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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System;
using VRMShaders;
namespace UniVRM10
{
/// <summary>
/// プレビュー向けのシーンを管理する
/// </summary>
public sealed class PreviewSceneManager : MonoBehaviour
{
public GameObject Prefab;
public bool hasError;
#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())
{
if (Symbols.VRM_DEVELOP)
{
x.gameObject.hideFlags = HideFlags.None |
HideFlags.DontSave;
}
else
{
x.gameObject.hideFlags = HideFlags.None |
HideFlags.DontSave |
HideFlags.HideAndDontSave;
}
}
return manager;
}
#endif
public void Clean()
{
foreach (var kv in m_materialMap)
{
UnityEngine.Object.DestroyImmediate(kv.Value.Material);
}
}
#if UNITY_EDITOR
private void Initialize(GameObject prefab)
{
hasError = false;
//Debug.LogFormat("[PreviewSceneManager.Initialize] {0}", prefab);
Prefab = prefab;
var materialNames = new List<string>();
// preview シーン用に Material を複製する。
// Expression のカスタムエディタのマテリアル変更は、
// 複製したものに適用される。
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);
if (!PreviewMaterialUtil.TryCreateForPreview(dst, out var previewMaterialItem))
{
hasError = true;
// Return cloned material for preview
return dst;
}
m_materialMap.Add(src.name, previewMaterialItem);
//Debug.LogFormat("add material {0}", src.name);
materialNames.Add(src.name);
}
return dst;
};
m_meshes = transform.Traverse()
.Select(x => PreviewMeshItem.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();
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;
}
}
}
#endif
PreviewMeshItem[] m_meshes;
PreviewMeshItem[] m_blendShapeMeshes;
public IEnumerable<PreviewMeshItem> EnumRenderItems
{
get
{
if (m_meshes != null)
{
foreach (var x in m_meshes)
{
yield return x;
}
}
}
}
public string[] MaterialNames
{
get;
private set;
}
Dictionary<string, PreviewMaterialItem> m_materialMap = new Dictionary<string, PreviewMaterialItem>();
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 PreviewMaterialItem GetMaterialItem(string materialName)
{
PreviewMaterialItem 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
Bounds m_bounds;
public void Bake(VRM10Expression bake, float weight)
{
if (bake == null)
{
return;
}
//
// Bake Expression
//
m_bounds = default(Bounds);
if (m_meshes != null)
{
if (bake != null)
{
foreach (var x in m_meshes)
{
x.Bake(bake.MorphTargetBindings, weight);
m_bounds.Expand(x.Mesh.bounds.size);
}
}
}
//
// Update Material
//
if (m_materialMap != null)
{
// clear
foreach (var kv in m_materialMap)
{
kv.Value.Clear();
}
// color
if (bake.MaterialColorBindings != null)
{
foreach (var x in bake.MaterialColorBindings)
{
PreviewMaterialItem item;
if (m_materialMap.TryGetValue(x.MaterialName, out item))
{
//Debug.Log("set material");
PropItem prop;
if (item.PropMap.TryGetValue(x.BindType, 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(prop.Name);
//Debug.LogFormat("{0} => {1}", valueName, x.TargetValue);
value += ((x.TargetValue - prop.DefaultValues) * weight);
item.Material.SetColor(prop.Name, value);
}
}
}
}
// uv
if (bake.MaterialUVBindings != null)
{
foreach (var x in bake.MaterialUVBindings)
{
PreviewMaterialItem item;
if (m_materialMap.TryGetValue(x.MaterialName, out item))
{
item.AddScaleOffset(x.ScalingOffset, weight);
}
}
}
}
}
#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;
}
}
}