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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 unsafe void BuildDataAttachSubject(ref SkinAttachmentData attachData, int* attachmentIndex, int* attachmentCount, 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:
{
var targetPosition = subjectToTarget.MultiplyPoint3x4(Vector3.zero);
var targetNormal = subjectToTarget.MultiplyVector(Vector3.up);
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:
{
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]);
}
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:
{
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];
}
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;
}
}
public static void BuildDataAttachSubject(ref SkinAttachmentData attachData, Transform target, in MeshInfo meshInfo, SkinAttachment subject, bool dryRun, ref int dryRunPoseCount, ref int dryRunItemCount)
{
unsafe
{
fixed (int* attachmentIndex = &subject.attachmentIndex)
fixed (int* attachmentCount = &subject.attachmentCount)
{
BuildDataAttachSubject(ref attachData, attachmentIndex, attachmentCount, target, meshInfo, subject, dryRun, ref dryRunPoseCount, ref dryRunItemCount);
}
}
}
public static void BuildDataAttachSubjectReadOnly(ref SkinAttachmentData attachData, Transform target, in MeshInfo meshInfo, SkinAttachment subject, bool dryRun, ref int dryRunPoseCount, ref int dryRunItemCount)
{
unsafe
{
int attachmentIndex = 0;
int attachmentCount = 0;
{
BuildDataAttachSubject(ref attachData, &attachmentIndex, &attachmentCount, target, meshInfo, subject, dryRun, ref dryRunPoseCount, ref dryRunItemCount);
}
}
}
}
}