Lasse Jon Fuglsang Pedersen
5 年前
当前提交
fa6e3cf5
共有 7 个文件被更改,包括 426 次插入 和 259 次删除
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45Editor/SkinAttachmentEditor.cs
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57Editor/SkinAttachmentTargetEditor.cs
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95Runtime/SkinAttachment.cs
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33Runtime/SkinAttachmentData.cs
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293Runtime/SkinAttachmentTarget.cs
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151Runtime/SkinAttachmentDataBuilder.cs
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11Runtime/SkinAttachmentDataBuilder.cs.meta
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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namespace Unity.DemoTeam.DigitalHuman |
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{ |
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using MeshInfo = SkinAttachmentTarget.MeshInfo; |
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public static class SkinAttachmentDataBuilder |
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{ |
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public static unsafe int BuildPosesTriangle(SkinAttachmentPose* pose, in MeshInfo meshInfo, ref Vector3 target, int triangle) |
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{ |
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var meshPositions = meshInfo.meshBuffers.vertexPositions; |
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var meshTriangles = meshInfo.meshBuffers.triangles; |
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int _0 = triangle * 3; |
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var v0 = meshTriangles[_0]; |
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var v1 = meshTriangles[_0 + 1]; |
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var v2 = meshTriangles[_0 + 2]; |
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var p0 = meshPositions[v0]; |
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var p1 = meshPositions[v1]; |
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var p2 = meshPositions[v2]; |
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var v0v1 = p1 - p0; |
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var v0v2 = p2 - p0; |
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var triangleNormal = Vector3.Cross(v0v1, v0v2); |
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var triangleArea = Vector3.Magnitude(triangleNormal); |
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triangleNormal /= triangleArea; |
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triangleArea *= 0.5f; |
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if (triangleArea < float.Epsilon) |
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return 0;// no pose
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var targetDist = Vector3.Dot(triangleNormal, target - p0); |
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var targetProjected = target - targetDist * triangleNormal; |
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var targetCoord = new Barycentric(ref targetProjected, ref p0, ref p1, ref p2); |
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pose->v0 = v0; |
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pose->v1 = v1; |
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pose->v2 = v2; |
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pose->area = triangleArea; |
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pose->targetDist = targetDist; |
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pose->targetCoord = targetCoord; |
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return 1; |
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} |
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public static unsafe int BuildPosesVertex(SkinAttachmentPose* pose, in MeshInfo meshInfo, ref Vector3 target, int vertex) |
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{ |
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int poseCount = 0; |
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foreach (int triangle in meshInfo.meshAdjacency.vertexTriangles[vertex]) |
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{ |
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poseCount += BuildPosesTriangle(pose + poseCount, meshInfo, ref target, triangle); |
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} |
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return poseCount; |
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} |
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// note: unused -- remove?
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public static unsafe void BuildDataAttachToTriangle(SkinAttachmentData attachData, int* attachmentIndex, int* attachmentCount, in MeshInfo meshInfo, Vector3* targetPositions, int* targetTriangles, int targetCount) |
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{ |
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var poseIndex = attachData.poseCount; |
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var itemIndex = attachData.itemCount; |
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fixed (SkinAttachmentPose* pose = attachData.pose) |
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fixed (SkinAttachmentItem* item = attachData.item) |
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{ |
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for (int i = 0; i != targetCount; i++) |
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{ |
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var poseCount = BuildPosesTriangle(pose + poseIndex, meshInfo, ref targetPositions[i], targetTriangles[i]); |
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if (poseCount == 0) |
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{ |
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Debug.LogError("no valid poses for target triangle " + i + ", aborting"); |
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poseIndex = attachData.poseCount; |
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itemIndex = attachData.itemCount; |
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break; |
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} |
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item[itemIndex].poseIndex = poseIndex; |
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item[itemIndex].poseCount = poseCount; |
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item[itemIndex].baseVertex = meshInfo.meshBuffers.triangles[3 * targetTriangles[i]]; |
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item[itemIndex].baseNormal = meshInfo.meshBuffers.vertexNormals[item[itemIndex].baseVertex]; |
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item[itemIndex].targetNormal = item[itemIndex].baseNormal; |
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item[itemIndex].targetOffset = Vector3.zero; |
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poseIndex += poseCount; |
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itemIndex += 1; |
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} |
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} |
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*attachmentIndex = itemIndex > attachData.itemCount ? attachData.itemCount : -1; |
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*attachmentCount = itemIndex - attachData.itemCount; |
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attachData.poseCount = poseIndex; |
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attachData.itemCount = itemIndex; |
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} |
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public static unsafe void BuildDataAttachToVertex(SkinAttachmentData attachData, int* attachmentIndex, int* attachmentCount, in MeshInfo meshInfo, Vector3* targetPositions, Vector3* targetOffsets, Vector3* targetNormals, int* targetVertices, int targetCount) |
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{ |
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var poseIndex = attachData.poseCount; |
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var descIndex = attachData.itemCount; |
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fixed (SkinAttachmentPose* pose = attachData.pose) |
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fixed (SkinAttachmentItem* desc = attachData.item) |
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{ |
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for (int i = 0; i != targetCount; i++) |
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{ |
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var poseCount = BuildPosesVertex(pose + poseIndex, meshInfo, ref targetPositions[i], targetVertices[i]); |
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if (poseCount == 0) |
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{ |
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Debug.LogError("no valid poses for target vertex " + i + ", aborting"); |
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poseIndex = attachData.poseCount; |
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descIndex = attachData.itemCount; |
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break; |
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} |
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desc[descIndex].poseIndex = poseIndex; |
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desc[descIndex].poseCount = poseCount; |
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desc[descIndex].baseVertex = targetVertices[i]; |
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desc[descIndex].baseNormal = meshInfo.meshBuffers.vertexNormals[targetVertices[i]]; |
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desc[descIndex].targetNormal = targetNormals[i]; |
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desc[descIndex].targetOffset = targetOffsets[i]; |
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poseIndex += poseCount; |
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descIndex += 1; |
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} |
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} |
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*attachmentIndex = descIndex > attachData.itemCount ? attachData.itemCount : -1; |
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*attachmentCount = descIndex - attachData.itemCount; |
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attachData.poseCount = poseIndex; |
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attachData.itemCount = descIndex; |
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} |
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public static unsafe void BuildDataAttachToClosestVertex(SkinAttachmentData attachData, int* attachmentIndex, int* attachmentCount, in MeshInfo meshInfo, Vector3* targetPositions, Vector3* targetNormals, int targetCount) |
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{ |
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using (var targetOffsets = new UnsafeArrayVector3(targetCount)) |
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using (var targetVertices = new UnsafeArrayInt(targetCount)) |
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{ |
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for (int i = 0; i != targetCount; i++) |
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{ |
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targetOffsets.val[i] = Vector3.zero; |
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targetVertices.val[i] = meshInfo.meshVertexBSP.FindNearest(ref targetPositions[i]); |
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} |
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BuildDataAttachToVertex(attachData, attachmentIndex, attachmentCount, meshInfo, targetPositions, targetOffsets.val, targetNormals, targetVertices.val, targetCount); |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 5f72a6e5bf4698e4f8663184ccf84034 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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