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vrm_integration.gd
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extends RefCounted
var vrm_spring_bone_class
var vrm_collider_class
var vrm_collider_group_class
var vrm_meta_class
var vrm_toplevel_class
var vrm_secondary_class
func _init():
var da := DirAccess.open("res://")
if da.file_exists("res://addons/vrm/vrm_spring_bone.gd"):
vrm_spring_bone_class = load("res://addons/vrm/vrm_spring_bone.gd")
vrm_collider_class = load("res://addons/vrm/vrm_collider.gd")
vrm_collider_group_class = load("res://addons/vrm/vrm_collider_group.gd")
vrm_meta_class = load("res://addons/vrm/vrm_meta.gd")
vrm_toplevel_class = load("res://addons/vrm/vrm_toplevel.gd")
vrm_secondary_class = load("res://addons/vrm/vrm_secondary.gd")
func find_key(keys: Dictionary, try_strings: Dictionary, type: int) -> Array:
for key in keys:
for needle in try_strings:
if key.to_lower().contains(needle):
var is_correct_type: bool = false
var value: Variant = keys[key]
if typeof(keys[key]) == type:
is_correct_type = true
if type == TYPE_FLOAT and typeof(keys[key]) == TYPE_INT:
is_correct_type = true
value = float(value)
if type == TYPE_INT and typeof(keys[key]) == TYPE_BOOL:
is_correct_type = true
value = int(value)
if type == -1: # UnidotRef
if typeof(keys[key]) == TYPE_ARRAY and len(keys[key]) == 4 and typeof(keys[key][0]) == TYPE_NIL:
is_correct_type = true
if is_correct_type:
var fn: Variant = try_strings[needle]
if typeof(fn) == TYPE_CALLABLE and fn.is_valid():
value = fn.call(value)
return [value]
return []
func detect_spring_bone_collider(obj: RefCounted, state: RefCounted):
var matched: Array
var colliders: Array
if typeof(obj.keys.get("Colliders", null)) == TYPE_ARRAY:
colliders = obj.keys["Colliders"]
if colliders.is_empty():
colliders = [obj.keys]
var root_obj: RefCounted = obj
matched = find_key(obj.keys, {"transform": 0, "root": 0}, -1)
if matched:
var new_root: RefCounted = obj.meta.lookup(matched[0])
if new_root != null:
root_obj = new_root
var vrm_collider_group: Resource = vrm_collider_group_class.new()
for collider in colliders:
var vrm_collider: Resource = vrm_collider_class.new()
vrm_collider_group.colliders.append(vrm_collider)
matched = find_key(collider, {"radius": 0}, TYPE_FLOAT)
if matched.is_empty():
obj.log_debug("vrm collider missing radius")
return # wrong format
var radius := float(matched[0])
vrm_collider.radius = radius
matched = find_key(collider, {"offset": 0, "center": 0, "position": 0}, TYPE_VECTOR3)
if matched.is_empty():
obj.log_debug("vrm collider missing offset")
return
var offset: Vector3 = matched[0] * Vector3(-1, 1, 1)
matched = find_key(collider, {"insidebound": 0, "m_bound": 0}, TYPE_INT)
if matched and matched[0]:
obj.log_warn("Ignoring inside collider " + str(root_obj.gameObject) + " radius=" + str(radius) + " offset=" + str(offset))
return # Inside colliders not currently supported.
matched = find_key(collider, {"tail":0}, TYPE_VECTOR3)
var tail: Vector3 = offset
if matched:
tail = matched[0] * Vector3(-1, 1, 1)
else:
matched = find_key(collider, {"shapetype": 0}, TYPE_INT)
if matched.is_empty() or matched[0] == 1:
matched = find_key(collider, {"height": 0}, TYPE_FLOAT)
if matched:
var height := float(matched[0])
var axis := Vector3(0,1,0)
matched = find_key(collider, {"direction": 0}, TYPE_VECTOR3)
if matched:
match matched[0]:
0:
axis = Vector3(1,0,0)
2:
axis = Vector3(0,0,1)
matched = find_key(collider, {"rotation": func(q): return Quaternion(q.x, -q.y, -q.z, q.w)}, TYPE_QUATERNION)
if matched:
axis = matched[0] * axis
if height > 2 * radius:
tail = offset + axis * (0.5 * height - radius)
offset = offset - axis * (0.5 * height - radius)
vrm_collider.offset = offset
vrm_collider.tail = tail
vrm_collider.is_capsule = not tail.is_equal_approx(offset)
obj.log_debug("Found collider " + str(root_obj.gameObject) + " radius=" + str(radius) + " offset " + str(offset) + " tail " + str(tail))
if "vrm_collider_groups" not in state.prefab_state.extra_data:
state.prefab_state.extra_data["vrm_collider_groups"] = {}
root_obj.log_debug("Adding collider group " + str(obj.fileID) + " = " + str(vrm_collider_group))
state.prefab_state.extra_data["vrm_collider_groups"][obj.fileID] = [obj, vrm_collider_group]
# fileID_to_skelley
func detect_spring_bone(obj: RefCounted, state: RefCounted):
var matched: Array
var root_obj: RefCounted = obj
matched = find_key(obj.keys, {"rootbones": 0}, TYPE_ARRAY)
if matched.is_empty():
matched = find_key(obj.keys, {"transform": 0, "root": 0}, -1)
if matched.is_empty():
return # wrong format
matched = find_key(obj.keys, {"drag": 0, "damp": 0, "spring": func(x): return 1 - x}, TYPE_FLOAT)
if matched.is_empty():
return # wrong format
matched = find_key(obj.keys, {"stiff": 0, "elastic": func(x): return 4.0 * x, "pull": func(x): return 4.0 * x}, TYPE_FLOAT)
if matched.is_empty():
return # wrong format
if "vrm_spring_bone_components" not in state.prefab_state.extra_data:
state.prefab_state.extra_data["vrm_spring_bone_components"] = []
state.prefab_state.extra_data["vrm_spring_bone_components"].append(obj)
func convert_spring_bone(obj: RefCounted, state: RefCounted) -> Array:
var matched: Array
var root_bones: Array = []
var my_fileid: int = 0 # Transform object
var allow_forking: bool = false
var end_length: float = 0
matched = find_key(obj.keys, {"end": 0}, TYPE_FLOAT)
if matched:
end_length = matched[0]
matched = find_key(obj.keys, {"end": 0}, TYPE_VECTOR3)
var end_offset := Vector3.ZERO
if matched:
end_offset = matched[0]
matched = find_key(obj.keys, {"rootbones": 0}, TYPE_ARRAY)
if matched:
root_bones = matched[0]
# VRM 0 behavior:
end_length = 0.07
allow_forking = true
else:
matched = find_key(obj.keys, {"transform": 0, "root": 0}, -1)
# TODO: VRMSpringBone (old 0x0) is TYPE_ARRAY of transform
if matched.is_empty():
obj.log_debug("Failed to match springbone")
return [] # wrong format
my_fileid = matched[0][1] # always a Transform object
if not root_bones.is_empty():
my_fileid = root_bones[0][1]
if my_fileid == 0:
# We need to lookup the Transform instance so we can resolve this to a Skelley
var go_fileid: int = obj.keys.get("m_GameObject")[1]
my_fileid = obj.meta.prefab_gameobject_name_to_fileid_and_children.get(go_fileid, obj.meta.gameobject_name_to_fileid_and_children.get(go_fileid, {})).get(4, go_fileid)
obj.meta.log_debug(my_fileid, "Found root for springbone object at gameObject=" + str(go_fileid))
if not state.fileID_to_skelley.has(my_fileid):
obj.log_fail("Skelley does not contain fileid " + str(my_fileid))
return []
var skelley: RefCounted = state.fileID_to_skelley[my_fileid]
var bone_name: String = obj.meta.fileid_to_skeleton_bone.get(my_fileid, obj.meta.prefab_fileid_to_skeleton_bone.get(my_fileid, ""))
var godot_skel: Skeleton3D = skelley.godot_skeleton
var skel_parent := godot_skel.get_parent() as Node3D if godot_skel != null else null
if skel_parent == null or bone_name.is_empty():
obj.log_debug("Skelley skeleton bone " + str(bone_name) + " has no parent")
state.prefab_state.extra_data["vrm_spring_bone_components"].append(obj)
return []
matched = find_key(obj.keys, {"drag": 0, "damp": 0, "spring": func(x): return 1 - x}, TYPE_FLOAT)
if matched.is_empty():
obj.log_fail("springbone component missing drag")
return [] # wrong format
var drag: float = matched[0]
matched = find_key(obj.keys, {"stiff": 0, "elastic": func(x): return 4.0 * x, "pull": func(x): return 4.0 * x}, TYPE_FLOAT)
if matched.is_empty():
obj.log_fail("springbone component missing stiff")
return [] # wrong format
allow_forking = allow_forking or obj.keys.has("m_Stiffness")
var type = "VRM-0" if obj.keys.has("m_stiffnessForce") else ("DynamicBone" if obj.keys.has("m_Stiffness") else "Other")
var stiffness: float = matched[0]
var gravity_multiplier: float = 1.0
matched = find_key(obj.keys, {"gravity": 0}, TYPE_FLOAT)
if matched:
gravity_multiplier = matched[0]
var gravity_direction: Vector3 = Vector3(0, -1, 0)
matched = find_key(obj.keys, {"gravity": 0}, TYPE_VECTOR3)
if matched:
gravity_direction = matched[0]
var radius: float = 1.0
matched = find_key(obj.keys, {"radius": 0}, TYPE_FLOAT)
if matched:
radius = matched[0]
var transform_delta: Transform3D = obj.meta.transform_fileid_to_rotation_delta.get(my_fileid, obj.meta.prefab_transform_fileid_to_rotation_delta.get(my_fileid, Transform3D.IDENTITY))
radius = transform_delta.basis.get_scale().length() / sqrt(3) * radius
var add_end_bone: bool = not is_equal_approx(end_length, 0.0) or not end_offset.is_equal_approx(Vector3.ZERO)
obj.log_debug("Creating springbone from " + str(type) + " format: drag=" + str(drag) + " stiff=" + str(stiffness) + " radius=" + str(radius) + " gravity=" + str(gravity_multiplier * gravity_direction) + " endbone=" + str(add_end_bone))
matched = find_key(obj.keys, {"ignore": 0, "exclusions": 0}, TYPE_ARRAY)
var excluded_bones: Dictionary = {}
if matched:
for exclusion in matched[0]:
var sb = obj.meta.fileid_to_skeleton_bone.get(exclusion[1], obj.meta.prefab_fileid_to_skeleton_bone.get(exclusion[1], ""))
if not sb.is_empty():
excluded_bones[sb] = true
var collider_groups: Array
var collider_map: Dictionary = state.prefab_state.extra_data.get("vrm_collider_groups", {})
matched = find_key(obj.keys, {"collider": 0}, TYPE_ARRAY)
if matched:
for collider_ref in matched[0]:
obj.log_debug("Handling colliders " + str(collider_ref))
if collider_map.has(collider_ref[1]):
var tmp: Array = collider_map[collider_ref[1]]
var monobehaviour: RefCounted = tmp[0]
var transform_fileid: int = 0
var vrm_collider_group: Resource = tmp[1]
matched = find_key(monobehaviour.keys, {"transform": 0, "root": 0}, -1)
var go_fileid: int
if matched:
go_fileid = matched[0][1]
if go_fileid == 0:
go_fileid = monobehaviour.keys.get("m_GameObject")[1]
transform_fileid = monobehaviour.meta.prefab_gameobject_name_to_fileid_and_children.get(go_fileid, monobehaviour.meta.gameobject_name_to_fileid_and_children.get(go_fileid, {})).get(4, go_fileid)
var transform_delta: Transform3D = monobehaviour.meta.transform_fileid_to_rotation_delta.get(transform_fileid, monobehaviour.meta.prefab_transform_fileid_to_rotation_delta.get(transform_fileid, Transform3D.IDENTITY))
var bone: String = monobehaviour.meta.fileid_to_skeleton_bone.get(transform_fileid, monobehaviour.meta.prefab_fileid_to_skeleton_bone.get(transform_fileid, ''))
var nodepath: NodePath = monobehaviour.meta.fileid_to_nodepath.get(transform_fileid, monobehaviour.meta.prefab_fileid_to_nodepath.get(transform_fileid, NodePath()))
obj.meta.log_debug(transform_fileid, "Transform for bone " + str(bone) + " / " + str(nodepath) + " from " + str(go_fileid))
if bone.is_empty() and skelley.godot_skeleton != null and nodepath != NodePath():
var node: Node = state.scene_contents.get_node(nodepath)
nodepath = NodePath("../" + str(skelley.godot_skeleton.get_path_to(node)))
else:
nodepath = NodePath()
var resource_name: String
for collider in vrm_collider_group.colliders:
collider.resource_name = nodepath.get_name(nodepath.get_name_count() - 1) if collider.bone.is_empty() else collider.bone
if collider.bone.is_empty() and collider.node_path == NodePath():
collider.radius = transform_delta.basis.get_scale().length() / sqrt(3) * collider.radius
collider.offset = transform_delta.basis * collider.offset
collider.tail = transform_delta.basis * collider.tail
collider.bone = bone
collider.node_path = nodepath
obj.log_debug("Collider " + str(vrm_collider_group) + " created at " + str(nodepath) + " bone=" + str(bone))
if not vrm_collider_group.colliders.is_empty():
vrm_collider_group.resource_name = vrm_collider_group.colliders[0].resource_name
collider_groups.append(vrm_collider_group)
# FIXME: There's supposedly a factor of 10 between dynbone and phys, and a factor of 20 between phys and vrm
var vrm_spring_bones: Array[RefCounted]
var fork_stack: Array[int]
if not root_bones.is_empty():
for ref in root_bones:
bone_name = obj.meta.fileid_to_skeleton_bone.get(ref[1], obj.meta.prefab_fileid_to_skeleton_bone.get(ref[1], ""))
if not bone_name.is_empty():
fork_stack.append(godot_skel.find_bone(bone_name))
else:
fork_stack.append(godot_skel.find_bone(bone_name))
while not fork_stack.is_empty():
var bone_idx: int = fork_stack.pop_back()
var vrm_spring_bone: RefCounted = vrm_spring_bone_class.new()
vrm_spring_bones.append(vrm_spring_bone)
vrm_spring_bone.joint_nodes.clear()
while bone_idx != -1:
vrm_spring_bone.joint_nodes.append(godot_skel.get_bone_name(bone_idx))
var children = godot_skel.get_bone_children(bone_idx)
if children.is_empty():
break
bone_idx = children[0]
if excluded_bones.has(godot_skel.get_bone_name(bone_idx)):
break
var ignore_first := true
if allow_forking:
for other_bone_idx in children:
if ignore_first or excluded_bones.has(godot_skel.get_bone_name(other_bone_idx)):
ignore_first = false
continue
fork_stack.append(other_bone_idx)
if add_end_bone:
# Technically speaking we should allow adjusting the endbone instead of using VRM's default 0.07
# But, end length seems to be set very arbitrarily.
# This will accomplish the most important aspect: simulating an extra bone. See vrm_spring_bone.gd
vrm_spring_bone.joint_nodes.push_back("")
if not skelley.skeleton_profile_humanoid_bones.has(vrm_spring_bone.joint_nodes[0]) and len(vrm_spring_bone.joint_nodes) > 2:
# We don't want jiggly head bones and so on.
vrm_spring_bone.joint_nodes.remove_at(0)
vrm_spring_bone.resource_name = vrm_spring_bone.joint_nodes[0]
# FIXME: We do not currently support parsing Curve, so we treat all bone as constant. This might cause issues with radius, for example.
if typeof(vrm_spring_bone.get(&"gravity_dir_default")) == TYPE_VECTOR3:
# New system is property + optional array of points.
# TODO: Parse Curve objects and convert to Godot curve, then put these in the vector, or maybe add support for Curve in godot-vrm
vrm_spring_bone.stiffness_scale = stiffness
vrm_spring_bone.drag_force_scale = drag
vrm_spring_bone.hit_radius_scale = radius
vrm_spring_bone.gravity_scale = gravity_multiplier
vrm_spring_bone.gravity_dir_default = gravity_direction
else:
for joint_idx in range(len(vrm_spring_bone.joint_nodes)):
vrm_spring_bone.stiffness_force.append(stiffness)
vrm_spring_bone.drag_force.append(drag)
vrm_spring_bone.hit_radius.append(radius)
vrm_spring_bone.gravity_power.append(gravity_multiplier)
vrm_spring_bone.gravity_dir.append(gravity_direction)
obj.log_debug("Created springbone with joints " + str(vrm_spring_bone.joint_nodes))
for vrm_collider_group in collider_groups:
vrm_spring_bone.collider_groups.append(vrm_collider_group)
return [skelley, vrm_spring_bones]
func handle_monobehaviour(obj: RefCounted, state: RefCounted, node: Node, existing_node_or_null: Node):
return null
func handle_scripted_object(obj: RefCounted):
#print("Handle scripted object unused")
pass # not needed for springbones.
func post_process_avatar(obj: RefCounted, state: RefCounted, node: Node, this_avatar_meta: RefCounted):
obj.log_debug("Post process avatar at node " + str(state.scene_contents.get_path_to(node)))
var skelley_to_vrm_collider_groups_used: Dictionary
# var vrm_collider_groups: Array
var skelley_to_vrm_spring_bones: Dictionary
if "vrm_spring_bone_components" in state.prefab_state.extra_data:
var spring_bone_components: Array = state.prefab_state.extra_data["vrm_spring_bone_components"]
state.prefab_state.extra_data["vrm_spring_bone_components"] = []
for sb in spring_bone_components:
sb.log_debug("Post process springbone!")
var ret: Array = convert_spring_bone(sb, state)
if ret.is_empty() or ret[1].is_empty():
continue
var skelley: RefCounted = ret[0]
var vrm_spring_bones: Array = ret[1]
if not skelley_to_vrm_collider_groups_used.has(skelley):
skelley_to_vrm_collider_groups_used[skelley] = {}
if not skelley_to_vrm_spring_bones.has(skelley):
skelley_to_vrm_spring_bones[skelley] = []
# All the bone chains will have the same collider_groups, so we can do this:
for coll in vrm_spring_bones[0].collider_groups:
skelley_to_vrm_collider_groups_used[skelley][coll] = true
skelley_to_vrm_spring_bones[skelley].append_array(vrm_spring_bones)
for skelley in skelley_to_vrm_spring_bones:
obj.log_debug("Post process skelley " + str(skelley))
var skel_parent: Node3D = skelley.godot_skeleton.get_parent_node_3d()
if skel_parent.get_script() == null:
skel_parent.set_script(vrm_toplevel_class)
if skel_parent.get_script().resource_path != vrm_toplevel_class.resource_path:
obj.log_fail("Incorrect script at toplevel")
return []
if skel_parent.vrm_meta == null:
skel_parent.vrm_meta = vrm_meta_class.new()
var secondary_node: Node = skel_parent.get_node_or_null(^"secondary")
if secondary_node == null:
secondary_node = Node3D.new()
secondary_node.name = "secondary"
skel_parent.add_child(secondary_node)
secondary_node.owner = state.owner
if secondary_node.get_script() == null:
secondary_node.set_script(vrm_secondary_class)
if secondary_node.get_script().resource_path != vrm_secondary_class.resource_path:
obj.log_fail("Incorrect script at secondary")
return []
secondary_node.skeleton = NodePath("../" + str(skelley.godot_skeleton.name))
skelley_to_vrm_spring_bones[skelley].sort_custom(func(a, b): return a.resource_name < b.resource_name)
for res in skelley_to_vrm_spring_bones[skelley]:
secondary_node.spring_bones.append(res)
func setup_post_children(game_object: RefCounted, state: RefCounted, node: Node, this_avatar_meta: RefCounted):
if this_avatar_meta:
post_process_avatar(game_object, state, node, this_avatar_meta)
func setup_post_prefab(prefab_object: RefCounted, state: RefCounted, instanced_scene: Node):
# FIXME: this code assumes the skeleton is at the root of the prefab (such as an instanced fbx model) but this is not guaranteed.
post_process_avatar(prefab_object, state, instanced_scene, null)
func setup_post_scene(pkgasset: RefCounted, root_objects: Array, root_skelleys: Array, state: RefCounted, instanced_scene: Node):
for obj in root_objects:
post_process_avatar(obj, state, instanced_scene, null)
func initialize_skelleys(state: RefCounted, objs: Array, is_prefab: bool):
if vrm_collider_group_class == null or vrm_collider_class == null:
# print("Failed to import vrm classes")
return null
var some_obj: RefCounted = null
for obj in objs:
some_obj = obj
if obj.type != "MonoBehaviour" or obj.is_stripped:
continue
var root_obj: RefCounted = obj
var matched_rootbones = find_key(obj.keys, {"rootbones": 0}, TYPE_ARRAY)
var matched_root: Array = find_key(obj.keys, {"transform": 0, "root": 0}, -1)
var matched2: Array = find_key(obj.keys, {"drag": 0, "damp": 0, "spring": func(x): return 1 - x}, TYPE_FLOAT)
var matched3: Array = find_key(obj.keys, {"stiff": 0, "elastic": func(x): return 4.0 * x, "pull": func(x): return 4.0 * x}, TYPE_FLOAT)
if (matched_root or matched_rootbones) and matched2 and matched3:
obj.log_debug("Found a Springobne component " + str(obj) + " " + str(obj.gameObject))
var transform_objs: Array[RefCounted] # Transform object
if matched_rootbones:
for ref in matched_rootbones[0]:
transform_objs.append(obj.meta.lookup(ref))
else:
if matched_root[0][1] != 0:
transform_objs.append(obj.meta.lookup(matched_root[0])) # always a Transform object
else:
var go = root_obj.gameObject
# We have to rely on stripped game objects here because prefabs haven't been resolved yet.
if go != null and not go.is_stripped:
transform_objs.append(go.transform)
for transform_obj in transform_objs:
# For now, pick the first skeleton in the file. This will work for prefabs but break horribly for scenes.
if len(state.skelleys) == 1:
for this_skelley in state.skelleys:
obj.log_debug("Add bone to only skelley " + str(transform_obj) + " " + str(state.skelleys[this_skelley]))
state.add_bone_to_skelley(state.skelleys[this_skelley], transform_obj)
break
else:
var new_skelley: RefCounted = state.create_skelley(transform_obj)
# For now, we can't guess which skeleton to add it to.
obj.log_warn("Add bone to new skelley " + str(transform_obj) + " " + str(new_skelley))
state.add_bone_to_skelley(new_skelley, transform_obj)
obj.log_debug(str(new_skelley.parent_transform) + " - " + str(transform_obj))
var x: RefCounted = new_skelley.parent_transform
if x != null and x.is_prefab_reference:
var prefab_id = x.prefab_instance[1]
if not state.prefab_state.skelleys_by_parented_prefab.has(prefab_id):
state.prefab_state.skelleys_by_parented_prefab[prefab_id] = [].duplicate()
obj.log_debug("Adding to prefab " + str(prefab_id))
state.prefab_state.skelleys_by_parented_prefab[prefab_id].push_back(new_skelley)
detect_spring_bone_collider(obj, state)
detect_spring_bone(obj, state)
if some_obj != null:
some_obj.log_debug("vrm end init")