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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UniGLTF.MeshUtility;
using UnityEngine;
using VRMShaders;
namespace UniVRM10
{
[Serializable]
public class VRM10ObjectFirstPerson
{
[SerializeField]
public List<RendererFirstPersonFlags> Renderers = new List<RendererFirstPersonFlags>();
public void SetDefault(Transform root)
{
Renderers.Clear();
var renderers = root.GetComponentsInChildren<Renderer>();
var paths = renderers.Select(x => x.transform.RelativePathFrom(root)).ToArray();
foreach (var path in paths)
{
Renderers.Add(new RendererFirstPersonFlags
{
FirstPersonFlag = UniGLTF.Extensions.VRMC_vrm.FirstPersonType.auto,
Renderer = path,
});
}
}
static int[] GetBonesThatHasAncestor(SkinnedMeshRenderer smr, Transform ancestor)
{
var eraseBones = smr.bones
.Where(x => x.Ancestor().Any(y => y == ancestor))
.Select(x => Array.IndexOf(smr.bones, x))
.ToArray();
return eraseBones;
}
// <summary>
// 頭部を取り除いたモデルを複製する
// </summary>
// <parameter>renderer: 元になるSkinnedMeshRenderer</parameter>
// <parameter>eraseBones: 削除対象になるボーンのindex</parameter>
private async static Task<SkinnedMeshRenderer> CreateHeadlessMeshAsync(SkinnedMeshRenderer renderer, int[] eraseBones, IAwaitCaller awaitCaller)
{
var mesh = await BoneMeshEraser.CreateErasedMeshAsync(renderer.sharedMesh, eraseBones, awaitCaller);
var go = new GameObject("_headless_" + renderer.name);
var erased = go.AddComponent<SkinnedMeshRenderer>();
erased.enabled = false; // hide
erased.sharedMesh = mesh;
erased.sharedMaterials = renderer.sharedMaterials;
erased.bones = renderer.bones;
erased.rootBone = renderer.rootBone;
return erased;
}
bool m_done;
async Task SetupSelfRendererAsync(GameObject go, UniGLTF.RuntimeGltfInstance runtime,
Transform firstPersonBone, RendererFirstPersonFlags x,
(int FirstPersonOnly, int ThirdPersonOnly) layer, IAwaitCaller awaitCaller = null)
{
switch (x.FirstPersonFlag)
{
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.auto:
{
if (x.GetRenderer(go.transform) is SkinnedMeshRenderer smr)
{
var eraseBones = GetBonesThatHasAncestor(smr, firstPersonBone);
if (eraseBones.Any())
{
// オリジナルのモデルを3人称用にする
smr.gameObject.layer = layer.ThirdPersonOnly;
// 頭を取り除いた複製モデルを作成し、1人称用にする
var headless = await CreateHeadlessMeshAsync(smr, eraseBones, awaitCaller);
headless.gameObject.layer = layer.FirstPersonOnly;
headless.transform.SetParent(smr.transform, false);
if (runtime != null)
{
runtime.AddRenderer(headless);
}
}
else
{
// 削除対象が含まれないので何もしない
}
}
else if (x.GetRenderer(go.transform) is MeshRenderer mr)
{
if (mr.transform.Ancestors().Any(y => y == firstPersonBone))
{
// 頭の子孫なので1人称では非表示に
mr.gameObject.layer = layer.ThirdPersonOnly;
}
else
{
// 特に変更しない => 両方表示
}
}
else
{
throw new NotImplementedException();
}
}
break;
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.firstPersonOnly:
// 1人称のカメラでだけ描画されるようにする
x.GetRenderer(go.transform).gameObject.layer = layer.FirstPersonOnly;
break;
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.thirdPersonOnly:
// 3人称のカメラでだけ描画されるようにする
x.GetRenderer(go.transform).gameObject.layer = layer.ThirdPersonOnly;
break;
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.both:
// 特に何もしない。すべてのカメラで描画される
break;
}
}
/// <summary>
/// Each renderer is set according to the first person flag.
/// If the flag is `auto`, headless mesh creation will be performed.
/// Creating a headless mesh(Renderer) is a heavy process and can be done in threads.
/// </summary>
/// <param name="go">The target model root</param>
/// <param name="isSelf">The target model is the VR user himself</param>
/// <param name="firstPersonOnlyLayer">layer VRMFirstPersonOnly or 9</param>
/// <param name="thirdPersonOnlyLayer">layer VRMThirdPersonOnly ir 10</param>
/// <param name="awaitCaller">Headless mesh creation task scheduler. By default, creation is immediate</param>
/// <returns></returns>
public async Task SetupAsync(GameObject go, IAwaitCaller awaitCaller, bool isSelf = true, int? firstPersonOnlyLayer = default, int? thirdPersonOnlyLayer = default)
{
if (awaitCaller == null)
{
throw new ArgumentNullException();
}
var layer = (
Vrm10FirstPersonLayerSettings.GetFirstPersonOnlyLayer(firstPersonOnlyLayer),
Vrm10FirstPersonLayerSettings.GetThirdPersonOnlyLayer(thirdPersonOnlyLayer));
if (m_done)
{
return;
}
m_done = true;
var runtime = go.GetComponent<UniGLTF.RuntimeGltfInstance>();
var vrmInstance = go.GetComponent<Vrm10Instance>();
// NOTE: This bone must be referenced by renderers instead of the control rig bone.
var firstPersonBone = vrmInstance.Humanoid.Head;
var used = new HashSet<string>();
foreach (var x in Renderers)
{
if (!used.Add(x.Renderer))
{
// 同じ対象が複数回現れた
Debug.LogWarning($"VRM10ObjectFirstPerson.SetupAsync: duplicated {x.Renderer}");
continue;
}
if (isSelf)
{
await SetupSelfRendererAsync(go, runtime, firstPersonBone, x, layer, awaitCaller);
}
else
{
switch (x.FirstPersonFlag)
{
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.firstPersonOnly:
if (x.GetRenderer(go.transform) is Renderer r)
{
// invisible
r.enabled = false;
runtime.VisibleRenderers.Remove(r);
}
break;
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.auto:
// => Same as Both
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.both:
case UniGLTF.Extensions.VRMC_vrm.FirstPersonType.thirdPersonOnly:
// do nothing
break;
}
}
}
}
}
}