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using System.Collections.Generic;
using System.Linq;
namespace UniVRM10
{
public sealed class Vrm10RuntimeExpression
{
public static IExpressionValidatorFactory ExpressionValidatorFactory = new DefaultExpressionValidator.Factory();
private List<ExpressionKey> _keys = new List<ExpressionKey>();
private Dictionary<ExpressionKey, float> _inputWeights = new Dictionary<ExpressionKey, float>();
private Dictionary<ExpressionKey, float> _actualWeights = new Dictionary<ExpressionKey, float>();
private ExpressionMerger _merger;
private IExpressionValidator _validator;
private LookAtEyeDirection _inputEyeDirection;
private LookAtEyeDirection _actualEyeDirection;
private ILookAtEyeDirectionProvider _eyeDirectionProvider;
private ILookAtEyeDirectionApplicable _eyeDirectionApplicable;
public IReadOnlyList<ExpressionKey> ExpressionKeys => _keys;
public IReadOnlyDictionary<ExpressionKey, float> ActualWeights => _actualWeights;
public LookAtEyeDirection ActualEyeDirection => _actualEyeDirection;
public float BlinkOverrideRate { get; private set; }
public float LookAtOverrideRate { get; private set; }
public float MouthOverrideRate { get; private set; }
int m_debugCount;
internal Vrm10RuntimeExpression(Vrm10Instance target, ILookAtEyeDirectionProvider eyeDirectionProvider, ILookAtEyeDirectionApplicable eyeDirectionApplicable)
{
Restore();
_merger = new ExpressionMerger(target.Vrm.Expression, target.transform);
_keys = target.Vrm.Expression.Clips.Select(x => target.Vrm.Expression.CreateKey(x.Clip)).ToList();
var oldInputWeights = _inputWeights;
_inputWeights = _keys.ToDictionary(x => x, x => 0f);
foreach (var key in _keys)
{
// remain user input weights.
if (oldInputWeights.ContainsKey(key)) _inputWeights[key] = oldInputWeights[key];
}
_actualWeights = _keys.ToDictionary(x => x, x => 0f);
_validator = ExpressionValidatorFactory.Create(target.Vrm.Expression);
_eyeDirectionProvider = eyeDirectionProvider;
_eyeDirectionApplicable = eyeDirectionApplicable;
}
internal void Restore()
{
_merger?.RestoreMaterialInitialValues();
_merger = null;
_eyeDirectionApplicable?.Restore();
_eyeDirectionApplicable = null;
}
internal void Process()
{
Apply();
}
public IDictionary<ExpressionKey, float> GetWeights()
{
return _inputWeights;
}
public float GetWeight(ExpressionKey expressionKey)
{
if (_inputWeights.ContainsKey(expressionKey))
{
return _inputWeights[expressionKey];
}
return 0f;
}
public LookAtEyeDirection GetEyeDirection()
{
return _inputEyeDirection;
}
public void SetWeights(IEnumerable<KeyValuePair<ExpressionKey, float>> weights)
{
foreach (var (expressionKey, weight) in weights.Select(kv => (kv.Key, kv.Value)))
{
if (_inputWeights.ContainsKey(expressionKey))
{
_inputWeights[expressionKey] = weight;
}
}
Apply();
}
public void SetWeight(ExpressionKey expressionKey, float weight)
{
if (_inputWeights.ContainsKey(expressionKey))
{
_inputWeights[expressionKey] = weight;
}
Apply();
}
/// <summary>
/// 入力 Weight を基に、Validation を行い実際にモデルに適用される Weights を計算し、Merger を介して適用する。
/// この際、LookAt の情報を pull してそれも適用する。
/// </summary>
private void Apply()
{
// 1. Get eye direction from provider.
_inputEyeDirection = _eyeDirectionProvider?.EyeDirection ?? default;
// 2. Validate user input, and Output as actual weights.
_validator.Validate(_inputWeights, _actualWeights,
_inputEyeDirection, out _actualEyeDirection,
out var blink, out var lookAt, out var mouth);
// 3. Set eye direction expression weights or any other side-effects (ex. eye bone).
_eyeDirectionApplicable?.Apply(_actualEyeDirection, _actualWeights);
// 4. Set actual weights to raw blendshapes.
_merger.SetValues(_actualWeights);
BlinkOverrideRate = blink;
LookAtOverrideRate = lookAt;
MouthOverrideRate = mouth;
}
}
}