513 lines
24 KiB
C#
513 lines
24 KiB
C#
// Magica Cloth 2.
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// Copyright (c) 2024 MagicaSoft.
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// https://magicasoft.jp
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using System;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEditor;
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using UnityEngine;
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namespace MagicaCloth2
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{
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/// <summary>
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/// PreBuildDataの作成
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/// </summary>
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public static class PreBuildDataCreation
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{
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/// <summary>
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/// PreBuildDataを作成しアセットとして保存する.
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/// Create PreBuildData and save it as an asset.
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/// </summary>
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/// <param name="cloth"></param>
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/// <param name="useNewSaveDialog">Show save dialog if ScriptableObject does not exist.</param>
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/// <returns></returns>
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public static ResultCode CreatePreBuildData(MagicaCloth cloth, bool useNewSaveDialog = true)
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{
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var sdata = cloth.SerializeData;
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var preBuildData = cloth.GetSerializeData2().preBuildData;
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string buildId = preBuildData.buildId;
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// ビルドIDが存在しない場合はここで新規作成する
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if (string.IsNullOrEmpty(buildId))
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{
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buildId = PreBuildSerializeData.GenerateBuildID();
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}
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// スクリプタブルオブジェクトへ保存
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if (preBuildData.preBuildScriptableObject == null && useNewSaveDialog)
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{
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string assetName = $"MagicaPreBuild_{buildId}";
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// 保存フォルダ読み込み
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const string StateKey = "MagicaCloth2_PreBuild_Folder";
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string path = SessionState.GetString(StateKey, "Assets/");
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string assetPath = EditorUtility.SaveFilePanelInProject("Saving MagicaCloth pre-build data", assetName, "asset", "MagicaCloth pre-build data name", path);
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//Debug.Log($"AssetPath:{assetPath}");
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if (string.IsNullOrEmpty(assetPath))
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return new ResultCode(Define.Result.Cancel);
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// 保存フォルダ書き込み
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SessionState.SetString(StateKey, System.IO.Path.GetDirectoryName(assetPath));
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var sobj = ScriptableObject.CreateInstance<PreBuildScriptableObject>();
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AssetDatabase.CreateAsset(sobj, assetPath);
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AssetDatabase.Refresh();
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preBuildData.preBuildScriptableObject = sobj;
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}
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var preBuildScriptableObject = preBuildData.preBuildScriptableObject;
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if (preBuildScriptableObject == null)
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return new ResultCode(Define.Result.PreBuild_InvalidPreBuildData);
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// 構築
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var sharePreBuildData = new SharePreBuildData();
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var uniquePreBuildData = new UniquePreBuildData();
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if (sdata.IsValid())
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{
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MakePreBuildData(cloth, buildId, sharePreBuildData, uniquePreBuildData);
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}
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else
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{
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sharePreBuildData.buildResult.SetError(Define.Result.PreBuildData_InvalidClothData);
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}
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// データシリアライズ
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preBuildData.buildId = buildId;
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preBuildScriptableObject.AddPreBuildData(sharePreBuildData);
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preBuildData.uniquePreBuildData = uniquePreBuildData;
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EditorUtility.SetDirty(preBuildScriptableObject);
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EditorUtility.SetDirty(cloth);
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AssetDatabase.Refresh();
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return sharePreBuildData.buildResult;
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}
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static void MakePreBuildData(MagicaCloth cloth, string buildId, SharePreBuildData sharePreBuildData, UniquePreBuildData uniquePreBuildData)
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{
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//Debug.Log($"MakePreBuildData().start");
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//var span = new TimeSpan("PreBuild");
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sharePreBuildData.version = Define.System.LatestPreBuildVersion;
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sharePreBuildData.buildId = buildId;
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sharePreBuildData.buildResult.SetProcess();
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uniquePreBuildData.version = Define.System.LatestPreBuildVersion;
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uniquePreBuildData.buildResult.SetProcess();
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var setupDataList = new List<RenderSetupData>();
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VirtualMesh proxyMesh = null;
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var renderMeshList = new List<VirtualMesh>();
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try
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{
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var sdata = cloth.SerializeData;
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var sdata2 = cloth.GetSerializeData2();
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var clothType = sdata.clothType;
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//======================== Initialize ============================
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// クロスを生成するための最低限の情報が揃っているかチェックする
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if (sdata.IsValid() == false)
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{
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sharePreBuildData.buildResult.SetResult(sdata.VerificationResult);
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throw new MagicaClothProcessingException();
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}
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// 初期トランスフォーム状態
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var clothTransformRecord = new TransformRecord(cloth.ClothTransform);
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// 法線調整用トランスフォーム
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var normalAdjustmentTransformRecord = new TransformRecord(
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sdata.normalAlignmentSetting.adjustmentTransform ?
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sdata.normalAlignmentSetting.adjustmentTransform :
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cloth.ClothTransform);
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// セットアップ情報の初期化
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if (clothType == ClothProcess.ClothType.MeshCloth)
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{
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foreach (var ren in sdata.sourceRenderers)
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{
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if (ren)
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{
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var setupData = new RenderSetupData(ren);
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if (setupData.IsFaild())
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{
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sharePreBuildData.buildResult.Merge(setupData.result);
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throw new MagicaClothProcessingException();
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}
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setupDataList.Add(setupData);
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// セットアップ情報のシリアライズ
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sharePreBuildData.renderSetupDataList.Add(setupData.ShareSerialize());
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uniquePreBuildData.renderSetupDataList.Add(setupData.UniqueSerialize());
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}
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}
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}
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else if (clothType == ClothProcess.ClothType.BoneCloth || clothType == ClothProcess.ClothType.BoneSpring)
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{
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var setupData = new RenderSetupData(
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clothType == ClothProcess.ClothType.BoneCloth ? RenderSetupData.SetupType.BoneCloth : RenderSetupData.SetupType.BoneSpring,
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clothTransformRecord.transform,
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sdata.rootBones,
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clothType == ClothProcess.ClothType.BoneCloth ? null : sdata.colliderCollisionConstraint.collisionBones,
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clothType == ClothProcess.ClothType.BoneCloth ? sdata.connectionMode : RenderSetupData.BoneConnectionMode.Line,
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cloth.name
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);
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if (setupData.IsFaild())
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{
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sharePreBuildData.buildResult.Merge(setupData.result);
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throw new MagicaClothProcessingException();
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}
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setupDataList.Add(setupData);
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}
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// カスタムスキニングのボーン情報
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List<TransformRecord> customSkinningBoneRecords = new List<TransformRecord>();
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int bcnt = sdata.customSkinningSetting.skinningBones.Count;
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for (int i = 0; i < bcnt; i++)
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{
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customSkinningBoneRecords.Add(new TransformRecord(sdata.customSkinningSetting.skinningBones[i]));
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}
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//======================== Proxy/Mapping Mesh ============================
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// ペイントマップ情報
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bool usePaintMap = false;
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var paintMapDataList = new List<ClothProcess.PaintMapData>();
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if (clothType == ClothProcess.ClothType.MeshCloth && sdata.paintMode != ClothSerializeData.PaintMode.Manual)
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{
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var ret = cloth.Process.GeneratePaintMapDataList(paintMapDataList);
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Develop.DebugLog($"Generate paint map data list. {ret.GetResultString()}");
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if (ret.IsError())
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{
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sharePreBuildData.buildResult.Merge(ret);
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throw new MagicaClothProcessingException();
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}
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//if (paintMapDataList.Count != renderHandleList.Count)
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if (paintMapDataList.Count != setupDataList.Count)
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{
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sharePreBuildData.buildResult.SetError(Define.Result.CreateCloth_PaintMapCountMismatch);
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throw new MagicaClothProcessingException();
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}
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usePaintMap = true;
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}
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// セレクションデータ
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SelectionData selectionData = usePaintMap ? new SelectionData() : sdata2.selectionData.Clone();
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bool isValidSelection = selectionData?.IsValid() ?? false;
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// プロキシメッシュ作成
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proxyMesh = new VirtualMesh("Proxy");
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proxyMesh.result.SetProcess();
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if (clothType == ClothProcess.ClothType.MeshCloth)
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{
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// MeshClothではクロストランスフォームを追加しておく
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proxyMesh.SetTransform(clothTransformRecord);
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if (setupDataList.Count == 0)
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{
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sharePreBuildData.buildResult.SetError(Define.Result.ClothProcess_InvalidRenderHandleList);
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throw new MagicaClothProcessingException();
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}
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// render mesh import + selection + merge
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for (int i = 0; i < setupDataList.Count; i++)
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{
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VirtualMesh renderMesh = null;
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try
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{
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// レンダーメッシュ作成
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var renderSetupData = setupDataList[i];
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renderMesh = new VirtualMesh($"[{renderSetupData.name}]");
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renderMesh.result.SetProcess();
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// import -------------------------------------------------
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renderMesh.ImportFrom(renderSetupData);
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if (renderMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(renderMesh.result);
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throw new MagicaClothProcessingException();
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}
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Develop.DebugLog($"(IMPORT) {renderMesh}");
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// selection ----------------------------------------------
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// MeshClothでペイントテクスチャ指定の場合はセレクションデータを生成する
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SelectionData renderSelectionData = selectionData;
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if (usePaintMap)
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{
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// セレクションデータ生成
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var ret = cloth.Process.GenerateSelectionDataFromPaintMap(clothTransformRecord, renderMesh, paintMapDataList[i], out renderSelectionData);
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Develop.DebugLog($"Generate selection from paint map. {ret.GetResultString()}");
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if (ret.IsError())
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{
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sharePreBuildData.buildResult.Merge(ret);
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throw new MagicaClothProcessingException();
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}
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// セレクションデータ結合
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selectionData.Merge(renderSelectionData);
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}
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isValidSelection = selectionData?.IsValid() ?? false;
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// メッシュの切り取り
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if (renderSelectionData?.IsValid() ?? false)
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{
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// 余白
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float mergin = renderMesh.CalcSelectionMergin(sdata.reductionSetting);
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mergin = math.max(mergin, Define.System.MinimumGridSize);
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// セレクション情報から切り取りの実行
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// ペイントマップの場合はレンダラーごとのセレクションデータで切り取り
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renderMesh.SelectionMesh(renderSelectionData, clothTransformRecord.localToWorldMatrix, mergin);
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if (renderMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(renderMesh.result);
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throw new MagicaClothProcessingException();
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}
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Develop.DebugLog($"(SELECTION) {renderMesh}");
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}
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// レンダーメッシュの作成完了
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renderMesh.result.SetSuccess();
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// merge --------------------------------------------------
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proxyMesh.AddMesh(renderMesh);
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// レンダーメッシュ情報を記録
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renderMeshList.Add(renderMesh);
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renderMesh = null;
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}
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catch (MagicaClothProcessingException)
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{
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throw;
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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sharePreBuildData.buildResult.SetError(Define.Result.ClothProcess_Exception);
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throw;
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}
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finally
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{
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// この時点で作業用renderMeshが存在する場合は中断されているので開放する
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renderMesh?.Dispose();
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}
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}
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Develop.DebugLog($"(MERGE) {proxyMesh}");
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// リダクション
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if (proxyMesh.VertexCount > 1)
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{
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if (sdata.reductionSetting.IsEnabled)
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{
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proxyMesh.Reduction(sdata.reductionSetting, System.Threading.CancellationToken.None);
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if (proxyMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(proxyMesh.result);
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throw new MagicaClothProcessingException();
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}
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Develop.DebugLog($"(REDUCTION) {proxyMesh}");
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}
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}
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}
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else if (clothType == ClothProcess.ClothType.BoneCloth || clothType == ClothProcess.ClothType.BoneSpring)
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{
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// import
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var boneClothSetupData = setupDataList[0];
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proxyMesh.ImportFrom(boneClothSetupData);
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if (proxyMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(proxyMesh.result);
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throw new MagicaClothProcessingException();
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}
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Develop.DebugLog($"(IMPORT) {proxyMesh}");
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// セレクションデータが存在しない場合は簡易作成する
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if (isValidSelection == false)
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{
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selectionData = new SelectionData(proxyMesh, float4x4.identity);
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if (selectionData.Count > 0)
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{
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// まずすべて移動設定
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selectionData.Fill(VertexAttribute.Move);
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// 次にルートのみ固定
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foreach (int id in boneClothSetupData.rootTransformIdList)
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{
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int rootIndex = boneClothSetupData.GetTransformIndexFromId(id);
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selectionData.attributes[rootIndex] = VertexAttribute.Fixed;
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}
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isValidSelection = selectionData.IsValid();
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}
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}
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}
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// 元の頂点から結合頂点へのインデックスを初期化
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if (proxyMesh.joinIndices.IsCreated == false)
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{
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proxyMesh.joinIndices = new Unity.Collections.NativeArray<int>(proxyMesh.VertexCount, Unity.Collections.Allocator.Persistent);
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JobUtility.SerialNumberRun(proxyMesh.joinIndices, proxyMesh.VertexCount); // 連番をつける
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}
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// optimization
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proxyMesh.Optimization();
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if (proxyMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(proxyMesh.result);
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throw new MagicaClothProcessingException();
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}
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Develop.DebugLog($"(OPTIMIZE) {proxyMesh}");
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// attribute
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if (isValidSelection)
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{
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// セレクションデータから頂点属性を付与する
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proxyMesh.ApplySelectionAttribute(selectionData);
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if (proxyMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(proxyMesh.result);
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throw new MagicaClothProcessingException();
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}
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}
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// proxy mesh(属性決定後に実行)
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proxyMesh.ConvertProxyMesh(sdata, clothTransformRecord, customSkinningBoneRecords, normalAdjustmentTransformRecord);
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if (proxyMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(proxyMesh.result);
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throw new MagicaClothProcessingException();
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}
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Develop.DebugLog($"(PROXY) {proxyMesh}");
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// ProxyMeshの最終チェック
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if (proxyMesh.VertexCount > Define.System.MaxProxyMeshVertexCount)
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{
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sharePreBuildData.buildResult.SetError(Define.Result.ProxyMesh_Over32767Vertices);
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throw new MagicaClothProcessingException();
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}
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if (proxyMesh.EdgeCount > Define.System.MaxProxyMeshEdgeCount)
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{
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sharePreBuildData.buildResult.SetError(Define.Result.ProxyMesh_Over32767Edges);
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throw new MagicaClothProcessingException();
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}
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if (proxyMesh.TriangleCount > Define.System.MaxProxyMeshTriangleCount)
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{
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sharePreBuildData.buildResult.SetError(Define.Result.ProxyMesh_Over32767Triangles);
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throw new MagicaClothProcessingException();
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}
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// finish
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if (proxyMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(proxyMesh.result);
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throw new MagicaClothProcessingException();
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}
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proxyMesh.result.SetSuccess();
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Develop.DebugLog("CreateProxyMesh finish!");
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// Mapping(MeshClothのみ)
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if (clothType == ClothProcess.ClothType.MeshCloth)
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{
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foreach (VirtualMesh renderMesh in renderMeshList)
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{
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renderMesh.Mapping(proxyMesh);
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if (renderMesh.IsError)
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{
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sharePreBuildData.buildResult.Merge(renderMesh.result);
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throw new MagicaClothProcessingException();
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}
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Develop.DebugLog($"(MAPPING) {renderMesh}");
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}
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}
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// ======================= Cloth Data ===============================
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// クロスデータ作成
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var distanceConstraintData = DistanceConstraint.CreateData(proxyMesh, cloth.Process.parameters);
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if (distanceConstraintData != null)
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{
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if (distanceConstraintData.result.IsSuccess())
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{
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sharePreBuildData.distanceConstraintData = distanceConstraintData;
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}
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else
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{
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sharePreBuildData.buildResult.Merge(distanceConstraintData.result);
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throw new MagicaClothProcessingException();
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}
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}
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var bendingConstraintData = TriangleBendingConstraint.CreateData(proxyMesh, cloth.Process.parameters);
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if (bendingConstraintData != null)
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{
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if (bendingConstraintData.result.IsSuccess())
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{
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sharePreBuildData.bendingConstraintData = bendingConstraintData;
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}
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else
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{
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sharePreBuildData.buildResult.Merge(bendingConstraintData.result);
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throw new MagicaClothProcessingException();
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}
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}
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var inertiaConstraintData = InertiaConstraint.CreateData(proxyMesh, cloth.Process.parameters);
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if (inertiaConstraintData != null)
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{
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if (inertiaConstraintData.result.IsSuccess())
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{
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sharePreBuildData.inertiaConstraintData = inertiaConstraintData;
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}
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else
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{
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sharePreBuildData.buildResult.Merge(inertiaConstraintData.result);
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throw new MagicaClothProcessingException();
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}
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}
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// ======================= Serialize ===============================
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sharePreBuildData.buildScale = clothTransformRecord.scale;
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sharePreBuildData.proxyMesh = proxyMesh.ShareSerialize();
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uniquePreBuildData.proxyMesh = proxyMesh.UniqueSerialize();
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foreach (VirtualMesh renderMesh in renderMeshList)
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{
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sharePreBuildData.renderMeshList.Add(renderMesh.ShareSerialize());
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uniquePreBuildData.renderMeshList.Add(renderMesh.UniqueSerialize());
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}
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// 成功
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sharePreBuildData.buildResult.SetSuccess();
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Develop.DebugLog(sharePreBuildData);
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}
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catch (MagicaClothProcessingException)
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{
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if (sharePreBuildData.buildResult.IsError() == false)
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sharePreBuildData.buildResult.SetError(Define.Result.PreBuildData_MagicaClothException);
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sharePreBuildData.buildResult.DebugLog();
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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sharePreBuildData.buildResult.SetError(Define.Result.PreBuildData_UnknownError);
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}
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finally
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{
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setupDataList.ForEach(x => x.Dispose());
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setupDataList.Clear();
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renderMeshList.ForEach(x => x?.Dispose());
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renderMeshList.Clear();
|
||
|
||
proxyMesh?.Dispose();
|
||
proxyMesh = null;
|
||
|
||
// 内部情報は外部情報の結果をコピー
|
||
uniquePreBuildData.buildResult = sharePreBuildData.buildResult;
|
||
}
|
||
|
||
//Debug.Log(span);
|
||
//Debug.Log($"MakePreBuildData().end");
|
||
}
|
||
}
|
||
}
|