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VRMFirstPerson.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using UniGLTF.MeshUtility;
using UniGLTF.Utils;
using UnityEngine;
namespace VRM
{
public class VRMFirstPerson : MonoBehaviour
{
// If no layer names are set, use the default layer IDs.
// Otherwise use the two Unity layers called "VRMFirstPersonOnly" and "VRMThirdPersonOnly".
public static bool TriedSetupLayer = false;
public static int FIRSTPERSON_ONLY_LAYER = 9;
public static int THIRDPERSON_ONLY_LAYER = 10;
[SerializeField]
public Transform FirstPersonBone;
[SerializeField]
public Vector3 FirstPersonOffset;
[Serializable]
public struct RendererFirstPersonFlags
{
public Renderer Renderer;
public FirstPersonFlag FirstPersonFlag;
public Mesh SharedMesh
{
get
{
var renderer = Renderer as SkinnedMeshRenderer;
if (renderer != null)
{
return renderer.sharedMesh;
}
if (Renderer.TryGetComponent<MeshFilter>(out var filter))
{
return filter.sharedMesh;
}
return null;
}
}
}
[SerializeField]
public List<RendererFirstPersonFlags> Renderers = new List<RendererFirstPersonFlags>();
public void CopyTo(GameObject _dst, Dictionary<Transform, Transform> map)
{
var dst = _dst.AddComponent<VRMFirstPerson>();
dst.FirstPersonBone = map[FirstPersonBone];
dst.FirstPersonOffset = FirstPersonOffset;
dst.Renderers = Renderers
.Where(x =>
{
if (x.Renderer == null || x.Renderer.transform == null)
{
Debug.LogWarning("[VRMFirstPerson] Renderer is null", this);
return false;
}
if (!map.ContainsKey(x.Renderer.transform))
{
Debug.LogWarning("[VRMFirstPerson] Cannot copy. Not found ?", this);
return false;
}
return true;
})
.Select(x =>
{
var mapped = map[x.Renderer.transform];
var renderer = mapped.GetComponentOrNull<Renderer>();
return new VRMFirstPerson.RendererFirstPersonFlags
{
Renderer = renderer,
FirstPersonFlag = x.FirstPersonFlag,
};
}).ToList();
}
public void SetDefault()
{
FirstPersonOffset = new Vector3(0, 0.06f, 0);
if (TryGetComponent<Animator>(out var animator))
{
FirstPersonBone = animator.GetBoneTransform(HumanBodyBones.Head);
}
}
public void Reset()
{
SetDefault();
TraverseRenderers();
}
public void TraverseRenderers(VRMImporterContext context = null)
{
Renderers.Clear();
var rendererComponents = transform.GetComponentsInChildren<Renderer>();
foreach (var renderer in rendererComponents)
{
// renderer が !enabled/!activeSelf なのがロード中なのか否か区別がつかないような気がするので
// チェックしない。
// if(!renderer.enabled)
// {
// continue;
// }
var flags = new RendererFirstPersonFlags
{
Renderer = renderer,
FirstPersonFlag = context == null
? FirstPersonFlag.Auto
: GetFirstPersonFlag(context, renderer)
};
Renderers.Add(flags);
}
}
static FirstPersonFlag GetFirstPersonFlag(VRMImporterContext context, Renderer r)
{
var mesh = r.transform.GetSharedMesh();
if (mesh == null)
{
return FirstPersonFlag.Auto;
}
var index = context.Meshes.FindIndex(x => x.Mesh == mesh);
if (index == -1)
{
return FirstPersonFlag.Auto;
}
foreach (var x in context.VRM.firstPerson.meshAnnotations)
{
if (x.mesh == index)
{
return CachedEnum.ParseOrDefault<FirstPersonFlag>(x.firstPersonFlag, true);
}
}
return FirstPersonFlag.Auto;
}
/// <summary>
/// ヘッドレスモデルを作成した場合に返す
/// </summary>
Mesh CreateHeadlessModel(Renderer _renderer, Transform EraseRoot, SetVisibilityFunc setVisibility)
{
{
var renderer = _renderer as SkinnedMeshRenderer;
if (renderer != null)
{
return CreateHeadlessModelForSkinnedMeshRenderer(renderer, EraseRoot, setVisibility);
}
}
{
var renderer = _renderer as MeshRenderer;
if (renderer != null)
{
CreateHeadlessModelForMeshRenderer(renderer, EraseRoot, setVisibility);
return null;
}
}
// ここには来ない
return null;
}
public static void SetupLayers()
{
if (!TriedSetupLayer)
{
TriedSetupLayer = true;
int layer = LayerMask.NameToLayer("VRMFirstPersonOnly");
FIRSTPERSON_ONLY_LAYER = (layer == -1) ? FIRSTPERSON_ONLY_LAYER : layer;
layer = LayerMask.NameToLayer("VRMThirdPersonOnly");
THIRDPERSON_ONLY_LAYER = (layer == -1) ? THIRDPERSON_ONLY_LAYER : layer;
}
}
private static void CreateHeadlessModelForMeshRenderer(MeshRenderer renderer, Transform eraseRoot, SetVisibilityFunc setVisibility)
{
if (renderer.transform.Ancestors().Any(x => x == eraseRoot))
{
// 祖先に削除ボーンが居る
setVisibility(renderer, false, true);
}
else
{
// 特に変更しない => 両方表示
}
}
/// <summary>
/// ヘッドレスモデルを作成する。
///
/// 以下の場合は作成しない。
///
/// * 削除対象が無い場合
/// * 全部削除対象の場合
///
/// </summary>
private static Mesh CreateHeadlessModelForSkinnedMeshRenderer(SkinnedMeshRenderer renderer, Transform eraseRoot, SetVisibilityFunc setVisibility)
{
var bones = renderer.bones;
var eraseBones = bones.Select((x, i) =>
{
// 祖先に削除対象が存在するか
bool erase = x.Ancestors().Any(y => y == eraseRoot);
return new
{
i,
erase,
};
})
.Where(x => x.erase)
.Select(x => x.i)
.ToArray()
;
if (eraseBones.Length == 0)
{
// 削除対象が存在しない
return null;
}
// 元のメッシュを三人称に変更(自分からは見えない)
setVisibility(renderer, false, true);
// 削除対象のボーンに対するウェイトを保持する三角形を除外して、一人称用のモデルを複製する
var headlessMesh = BoneMeshEraser.CreateErasedMesh(renderer.sharedMesh, eraseBones);
if (headlessMesh.triangles.Length == 0)
{
// 一人称用のmeshには描画すべき部分が無い(全部削除された)
UnityEngine.Object.Destroy(headlessMesh);
return null;
}
// 一人称用のモデルのセットアップ
var go = new GameObject("_headless_" + renderer.name);
go.layer = FIRSTPERSON_ONLY_LAYER;
go.transform.SetParent(renderer.transform, false);
var erased = go.AddComponent<SkinnedMeshRenderer>();
erased.sharedMesh = headlessMesh;
erased.sharedMaterials = renderer.sharedMaterials;
erased.bones = bones;
erased.rootBone = renderer.rootBone;
erased.updateWhenOffscreen = true;
return headlessMesh;
}
bool m_done;
List<Mesh> m_headlessMeshes = new List<Mesh>();
/// <summary>
/// Set target renderer visibility
///
/// https://github.com/vrm-c/UniVRM/issues/633#issuecomment-758454045
///
/// </summary>
/// <param name="renderer">Target renderer. Player avatar or other</param>
/// <param name="firstPerson">visibility in HMD camera</param>
/// <param name="thirdPerson">other camera visibility</param>
public delegate void SetVisibilityFunc(Renderer renderer, bool firstPerson, bool thirdPerson);
[Obsolete("Use SetVisibilityFunc")]
public delegate void SetVisiblityFunc(Renderer renderer, bool firstPerson, bool thirdPerson);
/// <summary>
/// Default implementation.
/// Threre are 4 cases.
/// </summary>
/// <param name="renderer"></param>
/// <param name="firstPerson"></param>
/// <param name="thirdPerson"></param>
public static void SetVisibility(Renderer renderer, bool firstPerson, bool thirdPerson)
{
SetupLayers();
if (firstPerson && thirdPerson)
{
// both
// do nothing
}
else if (firstPerson)
{
// only first person
renderer.gameObject.layer = FIRSTPERSON_ONLY_LAYER;
}
else if (thirdPerson)
{
// only third person
renderer.gameObject.layer = THIRDPERSON_ONLY_LAYER;
}
else
{
// invisible
renderer.enabled = false;
}
}
[Obsolete("Use SetVisibility")]
public static void SetVisiblity(Renderer renderer, bool firstPerson, bool thirdPerson) =>
SetVisibility(renderer, firstPerson, thirdPerson);
public void Setup()
{
// same as v0.63.2
Setup(true, SetVisibility);
}
/// <summary>
/// from v0.64.0
/// </summary>
/// <param name="isSelf"></param>
public void Setup(bool isSelf, SetVisibilityFunc setVisibility)
{
if (m_done) return;
m_done = true;
if (isSelf)
{
// self avatar
foreach (var x in Renderers)
{
switch (x.FirstPersonFlag)
{
case FirstPersonFlag.Auto:
{
var headlessMesh = CreateHeadlessModel(x.Renderer, FirstPersonBone, setVisibility);
if (headlessMesh != null)
{
m_headlessMeshes.Add(headlessMesh);
}
}
break;
case FirstPersonFlag.FirstPersonOnly:
setVisibility(x.Renderer, true, false);
break;
case FirstPersonFlag.ThirdPersonOnly:
setVisibility(x.Renderer, false, true);
break;
case FirstPersonFlag.Both:
setVisibility(x.Renderer, true, true);
break;
}
}
}
else
{
// other avatar
foreach (var x in Renderers)
{
switch (x.FirstPersonFlag)
{
case FirstPersonFlag.FirstPersonOnly:
setVisibility(x.Renderer, false, false);
break;
case FirstPersonFlag.Auto:
// => Same as Both
case FirstPersonFlag.Both:
case FirstPersonFlag.ThirdPersonOnly:
setVisibility(x.Renderer, true, true);
break;
}
}
}
}
/// <summary>
/// for MeshUtility interface
/// </summary>
public Mesh ProcessFirstPerson(Transform firstPersonBone, SkinnedMeshRenderer smr)
{
SetVisibilityFunc dummy = (Renderer renderer, bool firstPerson, bool thirdPerson) =>
{
};
return CreateHeadlessModel(smr, FirstPersonBone, dummy);
}
void OnDestroy()
{
foreach (var mesh in m_headlessMeshes)
{
if (mesh != null)
{
// Debug.LogFormat("[VRMFirstPerson] OnDestroy: {0}", mesh);
UnityEngine.Object.Destroy(mesh);
}
}
m_headlessMeshes.Clear();
}
}
}