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67 行
2.0 KiB
67 行
2.0 KiB
using System;
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using UnityEngine;
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namespace Unity.DemoTeam.DigitalHuman
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{
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[Serializable]
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public struct SkinDeformation// => SkinDeformation.Frame
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{
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public Texture2D albedo;
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[NonSerialized] public Vector3[] deltaPositions;
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[NonSerialized] public Vector3[] deltaTangents;
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[NonSerialized] public Vector3[] deltaNormals;
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[NonSerialized] public float[] fittedWeights;
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public void Allocate(int vertexCount, int fittedWeightsCount)
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{
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ArrayUtils.ResizeChecked(ref deltaPositions, vertexCount);
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ArrayUtils.ResizeChecked(ref deltaTangents, vertexCount);
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ArrayUtils.ResizeChecked(ref deltaNormals, vertexCount);
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ArrayUtils.ResizeChecked(ref fittedWeights, fittedWeightsCount);
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for (int i = 0; i != vertexCount; i++)
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{
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deltaPositions[i] = Vector3.zero;
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deltaTangents[i] = Vector3.zero;
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deltaNormals[i] = Vector3.zero;
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}
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for (int i = 0; i != fittedWeightsCount; i++)
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{
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fittedWeights[i] = 0.0f;
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}
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}
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public void SetAlbedo(Texture2D albedo)
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{
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this.albedo = albedo;
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}
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public void SetDeltas(MeshBuffers buffersFrame0, MeshBuffers buffersFrameX)
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{
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int vertexCount = buffersFrame0.vertexCount;
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if (vertexCount < buffersFrameX.vertexCount)
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{
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Debug.LogWarning("target has more vertices (" + buffersFrameX.vertexCount + " vs. " + vertexCount + "), ignoring excess");
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}
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else if (vertexCount > buffersFrameX.vertexCount)
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{
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Debug.LogError("target has too few vertices (" + buffersFrameX.vertexCount + " vs. " + vertexCount + "), aborting");
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return;
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}
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ArrayUtils.ResizeChecked(ref deltaPositions, vertexCount);
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ArrayUtils.ResizeChecked(ref deltaTangents, vertexCount);
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ArrayUtils.ResizeChecked(ref deltaNormals, vertexCount);
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for (int i = 0; i != vertexCount; i++)
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{
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deltaPositions[i] = buffersFrameX.vertexPositions[i] - buffersFrame0.vertexPositions[i];
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deltaTangents[i] = buffersFrameX.vertexTangents[i] - buffersFrame0.vertexTangents[i];
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deltaNormals[i] = buffersFrameX.vertexNormals[i] - buffersFrame0.vertexNormals[i];
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}
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}
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}
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}
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