| | 1 | | using Cysharp.Threading.Tasks; |
| | 2 | | using DCL.Helpers; |
| | 3 | | using System; |
| | 4 | | using System.Collections.Generic; |
| | 5 | | using System.IO; |
| | 6 | | using System.Linq; |
| | 7 | | using System.Threading; |
| | 8 | | using UnityEngine; |
| | 9 | | using VRM; |
| | 10 | | using VRMShaders; |
| | 11 | | using Object = UnityEngine.Object; |
| | 12 | |
|
| | 13 | | namespace MainScripts.DCL.Components.Avatar.VRMExporter |
| | 14 | | { |
| | 15 | | public interface IVRMExporter |
| | 16 | | { |
| | 17 | | UniTask<byte[]> Export(string name, string reference, IEnumerable<SkinnedMeshRenderer> wearables, CancellationTo |
| | 18 | | } |
| | 19 | |
|
| | 20 | | public class VRMExporter : IVRMExporter |
| | 21 | | { |
| | 22 | | internal class ExportingState : IDisposable |
| | 23 | | { |
| 0 | 24 | | public readonly List<Object> objects = new (); |
| | 25 | |
|
| | 26 | | public void Dispose() |
| | 27 | | { |
| 0 | 28 | | foreach (Object obj in objects) { Object.Destroy(obj); } |
| | 29 | |
|
| 0 | 30 | | objects.Clear(); |
| 0 | 31 | | } |
| | 32 | | } |
| | 33 | |
|
| | 34 | | private readonly VRMExporterReferences vrmExporterReferences; |
| | 35 | | private readonly IReadOnlyDictionary<string, Transform> toExportBones; |
| 0 | 36 | | private readonly ExportingState exportingState = new (); |
| 0 | 37 | | private readonly UniGLTF.GltfExportSettings settings = new (); |
| 0 | 38 | | private readonly RuntimeTextureSerializer textureSerializer = new (); |
| | 39 | |
|
| 0 | 40 | | public VRMExporter(VRMExporterReferences vrmExporterReferences) |
| | 41 | | { |
| 0 | 42 | | this.vrmExporterReferences = vrmExporterReferences; |
| 0 | 43 | | toExportBones = VRMExporterUtils.CacheFBXBones(vrmExporterReferences.bonesRoot); |
| 0 | 44 | | vrmExporterReferences.metaObject.Version = "1.0, UniVRM v0.112.0"; |
| 0 | 45 | | } |
| | 46 | |
|
| | 47 | | public UniTask<byte[]> Export(string name, string reference, IEnumerable<SkinnedMeshRenderer> wearables, Cancell |
| | 48 | | { |
| 0 | 49 | | exportingState.Dispose(); |
| | 50 | |
|
| 0 | 51 | | using var _ = exportingState; |
| | 52 | |
|
| | 53 | | // Adding new wearables |
| 0 | 54 | | foreach (SkinnedMeshRenderer wearable in wearables) |
| 0 | 55 | | AddWearableToExport(wearable); |
| | 56 | |
|
| 0 | 57 | | vrmExporterReferences.metaObject.Author = name; |
| 0 | 58 | | vrmExporterReferences.metaObject.Reference = reference; |
| | 59 | |
|
| | 60 | | // Normalize Bones |
| 0 | 61 | | GameObject toExportNormalized = VRMBoneNormalizer.Execute(vrmExporterReferences.toExport, true); |
| 0 | 62 | | exportingState.objects.Add(toExportNormalized); |
| 0 | 63 | | var vrmNormalized = VRM.VRMExporter.Export(settings, toExportNormalized, textureSerializer); |
| | 64 | |
|
| 0 | 65 | | return new UniTask<byte[]>(vrmNormalized.ToGlbBytes()); |
| 0 | 66 | | } |
| | 67 | |
|
| | 68 | | private void AddWearableToExport(SkinnedMeshRenderer wearable) |
| | 69 | | { |
| 0 | 70 | | if (wearable == null) |
| 0 | 71 | | return; |
| | 72 | |
|
| | 73 | | bool TryGetFbxBone(Transform originalBone, out Transform fbxBone) |
| | 74 | | { |
| 0 | 75 | | fbxBone = null; |
| | 76 | |
|
| 0 | 77 | | if (!vrmExporterReferences.vrmbonesMapping.TryGetFBXBone(originalBone.name, out string fbxName)) |
| | 78 | | { |
| 0 | 79 | | Debug.Log($"Couldnt find a mapping for bone {originalBone.name}"); |
| 0 | 80 | | return false; |
| | 81 | | } |
| | 82 | |
|
| 0 | 83 | | if (!toExportBones.TryGetValue(fbxName, out Transform fbxTransform)) |
| | 84 | | { |
| 0 | 85 | | Debug.Log($"Couldnt find a bone with name {fbxName}"); |
| 0 | 86 | | return false; |
| | 87 | | } |
| | 88 | |
|
| 0 | 89 | | fbxBone = fbxTransform; |
| 0 | 90 | | return true; |
| | 91 | | } |
| | 92 | |
|
| 0 | 93 | | var holder = new GameObject(wearable.name); |
| 0 | 94 | | holder.transform.parent = vrmExporterReferences.meshesContainer; |
| 0 | 95 | | holder.transform.ResetLocalTRS(); |
| 0 | 96 | | exportingState.objects.Add(holder); |
| | 97 | |
|
| 0 | 98 | | var copiedWearable = VRMExporterUtils.CloneSmr(holder, wearable); |
| 0 | 99 | | copiedWearable.materials = ConvertMaterials(wearable.materials, vrmExporterReferences.vrmToonMaterial, vrmEx |
| | 100 | |
|
| 0 | 101 | | Transform[] originalBones = wearable.bones; |
| 0 | 102 | | Transform[] newBones = new Transform[originalBones.Length]; |
| | 103 | |
|
| 0 | 104 | | for (var i = 0; i < originalBones.Length; i++) |
| | 105 | | { |
| 0 | 106 | | Transform originalBone = originalBones[i]; |
| | 107 | |
|
| 0 | 108 | | if (TryGetFbxBone(originalBone, out var fbxBone)) |
| | 109 | | { |
| 0 | 110 | | if (fbxBone == null) |
| | 111 | | { |
| 0 | 112 | | Debug.LogError($"Couldnt find a bone with name {originalBone.name} for mesh {wearable.sharedMesh |
| 0 | 113 | | continue; |
| | 114 | | } |
| 0 | 115 | | newBones[i] = fbxBone;} |
| | 116 | | } |
| | 117 | |
|
| 0 | 118 | | copiedWearable.bones = newBones; |
| | 119 | |
|
| 0 | 120 | | if (TryGetFbxBone(wearable.rootBone, out var rootBone)) |
| 0 | 121 | | copiedWearable.rootBone = rootBone; |
| 0 | 122 | | } |
| | 123 | |
|
| | 124 | | private Material[] ConvertMaterials(Material[] materials, Material toonMaterial, Material unlitMaterial) |
| | 125 | | { |
| 0 | 126 | | Material[] outputMaterial = new Material[materials.Length]; |
| | 127 | |
|
| 0 | 128 | | for (var i = 0; i < materials.Length; i++) |
| | 129 | | { |
| 0 | 130 | | var material = materials[i]; |
| | 131 | |
|
| 0 | 132 | | switch (material.shader.name) |
| | 133 | | { |
| | 134 | | case "DCL/Eyes Shader": |
| | 135 | | { |
| 0 | 136 | | outputMaterial[i] = new Material(unlitMaterial); |
| 0 | 137 | | exportingState.objects.Add(outputMaterial[i]); |
| 0 | 138 | | var texture = VRMExporterUtils.ExtractComposedEyesTexture(material); |
| 0 | 139 | | exportingState.objects.Add(texture); |
| 0 | 140 | | VRMExporterUtils.ConvertEyesMaterial(material, texture, outputMaterial[i]); |
| 0 | 141 | | break; |
| | 142 | | } |
| | 143 | | case "DCL/Unlit Cutout Tinted": |
| | 144 | | { |
| 0 | 145 | | outputMaterial[i] = new Material(unlitMaterial); |
| 0 | 146 | | exportingState.objects.Add(outputMaterial[i]); |
| 0 | 147 | | var texture = VRMExporterUtils.ExtractComposedBaseMapTexture(material); |
| 0 | 148 | | exportingState.objects.Add(texture); |
| 0 | 149 | | VRMExporterUtils.ConvertEyesMaterial(material, texture, outputMaterial[i]); |
| 0 | 150 | | break; |
| | 151 | | } |
| | 152 | | case "DCL/Universal Render Pipeline/Lit": |
| 0 | 153 | | outputMaterial[i] = new Material(toonMaterial); |
| 0 | 154 | | exportingState.objects.Add(outputMaterial[i]); |
| 0 | 155 | | VRMExporterUtils.ConvertLitMaterial(material, outputMaterial[i]); |
| 0 | 156 | | break; |
| | 157 | | default: |
| 0 | 158 | | throw new Exception($"Material {material.name} with shader {material.shader.name} is not support |
| | 159 | | } |
| | 160 | | } |
| | 161 | |
|
| 0 | 162 | | return outputMaterial; |
| | 163 | | } |
| | 164 | | } |
| | 165 | | } |