959e80cf72
assets upload description.
400 lines
14 KiB
C#
400 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(Cloth))]
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//[ExecuteInEditMode]
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public class ClothTools : MonoBehaviour
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{
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[SerializeField, HideInInspector]
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public SkinnedMeshRenderer m_Skinned;
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[SerializeField, HideInInspector]
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public Cloth m_Cloth;
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[System.Serializable]
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class SubmeshMeta
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{
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public int submesh_index;
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public string submesh_name;
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public int vertex_offset;
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public int vertex_count;
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public SubmeshMeta(int index, string name, int offset, int count)
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{
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submesh_index = index;
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submesh_name = name;
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vertex_offset = offset;
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vertex_count = count;
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}
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public int Start()
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{
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return vertex_offset;
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}
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public int Stop()
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{
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return vertex_offset + vertex_count + 1;
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}
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public bool InSubmesh(int a_index)
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{
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if ( a_index >= vertex_offset && a_index <= (vertex_offset+vertex_count) )
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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[SerializeField, HideInInspector]
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private List<SubmeshMeta> m_SubmeshMeta;
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[SerializeField, HideInInspector]
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private CollapsedVertexArray m_CollapsedVerts;
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[HideInInspector]
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public TextAsset m_BinaryData;
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[HideInInspector]
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public TextAsset m_TestVertData;
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void Reset()
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{
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m_Skinned = GetComponent<SkinnedMeshRenderer>();
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m_Cloth = GetComponent<Cloth>();
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m_CollapsedVerts = null;
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GenerateLookupTables();
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}
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public void GenerateLookupTables()
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{
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m_CollapsedVerts = new CollapsedVertexArray(m_Skinned.sharedMesh.vertices);
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if (m_Cloth.vertices.Length == m_CollapsedVerts.Length)
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{
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//Debug.Log("collapsed == cloth. Ready for weightmap transfer.");
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}
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else
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{
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Debug.LogError("ClothTools.GenerateLookupTables() ERROR: # collapsed verts (" + m_CollapsedVerts.Length + ") != # cloth verts(" + m_Cloth.vertices.Length + "). Please fix lookup table.");
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}
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// create submesh meta
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m_SubmeshMeta = new List<SubmeshMeta>();
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for (int i = 0; i < m_Skinned.sharedMesh.subMeshCount; i++)
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{
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var submesh = m_Skinned.sharedMesh.GetSubMesh(i);
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string submesh_name = submesh.ToString();
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if (m_Skinned.sharedMaterials.Length == m_Skinned.sharedMesh.subMeshCount)
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{
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submesh_name = m_Skinned.sharedMaterials[i].name;
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}
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m_SubmeshMeta.Add(new SubmeshMeta(i, submesh_name, submesh.firstVertex, submesh.vertexCount));
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}
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}
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public void SetSubMeshWeights(int submesh_index, float weight_value)
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{
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if (m_CollapsedVerts == null || m_CollapsedVerts.Length <= 0)
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{
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//Debug.Log("ClothTools.SetSubMeshWeights(): Lookup tables were reset. Regenerating...");
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GenerateLookupTables();
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}
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if (submesh_index > m_Skinned.sharedMesh.subMeshCount)
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{
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Debug.LogError("ClothTools.SetSubMeshWeight(): invalid submesh_index=" + submesh_index);
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return;
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}
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ClothSkinningCoefficient[] newCoefficients = new ClothSkinningCoefficient[m_Cloth.coefficients.Length];
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System.Array.Copy(m_Cloth.coefficients, newCoefficients, newCoefficients.Length);
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//var submesh = m_Skinned.sharedMesh.GetSubMesh(submesh_index);
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//for (int vertex_index = submesh.firstVertex; vertex_index < (submesh.firstVertex + submesh.vertexCount); vertex_index++)
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//{
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// int cloth_vertex = m_CollapsedVerts.LookupIndex(vertex_index);
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// if (cloth_vertex != -1)
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// newCoefficients[cloth_vertex].maxDistance = weight_value;
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//}
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var triangle_vertindex_array = m_Skinned.sharedMesh.GetTriangles(submesh_index);
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bool errorOnce = false;
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foreach (int vertex_index in triangle_vertindex_array)
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{
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int cloth_vertex = m_CollapsedVerts.LookupIndex(vertex_index);
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if (cloth_vertex != -1)
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{
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newCoefficients[cloth_vertex].maxDistance = weight_value;
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}
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else
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{
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if (errorOnce == false)
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{
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errorOnce = true;
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Debug.LogError("ClothTools.SetSubmeshWeights(): submesh[" + submesh_index + "] vertex index lookup did not return valid result for cloth vertex index. ");
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}
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}
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}
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m_Cloth.coefficients = newCoefficients;
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}
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public void ClearSubMeshWeights(int submesh_index)
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{
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SetSubMeshWeights(submesh_index, float.MaxValue);
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}
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public void ClearWeightMap()
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{
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if (m_Cloth == null)
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return;
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ClothSkinningCoefficient[] newCoefficients = new ClothSkinningCoefficient[m_Cloth.coefficients.Length];
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System.Array.Copy(m_Cloth.coefficients, newCoefficients, newCoefficients.Length);
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for (int i = 0; i < newCoefficients.Length; i++)
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{
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float maxDistance = newCoefficients[i].maxDistance;
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newCoefficients[i].maxDistance = float.MaxValue;
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}
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m_Cloth.coefficients = newCoefficients;
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}
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public void LoadGradientPattern()
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{
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if (m_Cloth == null)
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return;
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ClothSkinningCoefficient[] newCoefficients = new ClothSkinningCoefficient[m_Cloth.coefficients.Length];
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System.Array.Copy(m_Cloth.coefficients, newCoefficients, newCoefficients.Length);
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for (int i = 0; i < newCoefficients.Length; i++)
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{
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float maxDistance = newCoefficients[i].maxDistance;
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// float gradientValue = (float)i / newCoefficients.Length * float.MaxValue;
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float gradientValue = (float)i / newCoefficients.Length;
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newCoefficients[i].maxDistance = gradientValue;
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}
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m_Cloth.coefficients = newCoefficients;
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}
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public void LoadSteppedGradient()
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{
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if (m_Cloth == null)
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return;
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ClothSkinningCoefficient[] newCoefficients = new ClothSkinningCoefficient[m_Cloth.coefficients.Length];
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System.Array.Copy(m_Cloth.coefficients, newCoefficients, newCoefficients.Length);
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for (int i = 0; i < newCoefficients.Length; i++)
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{
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float maxDistance = newCoefficients[i].maxDistance;
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float gradientValue = (float)i / newCoefficients.Length;
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int stepping = (int) (gradientValue * 10.0f);
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gradientValue = stepping / 10.0f;
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newCoefficients[i].maxDistance = gradientValue;
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}
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m_Cloth.coefficients = newCoefficients;
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}
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public void SaveWeightMap(string filename)
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{
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ClothSkinningCoefficient[] outCoefficients = new ClothSkinningCoefficient[m_Cloth.coefficients.Length];
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System.Array.Copy(m_Cloth.coefficients, outCoefficients, outCoefficients.Length);
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int numVerts = outCoefficients.Length;
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float[] weights = new float[numVerts];
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int numBytes = sizeof(float) * numVerts;
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byte[] binaryBuffer = new byte[numBytes];
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for (int i=0; i < numVerts; i++)
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{
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weights[i] = outCoefficients[i].maxDistance;
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}
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System.Buffer.BlockCopy(weights, 0, binaryBuffer, 0, numBytes);
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System.IO.File.WriteAllBytes(filename, binaryBuffer);
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}
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public void LoadWeightMap(string filename)
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{
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ClothSkinningCoefficient[] newCoefficients = new ClothSkinningCoefficient[m_Cloth.coefficients.Length];
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System.Array.Copy(m_Cloth.coefficients, newCoefficients, newCoefficients.Length);
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/////////////////////////////////////////////////////
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/// Load Raw Weight Map
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/////////////////////////////////////////////////////
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int numVerts = newCoefficients.Length;
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float[] weights = new float[numVerts];
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int numBytes = sizeof(float) * numVerts;
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byte[] binaryBuffer = System.IO.File.ReadAllBytes(filename);
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System.Buffer.BlockCopy(binaryBuffer, 0, weights, 0, numBytes);
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for (int i=0; i < numVerts; i++)
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{
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newCoefficients[i].maxDistance = weights[i];
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}
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m_Cloth.coefficients = newCoefficients;
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}
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public void ImportWeightMap(string filename)
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{
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ClothSkinningCoefficient[] newCoefficients = new ClothSkinningCoefficient[m_Cloth.coefficients.Length];
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System.Array.Copy(m_Cloth.coefficients, newCoefficients, newCoefficients.Length);
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/////////////////////////////////////////////////////
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/// Load Raw Weight Map
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/////////////////////////////////////////////////////
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int numVerts = newCoefficients.Length ;
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ushort[] weights = new ushort[numVerts];
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int numBytes = sizeof(ushort) * numVerts;
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byte[] binaryBuffer = System.IO.File.ReadAllBytes(filename);
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System.Buffer.BlockCopy(binaryBuffer, 0, weights, 0, numBytes);
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float simulation_strength = 0.0f;
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for (int vertex_index = 0; vertex_index < numVerts; vertex_index++)
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{
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int cloth_index = vertex_index;
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if (cloth_index >= newCoefficients.Length)
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{
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Debug.LogError("ClothTools.LoadRawWeightMap(): cloth_index is greater than coefficient array: " + vertex_index + " vs " + newCoefficients.Length);
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break;
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}
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simulation_strength = (float) weights[vertex_index] / ushort.MaxValue;
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//// DEBUG TESTING: set zero value (red) to maxvalue(black)
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//if (simulation_strength == 0) simulation_strength = float.MaxValue;
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//float strength_max = 1.0f;
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//float strength_min = 0.0f;
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//float strength_scale_threshold = 0.5f;
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float adjusted_simulation_strength = simulation_strength;
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//// tiered scaling
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//if (simulation_strength <= strength_scale_threshold)
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//{
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// // stronger compression of values below threshold
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// float scale = 0.075f;
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// float offset = 0.2f;
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// adjusted_simulation_strength = (simulation_strength - offset) * scale;
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//}
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//else
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//{
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// float offset = (strength_scale_threshold - 0.2f) * 0.075f; // offset = (threshold - previous tier's offset) * previous teir's scale
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// float scale = 0.2f;
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// adjusted_simulation_strength = (simulation_strength - offset) / (1 - offset); // apply offset, then normalize to 1.0
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// adjusted_simulation_strength *= scale;
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//}
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//// clamp to 0.0f to 0.2f
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//float coeff_min = 0.0f;
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//float coeff_max = 0.2f;
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//adjusted_simulation_strength = (adjusted_simulation_strength > coeff_min) ? adjusted_simulation_strength : coeff_min;
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//adjusted_simulation_strength = (adjusted_simulation_strength < coeff_max) ? adjusted_simulation_strength : coeff_max;
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newCoefficients[cloth_index].maxDistance = adjusted_simulation_strength;
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}
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m_Cloth.coefficients = newCoefficients;
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}
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public void TestVertData()
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{
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// get verts
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Vector3[] unityVerts = m_Cloth.vertices;
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int numVerts = m_Cloth.vertices.Length;
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float[] dazVertBuffer = new float[numVerts*3];
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int byte_length = sizeof(float) * numVerts*3;
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Debug.Log("byte_length = " + byte_length);
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System.Buffer.BlockCopy(m_TestVertData.bytes, 0, dazVertBuffer, 0, numVerts*3);
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Vector3 unityMax = new Vector3();
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Vector3 unityMin = new Vector3();
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Vector3 dazMax = new Vector3();
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Vector3 dazMin = new Vector3();
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int i;
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for (i=0; i < unityVerts.Length; i++)
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{
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Vector3 a_vert = m_Skinned.rootBone.TransformPoint(unityVerts[i]);
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// Vector3 a_vert = m_Cloth.transform.TransformPoint(unityVerts[i]);
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// Vector3 a_vert = unityVerts[i];
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a_vert *= 100f;
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// calc bounds for unity verts
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unityMax.x = (a_vert.x > unityMax.x) ? a_vert.x : unityMax.x;
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unityMax.y = (a_vert.y > unityMax.y) ? a_vert.y : unityMax.y;
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unityMax.z = (a_vert.z > unityMax.z) ? a_vert.z : unityMax.z;
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unityMin.x = (a_vert.x < unityMin.x) ? a_vert.x : unityMin.x;
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unityMin.y = (a_vert.y < unityMin.y) ? a_vert.y : unityMin.y;
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unityMin.z = (a_vert.z < unityMin.z) ? a_vert.z : unityMin.z;
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//int j;
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//for (j=0; j < numVerts; j++)
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//{
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// Vector3 b_vert = new Vector3();
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// b_vert.x = -dazVertBuffer[(j*3)+0] * 0.01f;
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// b_vert.y = dazVertBuffer[(j*3)+1] * 0.01f;
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// b_vert.z = dazVertBuffer[(j*3)+2] * 0.01f;
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// if (Vector3.Distance(a_vert, b_vert) < 0.001f)
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// {
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// Debug.Log("unity[" + i + "] == daz[" + j + "]");
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// break;
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// }
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//}
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//if (j == numVerts)
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//{
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// Debug.LogError("Could not match skinned[" + i + "] in any vertex of daz[]");
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// calcDazBounds = false;
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//}
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}
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int j;
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for (j = 0; j < numVerts; j++)
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{
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Vector3 a_vert = new Vector3();
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a_vert.y = dazVertBuffer[(j * 3) + 0] * 0.95830578062345271389800693281935f;
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a_vert.x = dazVertBuffer[(j * 3) + 1] * 0.7561518763918325407088556644264f;
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a_vert.z = dazVertBuffer[(j * 3) + 2] * 1.1470080563670463526164516598318f + 14.86038f;
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// calc bounds for unity verts
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dazMax.x = (a_vert.x > dazMax.x) ? a_vert.x : dazMax.x;
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dazMax.y = (a_vert.y > dazMax.y) ? a_vert.y : dazMax.y;
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dazMax.z = (a_vert.z > dazMax.z) ? a_vert.z : dazMax.z;
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dazMin.x = (a_vert.x < dazMin.x) ? a_vert.x : dazMin.x;
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dazMin.y = (a_vert.y < dazMin.y) ? a_vert.y : dazMin.y;
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dazMin.z = (a_vert.z < dazMin.z) ? a_vert.z : dazMin.z;
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}
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Debug.Log("unityBounds: (" + unityMin.x + " to " + unityMax.x + " [" + (unityMax.x - unityMin.x) + "], " + unityMin.y + " to " + unityMax.y + " [" + (unityMax.y - unityMin.y) + "], " + unityMin.z + " to " + unityMax.z + " [" + (unityMax.z - unityMin.z) + "])");
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Debug.Log("dazBounds: (" + dazMin.x + " to " + dazMax.x + " [" + (dazMax.x - dazMin.x) + "], " + dazMin.y + " to " + dazMax.y + " [" + (dazMax.y - dazMin.y) + "], " + dazMin.z + " to " + dazMax.z + " [" + (dazMax.z - dazMin.z) + "])");
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Debug.Log("Done");
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}
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}
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