using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Unity.DemoTeam.DigitalHuman { using MeshInfo = SkinAttachmentTarget.MeshInfo; public static class SkinAttachmentDataBuilder { public static unsafe int BuildPosesTriangle(SkinAttachmentPose* pose, in MeshInfo meshInfo, ref Vector3 target, int triangle) { var meshPositions = meshInfo.meshBuffers.vertexPositions; var meshTriangles = meshInfo.meshBuffers.triangles; int _0 = triangle * 3; var v0 = meshTriangles[_0]; var v1 = meshTriangles[_0 + 1]; var v2 = meshTriangles[_0 + 2]; var p0 = meshPositions[v0]; var p1 = meshPositions[v1]; var p2 = meshPositions[v2]; var v0v1 = p1 - p0; var v0v2 = p2 - p0; var triangleNormal = Vector3.Cross(v0v1, v0v2); var triangleArea = Vector3.Magnitude(triangleNormal); triangleNormal /= triangleArea; triangleArea *= 0.5f; if (triangleArea < float.Epsilon) return 0;// no pose var targetDist = Vector3.Dot(triangleNormal, target - p0); var targetProjected = target - targetDist * triangleNormal; var targetCoord = new Barycentric(ref targetProjected, ref p0, ref p1, ref p2); pose->v0 = v0; pose->v1 = v1; pose->v2 = v2; pose->area = triangleArea; pose->targetDist = targetDist; pose->targetCoord = targetCoord; return 1; } public static unsafe int BuildPosesVertex(SkinAttachmentPose* pose, in MeshInfo meshInfo, ref Vector3 target, int vertex) { int poseCount = 0; foreach (int triangle in meshInfo.meshAdjacency.vertexTriangles[vertex]) { poseCount += BuildPosesTriangle(pose + poseCount, meshInfo, ref target, triangle); } return poseCount; } // note: unused -- remove? public static unsafe void BuildDataAttachToTriangle(SkinAttachmentData attachData, int* attachmentIndex, int* attachmentCount, in MeshInfo meshInfo, Vector3* targetPositions, int* targetTriangles, int targetCount) { var poseIndex = attachData.poseCount; var itemIndex = attachData.itemCount; fixed (SkinAttachmentPose* pose = attachData.pose) fixed (SkinAttachmentItem* item = attachData.item) { for (int i = 0; i != targetCount; i++) { var poseCount = BuildPosesTriangle(pose + poseIndex, meshInfo, ref targetPositions[i], targetTriangles[i]); if (poseCount == 0) { Debug.LogError("no valid poses for target triangle " + i + ", aborting"); poseIndex = attachData.poseCount; itemIndex = attachData.itemCount; break; } item[itemIndex].poseIndex = poseIndex; item[itemIndex].poseCount = poseCount; item[itemIndex].baseVertex = meshInfo.meshBuffers.triangles[3 * targetTriangles[i]]; item[itemIndex].baseNormal = meshInfo.meshBuffers.vertexNormals[item[itemIndex].baseVertex]; item[itemIndex].targetNormal = item[itemIndex].baseNormal; item[itemIndex].targetOffset = Vector3.zero; poseIndex += poseCount; itemIndex += 1; } } *attachmentIndex = itemIndex > attachData.itemCount ? attachData.itemCount : -1; *attachmentCount = itemIndex - attachData.itemCount; attachData.poseCount = poseIndex; attachData.itemCount = itemIndex; } public static unsafe void BuildDataAttachToVertex(SkinAttachmentData attachData, int* attachmentIndex, int* attachmentCount, in MeshInfo meshInfo, Vector3* targetPositions, Vector3* targetOffsets, Vector3* targetNormals, int* targetVertices, int targetCount) { var poseIndex = attachData.poseCount; var itemIndex = attachData.itemCount; fixed (SkinAttachmentPose* pose = attachData.pose) fixed (SkinAttachmentItem* item = attachData.item) { for (int i = 0; i != targetCount; i++) { var poseCount = BuildPosesVertex(pose + poseIndex, meshInfo, ref targetPositions[i], targetVertices[i]); if (poseCount == 0) { Debug.LogError("no valid poses for target vertex " + i + ", aborting"); poseIndex = attachData.poseCount; itemIndex = attachData.itemCount; break; } item[itemIndex].poseIndex = poseIndex; item[itemIndex].poseCount = poseCount; item[itemIndex].baseVertex = targetVertices[i]; item[itemIndex].baseNormal = meshInfo.meshBuffers.vertexNormals[targetVertices[i]]; item[itemIndex].targetNormal = targetNormals[i]; item[itemIndex].targetOffset = targetOffsets[i]; poseIndex += poseCount; itemIndex += 1; } } *attachmentIndex = itemIndex > attachData.itemCount ? attachData.itemCount : -1; *attachmentCount = itemIndex - attachData.itemCount; attachData.poseCount = poseIndex; attachData.itemCount = itemIndex; } public static unsafe void BuildDataAttachToClosestVertex(SkinAttachmentData attachData, int* attachmentIndex, int* attachmentCount, in MeshInfo meshInfo, Vector3* targetPositions, Vector3* targetNormals, int targetCount) { using (var targetOffsets = new UnsafeArrayVector3(targetCount)) using (var targetVertices = new UnsafeArrayInt(targetCount)) { for (int i = 0; i != targetCount; i++) { targetOffsets.val[i] = Vector3.zero; targetVertices.val[i] = meshInfo.meshVertexBSP.FindNearest(ref targetPositions[i]); } BuildDataAttachToVertex(attachData, attachmentIndex, attachmentCount, meshInfo, targetPositions, targetOffsets.val, targetNormals, targetVertices.val, targetCount); } } public static unsafe int CountPosesTriangle(in MeshInfo meshInfo, ref Vector3 target, int triangle) { SkinAttachmentPose dummyPose; return BuildPosesTriangle(&dummyPose, meshInfo, ref target, triangle); } public static unsafe int CountPosesVertex(in MeshInfo meshInfo, ref Vector3 target, int vertex) { int poseCount = 0; foreach (int triangle in meshInfo.meshAdjacency.vertexTriangles[vertex]) { poseCount += CountPosesTriangle(meshInfo, ref target, triangle); } return poseCount; } public static unsafe void CountDataAttachToTriangle(ref int poseCount, ref int itemCount, in MeshInfo meshInfo, Vector3* targetPositions, int* targetTriangles, int targetCount) { for (int i = 0; i != targetCount; i++) { poseCount += CountPosesTriangle(meshInfo, ref targetPositions[i], targetTriangles[i]); itemCount += 1; } } public static unsafe void CountDataAttachToVertex(ref int poseCount, ref int itemCount, in MeshInfo meshInfo, Vector3* targetPositions, Vector3* targetOffsets, Vector3* targetNormals, int* targetVertices, int targetCount) { for (int i = 0; i != targetCount; i++) { poseCount += CountPosesVertex(meshInfo, ref targetPositions[i], targetVertices[i]); itemCount += 1; } } public static unsafe void CountDataAttachToClosestVertex(ref int poseCount, ref int itemCount, in MeshInfo meshInfo, Vector3* targetPositions, Vector3* targetNormals, int targetCount) { using (var targetOffsets = new UnsafeArrayVector3(targetCount)) using (var targetVertices = new UnsafeArrayInt(targetCount)) { for (int i = 0; i != targetCount; i++) { targetVertices.val[i] = meshInfo.meshVertexBSP.FindNearest(ref targetPositions[i]); } CountDataAttachToVertex(ref poseCount, ref itemCount, meshInfo, targetPositions, targetOffsets.val, targetNormals, targetVertices.val, targetCount); } } public static void BuildDataAttachSubject(ref SkinAttachmentData attachData, Transform target, in MeshInfo meshInfo, SkinAttachment subject, bool dryRun, ref int dryRunPoseCount, ref int dryRunItemCount) { Matrix4x4 subjectToTarget; { if (subject.skinningBone != null) subjectToTarget = target.transform.worldToLocalMatrix * (subject.skinningBone.localToWorldMatrix * subject.skinningBoneBindPose); else subjectToTarget = target.transform.worldToLocalMatrix * subject.transform.localToWorldMatrix; } switch (subject.attachmentType) { case SkinAttachment.AttachmentType.Transform: unsafe { var targetPosition = subjectToTarget.MultiplyPoint3x4(Vector3.zero); var targetNormal = subjectToTarget.MultiplyVector(Vector3.up); fixed (int* attachmentIndex = &subject.attachmentIndex) fixed (int* attachmentCount = &subject.attachmentCount) { if (dryRun) CountDataAttachToClosestVertex(ref dryRunPoseCount, ref dryRunItemCount, meshInfo, &targetPosition, &targetNormal, 1); else BuildDataAttachToClosestVertex(attachData, attachmentIndex, attachmentCount, meshInfo, &targetPosition, &targetNormal, 1); } } break; case SkinAttachment.AttachmentType.Mesh: unsafe { if (subject.meshInstance == null) break; var subjectVertexCount = subject.meshBuffers.vertexCount; var subjectPositions = subject.meshBuffers.vertexPositions; var subjectNormals = subject.meshBuffers.vertexNormals; using (var targetPositions = new UnsafeArrayVector3(subjectVertexCount)) using (var targetNormals = new UnsafeArrayVector3(subjectVertexCount)) { for (int i = 0; i != subjectVertexCount; i++) { targetPositions.val[i] = subjectToTarget.MultiplyPoint3x4(subjectPositions[i]); targetNormals.val[i] = subjectToTarget.MultiplyVector(subjectNormals[i]); } fixed (int* attachmentIndex = &subject.attachmentIndex) fixed (int* attachmentCount = &subject.attachmentCount) { if (dryRun) CountDataAttachToClosestVertex(ref dryRunPoseCount, ref dryRunItemCount, meshInfo, targetPositions.val, targetNormals.val, subjectVertexCount); else BuildDataAttachToClosestVertex(attachData, attachmentIndex, attachmentCount, meshInfo, targetPositions.val, targetNormals.val, subjectVertexCount); } } } break; case SkinAttachment.AttachmentType.MeshRoots: unsafe { if (subject.meshInstance == null) break; var subjectVertexCount = subject.meshBuffers.vertexCount; var subjectPositions = subject.meshBuffers.vertexPositions; var subjectNormals = subject.meshBuffers.vertexPositions; using (var targetPositions = new UnsafeArrayVector3(subjectVertexCount)) using (var targetNormals = new UnsafeArrayVector3(subjectVertexCount)) using (var targetOffsets = new UnsafeArrayVector3(subjectVertexCount)) using (var targetVertices = new UnsafeArrayInt(subjectVertexCount)) using (var rootIdx = new UnsafeArrayInt(subjectVertexCount)) using (var rootDir = new UnsafeArrayVector3(subjectVertexCount)) using (var rootGen = new UnsafeArrayInt(subjectVertexCount)) using (var visitor = new UnsafeBFS(subjectVertexCount)) { for (int i = 0; i != subjectVertexCount; i++) { targetPositions.val[i] = subjectToTarget.MultiplyPoint3x4(subjectPositions[i]); targetNormals.val[i] = subjectToTarget.MultiplyVector(subjectNormals[i]); targetOffsets.val[i] = Vector3.zero; } visitor.Clear(); // find island roots for (int island = 0; island != subject.meshIslands.islandCount; island++) { int rootCount = 0; var bestDist0 = float.PositiveInfinity; var bestNode0 = -1; var bestVert0 = -1; var bestDist1 = float.PositiveInfinity; var bestNode1 = -1; var bestVert1 = -1; foreach (var i in subject.meshIslands.islandVertices[island]) { var targetDist = float.PositiveInfinity; var targetNode = -1; if (meshInfo.meshVertexBSP.FindNearest(ref targetDist, ref targetNode, ref targetPositions.val[i])) { // found a root if one or more neighbouring vertices are below var bestDist = float.PositiveInfinity; var bestNode = -1; foreach (var j in subject.meshAdjacency.vertexVertices[i]) { var targetDelta = targetPositions.val[j] - meshInfo.meshBuffers.vertexPositions[targetNode]; var targetNormalDist = Vector3.Dot(targetDelta, meshInfo.meshBuffers.vertexNormals[targetNode]); if (targetNormalDist < 0.0f) { var d = Vector3.SqrMagnitude(targetDelta); if (d < bestDist) { bestDist = d; bestNode = j; } } } if (bestNode != -1) { visitor.Ignore(i); rootIdx.val[i] = targetNode; rootDir.val[i] = Vector3.Normalize(targetPositions.val[bestNode] - targetPositions.val[i]); rootGen.val[i] = 0; rootCount++; } else { rootIdx.val[i] = -1; rootGen.val[i] = -1; // see if node qualifies as second choice root var targetDelta = targetPositions.val[i] - meshInfo.meshBuffers.vertexPositions[targetNode]; var targetNormalDist = Mathf.Abs(Vector3.Dot(targetDelta, meshInfo.meshBuffers.vertexNormals[targetNode])); if (targetNormalDist < bestDist0) { bestDist1 = bestDist0; bestNode1 = bestNode0; bestVert1 = bestVert0; bestDist0 = targetNormalDist; bestNode0 = targetNode; bestVert0 = i; } else if (targetNormalDist < bestDist1) { bestDist1 = targetNormalDist; bestNode1 = targetNode; bestVert1 = i; } } } } if (rootCount < 2 && bestVert0 != -1) { visitor.Ignore(bestVert0); rootIdx.val[bestVert0] = bestNode0; rootDir.val[bestVert0] = Vector3.Normalize(meshInfo.meshBuffers.vertexPositions[bestNode0] - targetPositions.val[bestVert0]); rootGen.val[bestVert0] = 0; rootCount++; if (rootCount < 2 && bestVert1 != -1) { visitor.Ignore(bestVert1); rootIdx.val[bestVert1] = bestNode1; rootDir.val[bestVert1] = Vector3.Normalize(meshInfo.meshBuffers.vertexPositions[bestNode1] - targetPositions.val[bestVert1]); rootGen.val[bestVert1] = 0; rootCount++; } } } // find boundaries for (int i = 0; i != subjectVertexCount; i++) { if (rootIdx.val[i] != -1) continue; foreach (var j in subject.meshAdjacency.vertexVertices[i]) { if (rootIdx.val[j] != -1) { visitor.Insert(i); break; } } } // propagate roots while (visitor.MoveNext()) { var i = visitor.position; var bestDist = float.PositiveInfinity; var bestNode = -1; foreach (var j in subject.meshAdjacency.vertexVertices[i]) { if (rootIdx.val[j] != -1) { var d = -Vector3.Dot(rootDir.val[j], Vector3.Normalize(targetPositions.val[j] - targetPositions.val[i])); if (d < bestDist) { bestDist = d; bestNode = j; } } else { visitor.Insert(j); } } rootIdx.val[i] = rootIdx.val[bestNode]; rootDir.val[i] = Vector3.Normalize(targetPositions.val[bestNode] - targetPositions.val[i]); rootGen.val[i] = rootGen.val[bestNode] + 1; targetOffsets.val[i] = targetPositions.val[i] - targetPositions.val[bestNode]; targetPositions.val[i] = targetPositions.val[bestNode]; } // copy to target vertices for (int i = 0; i != subjectVertexCount; i++) { targetVertices.val[i] = rootIdx.val[i]; } fixed (int* attachmentIndex = &subject.attachmentIndex) fixed (int* attachmentCount = &subject.attachmentCount) { if (dryRun) CountDataAttachToVertex(ref dryRunPoseCount, ref dryRunItemCount, meshInfo, targetPositions.val, targetOffsets.val, targetNormals.val, targetVertices.val, subjectVertexCount); else BuildDataAttachToVertex(attachData, attachmentIndex, attachmentCount, meshInfo, targetPositions.val, targetOffsets.val, targetNormals.val, targetVertices.val, subjectVertexCount); } } } break; } } } }