- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
190 lines
8.1 KiB
C#
190 lines
8.1 KiB
C#
// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
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//
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// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
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// available at: https://syntystore.com/pages/end-user-licence-agreement
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//
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// For additional details, see the LICENSE.MD file bundled with this software.
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using Synty.SidekickCharacters.SkinnedMesh;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Synty.SidekickCharacters.Utils
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{
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public static class BlendShapeUtils
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{
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/// <summary>
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/// Collects all of the blend shape data from a given skinnedMesh and Mesh, and stores them as blend shape data.
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/// </summary>
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/// <param name="mesh">The mesh to get the blend shape data from.</param>
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/// <param name="skinnedMesh">The skinned mesh to get the blend shape data from.</param>
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/// <param name="excludedBlendNames">The blend shape names, or partial names to exclude from the data.</param>
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/// <param name="verticesCountStartIndex">The start position for the delta vertices index.</param>
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/// <param name="allBlendShapeData">Passed in blendshape data used </param>
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/// <returns>A list of BlendShapeData from all blend shape data on the mesh and skinned mesh.</returns>
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public static List<BlendShapeData> GetBlendShapeData(
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Mesh mesh,
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SkinnedMeshRenderer skinnedMesh,
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string[] excludedBlendNames,
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int verticesCountStartIndex,
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List<BlendShapeData> allBlendShapeData
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)
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{
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// Debug.Log("Blend count in getter: " + allBlendShapeData.Count);
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int totalVerticesVerifiedAtHereForBlendShapes = verticesCountStartIndex;
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string[] blendShapes = new string[skinnedMesh.sharedMesh.blendShapeCount];
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for (int i = 0; i < skinnedMesh.sharedMesh.blendShapeCount; i++)
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{
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string blendShapeName = skinnedMesh.sharedMesh.GetBlendShapeName(i);
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if (excludedBlendNames.All(ebn => !blendShapeName.Contains(ebn)))
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{
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blendShapes[i] = blendShapeName;
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}
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}
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for (int i = 0; i < blendShapes.Length; i++)
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{
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if (blendShapes[i] == null)
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{
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continue;
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}
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string bsn = blendShapes[i];
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int index = bsn.IndexOf('.') + 1;
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bsn = "MESHBlends." + bsn.Substring(index, bsn.Length - index);
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int blendIndex = skinnedMesh.sharedMesh.GetBlendShapeIndex(blendShapes[i]);
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BlendShapeData blendShapeData = new BlendShapeData
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{
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blendShapeFrameName = bsn,
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blendShapeFrameIndex = blendIndex
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};
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if (allBlendShapeData.Count > 0 && allBlendShapeData.Contains(blendShapeData))
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{
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BlendShapeData existingData = allBlendShapeData.Find(data => data.Equals(blendShapeData));
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if (existingData != null)
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{
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blendShapeData = existingData;
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allBlendShapeData.Remove(blendShapeData);
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}
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}
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blendShapeData.blendShapeCurrentValue = skinnedMesh.GetBlendShapeWeight(blendIndex);
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Mesh sharedMesh = skinnedMesh.sharedMesh;
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int framesCount = sharedMesh.GetBlendShapeFrameCount(blendIndex);
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Vector3[] originalDeltaVertices = new Vector3[sharedMesh.vertexCount];
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Vector3[] originalDeltaNormals = new Vector3[sharedMesh.vertexCount];
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Vector3[] originalDeltaTangents = new Vector3[sharedMesh.vertexCount];
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Vector3[] finalDeltaVertices = new Vector3[mesh.vertexCount];
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Vector3[] finalDeltaNormals = new Vector3[mesh.vertexCount];
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Vector3[] finalDeltaTangents = new Vector3[mesh.vertexCount];
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if (blendShapeData.startDeltaVertices.Count < 1)
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{
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blendShapeData.startDeltaVertices.AddRange(finalDeltaVertices);
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blendShapeData.startDeltaNormals.AddRange(finalDeltaNormals);
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blendShapeData.startDeltaTangents.AddRange(finalDeltaTangents);
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blendShapeData.finalDeltaVertices.AddRange(finalDeltaVertices);
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blendShapeData.finalDeltaNormals.AddRange(finalDeltaNormals);
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blendShapeData.finalDeltaTangents.AddRange(finalDeltaTangents);
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}
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if (skinnedMesh.sharedMesh.GetBlendShapeIndex(blendShapes[i]) != -1)
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{
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skinnedMesh.sharedMesh.GetBlendShapeFrameVertices(
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blendIndex,
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framesCount - 1,
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originalDeltaVertices,
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originalDeltaNormals,
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originalDeltaTangents
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);
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}
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for (int x = 0; x < originalDeltaVertices.Length; x++)
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{
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blendShapeData.finalDeltaVertices[x + totalVerticesVerifiedAtHereForBlendShapes] = originalDeltaVertices[x];
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}
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for (int x = 0; x < originalDeltaNormals.Length; x++)
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{
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blendShapeData.finalDeltaNormals[x + totalVerticesVerifiedAtHereForBlendShapes] = originalDeltaNormals[x];
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}
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for (int x = 0; x < originalDeltaTangents.Length; x++)
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{
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blendShapeData.finalDeltaTangents[x + totalVerticesVerifiedAtHereForBlendShapes] = originalDeltaTangents[x];
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}
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allBlendShapeData.Add(blendShapeData);
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}
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return allBlendShapeData;
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}
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/// <summary>
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/// Restores the given blend shape data to the given mesh and skinned mesh.
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/// </summary>
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/// <param name="blendData">The blend shape data to restore.</param>
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/// <param name="meshToRestoreTo">The mesh to restore the blend shape data to.</param>
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/// <param name="meshRenderer">The mesh renderer that the mesh belongs to.</param>
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public static void RestoreBlendShapeData(List<BlendShapeData> blendData, Mesh meshToRestoreTo, SkinnedMeshRenderer meshRenderer)
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{
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Dictionary<string, int> alreadyAddedBlendShapesNames = new Dictionary<string, int>();
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foreach (BlendShapeData blendShape in blendData)
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{
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string blendShapeName = blendShape.blendShapeFrameName;
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if (alreadyAddedBlendShapesNames.TryGetValue(blendShape.blendShapeFrameName, out int name))
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{
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blendShapeName += " (" + name + ")";
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}
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meshToRestoreTo.AddBlendShapeFrame(
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blendShapeName,
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0.0f,
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blendShape.startDeltaVertices.ToArray(),
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blendShape.startDeltaNormals.ToArray(),
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blendShape.startDeltaTangents.ToArray()
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);
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meshToRestoreTo.AddBlendShapeFrame(
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blendShapeName,
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100.0f,
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blendShape.finalDeltaVertices.ToArray(),
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blendShape.finalDeltaNormals.ToArray(),
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blendShape.finalDeltaTangents.ToArray()
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);
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blendShape.blendShapeNameOnCombinedMesh = blendShapeName;
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if (alreadyAddedBlendShapesNames.ContainsKey(blendShape.blendShapeFrameName))
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{
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alreadyAddedBlendShapesNames[blendShape.blendShapeFrameName] += 1;
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}
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else
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{
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alreadyAddedBlendShapesNames.Add(blendShape.blendShapeFrameName, 0);
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}
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}
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foreach (BlendShapeData blendShape in blendData)
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{
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meshRenderer.SetBlendShapeWeight(
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meshToRestoreTo.GetBlendShapeIndex(blendShape.blendShapeFrameName),
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blendShape.blendShapeCurrentValue
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);
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}
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}
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}
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}
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