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path: root/Assets/ThirdParty/VRM/VRM/UniVRM/Scripts/LookAt/VRMLookAtBlendShapeApplyer.cs
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#pragma warning disable 0414, 0649
using UnityEngine;


namespace VRM
{
    public class VRMLookAtBlendShapeApplyer : MonoBehaviour, IVRMComponent
    {
        public bool DrawGizmo = true;

        [SerializeField, Header("Degree Mapping")]
        public CurveMapper Horizontal = new CurveMapper(90.0f, 1.0f);

        [SerializeField]
        public CurveMapper VerticalDown = new CurveMapper(90.0f, 1.0f);

        [SerializeField]
        public CurveMapper VerticalUp = new CurveMapper(90.0f, 1.0f);

        /// <summary>
        /// v0.56 からデフォルト値を true に変更
        /// 
        /// true の場合: BlendShapeProxy.AccumulateValue を使う(推奨)
        ///     別途 BlendShapeProxy.Apply を別の場所で呼び出す必要があります
        /// false の場合: BlendShapeProxy.ImmediatelySetValueを使う
        ///     目をテクスチャUVのOffset値の変更で表現するモデルの場合に、
        ///     Material.SetVector("_MainTex_ST", new Vector4(1, 1, 横の移動値, 0))
        ///     Material.SetVector("_MainTex_ST", new Vector4(1, 1, 0, 縦の移動値))
        ///     と連続で呼ばれることで、横の移動値が打ち消されてしまいます。
        ///     BlendShapeProxy.AccumulateValue はこの値を加算して new Vector4(1, 1, 横の移動値, 縦の移動値) 
        ///     となるように扱えます。
        /// </summary>
        [SerializeField]
        public bool m_notSetValueApply = true;

        public void OnImported(VRMImporterContext context)
        {
            var gltfFirstPerson = context.GLTF.extensions.VRM.firstPerson;
            Horizontal.Apply(gltfFirstPerson.lookAtHorizontalOuter);
            VerticalDown.Apply(gltfFirstPerson.lookAtVerticalDown);
            VerticalUp.Apply(gltfFirstPerson.lookAtVerticalUp);
        }

        VRMLookAtHead m_head;
        VRMBlendShapeProxy m_proxy;

        private void Start()
        {
            m_head = GetComponent<VRMLookAtHead>();
            m_proxy = GetComponent<VRMBlendShapeProxy>();
            if (m_head == null)
            {
                enabled = false;
                return;
            }
            m_head.YawPitchChanged += ApplyRotations;
        }

        void ApplyRotations(float yaw, float pitch)
        {
#pragma warning disable 0618
            if (yaw < 0)
            {
                // Left
                m_proxy.SetValue(BlendShapePreset.LookRight, 0, !m_notSetValueApply); // clear first
                m_proxy.SetValue(BlendShapePreset.LookLeft, Mathf.Clamp(Horizontal.Map(-yaw), 0, 1.0f), !m_notSetValueApply);
            }
            else
            {
                // Right
                m_proxy.SetValue(BlendShapePreset.LookLeft, 0, !m_notSetValueApply); // clear first
                m_proxy.SetValue(BlendShapePreset.LookRight, Mathf.Clamp(Horizontal.Map(yaw), 0, 1.0f), !m_notSetValueApply);
            }

            if (pitch < 0)
            {
                // Down
                m_proxy.SetValue(BlendShapePreset.LookUp, 0, !m_notSetValueApply); // clear first
                m_proxy.SetValue(BlendShapePreset.LookDown, Mathf.Clamp(VerticalDown.Map(-pitch), 0, 1.0f), !m_notSetValueApply);
            }
            else
            {
                // Up
                m_proxy.SetValue(BlendShapePreset.LookDown, 0, !m_notSetValueApply); // clear first
                m_proxy.SetValue(BlendShapePreset.LookUp, Mathf.Clamp(VerticalUp.Map(pitch), 0, 1.0f), !m_notSetValueApply);
            }
#pragma warning restore 0618
        }
    }
}