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Copy pathMMD_VmdCameraLoad.cs
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MMD_VmdCameraLoad.cs
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using UnityEngine;
using System.Runtime.InteropServices;
public class MMD_VmdCameraLoad : MonoBehaviour {
public TextAsset Select_VMD; //vmdファイル
public GameObject CameraCenter; //カメラ中心
public Camera MainCamera; //カメラ
public GameObject MMD_model; //MMDモデル
private bool success = false; //データの準備完了フラグ
CameraData[] Cam_m;
private int t = 0;
private float t_f = 0.0f;
private Animator target_animator;
private float nowframe = 0.0f;
const int HEADER = 50; //ヘッダーの桁数
const int MOTIONCOUNT = 4; //モーションレコード数
const int MOTIONDATA = 111; //モーションデータ(レコード数分)
const int SKINCOUNT = 4; //スキンレコード数
const int SKINDATA = 23; //スキンデータ(レコード数分)
const int CAMERACOUNT = 4; //カメラレコード数
const int CAMERADATA = 61; //カメラデータ(レコード数分)
const int ILLUMINATIONCOUNT = 4; //照明レコード数
const int ILLUMINATIONDATA = 28; //照明データ(レコード数分)
const int SHADOWCOUNT = 4; //シャドウレコード数
const int SHADOWDATA = 9; //シャドウデータ(レコード数分)
[StructLayout(LayoutKind.Explicit)]
public struct Union
{
[FieldOffset(0)]
public float float0;
[FieldOffset(0)]
public int int0;
}
//カメラ情報
public struct CameraData
{
public int frame; //対象フレーム
public float distans; //距離
public float Pos_x; //カメラ中心のx座標
public float Pos_y; //カメラ中心のy座標
public float Pos_z; //カメラ中心のz座標
public float Rot_x; //カメラ中心のx軸回転
public float Rot_y; //カメラ中心のy軸回転
public float Rot_z; //カメラ中心のz軸回転
public float viewAngle; //視野角
public int[] Bezier; //ベジェ曲線の補間パラメータ
public bool originalframe;
}
void Awake()
{
target_animator = MMD_model.GetComponent<Animator>();
}
// Use this for initialization
void Start () {
byte[] raw_data_org = Select_VMD.bytes;
byte[] frameSum = new byte[4];
int frameSum_int = 0;
byte[] frame_data = new byte[4];
byte[] frame_data_1byte = new byte[1];
int index = HEADER + MOTIONCOUNT + SKINCOUNT; //カメラレコード数を格納している位置まで飛ばす
//レコード数の取得
frameSum[0] = raw_data_org[index++];
frameSum[1] = raw_data_org[index++];
frameSum[2] = raw_data_org[index++];
frameSum[3] = raw_data_org[index++];
frameSum_int = System.BitConverter.ToInt32(frameSum, 0);
CameraData[] Cam = new CameraData[frameSum_int]; //レコード数分要素を用意
// データ取得
for (int i = 0; i < frameSum_int; i++)
{
//フレーム
frame_data[0] = raw_data_org[index++];
frame_data[1] = raw_data_org[index++];
frame_data[2] = raw_data_org[index++];
frame_data[3] = raw_data_org[index++];
Cam[i].frame = System.BitConverter.ToInt32(frame_data, 0);
//距離
Cam[i].distans = getVmdCamera(ref index, raw_data_org);
//位置
Cam[i].Pos_x = getVmdCamera(ref index, raw_data_org);
Cam[i].Pos_y = getVmdCamera(ref index, raw_data_org);
Cam[i].Pos_z = getVmdCamera(ref index, raw_data_org);
Cam[i].Rot_x = getVmdCamera(ref index, raw_data_org);
//角度(ラジアンから変換)
conversionAngle(ref Cam[i].Rot_x);
Cam[i].Rot_y = getVmdCamera(ref index, raw_data_org);
conversionAngle(ref Cam[i].Rot_y);
Cam[i].Rot_z = getVmdCamera(ref index, raw_data_org);
conversionAngle(ref Cam[i].Rot_z);
//ベジェ曲線
Cam[i].Bezier = new int[24];
for (int j = 0;j < 24;j++)
{
frame_data_1byte[0] = raw_data_org[index++];
Cam[i].Bezier[j] = System.Convert.ToInt32(System.BitConverter.ToString(frame_data_1byte, 0), 16);
}
//視野角
frame_data[0] = raw_data_org[index++];
frame_data[1] = raw_data_org[index++];
frame_data[2] = raw_data_org[index++];
frame_data[3] = raw_data_org[index++];
Cam[i].viewAngle = System.BitConverter.ToInt32(frame_data, 0);
index += 1; //パース分1バイト飛ばす
}
//並び順バラバラなのでソート
Qsort(ref Cam, 0,Cam.Length-1);
//以降補間処理
Cam_m = new CameraData[Cam[frameSum_int - 1].frame + 1]; //最終フレーム分用意
//3次ベジェ曲線補間
Cam_m[0] = Cam[0];//1レコード目をコピー
Cam_m[0].originalframe = true;
int Addframe = 0;
int wIndex = 1;
for (int i = 0; i < frameSum_int - 1; i++)
{
Addframe = Cam[i + 1].frame - Cam[i].frame;
for (int j = 1; j < Addframe; j++)
{
Cam_m[wIndex].frame = wIndex;
Cam_m[wIndex].Pos_x = Cam[i].Pos_x + (Cam[i + 1].Pos_x - Cam[i].Pos_x) *
(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[0], Cam[i + 1].Bezier[2]),
new Vector2(Cam[i + 1].Bezier[1], Cam[i + 1].Bezier[3]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
Cam_m[wIndex].Pos_y = Cam[i].Pos_y + (Cam[i + 1].Pos_y - Cam[i].Pos_y) *
(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[4], Cam[i + 1].Bezier[6]),
new Vector2(Cam[i + 1].Bezier[5], Cam[i + 1].Bezier[7]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
Cam_m[wIndex].Pos_z = Cam[i].Pos_z + (Cam[i + 1].Pos_z - Cam[i].Pos_z) *
(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[8], Cam[i + 1].Bezier[10]),
new Vector2(Cam[i + 1].Bezier[9], Cam[i + 1].Bezier[11]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
Cam_m[wIndex].Rot_x = Cam[i].Rot_x + (Cam[i + 1].Rot_x - Cam[i].Rot_x) *
(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[12], Cam[i + 1].Bezier[14]),
new Vector2(Cam[i + 1].Bezier[13], Cam[i + 1].Bezier[15]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
Cam_m[wIndex].Rot_y = Cam[i].Rot_y + (Cam[i + 1].Rot_y - Cam[i].Rot_y) *
(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[12], Cam[i + 1].Bezier[14]),
new Vector2(Cam[i + 1].Bezier[13], Cam[i + 1].Bezier[15]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
Cam_m[wIndex].Rot_z = Cam[i].Rot_z + (Cam[i + 1].Rot_z - Cam[i].Rot_z) *
(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[12], Cam[i + 1].Bezier[14]),
new Vector2(Cam[i + 1].Bezier[13], Cam[i + 1].Bezier[15]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
Cam_m[wIndex].distans = Cam[i].distans + (Cam[i + 1].distans - Cam[i].distans) *
(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[16], Cam[i + 1].Bezier[18]),
new Vector2(Cam[i + 1].Bezier[17], Cam[i + 1].Bezier[19]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
Cam_m[wIndex].viewAngle = Cam[i].viewAngle + (Cam[i + 1].viewAngle - Cam[i].viewAngle) *
(int)(BezierCurve(new Vector2(0, 0), new Vector2(Cam[i + 1].Bezier[20], Cam[i + 1].Bezier[22]),
new Vector2(Cam[i + 1].Bezier[21], Cam[i + 1].Bezier[23]), new Vector2(127, 127),
(float)(1.0 * j / (Addframe))).y) / 127;
wIndex++;
}
Cam_m[wIndex] = Cam[i + 1];
Cam_m[wIndex++].originalframe = true;
}
success = true;
}
private void Update()
{
//カメラ情報が完成したらカメラスタート
if (success)
{
if (t != (int)nowframe)
{
//新しいフレームの処理
t = (int)nowframe;
//最終フレームを超えないようにする処理
if (t < Cam_m.Length - 1)
{
CameraCenter.transform.localPosition = new Vector3(Cam_m[t].Pos_x / 12.5f + MMD_model.transform.localPosition.x,
Cam_m[t].Pos_y / 12.5f + MMD_model.transform.localPosition.y,
Cam_m[t].Pos_z / 12.5f + MMD_model.transform.localPosition.z);
this.transform.localPosition = new Vector3(this.transform.localPosition.x, this.transform.localPosition.y, Cam_m[t].distans / 12.5f);
CameraCenter.transform.rotation = Quaternion.Euler(-Cam_m[t].Rot_x, -Cam_m[t].Rot_y, -Cam_m[t].Rot_z);
MainCamera.fieldOfView = Cam_m[t].viewAngle;
}
}
else
{
//同じフレームが再度処理された場合の処理
if (t + 1 < Cam_m.Length - 1 && !Cam_m[t + 1].originalframe)
{
t_f = nowframe - (int)nowframe;
CameraCenter.transform.localPosition = new Vector3(((Cam_m[t + 1].Pos_x - Cam_m[t].Pos_x) * t_f + Cam_m[t].Pos_x) / 12.5f + MMD_model.transform.localPosition.x,
((Cam_m[t + 1].Pos_y - Cam_m[t].Pos_y) * t_f + Cam_m[t].Pos_y) / 12.5f + MMD_model.transform.localPosition.y,
((Cam_m[t + 1].Pos_z - Cam_m[t].Pos_z) * t_f + Cam_m[t].Pos_z) / 12.5f + MMD_model.transform.localPosition.z);
this.transform.localPosition = new Vector3(this.transform.localPosition.x, this.transform.localPosition.y, Cam_m[t].distans / 12.5f);
CameraCenter.transform.rotation = Quaternion.Euler((-Cam_m[t + 1].Rot_x - -Cam_m[t].Rot_x) * t_f + -Cam_m[t].Rot_x,
(-Cam_m[t + 1].Rot_y - -Cam_m[t].Rot_y) * t_f + -Cam_m[t].Rot_y,
(-Cam_m[t + 1].Rot_z - -Cam_m[t].Rot_z) * t_f + -Cam_m[t].Rot_z);
MainCamera.fieldOfView = (Cam_m[t + 1].viewAngle - Cam_m[t].viewAngle) * t_f + Cam_m[t].viewAngle;
}
}
}
nowframe = getAnimationFrame();
}
private float getAnimationFrame()
{
float returnValue = 0.0f;
var clipInfoList = target_animator.GetCurrentAnimatorClipInfo(0);
if (clipInfoList != null)
{
var clip = clipInfoList[0].clip;
var stateInfo = target_animator.GetCurrentAnimatorStateInfo(0);
returnValue = clip.length * stateInfo.normalizedTime * clip.frameRate;
}
return returnValue;
}
float getVmdCamera( ref int index ,byte[] data)
{
Union union = new Union();
byte[] raw_data = new byte[4];
raw_data[0] = data[index++];
raw_data[1] = data[index++];
raw_data[2] = data[index++];
raw_data[3] = data[index++];
union.int0 = System.BitConverter.ToInt32(raw_data, 0);
return (union.float0);
}
// ラジアンから角度を取得
void conversionAngle(ref float rot)
{
rot = (float)(rot * 180 / System.Math.PI);
}
//クイックソート
void Qsort(ref CameraData[] data, int left ,int right)
{
int i, j;
int pivot;
CameraData tmp;
i = left; j = right;
pivot = data[(left + right) / 2].frame;
do
{
while ((i < right)&&(data[i].frame < pivot)) i++;
while ((j > left) &&(pivot < data[j].frame)) j--;
if (i <= j)
{
tmp = data[i];
data[i] = data[j];
data[j] = tmp;
i++; j--;
}
} while (i <= j);
if (left < j) Qsort(ref data, left, j);
if (i < right) Qsort(ref data, i, right);
}
//以降ベジェ曲線に関する関数
float BezierCurveX(float x1, float x2, float x3, float x4, float t)
{
return Mathf.Pow(1 - t, 3) * x1 + 3 * Mathf.Pow(1 - t, 2) * t * x2 + 3 * (1 - t) * Mathf.Pow(t, 2) * x3 + Mathf.Pow(t, 3) * x4;
}
float BezierCurveY(float y1, float y2, float y3, float y4, float t)
{
return Mathf.Pow(1 - t, 3) * y1 + 3 * Mathf.Pow(1 - t, 2) * t * y2 + 3 * (1 - t) * Mathf.Pow(t, 2) * y3 + Mathf.Pow(t, 3) * y4;
}
Vector2 BezierCurve(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
{
return new Vector2(
BezierCurveX(p1.x, p2.x, p3.x, p4.x, t),
BezierCurveY(p1.y, p2.y, p3.y, p4.y, t));
}
}