-
Notifications
You must be signed in to change notification settings - Fork 19
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Toon vrms #76
base: main
Are you sure you want to change the base?
Toon vrms #76
Changes from all commits
9a5c3f5
7993276
bdfa7fc
dd4e92b
c72da56
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,7 +1,7 @@ | ||
import * as THREE from 'three'; | ||
import metaversefile from 'metaversefile'; | ||
import { VRMMaterialImporter } from '@pixiv/three-vrm/lib/three-vrm.module'; | ||
const { useApp, useLoaders, usePhysics, useCleanup, useActivate, useLocalPlayer } = metaversefile; | ||
const { useApp, useLoaders, usePhysics, useCleanup, useActivate, useLocalPlayer, useSettingsManager } = metaversefile; | ||
|
||
const localVector = new THREE.Vector3(); | ||
const localVector2 = new THREE.Vector3(); | ||
|
@@ -77,12 +77,99 @@ const _addAnisotropy = (o, anisotropyLevel) => { | |
}); | ||
}; | ||
|
||
const _setQuality = async (quality, app) => { | ||
const skinnedVrms = app.skinnedVrms; | ||
const baseVrm = skinnedVrms.base; | ||
|
||
const _swapMaterials = async (type) => { | ||
|
||
//actually do the swap | ||
switch (type) { | ||
case "toon": { | ||
|
||
let update = Object.keys(app.materials.toon).length > 0; | ||
|
||
skinnedVrms.base.scene.traverse((object) => { | ||
if (object.material && app.isBasic(object.material)) { | ||
const name = object.material.name; | ||
app.setMaterial(name, 'base', object.material); | ||
update && (object.material = [app.materials.toon[name]]); | ||
} | ||
|
||
}); | ||
break; | ||
|
||
} | ||
default: { | ||
let update = false; | ||
const target = skinnedVrms.base; | ||
target.scene.traverse((object) => { | ||
if (!update && object.material && app.isToon(object.material)) { | ||
update = true; | ||
} | ||
}); | ||
|
||
target.scene.traverse((object) => { | ||
if (object.material && app.isToon(object.material)) { | ||
const name = object.material[0].name; | ||
update && app.setMaterial(name, 'toon', object.material[0]); | ||
|
||
object.material = app.materials.base[name]; | ||
} | ||
}); | ||
} | ||
} | ||
} | ||
|
||
switch (quality ?? 'MEDIUM') { | ||
case 'LOW': | ||
case 'MEDIUM': | ||
case 'HIGH': { | ||
await _swapMaterials(); | ||
baseVrm.scene.name = "base mesh" | ||
app.setActive('base'); | ||
break; | ||
} | ||
case 'ULTRA': { | ||
if (skinnedVrms.toon) { | ||
|
||
} else { | ||
if (!skinnedVrms.toon) { | ||
|
||
await _toonShaderify(baseVrm); | ||
skinnedVrms['toon'] = baseVrm; | ||
skinnedVrms.toon.scene.name = 'base-tooned'; | ||
} | ||
} | ||
|
||
await _swapMaterials("toon"); | ||
app.setActive('toon'); | ||
break; | ||
} | ||
default: { | ||
throw new Error('unknown avatar quality: ' + quality); | ||
} | ||
} | ||
return app.getActive(); | ||
} | ||
|
||
export default e => { | ||
const physics = usePhysics(); | ||
|
||
const app = useApp(); | ||
app.appType = 'vrm'; | ||
app.active = 'base'; | ||
|
||
//make sure we have materials to work with | ||
app.materials = { | ||
toon: {}, | ||
base: {} | ||
}; | ||
app.isToon = material => material[0] && material[0].isMToonMaterial; | ||
app.isBasic = material => material.type == "MeshBasicMaterial" && material.name; //we're only changing named materials | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Try not to base anything on THREE.js |
||
app.setMaterial = (name, type, material) => app.materials[type][name] = material; | ||
|
||
app.skinnedVrms = {}; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Don't expose this, it's internal. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. sure |
||
|
||
const srcUrl = ${ this.srcUrl }; | ||
for (const { key, value } of components) { | ||
|
@@ -93,25 +180,53 @@ export default e => { | |
const _cloneVrm = async () => { | ||
const vrm = await parseVrm(arrayBuffer, srcUrl); | ||
vrm.cloneVrm = _cloneVrm; | ||
vrm.toonShaderify = _toonShaderify; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Don't expose this, it's internal. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. ok |
||
return vrm; | ||
}; | ||
|
||
const _prepVrm = (vrm) => { | ||
//vrm.visible = false; //will need later | ||
vrm.visible = false; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Don't do this. If the VRM is invisible it is probably for good reason. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. there will always be at least 2 vrms loaded, the base(high quality) vrm, and the crunched vrm. this defaults all the meshs to not visible to start, and the required meshes will be toggles accordingly. |
||
app.add(vrm); | ||
vrm.updateMatrixWorld(); | ||
_addAnisotropy(vrm, 16); | ||
} | ||
|
||
app.getActive = (_app = false) => { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is not a good function. First of all it it's a getter that takes a parameter, which is bad. Can we delete this? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. getActive is going to return the mesh that's corresponded with the current quality setting. this only has support for base(high quality) and toon(ultra quality), but there will also be sprite and crunched. I can rename for clarity, and remove the _app parameter so that only only 1 type is returned, and have the developer simply access .scene on their own. |
||
//return scene if we have an active vrm and we're not requesting the scene. else return the(possibly) active vrm | ||
return app.skinnedVrms[app.active] && !_app ? app.skinnedVrms[app.active].scene : app.skinnedVrms[app.active]; | ||
} | ||
|
||
// use this to change which mesh we're using | ||
app.setActive = (target) => { | ||
for (const key in app.skinnedVrms) { | ||
if (Object.hasOwnProperty.call(app.skinnedVrms, key)) { | ||
app.skinnedVrms[key].scene.visible = false | ||
} | ||
} | ||
|
||
app.active = target; | ||
!app.getActive().parent && _prepVrm(app.getActive()); | ||
app.getActive().visible = true; | ||
} | ||
|
||
let physicsIds = []; | ||
let activateCb = null; | ||
e.waitUntil((async () => { | ||
arrayBuffer = await _fetchArrayBuffer(srcUrl); | ||
|
||
const skinnedVrmBase = await _cloneVrm(); | ||
app.skinnedVrm = skinnedVrmBase; | ||
await _toonShaderify(skinnedVrmBase); | ||
app.skinnedVrms['base'] = skinnedVrmBase; | ||
app.skinnedVrm = skinnedVrmBase; //temporary support for webaverse code base until it's updated | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Delete this. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If I delete this, the webaverse app will break because it's currently referencing skinnedVrm when making avatars. We'll need to update the webaverse app to reference skinnedVrms, which will also cause it to break if this has not been merged yet. |
||
_prepVrm(skinnedVrmBase.scene); | ||
app.skinnedVrms.base.scene.name = 'base mesh'; | ||
//collect basic materials for reuse | ||
app.skinnedVrms.base.scene.traverse((o) => { | ||
if (o.material && app.isBasic(o.material)) { | ||
const name = o.material.name; | ||
app.setMaterial(name, 'base', o.material); | ||
} | ||
}); | ||
|
||
|
||
const _addPhysics = () => { | ||
const fakeHeight = 1.5; | ||
|
@@ -144,8 +259,18 @@ export default e => { | |
localPlayer.setAvatarApp(app); | ||
}; | ||
|
||
app.updateQuality = async () => { | ||
const gfxSettings = useSettingsManager().getSettingsJson('GfxSettings'); | ||
const quality = gfxSettings.character.details; | ||
return await _setQuality(quality, app) | ||
} | ||
|
||
await app.updateQuality(); | ||
|
||
|
||
})()); | ||
|
||
|
||
useActivate(() => { | ||
activateCb && activateCb(); | ||
}); | ||
|
@@ -189,4 +314,4 @@ export default e => { | |
export const contentId = ${ this.contentId }; | ||
export const name = ${ this.name }; | ||
export const description = ${ this.description }; | ||
export const components = ${ this.components }; | ||
export const components = ${ this.components }; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Active sounds like a boolean?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Active is the mesh that corresponds to the users performance settings. this only has support for base and toon, but there will also be sprite and crunched. I can rename if you'd prefer something else
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yes. The answer to "What is the app's .active?" sounds like a boolean to me.