MagicaBoneCloth.cs 24 KB

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  1. // Magica Cloth.
  2. // Copyright (c) MagicaSoft, 2020-2022.
  3. // https://magicasoft.jp
  4. using System.Collections.Generic;
  5. using Unity.Mathematics;
  6. using UnityEngine;
  7. #if UNITY_EDITOR
  8. using UnityEditor;
  9. #endif
  10. namespace MagicaCloth
  11. {
  12. /// <summary>
  13. /// ボーンクロス
  14. /// </summary>
  15. [HelpURL("https://magicasoft.jp/magica-cloth-bone-cloth/")]
  16. [AddComponentMenu("MagicaCloth/MagicaBoneCloth")]
  17. public class MagicaBoneCloth : BaseCloth
  18. {
  19. /// <summary>
  20. /// データバージョン
  21. /// </summary>
  22. private const int DATA_VERSION = 7;
  23. /// <summary>
  24. /// エラーデータバージョン
  25. /// </summary>
  26. private const int ERR_DATA_VERSION = 3;
  27. /// <summary>
  28. /// メッシュデータ
  29. /// </summary>
  30. [SerializeField]
  31. private MeshData meshData = null;
  32. [SerializeField]
  33. private int meshDataHash;
  34. [SerializeField]
  35. private int meshDataVersion;
  36. /// <summary>
  37. /// 使用ルートトランスフォーム情報
  38. /// </summary>
  39. [SerializeField]
  40. private BoneClothTarget clothTarget = new BoneClothTarget();
  41. /// <summary>
  42. /// 最終的に使用されるすべてのトランスフォーム情報
  43. /// </summary>
  44. [SerializeField]
  45. private List<Transform> useTransformList = new List<Transform>();
  46. [SerializeField]
  47. private List<Vector3> useTransformPositionList = new List<Vector3>();
  48. [SerializeField]
  49. private List<Quaternion> useTransformRotationList = new List<Quaternion>();
  50. [SerializeField]
  51. private List<Vector3> useTransformScaleList = new List<Vector3>();
  52. //=========================================================================================
  53. public override ComponentType GetComponentType()
  54. {
  55. return ComponentType.BoneCloth;
  56. }
  57. //=========================================================================================
  58. /// <summary>
  59. /// データハッシュを求める
  60. /// </summary>
  61. /// <returns></returns>
  62. public override int GetDataHash()
  63. {
  64. int hash = base.GetDataHash();
  65. hash += MeshData.GetDataHash();
  66. hash += clothTarget.GetDataHash();
  67. hash += useTransformList.GetDataHash();
  68. hash += useTransformPositionList.GetDataHash();
  69. hash += useTransformRotationList.GetDataHash();
  70. hash += useTransformScaleList.GetDataHash();
  71. return hash;
  72. }
  73. //=========================================================================================
  74. public BoneClothTarget ClothTarget
  75. {
  76. get
  77. {
  78. return clothTarget;
  79. }
  80. }
  81. public MeshData MeshData
  82. {
  83. get
  84. {
  85. #if UNITY_EDITOR
  86. if (Application.isPlaying)
  87. return meshData;
  88. else
  89. {
  90. // unity2019.3で参照がnullとなる不具合の対処(臨時)
  91. var so = new SerializedObject(this);
  92. return so.FindProperty("meshData").objectReferenceValue as MeshData;
  93. }
  94. #else
  95. return meshData;
  96. #endif
  97. }
  98. }
  99. //=========================================================================================
  100. protected override void Reset()
  101. {
  102. base.Reset();
  103. ResetParams();
  104. }
  105. protected override void OnValidate()
  106. {
  107. base.OnValidate();
  108. }
  109. protected override void ClothInit()
  110. {
  111. // ルートトランスフォームの親をすべて登録する
  112. ClothTarget.AddParentTransform();
  113. base.ClothInit();
  114. }
  115. protected override void ClothDispose()
  116. {
  117. // ルートトランスフォームの親をすべて解除する
  118. ClothTarget.RemoveParentTransform();
  119. base.ClothDispose();
  120. }
  121. protected override void ClothActive()
  122. {
  123. base.ClothActive();
  124. }
  125. /// <summary>
  126. /// 頂点ごとのパーティクルフラグ設定
  127. /// </summary>
  128. /// <param name="vindex"></param>
  129. /// <returns></returns>
  130. protected override uint UserFlag(int index)
  131. {
  132. uint flag = 0;
  133. bool isFix = ClothData.IsFixedVertex(index);
  134. flag |= PhysicsManagerParticleData.Flag_Transform_Restore; // 実行前にlocalPos/localRot復元
  135. flag |= isFix ? (PhysicsManagerParticleData.Flag_Transform_Read_Pos | PhysicsManagerParticleData.Flag_Transform_Read_Rot) : 0; // トランスフォームをpos/rotに読み込み(固定のみ)
  136. flag |= PhysicsManagerParticleData.Flag_Transform_Read_Base; // トランスフォームをbasePos/baseRotに読み込み
  137. flag |= PhysicsManagerParticleData.Flag_Transform_Write; // 最後にトランスフォームへ座標書き込み
  138. flag |= PhysicsManagerParticleData.Flag_Transform_Parent; // 親トランスフォームを参照する
  139. return flag;
  140. }
  141. /// <summary>
  142. /// 頂点ごとの連動トランスフォーム設定
  143. /// </summary>
  144. /// <param name="vindex"></param>
  145. /// <returns></returns>
  146. protected override Transform UserTransform(int index)
  147. {
  148. return GetUseTransform(index);
  149. }
  150. /// <summary>
  151. /// 頂点ごとの連動トランスフォームのLocalPositionを返す(不要な場合は0)
  152. /// </summary>
  153. /// <param name="vindex"></param>
  154. /// <returns></returns>
  155. protected override float3 UserTransformLocalPosition(int vindex)
  156. {
  157. int index = ClothData.useVertexList[vindex];
  158. return useTransformPositionList[index];
  159. }
  160. /// <summary>
  161. /// 頂点ごとの連動トランスフォームのLocalRotationを返す(不要な場合はquaternion.identity)
  162. /// </summary>
  163. /// <param name="vindex"></param>
  164. /// <returns></returns>
  165. protected override quaternion UserTransformLocalRotation(int vindex)
  166. {
  167. int index = ClothData.useVertexList[vindex];
  168. return useTransformRotationList[index];
  169. }
  170. /// <summary>
  171. /// デフォーマーを返す
  172. /// </summary>
  173. /// <param name="index"></param>
  174. /// <returns></returns>
  175. public override BaseMeshDeformer GetDeformer()
  176. {
  177. // BoneClothには不要
  178. return null;
  179. }
  180. /// <summary>
  181. /// クロス初期化時に必要なMeshDataを返す(不要ならnull)
  182. /// </summary>
  183. /// <returns></returns>
  184. protected override MeshData GetMeshData()
  185. {
  186. return MeshData;
  187. }
  188. /// <summary>
  189. /// クロス初期化の主にワーカーへの登録
  190. /// </summary>
  191. protected override void WorkerInit()
  192. {
  193. // BoneClothには不要
  194. }
  195. /// <summary>
  196. /// デフォーマーが必須か返す
  197. /// </summary>
  198. /// <returns></returns>
  199. public override bool IsRequiresDeformer()
  200. {
  201. // BoneClothには不要
  202. return false;
  203. }
  204. /// <summary>
  205. /// デフォーマーごとの使用頂点設定
  206. /// 使用頂点に対して AddUseVertex() / RemoveUseVertex() を実行する
  207. /// </summary>
  208. /// <param name="sw"></param>
  209. /// <param name="deformer"></param>
  210. protected override void SetDeformerUseVertex(bool sw, BaseMeshDeformer deformer)
  211. {
  212. // BoneClothには不要
  213. }
  214. /// <summary>
  215. /// UnityPhyiscsでの更新の変更
  216. /// 継承クラスは自身の使用するボーンの状態更新などを記述する
  217. /// </summary>
  218. /// <param name="sw"></param>
  219. protected override void ChangeUseUnityPhysics(bool sw)
  220. {
  221. base.ChangeUseUnityPhysics(sw);
  222. if (teamId <= 0)
  223. return;
  224. ClothTarget.ChangeUnityPhysicsCount(sw);
  225. }
  226. protected override void OnChangeCalculation()
  227. {
  228. base.OnChangeCalculation();
  229. if (IsCalculate)
  230. {
  231. // 遅延実行時のみ
  232. if (MagicaPhysicsManager.Instance.IsDelay)
  233. {
  234. // ルートトランスフォームの親の未来予測をリセットする
  235. ClothTarget.ResetFuturePredictionParentTransform();
  236. // 読み込みボーンの未来予測をリセットする
  237. MagicaPhysicsManager.Instance.Particle.ResetFuturePredictionTransform(particleChunk);
  238. }
  239. }
  240. // 書き込みボーンのフラグ設定
  241. if (MagicaPhysicsManager.IsInstance())
  242. {
  243. //Debug.Log($"ChangeWriteBoneFlag:[{this.name}] CullMode:{CullingMode} Calc:{IsCalculate} F:{Time.frameCount}");
  244. MagicaPhysicsManager.Instance.Team.ChangeBoneFlag(TeamId, CullingMode, IsCalculate);
  245. }
  246. }
  247. //=========================================================================================
  248. /// <summary>
  249. /// 使用するトランスフォームをリストにして返す
  250. /// </summary>
  251. /// <returns></returns>
  252. public List<Transform> GetTransformList()
  253. {
  254. HashSet<Transform> tset = new HashSet<Transform>();
  255. int cnt = clothTarget.RootCount;
  256. for (int i = 0; i < cnt; i++)
  257. {
  258. var root = clothTarget.GetRoot(i);
  259. if (root != null)
  260. {
  261. var tlist = root.GetComponentsInChildren<Transform>();
  262. foreach (var t in tlist)
  263. tset.Add(t);
  264. }
  265. }
  266. List<Transform> transformList = new List<Transform>();
  267. foreach (var t in tset)
  268. {
  269. transformList.Add(t);
  270. }
  271. return transformList;
  272. }
  273. Transform GetUseTransform(int index)
  274. {
  275. int vindex = ClothData.useVertexList[index];
  276. return useTransformList[vindex];
  277. }
  278. int UseTransformCount
  279. {
  280. get
  281. {
  282. return useTransformList.Count;
  283. }
  284. }
  285. /// <summary>
  286. /// 使用するトランスフォームを登録順にグリッドにして返す
  287. /// </summary>
  288. /// <param name="maxLevel"></param>
  289. /// <returns></returns>
  290. public List<List<List<Transform>>> GetTransformGrid(out int maxLevel)
  291. {
  292. maxLevel = 0;
  293. List<List<List<Transform>>> grid = new List<List<List<Transform>>>();
  294. int cnt = clothTarget.RootCount;
  295. for (int i = 0; i < cnt; i++)
  296. {
  297. List<List<Transform>> line = new List<List<Transform>>();
  298. var root = clothTarget.GetRoot(i);
  299. if (root != null)
  300. {
  301. var tq = new Queue<Transform>();
  302. var lq = new Queue<int>();
  303. tq.Enqueue(root);
  304. lq.Enqueue(0);
  305. while (tq.Count > 0)
  306. {
  307. var t = tq.Dequeue();
  308. int lv = lq.Dequeue();
  309. if (line.Count <= lv)
  310. {
  311. line.Add(new List<Transform>());
  312. }
  313. line[lv].Add(t);
  314. maxLevel = Mathf.Max(maxLevel, lv + 1);
  315. // chile
  316. for (int j = 0; j < t.childCount; j++)
  317. {
  318. var c = t.GetChild(j);
  319. tq.Enqueue(c);
  320. lq.Enqueue(lv + 1);
  321. }
  322. }
  323. }
  324. grid.Add(line);
  325. }
  326. return grid;
  327. }
  328. //=========================================================================================
  329. public override int GetVersion()
  330. {
  331. return DATA_VERSION;
  332. }
  333. /// <summary>
  334. /// エラーとするデータバージョンを取得する
  335. /// </summary>
  336. /// <returns></returns>
  337. public override int GetErrorVersion()
  338. {
  339. return ERR_DATA_VERSION;
  340. }
  341. /// <summary>
  342. /// データを検証して結果を格納する
  343. /// </summary>
  344. /// <returns></returns>
  345. public override void CreateVerifyData()
  346. {
  347. base.CreateVerifyData();
  348. meshDataHash = MeshData.SaveDataHash;
  349. meshDataVersion = MeshData.SaveDataVersion;
  350. }
  351. /// <summary>
  352. /// 現在のデータが正常(実行できる状態)か返す
  353. /// </summary>
  354. /// <returns></returns>
  355. public override Define.Error VerifyData()
  356. {
  357. var baseError = base.VerifyData();
  358. if (baseError != Define.Error.None)
  359. return baseError;
  360. if (ClothData == null)
  361. return Define.Error.ClothDataNull;
  362. if (MeshData == null)
  363. return Define.Error.MeshDataNull;
  364. var meshDataError = MeshData.VerifyData();
  365. if (meshDataError != Define.Error.None)
  366. return meshDataError;
  367. if (meshDataHash != MeshData.SaveDataHash)
  368. return Define.Error.MeshDataHashMismatch;
  369. if (meshDataVersion != MeshData.SaveDataVersion)
  370. return Define.Error.MeshDataVersionMismatch;
  371. if (useTransformList.Count == 0)
  372. return Define.Error.UseTransformCountZero;
  373. if (UseTransformCount != MeshData.VertexCount)
  374. return Define.Error.UseTransformCountMismatch;
  375. foreach (var t in useTransformList)
  376. if (t == null)
  377. return Define.Error.UseTransformNull;
  378. return Define.Error.None;
  379. }
  380. /// <summary>
  381. /// データ検証の結果テキストを取得する
  382. /// </summary>
  383. /// <returns></returns>
  384. public override string GetInformation()
  385. {
  386. StaticStringBuilder.Clear();
  387. var err = VerifyData();
  388. if (err == Define.Error.None)
  389. {
  390. // OK
  391. var cdata = ClothData;
  392. StaticStringBuilder.AppendLine("Active: ", Status.IsActive);
  393. StaticStringBuilder.AppendLine($"Visible: {IsVisible}");
  394. StaticStringBuilder.AppendLine($"Calculation:{IsCalculate}");
  395. StaticStringBuilder.AppendLine("Transform: ", MeshData.VertexCount);
  396. StaticStringBuilder.AppendLine("Line: ", MeshData.LineCount);
  397. StaticStringBuilder.AppendLine("Triangle: ", MeshData.TriangleCount);
  398. StaticStringBuilder.AppendLine("Clamp Distance: ", cdata.ClampDistanceConstraintCount);
  399. StaticStringBuilder.AppendLine("Clamp Position: ", clothParams.UseClampPositionLength ? cdata.VertexUseCount : 0);
  400. StaticStringBuilder.AppendLine("Clamp Rotation [", cdata.clampRotationAlgorithm, "] : ", cdata.GetClampRotationCount());
  401. StaticStringBuilder.AppendLine("Struct Distance: ", cdata.StructDistanceConstraintCount / 2);
  402. StaticStringBuilder.AppendLine("Bend Distance: ", cdata.BendDistanceConstraintCount / 2);
  403. StaticStringBuilder.AppendLine("Near Distance: ", cdata.NearDistanceConstraintCount / 2);
  404. StaticStringBuilder.AppendLine("Restore Rotation [", cdata.restoreRotationAlgorithm, "] : ", cdata.GetRestoreRotationCount());
  405. StaticStringBuilder.AppendLine("Triangle Bend [", cdata.triangleBendAlgorithm, "] : ", cdata.TriangleBendConstraintCount);
  406. //StaticStringBuilder.AppendLine("Rotation Interpolation: ", "<Line:", cdata.LineRotationWorkerCount > 0 ? "ON" : "OFF", "> <Triangle:", cdata.TriangleRotationWorkerCount > 0 ? "ON" : "OFF", ">");
  407. StaticStringBuilder.Append("Rotation Interpolation: ");
  408. if (cdata.LineRotationWorkerCount > 0)
  409. StaticStringBuilder.Append("Line ");
  410. if (cdata.TriangleRotationWorkerCount > 0)
  411. StaticStringBuilder.Append("Triangle ");
  412. StaticStringBuilder.AppendLine();
  413. StaticStringBuilder.Append("Collider: ", teamData.ColliderCount);
  414. }
  415. else if (err == Define.Error.EmptyData)
  416. {
  417. StaticStringBuilder.Append(Define.GetErrorMessage(err));
  418. }
  419. else
  420. {
  421. // エラー
  422. StaticStringBuilder.AppendLine("This bone cloth is in a state error!");
  423. if (Application.isPlaying)
  424. {
  425. StaticStringBuilder.AppendLine("Execution stopped.");
  426. }
  427. else
  428. {
  429. StaticStringBuilder.AppendLine("Please recreate the bone cloth data.");
  430. }
  431. StaticStringBuilder.Append(Define.GetErrorMessage(err));
  432. }
  433. return StaticStringBuilder.ToString();
  434. }
  435. //=========================================================================================
  436. /// <summary>
  437. /// ボーンを置換する
  438. /// </summary>
  439. /// <param name="boneReplaceDict"></param>
  440. public override void ReplaceBone<T>(Dictionary<T, Transform> boneReplaceDict)
  441. {
  442. base.ReplaceBone(boneReplaceDict);
  443. for (int i = 0; i < useTransformList.Count; i++)
  444. {
  445. useTransformList[i] = MeshUtility.GetReplaceBone(useTransformList[i], boneReplaceDict);
  446. }
  447. clothTarget.ReplaceBone(boneReplaceDict);
  448. }
  449. /// <summary>
  450. /// 現在使用しているボーンを格納して返す
  451. /// </summary>
  452. /// <returns></returns>
  453. public override HashSet<Transform> GetUsedBones()
  454. {
  455. var bones = base.GetUsedBones();
  456. bones.UnionWith(useTransformList);
  457. bones.UnionWith(clothTarget.GetUsedBones());
  458. return bones;
  459. }
  460. //=========================================================================================
  461. /// <summary>
  462. /// メッシュのワールド座標/法線/接線を返す(エディタ用)
  463. /// </summary>
  464. /// <param name="wposList"></param>
  465. /// <param name="wnorList"></param>
  466. /// <param name="wtanList"></param>
  467. /// <returns>頂点数</returns>
  468. public override int GetEditorPositionNormalTangent(out List<Vector3> wposList, out List<Vector3> wnorList, out List<Vector3> wtanList)
  469. {
  470. wposList = new List<Vector3>();
  471. wnorList = new List<Vector3>();
  472. wtanList = new List<Vector3>();
  473. var tlist = GetTransformList();
  474. foreach (var t in tlist)
  475. {
  476. wposList.Add(t.position);
  477. wnorList.Add(t.TransformDirection(Vector3.forward));
  478. var up = t.TransformDirection(Vector3.up);
  479. wtanList.Add(up);
  480. }
  481. return wposList.Count;
  482. }
  483. /// <summary>
  484. /// メッシュのトライアングルリストを返す(エディタ用)
  485. /// </summary>
  486. /// <returns></returns>
  487. public override List<int> GetEditorTriangleList()
  488. {
  489. List<int> triangles = new List<int>();
  490. var mdata = MeshData;
  491. if (mdata != null && mdata.triangleList != null)
  492. triangles = new List<int>(mdata.triangleList);
  493. return triangles;
  494. }
  495. /// <summary>
  496. /// メッシュのラインリストを返す(エディタ用)
  497. /// </summary>
  498. /// <returns></returns>
  499. public override List<int> GetEditorLineList()
  500. {
  501. List<int> lines = new List<int>();
  502. var mdata = MeshData;
  503. if (mdata != null && mdata.lineList != null)
  504. lines = new List<int>(mdata.lineList);
  505. return lines;
  506. }
  507. //=========================================================================================
  508. /// <summary>
  509. /// 頂点の選択状態をリストにして返す(エディタ用)
  510. /// 選択状態は ClothSelection.Invalid / ClothSelection.Fixed / ClothSelection.Move
  511. /// すべてがInvalidならばnullを返す
  512. /// </summary>
  513. /// <returns></returns>
  514. public override List<int> GetSelectionList()
  515. {
  516. if (ClothSelection != null && MeshData != null)
  517. return ClothSelection.GetSelectionData(MeshData, null);
  518. else
  519. return null;
  520. }
  521. /// <summary>
  522. /// 頂点の使用状態をリストにして返す(エディタ用)
  523. /// 数値が1以上ならば使用中とみなす
  524. /// すべて使用状態ならばnullを返す
  525. /// </summary>
  526. /// <returns></returns>
  527. public override List<int> GetUseList()
  528. {
  529. // 不要かも
  530. //if (Application.isPlaying)
  531. //{
  532. // if (ClothData != null)
  533. // {
  534. // var useList = new List<int>();
  535. // foreach (var sel in ClothData.selectionData)
  536. // useList.Add(sel != SelectionData.Invalid ? 1 : 0);
  537. // return useList;
  538. // }
  539. //}
  540. return null;
  541. }
  542. //=========================================================================================
  543. /// <summary>
  544. /// 共有データオブジェクト収集
  545. /// </summary>
  546. /// <returns></returns>
  547. public override List<ShareDataObject> GetAllShareDataObject()
  548. {
  549. var sdata = base.GetAllShareDataObject();
  550. sdata.Add(MeshData);
  551. return sdata;
  552. }
  553. /// <summary>
  554. /// sourceの共有データを複製して再セットする
  555. /// 再セットした共有データを返す
  556. /// </summary>
  557. /// <param name="source"></param>
  558. /// <returns></returns>
  559. public override ShareDataObject DuplicateShareDataObject(ShareDataObject source)
  560. {
  561. var sdata = base.DuplicateShareDataObject(source);
  562. if (sdata != null)
  563. return sdata;
  564. if (MeshData == source)
  565. {
  566. //meshData = Instantiate(MeshData);
  567. meshData = ShareDataObject.Clone(MeshData);
  568. return meshData;
  569. }
  570. return null;
  571. }
  572. //=========================================================================================
  573. /// <summary>
  574. /// パラメータ初期化
  575. /// </summary>
  576. void ResetParams()
  577. {
  578. clothParams.AlgorithmType = ClothParams.Algorithm.Algorithm_2;
  579. clothParams.SetRadius(0.05f, 0.05f);
  580. clothParams.SetMass(10.0f, 1.0f, true, -0.5f, true);
  581. clothParams.SetGravity(true, -5.0f, -5.0f);
  582. clothParams.SetDrag(true, 0.01f, 0.01f);
  583. clothParams.SetMaxVelocity(true, 3.0f, 3.0f);
  584. clothParams.SetWorldInfluence(3.0f, 0.5f, 1.0f);
  585. clothParams.SetTeleport(false);
  586. clothParams.SetClampDistanceRatio(true, 0.7f, 1.05f, 0.1f);
  587. clothParams.SetClampPositionLength(false, 0.0f, 0.4f);
  588. clothParams.SetClampRotationAngle(false, 0.0f, 180.0f, 0.2f);
  589. clothParams.SetRestoreDistance(1.0f);
  590. clothParams.SetRestoreRotation(false, 0.03f, 0.005f, 0.3f);
  591. clothParams.SetSpring(false);
  592. clothParams.SetAdjustRotation();
  593. clothParams.SetTriangleBend(true, 0.7f, 0.7f);
  594. clothParams.SetVolume(false);
  595. clothParams.SetCollision(false, 0.1f, 0.03f);
  596. clothParams.SetExternalForce(0.3f, 1.0f, 0.7f, 0.6f);
  597. }
  598. }
  599. }