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2026-02-01 19:30:24 +09:00

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C#

// Warning: Some assembly references could not be resolved automatically. This might lead to incorrect decompilation of some parts,
// for ex. property getter/setter access. To get optimal decompilation results, please manually add the missing references to the list of loaded assemblies.
// EdenAutoMorpherScript, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// Eden.AutoMorpher.SkinningUtil
using UnityEngine;
public class SkinningUtil
{
public Vector3 WorldPosToBindPos(SkinnedMeshRenderer smr, Mesh bindMesh, int vertexIndex, Vector3 targetWorld)
{
if (smr == null || bindMesh == null)
{
return Vector3.zero;
}
BoneWeight[] boneWeights = bindMesh.boneWeights;
Matrix4x4[] bindposes = bindMesh.bindposes;
Transform[] bones = smr.bones;
if (boneWeights == null || bindposes == null || bones == null)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
if (vertexIndex < 0 || vertexIndex >= boneWeights.Length)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
if (bindposes.Length != bones.Length)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
BoneWeight boneWeight = boneWeights[vertexIndex];
bool flag = boneWeight.boneIndex0 >= 0 && boneWeight.boneIndex0 < bones.Length && bones[boneWeight.boneIndex0] != null && boneWeight.weight0 > 0f;
bool flag2 = boneWeight.boneIndex1 >= 0 && boneWeight.boneIndex1 < bones.Length && bones[boneWeight.boneIndex1] != null && boneWeight.weight1 > 0f;
bool flag3 = boneWeight.boneIndex2 >= 0 && boneWeight.boneIndex2 < bones.Length && bones[boneWeight.boneIndex2] != null && boneWeight.weight2 > 0f;
bool num = boneWeight.boneIndex3 >= 0 && boneWeight.boneIndex3 < bones.Length && bones[boneWeight.boneIndex3] != null && boneWeight.weight3 > 0f;
float num2 = (flag ? boneWeight.weight0 : 0f);
float num3 = (flag2 ? boneWeight.weight1 : 0f);
float num4 = (flag3 ? boneWeight.weight2 : 0f);
float num5 = (num ? boneWeight.weight3 : 0f);
float num6 = num2 + num3 + num4 + num5;
if (num6 <= 1E-08f)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
num2 /= num6;
num3 /= num6;
num4 /= num6;
num5 /= num6;
Vector3 vector = smr.transform.InverseTransformPoint(targetWorld);
Matrix4x4 objWorldInv = smr.transform.worldToLocalMatrix;
Matrix4x4 acc = Matrix4x4.zero;
if (num2 > 0f)
{
Acc(ref acc, boneWeight.boneIndex0, num2);
}
if (num3 > 0f)
{
Acc(ref acc, boneWeight.boneIndex1, num3);
}
if (num4 > 0f)
{
Acc(ref acc, boneWeight.boneIndex2, num4);
}
if (num5 > 0f)
{
Acc(ref acc, boneWeight.boneIndex3, num5);
}
if (Mathf.Abs(acc.m00 * (acc.m11 * acc.m22 - acc.m12 * acc.m21) - acc.m01 * (acc.m10 * acc.m22 - acc.m12 * acc.m20) + acc.m02 * (acc.m10 * acc.m21 - acc.m11 * acc.m20)) < 1E-12f)
{
return vector;
}
acc.m33 = 1f;
Vector3 vector2 = Matrix4x4.Inverse(acc).MultiplyPoint3x4(vector);
Debug.Log($"Diff{smr.transform.TransformPoint(vector2) - targetWorld}");
return vector2;
void Acc(ref Matrix4x4 reference, int boneIndex, float w)
{
if (!(w <= 0f))
{
Matrix4x4 matrix4x = objWorldInv * bones[boneIndex].localToWorldMatrix * bindposes[boneIndex];
reference.m00 += matrix4x.m00 * w;
reference.m01 += matrix4x.m01 * w;
reference.m02 += matrix4x.m02 * w;
reference.m10 += matrix4x.m10 * w;
reference.m11 += matrix4x.m11 * w;
reference.m12 += matrix4x.m12 * w;
reference.m20 += matrix4x.m20 * w;
reference.m21 += matrix4x.m21 * w;
reference.m22 += matrix4x.m22 * w;
}
}
}
public Vector3 WorldPosToBindPos_Full(SkinnedMeshRenderer smr, Mesh bindMesh, int vertexIndex, Vector3 targetWorld)
{
if (smr == null || bindMesh == null)
{
return Vector3.zero;
}
BoneWeight[] boneWeights = bindMesh.boneWeights;
Matrix4x4[] bindposes = bindMesh.bindposes;
Transform[] bones = smr.bones;
if (boneWeights == null || bindposes == null || bones == null)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
if (vertexIndex < 0 || vertexIndex >= boneWeights.Length)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
if (bindposes.Length != bones.Length)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
BoneWeight boneWeight = boneWeights[vertexIndex];
float[] array = new float[4];
int[] array2 = new int[4];
array[0] = boneWeight.weight0;
array2[0] = boneWeight.boneIndex0;
array[1] = boneWeight.weight1;
array2[1] = boneWeight.boneIndex1;
array[2] = boneWeight.weight2;
array2[2] = boneWeight.boneIndex2;
array[3] = boneWeight.weight3;
array2[3] = boneWeight.boneIndex3;
float num = 0f;
for (int i = 0; i < 4; i++)
{
if (array2[i] >= 0 && array2[i] < bones.Length && bones[array2[i]] != null)
{
num += array[i];
}
}
if (num < 1E-08f)
{
return smr.transform.InverseTransformPoint(targetWorld);
}
for (int j = 0; j < 4; j++)
{
array[j] /= num;
}
Vector3 result = smr.transform.InverseTransformPoint(targetWorld);
Vector4 vector = new Vector4(result.x, result.y, result.z, 1f);
Matrix4x4 objWorldInv = smr.transform.worldToLocalMatrix;
Matrix4x4 acc = Matrix4x4.zero;
for (int k = 0; k < 4; k++)
{
if (array[k] > 0f && array2[k] >= 0 && array2[k] < bones.Length)
{
Accumulate(ref acc, array2[k], array[k]);
}
}
if (Mathf.Abs(acc.m00 * (acc.m11 * acc.m22 - acc.m12 * acc.m21) - acc.m01 * (acc.m10 * acc.m22 - acc.m12 * acc.m20) + acc.m02 * (acc.m10 * acc.m21 - acc.m11 * acc.m20)) < 1E-12f)
{
return result;
}
return Matrix4x4.Inverse(acc).MultiplyPoint3x4(vector);
void Accumulate(ref Matrix4x4 reference, int bi, float w)
{
if (!(w <= 0f))
{
Matrix4x4 matrix4x = objWorldInv * bones[bi].localToWorldMatrix * bindposes[bi];
reference.m00 += matrix4x.m00 * w;
reference.m01 += matrix4x.m01 * w;
reference.m02 += matrix4x.m02 * w;
reference.m03 += matrix4x.m03 * w;
reference.m10 += matrix4x.m10 * w;
reference.m11 += matrix4x.m11 * w;
reference.m12 += matrix4x.m12 * w;
reference.m13 += matrix4x.m13 * w;
reference.m20 += matrix4x.m20 * w;
reference.m21 += matrix4x.m21 * w;
reference.m22 += matrix4x.m22 * w;
reference.m23 += matrix4x.m23 * w;
reference.m30 += matrix4x.m30 * w;
reference.m31 += matrix4x.m31 * w;
reference.m32 += matrix4x.m32 * w;
reference.m33 += matrix4x.m33 * w;
}
}
}
public Vector3 WorldDirToBindDir_Full(SkinnedMeshRenderer smr, Mesh bindMesh, int vertexIndex, Vector3 targetWorldDir)
{
if (smr == null || bindMesh == null)
{
return Vector3.zero;
}
BoneWeight[] boneWeights = bindMesh.boneWeights;
Matrix4x4[] bindposes = bindMesh.bindposes;
Transform[] bones = smr.bones;
if (boneWeights == null || bindposes == null || bones == null)
{
return smr.transform.InverseTransformDirection(targetWorldDir).normalized;
}
if (vertexIndex < 0 || vertexIndex >= boneWeights.Length)
{
return smr.transform.InverseTransformDirection(targetWorldDir).normalized;
}
if (bindposes.Length != bones.Length)
{
return smr.transform.InverseTransformDirection(targetWorldDir).normalized;
}
BoneWeight boneWeight = boneWeights[vertexIndex];
float[] array = new float[4];
int[] array2 = new int[4];
array[0] = boneWeight.weight0;
array2[0] = boneWeight.boneIndex0;
array[1] = boneWeight.weight1;
array2[1] = boneWeight.boneIndex1;
array[2] = boneWeight.weight2;
array2[2] = boneWeight.boneIndex2;
array[3] = boneWeight.weight3;
array2[3] = boneWeight.boneIndex3;
float num = 0f;
for (int i = 0; i < 4; i++)
{
if (array2[i] >= 0 && array2[i] < bones.Length && bones[array2[i]] != null)
{
num += array[i];
}
}
if (num < 1E-08f)
{
return smr.transform.InverseTransformDirection(targetWorldDir).normalized;
}
for (int j = 0; j < 4; j++)
{
array[j] /= num;
}
Vector3 vector = smr.transform.InverseTransformDirection(targetWorldDir);
if (vector.sqrMagnitude < 1E-12f)
{
return Vector3.up;
}
Matrix4x4 objWorldInv = smr.transform.worldToLocalMatrix;
Matrix4x4 acc = Matrix4x4.zero;
for (int k = 0; k < 4; k++)
{
if (array[k] > 0f && array2[k] >= 0 && array2[k] < bones.Length)
{
Accumulate(ref acc, array2[k], array[k]);
}
}
Vector3 vector2 = acc.transpose.MultiplyVector(vector);
if (vector2.sqrMagnitude < 1E-12f)
{
return vector.normalized;
}
return vector2.normalized;
void Accumulate(ref Matrix4x4 reference, int bi, float w)
{
if (!(w <= 0f))
{
Matrix4x4 matrix4x = objWorldInv * bones[bi].localToWorldMatrix * bindposes[bi];
reference.m00 += matrix4x.m00 * w;
reference.m01 += matrix4x.m01 * w;
reference.m02 += matrix4x.m02 * w;
reference.m03 += matrix4x.m03 * w;
reference.m10 += matrix4x.m10 * w;
reference.m11 += matrix4x.m11 * w;
reference.m12 += matrix4x.m12 * w;
reference.m13 += matrix4x.m13 * w;
reference.m20 += matrix4x.m20 * w;
reference.m21 += matrix4x.m21 * w;
reference.m22 += matrix4x.m22 * w;
reference.m23 += matrix4x.m23 * w;
reference.m30 += matrix4x.m30 * w;
reference.m31 += matrix4x.m31 * w;
reference.m32 += matrix4x.m32 * w;
reference.m33 += matrix4x.m33 * w;
}
}
}
}