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330 行
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UniVRM10
{
public struct PosRot
{
public Vector3 Position;
public Quaternion Rotation;
public static PosRot FromGlobalTransform(Transform t)
{
return new PosRot
{
Position = t.position,
Rotation = t.rotation,
};
}
}
public class BlendShape
{
public string Name;
public BlendShape(string name)
{
Name = name;
}
public List<Vector3> Positions = new List<Vector3>();
public List<Vector3> Normals = new List<Vector3>();
public List<Vector3> Tangents = new List<Vector3>();
}
public static class UnityExtensions
{
public static Vector4 RotateY180(this Vector4 v)
{
return new Vector4(-v.x, v.y, -v.z, v.w);
}
public static Vector4 ReverseZ(this Vector4 v)
{
return new Vector4(v.x, v.y, -v.z, v.w);
}
public static Vector3 RotateY180(this Vector3 v)
{
return new Vector3(-v.x, v.y, -v.z);
}
public static Vector3 ReverseZ(this Vector3 v)
{
return new Vector3(v.x, v.y, -v.z);
}
[Obsolete]
public static Vector2 ReverseY(this Vector2 v)
{
return new Vector2(v.x, -v.y);
}
public static Vector2 ReverseUV(this Vector2 v)
{
return new Vector2(v.x, 1.0f - v.y);
}
public static Quaternion ReverseZ(this Quaternion q)
{
float angle;
Vector3 axis;
q.ToAngleAxis(out angle, out axis);
return Quaternion.AngleAxis(-angle, ReverseZ(axis));
}
public static Matrix4x4 Matrix4x4FromColumns(Vector4 c0, Vector4 c1, Vector4 c2, Vector4 c3)
{
#if UNITY_2017_1_OR_NEWER
return new Matrix4x4(c0, c1, c2, c3);
#else
var m = default(Matrix4x4);
m.SetColumn(0, c0);
m.SetColumn(1, c1);
m.SetColumn(2, c2);
m.SetColumn(3, c3);
return m;
#endif
}
public static Matrix4x4 Matrix4x4FromRotation(Quaternion q)
{
#if UNITY_2017_1_OR_NEWER
return Matrix4x4.Rotate(q);
#else
var m = default(Matrix4x4);
m.SetTRS(Vector3.zero, q, Vector3.one);
return m;
#endif
}
public static Matrix4x4 RotateY180(this Matrix4x4 m)
{
// R, R, R, 0
// R, R, R, 0
// R, R, R, 0
// T, T, T, 1
var t = m.GetRow(3);
var tt = RotateY180(t);
m.SetRow(3, tt);
return m;
}
public static Matrix4x4 ReverseZ(this Matrix4x4 m)
{
m.SetTRS(m.ExtractPosition().ReverseZ(), m.ExtractRotation().ReverseZ(), m.ExtractScale());
return m;
}
public static Matrix4x4 MatrixFromArray(float[] values)
{
var m = new Matrix4x4();
m.m00 = values[0];
m.m10 = values[1];
m.m20 = values[2];
m.m30 = values[3];
m.m01 = values[4];
m.m11 = values[5];
m.m21 = values[6];
m.m31 = values[7];
m.m02 = values[8];
m.m12 = values[9];
m.m22 = values[10];
m.m32 = values[11];
m.m03 = values[12];
m.m13 = values[13];
m.m23 = values[14];
m.m33 = values[15];
return m;
}
// https://forum.unity.com/threads/how-to-assign-matrix4x4-to-transform.121966/
public static Quaternion ExtractRotation(this Matrix4x4 matrix)
{
Vector3 forward;
forward.x = matrix.m02;
forward.y = matrix.m12;
forward.z = matrix.m22;
Vector3 upwards;
upwards.x = matrix.m01;
upwards.y = matrix.m11;
upwards.z = matrix.m21;
return Quaternion.LookRotation(forward, upwards);
}
public static Vector3 ExtractPosition(this Matrix4x4 matrix)
{
Vector3 position;
position.x = matrix.m03;
position.y = matrix.m13;
position.z = matrix.m23;
return position;
}
public static Vector3 ExtractScale(this Matrix4x4 matrix)
{
Vector3 scale;
scale.x = new Vector4(matrix.m00, matrix.m10, matrix.m20, matrix.m30).magnitude;
scale.y = new Vector4(matrix.m01, matrix.m11, matrix.m21, matrix.m31).magnitude;
scale.z = new Vector4(matrix.m02, matrix.m12, matrix.m22, matrix.m32).magnitude;
return scale;
}
public static string RelativePathFrom(this Transform self, Transform root)
{
var path = new List<String>();
for (var current = self; current != null; current = current.parent)
{
if (current == root)
{
return String.Join("/", path.ToArray());
}
path.Insert(0, current.name);
}
throw new Exception("no RelativePath");
}
public static Transform GetChildByName(this Transform self, string childName)
{
foreach (Transform child in self)
{
if (child.name == childName)
{
return child;
}
}
throw new KeyNotFoundException();
}
public static Transform GetFromPath(this Transform self, string path)
{
var current = self;
var splited = path.Split('/');
foreach (var childName in splited)
{
current = current.GetChildByName(childName);
}
return current;
}
public static IEnumerable<Transform> GetChildren(this Transform self)
{
foreach (Transform child in self)
{
yield return child;
}
}
public static IEnumerable<Transform> Traverse(this Transform t)
{
yield return t;
foreach (Transform x in t)
{
foreach (Transform y in x.Traverse())
{
yield return y;
}
}
}
public static Transform FindDescenedant(this Transform t, string name)
{
return t.Traverse().First(x => x.name == name);
}
public static IEnumerable<Transform> Ancestors(this Transform t)
{
yield return t;
if (t.parent != null)
{
foreach (Transform x in t.parent.Ancestors())
{
yield return x;
}
}
}
public static float[] ToArray(this Quaternion q)
{
return new float[] { q.x, q.y, q.z, q.w };
}
public static float[] ToArray(this Vector3 v)
{
return new float[] { v.x, v.y, v.z };
}
public static float[] ToArray(this Vector4 v)
{
return new float[] { v.x, v.y, v.z, v.w };
}
public static void ReverseZRecursive(this Transform root)
{
var globalMap = root.Traverse().ToDictionary(x => x, x => PosRot.FromGlobalTransform(x));
foreach (var x in root.Traverse())
{
x.position = globalMap[x].Position.ReverseZ();
x.rotation = globalMap[x].Rotation.ReverseZ();
}
}
public static Mesh GetSharedMesh(this Transform t)
{
var meshFilter = t.GetComponent<MeshFilter>();
if (meshFilter != null)
{
return meshFilter.sharedMesh;
}
var skinnedMeshRenderer = t.GetComponent<SkinnedMeshRenderer>();
if (skinnedMeshRenderer != null)
{
return skinnedMeshRenderer.sharedMesh;
}
return null;
}
public static Material[] GetSharedMaterials(this Transform t)
{
var renderer = t.GetComponent<Renderer>();
if (renderer != null)
{
return renderer.sharedMaterials;
}
return new Material[] { };
}
public static bool Has<T>(this Transform transform, T t) where T : Component
{
return transform.GetComponent<T>() == t;
}
public static T GetOrAddComponent<T>(this GameObject go) where T : Component
{
var c = go.GetComponent<T>();
if (c != null)
{
return c;
}
return go.AddComponent<T>();
}
}
}