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345 行
9.7 KiB
345 行
9.7 KiB
using System;
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using System.IO;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Unity.DemoTeam.Attributes;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Unity.DemoTeam.DigitalHuman
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{
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[CreateAssetMenu(menuName = "Digital Human/Skin Deformation Clip")]
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public class SkinDeformationClip : ScriptableObject
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{
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public unsafe struct Frame
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{
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public float* deltaPositions;
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public float* deltaNormals;
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public float* fittedWeights;
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public Texture2D albedo;
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}
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[Serializable]
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public struct Subframe
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{
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public int frameIndexLo;
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public int frameIndexHi;
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public float fractionLo;
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public float fractionHi;
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}
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[HideInInspector]
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public int frameCount = 0;
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[HideInInspector]
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public float frameRate = 30.0f;
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[HideInInspector]
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public int frameVertexCount = 0;
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[HideInInspector]
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public int frameFittedWeightsCount = 0;
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[HideInInspector]
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public SkinDeformation[] frames = new SkinDeformation[0];
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[HideInInspector]
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public bool framesContainAlbedo;
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[HideInInspector]
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public bool framesContainDeltas;
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[HideInInspector]
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public bool framesContainFittedWeights;
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[HideInInspector]
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public NativeFrameStream frameData;
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[HideInInspector]
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public string frameDataStreamingAssetsPath = null;
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[HideInInspector]
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private bool frameDataPending = true;
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[HideInInspector]
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public int subframeCount = 0;
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[HideInInspector]
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public Subframe[] subframes = new Subframe[0];
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[HideInInspector]
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public int version = -1;
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//--- accessors ---
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public double Duration
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{
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get
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{
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return subframeCount / frameRate;
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}
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}
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public unsafe Frame GetFrame(int frameIndex)
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{
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if (frameDataPending)
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{
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Debug.Log("hotloading frame data");
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LoadFrameData();
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}
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var floatPtr = (float*)frameData.ReadFrame(frameIndex);
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{
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Frame frame;
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frame.deltaPositions = floatPtr + 0 * frameVertexCount;
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frame.deltaNormals = floatPtr + 3 * frameVertexCount;
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frame.fittedWeights = floatPtr + 6 * frameVertexCount;
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frame.albedo = frames[frameIndex].albedo;
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return frame;
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}
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}
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public int GetFrameSizeBytes()
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{
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return (6 * frameVertexCount + 1 * frameFittedWeightsCount) * sizeof(float);
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}
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public void PrepareFrame(int frameIndex)
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{
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frameData.SeekFrame(frameIndex);
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}
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//--- import settings begin ---
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public enum SourceType
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{
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ExternalObj,
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ProjectAssets,
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}
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[Serializable]
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public class ImportSettings
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{
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[Header("Source sequence")]
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[FormerlySerializedAs("readFrom")] public SourceType sourceFrom = SourceType.ExternalObj;
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[FormerlySerializedAs("externalObjPath")]
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[VisibleIf("sourceFrom", SourceType.ExternalObj)] public string externalObjPath;
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[FormerlySerializedAs("externalObjPattern")]
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[VisibleIf("sourceFrom", SourceType.ExternalObj)] public string externalObjPattern = "*.obj";
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[VisibleIf("sourceFrom", SourceType.ExternalObj)] public bool externalObjPreloadThreaded = true;
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[VisibleIf("sourceFrom", SourceType.ProjectAssets)] public string meshAssetFolder;
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[VisibleIf("sourceFrom", SourceType.ProjectAssets)] public string meshAssetPrefix;
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[VisibleIf("sourceFrom", SourceType.ProjectAssets)] public string albedoAssetFolder;
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[VisibleIf("sourceFrom", SourceType.ProjectAssets)] public string albedoAssetPrefix;
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[Space]
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[Tooltip("Enable this to treat the imported frames as keyframes")]
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public bool keyframes = false;
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[Tooltip("CSV specifying how the frames are distributed. The first column is ignored. Rows read as follows:\nRow 1: Frame indices\nRow 2: Keyframe indices\nRow 3: Frame progress (0-100) between keys")]
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[EditableIf("keyframes", true)]
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public TextAsset keyframesCSV;
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[Header("Source reference")]
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public bool referenceIsFirstFrame;
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[VisibleIf("sourceFrom", SourceType.ExternalObj)] public string referenceObjPath;
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[VisibleIf("sourceFrom", SourceType.ProjectAssets)] public Mesh referenceMeshAsset;
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[Header("Frame transform")]
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public Vector3 applyRotation = Vector3.zero;
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public float applyScaling = 0.01f;
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[Header("Frame processing")]
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[Tooltip("Regions are specified in text files. Each file should contain an array of vertex indices on the form: [i, j, k, ...]")]
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public TextAsset[] denoiseRegions;
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[Range(0.0f, 1.0f)]
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public float denoiseStrength = 0.0f;
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[Tooltip("Regions are specified in text files. Each file should contain an array of vertex indices on the form: [i, j, k, ...]")]
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public TextAsset[] transplantRegions;
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[Range(0.0f, 1.0f)]
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public float transplantStrength = 0.0f;
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public bool solveRegionPreview = false;
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public bool solveWelded = true;
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[Header("Frame transfer")]
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public TransferMode transferMode = TransferMode.ByVertexIndex;
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public Mesh transferTarget;
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public enum TransferMode
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{
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ByVertexIndex,
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ByVertexPosition,
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}
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[Header("Frame fitting")]
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public bool fitToBlendShapes = false;
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[TextArea(1, 20)]
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public string fittedIndices = "";
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public SkinDeformationFittingOptions.Method fittingMethod = SkinDeformationFittingOptions.Method.LinearLeastSquares;
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public SkinDeformationFittingOptions.Param fittingParam = SkinDeformationFittingOptions.Param.DeltaPosition;
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public ImportSettings Clone()
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{
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var c = this.MemberwiseClone() as ImportSettings;
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c.externalObjPath = c.externalObjPath.Clone() as string;
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c.externalObjPattern = c.externalObjPattern.Clone() as string;
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c.meshAssetFolder = c.meshAssetFolder.Clone() as string;
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c.meshAssetPrefix = c.meshAssetPrefix.Clone() as string;
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c.albedoAssetFolder = c.albedoAssetFolder.Clone() as string;
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c.albedoAssetPrefix = c.albedoAssetPrefix.Clone() as string;
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c.referenceObjPath = c.referenceObjPath.Clone() as string;
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c.denoiseRegions = c.denoiseRegions.Clone() as TextAsset[];
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c.transplantRegions = c.transplantRegions.Clone() as TextAsset[];
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c.fittedIndices = c.fittedIndices.Clone() as string;
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return c;
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}
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}
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[ReadOnly]
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[FormerlySerializedAs("lastImport")]
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public ImportSettings settingsLastImported = new ImportSettings();
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[FormerlySerializedAs("importSettings")]
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public ImportSettings settings = new ImportSettings();
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//--- import settings end ---
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//--- frame data serialization begin ---
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void OnEnable()
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{
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if (frameDataPending)
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{
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LoadFrameData();
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}
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}
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void OnDisable()
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{
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UnloadFrameData();
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}
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void OnDestroy()
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{
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UnloadFrameData();
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}
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void LoadFrameData()
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{
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#if UNITY_EDITOR
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string filename = AssetDatabase.GetAssetPath(this) + "_frames.bin";
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#else
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string filename = Application.streamingAssetsPath + frameDataStreamingAssetsPath;
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Debug.Log("LoadFrameData " + filename + ")");
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#endif
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int frameOffset = 3 * sizeof(Int32);
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int frameSize = GetFrameSizeBytes();
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frameData.Dispose();
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frameData = new NativeFrameStream(filename, frameOffset, frameCount, frameSize, 2, 16);
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frameDataPending = false;
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if (!File.Exists(filename))
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{
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Debug.LogError("failed to load frame data (filename = " + filename + ")");
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return;
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}
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}
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public void UnloadFrameData()
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{
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frameData.Dispose();
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frameDataPending = true;
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}
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#if UNITY_EDITOR
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public void SaveFrameData()
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{
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string filenameAsset = AssetDatabase.GetAssetPath(this);
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string filenameFrameData = filenameAsset + "_frames.bin";
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UnloadFrameData();
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if (File.Exists(filenameFrameData))
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File.Delete(filenameFrameData);
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using (FileStream stream = File.Create(filenameFrameData))
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{
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.Write(frameCount);
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writer.Write(frameVertexCount);
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writer.Write(frameFittedWeightsCount);
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var fltCursor = 0;
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var fltBuffer = new float[6 * frameVertexCount + 1 * frameFittedWeightsCount];
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var dstBuffer = new byte[4 * fltBuffer.Length];
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for (int i = 0; i != frameCount; i++)
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{
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Debug.Assert(frames[i].deltaPositions.Length == frameVertexCount, "invalid vertex count");
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Debug.Assert(frames[i].fittedWeights.Length == frameFittedWeightsCount, "invalid fitted weights count");
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fltCursor = 0;
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// write positions
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for (int j = 0; j != frameVertexCount; j++)
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{
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fltBuffer[fltCursor++] = frames[i].deltaPositions[j].x;
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fltBuffer[fltCursor++] = frames[i].deltaPositions[j].y;
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fltBuffer[fltCursor++] = frames[i].deltaPositions[j].z;
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}
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// write normals
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for (int j = 0; j != frameVertexCount; j++)
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{
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fltBuffer[fltCursor++] = frames[i].deltaNormals[j].x;
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fltBuffer[fltCursor++] = frames[i].deltaNormals[j].y;
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fltBuffer[fltCursor++] = frames[i].deltaNormals[j].z;
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}
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// write fitted weights
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for (int j = 0; j != frameFittedWeightsCount; j++)
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{
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fltBuffer[fltCursor++] = frames[i].fittedWeights[j];
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}
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Buffer.BlockCopy(fltBuffer, 0, dstBuffer, 0, dstBuffer.Length);
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writer.Write(dstBuffer, 0, dstBuffer.Length);
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writer.Flush();
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}
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frameDataPending = true;
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}
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}
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}
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[ContextMenu("Copy To StreamingAssets")]
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public void CopyToStreamingAssets()
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{
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string filenameAsset = AssetDatabase.GetAssetPath(this);
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string filenameFrameData = filenameAsset + "_frames.bin";
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frameDataStreamingAssetsPath = "/SkinDeformationClip/" + AssetDatabase.AssetPathToGUID(filenameAsset) + "__" + this.name;
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var copySrc = filenameFrameData;
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var copyDst = Application.streamingAssetsPath + frameDataStreamingAssetsPath;
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//Debug.Log("filenameAsset: " + filenameAsset);
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//Debug.Log("copySrc: " + copySrc);
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//Debug.Log("copyDst: " + copyDst);
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var copyDstDir = copyDst.Substring(0, copyDst.LastIndexOf('/'));
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try
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{
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if (File.Exists(copyDst))
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File.Delete(copyDst);
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Directory.CreateDirectory(copyDstDir);
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File.Copy(copySrc, copyDst);
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}
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catch (Exception ex)
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{
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Debug.LogError(ex.ToString());
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}
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}
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#endif
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//--- frame data serialization end ---
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}
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}
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