bytes))
{
switch (m.IndexBuffer.ComponentType)
{
case AccessorValueType.UNSIGNED_BYTE:
FlipTriangle(m.IndexBuffer.Bytes);
break;
case AccessorValueType.UNSIGNED_SHORT:
FlipTriangle(m.IndexBuffer.Bytes.Reinterpret(1));
break;
case AccessorValueType.UNSIGNED_INT:
FlipTriangle(m.IndexBuffer.Bytes.Reinterpret(1));
break;
default:
throw new NotImplementedException();
}
}
foreach (var mt in m.MorphTargets)
{
foreach (var kv in mt.VertexBuffer)
{
var k = kv.Key;
var v = kv.Value;
if (k == VertexBuffer.PositionKey || k == VertexBuffer.NormalKey)
{
if (unique.Add(v.Bytes))
{
reverser.ReverseBuffer(v);
}
}
if (k == VertexBuffer.TangentKey)
{
// I don't know
}
}
}
}
}
// 親から順に処理する
// Rootは原点決め打ちのノード(GLTFに含まれない)
foreach (var n in Root.Traverse().Skip(1))
{
n.SetMatrix(reverser.ReverseMatrix(n.Matrix), false);
}
// 親から順に処理したので不要
// Root.CalcWorldMatrix();
foreach (var s in Skins)
{
if (s.InverseMatrices != null)
{
if (unique.Add(s.InverseMatrices.Bytes))
{
reverser.ReverseBuffer(s.InverseMatrices);
}
}
}
}
static void FlipTriangle(NativeArray indices)
{
for (int i = 0; i < indices.Length; i += 3)
{
// 0, 1, 2 to 2, 1, 0
var tmp = indices[i + 2];
indices[i + 2] = indices[i];
indices[i] = tmp;
}
}
static void FlipTriangle(NativeArray indices)
{
for (int i = 0; i < indices.Length; i += 3)
{
// 0, 1, 2 to 2, 1, 0
var tmp = indices[i + 2];
indices[i + 2] = indices[i];
indices[i] = tmp;
}
}
static void FlipTriangle(NativeArray indices)
{
for (int i = 0; i < indices.Length; i += 3)
{
// 0, 1, 2 to 2, 1, 0
var tmp = indices[i + 2];
indices[i + 2] = indices[i];
indices[i] = tmp;
}
}
}
}