modular-avatar/Editor/VisibleHeadAccessoryMeshProcessor.cs
bd_ ddbc3b164b
chore: restructure repository to put package at top-level (#477)
* chore: rearrange package structure to have the package at the root

* ci: update CI workflows

* ci: fixing workflow bugs

* ci: recurse building .zip package

* ci: more fixes

* ci: add back in the nadena.dev VPM repo

* ci: fix tests
2023-10-08 15:39:57 +09:00

253 lines
9.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor
{
/// <summary>
/// Many avatars have hair meshes which are partially painted to the Head bone, and partially to a bone we might
/// want to make visible in the first-person view. To handle this case, we must retarget those meshes to use our
/// proxy head bone instead.
/// </summary>
internal class VisibleHeadAccessoryMeshProcessor
{
private SkinnedMeshRenderer _renderer;
private HashSet<Transform> _visibleBones;
private Transform _proxyHead;
public VisibleHeadAccessoryMeshProcessor(
SkinnedMeshRenderer renderer,
HashSet<Transform> visibleBones,
Transform proxyHead
)
{
_renderer = renderer;
_visibleBones = visibleBones;
_proxyHead = proxyHead;
}
public bool NeedsRetargeting()
{
return _renderer.bones.Any(_visibleBones.Contains) && _renderer.bones.Any(b => !_visibleBones.Contains(b));
}
public void Retarget(BuildContext context)
{
if (!NeedsRetargeting()) return;
bool anyVisible = false;
var originalMesh = _renderer.sharedMesh;
var newMesh = Object.Instantiate(originalMesh);
context.SaveAsset(newMesh);
// Identify the manifolds which need to be retargeted. Generally, we define a manifold as the maximal set of
// points which are connected by primitives. If this manifold contains both visible and retargeted bones,
// we need to retarget any retargeted bones in there.
//
// To do this, we use my favorite algorithm: The Union-Find set algorithm! This is one of my favorite
// algorithms/data-structures and I'm very happy to finally have a reason to apply it. Yay!
var vertexCount = originalMesh.vertexCount;
ManifoldNode[] nodes = new ManifoldNode[vertexCount];
var boneWeights = originalMesh.GetAllBoneWeights();
var bonesPerVertex = originalMesh.GetBonesPerVertex();
AnalyzeManifolds();
// Bail out early if the bones are unused
if (!anyVisible) return;
// Now construct a new bone weight array
var bindposes = new List<Matrix4x4>();
originalMesh.GetBindposes(bindposes);
var bones = new List<Transform>(_renderer.bones);
var proxyIndices = new Dictionary<int, int>();
var newWeights = new List<BoneWeight1>();
int src_w_base = 0;
for (int v = 0; v < vertexCount; v++)
{
var weightPerVertex = bonesPerVertex[v];
bool remapManifold = nodes[v].HasRetargetedBone && nodes[v].HasVisibleBone;
for (int w = 0; w < weightPerVertex; w++)
{
var weight = boneWeights[src_w_base + w];
var bone = _renderer.bones[weight.boneIndex];
// Check for broken bone bindings, and if so just copy over.
// Also just copy over if the manifold doesn't need adjustment.
if (bone == null || !remapManifold || _visibleBones.Contains(bone))
{
newWeights.Add(weight);
}
else
{
// This bone needs to be remapped, so do the thing.
int newIndex = RemapBone(weight.boneIndex);
weight.boneIndex = newIndex;
newWeights.Add(weight);
}
}
src_w_base += weightPerVertex;
}
using (var nativeWeights = new NativeArray<BoneWeight1>(newWeights.ToArray(), Allocator.Temp))
{
newMesh.SetBoneWeights(
bonesPerVertex,
nativeWeights
);
}
newMesh.bindposes = bindposes.ToArray();
_renderer.bones = bones.ToArray();
_renderer.sharedMesh = newMesh;
//newMesh.colors = vcol.ToArray();
int RemapBone(int originalIndex)
{
if (proxyIndices.TryGetValue(originalIndex, out var index)) return index;
index = bones.Count;
bones.Add(_proxyHead);
// The original bindpose is the inverse of the transform matrix of the bone as it was in the 3D editor,
// which does not necessarily match where the bone is right now. That is, we can imagine that some
// additional unknown transform T has been applied on top of the bone pose B, and the bindpose is
// therefore K = (T * B)^-1 = B^-1 * T^-1. Poses are computed as P' = B * K * P = B * B^-1 * T^-1 * P
//
// What we want to find is the bindpose that maps onto the proxy head transform. We can imagine that
// unity will eventually multiply some point P by pose Q, then the head pose like so: P' = H * Q * P
// We want to get the same result: B * K * P = H * Q * P; thus B * K = H * Q.
// Since H, B, K are known, we can solve like so: Q = H^-1 * B * K
var k = bindposes[originalIndex];
var b = _renderer.bones[originalIndex].localToWorldMatrix;
var hInv = _proxyHead.worldToLocalMatrix;
bindposes.Add(hInv * b * k);
proxyIndices[originalIndex] = index;
return index;
}
void AnalyzeManifolds()
{
int boneIndex = 0;
for (int i = 0; i < vertexCount; i++)
{
nodes[i] = new ManifoldNode();
var weightsForVertex = bonesPerVertex[i];
for (int w = 0; w < weightsForVertex; w++)
{
var weight = boneWeights[boneIndex + w];
var bone = _renderer.bones[weight.boneIndex];
if (bone == null) continue;
if (_visibleBones.Contains(bone))
{
anyVisible = true;
nodes[i].HasVisibleBone = true;
}
else
{
nodes[i].HasRetargetedBone = true;
}
}
boneIndex += weightsForVertex;
}
if (!anyVisible) return;
for (int s = 0; s < newMesh.subMeshCount; s++)
{
var topology = newMesh.GetTopology(s);
if (topology != MeshTopology.Triangles) continue;
var indices = newMesh.GetIndices(s);
for (int t = 0; t < indices.Length; t += 3)
{
nodes[indices[t]].Union(nodes[indices[t + 1]]);
nodes[indices[t]].Union(nodes[indices[t + 2]]);
}
}
}
}
private class ManifoldNode
{
private bool _hasVisibleBone, _hasRetargetedBone;
private ManifoldNode parent;
private int rank;
public float b;
public int Rank => rank;
public bool HasVisibleBone
{
get => Find()._hasVisibleBone;
set => Find()._hasVisibleBone |= value;
}
public bool HasRetargetedBone
{
get => Find()._hasRetargetedBone;
set => Find()._hasRetargetedBone |= value;
}
public ManifoldNode()
{
_hasVisibleBone = false;
_hasRetargetedBone = false;
parent = this;
rank = 1;
}
public ManifoldNode Find()
{
// Path halving algorithm
ManifoldNode node = this;
while (node.parent != node)
{
node.parent = node.parent.parent;
node = node.parent;
}
return node;
}
internal void Union(ManifoldNode other)
{
var x = Find();
var y = other.Find();
if (x == y) return;
if (x.rank < y.rank)
{
var tmp = x;
x = y;
y = tmp;
}
y.parent = x;
x.rank += y.rank;
if (x._hasRetargetedBone != y._hasRetargetedBone)
{
//Debug.Log("!");
}
x._hasRetargetedBone |= y._hasRetargetedBone;
x._hasVisibleBone |= y._hasVisibleBone;
}
}
}
}