├── .gitignore ├── PinchingFace ├── .vscode │ ├── launch.json │ └── settings.json ├── Assets │ ├── Face.meta │ ├── Face │ │ ├── Lib.meta │ │ ├── Lib │ │ │ ├── net20.meta │ │ │ └── net20 │ │ │ │ ├── Newtonsoft.Json.dll │ │ │ │ ├── Newtonsoft.Json.dll.meta │ │ │ │ ├── Newtonsoft.Json.pdb │ │ │ │ ├── Newtonsoft.Json.pdb.meta │ │ │ │ ├── Newtonsoft.Json.xml │ │ │ │ └── Newtonsoft.Json.xml.meta │ │ ├── Res.meta │ │ ├── Res │ │ │ ├── body.FBX │ │ │ ├── body.FBX.meta │ │ │ ├── body@clothes01_01_ani.fbx │ │ │ ├── body@clothes01_01_ani.fbx.meta │ │ │ ├── controlNames.json │ │ │ ├── controlNames.json.meta │ │ │ ├── faceFormula.json │ │ │ ├── faceFormula.json.meta │ │ │ ├── head.FBX │ │ │ ├── head.FBX.meta │ │ │ ├── head@clothes01_01_ani.fbx │ │ │ └── head@clothes01_01_ani.fbx.meta │ │ ├── Script.meta │ │ ├── Script │ │ │ ├── FaceUI.cs │ │ │ ├── FaceUI.cs.meta │ │ │ ├── PinchingFace.cs │ │ │ └── PinchingFace.cs.meta │ │ ├── UIPrefab.meta │ │ └── UIPrefab │ │ │ ├── Item.prefab │ │ │ └── Item.prefab.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── VSCode.meta │ └── VSCode │ │ ├── HOWTO.pdf │ │ ├── HOWTO.pdf.meta │ │ ├── LICENSE │ │ ├── LICENSE.meta │ │ ├── Plugins.meta │ │ ├── Plugins │ │ ├── Editor.meta │ │ └── Editor │ │ │ ├── VSCode.cs │ │ │ └── VSCode.cs.meta │ │ ├── README.md │ │ └── README.md.meta ├── Logs │ └── Packages-Update.log ├── Packages │ └── manifest.json └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | PinchingFace/Library 2 | PinchingFace/Temp 3 | PinchingFace/Obj 4 | PinchingFace/Build 5 | # Autogenerated VS/MD solution and project files 6 | 7 | *.csproj 8 | 9 | *.unityproj 10 | 11 | *.sln 12 | 13 | *.suo 14 | 15 | *.tmp 16 | 17 | *.user 18 | 19 | *.userprefs 20 | 21 | *.pidb 22 | 23 | *.booproj 24 | 25 | # Unity3D generated meta files 26 | 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | 31 | sysinfo.txt -------------------------------------------------------------------------------- /PinchingFace/.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": "0.2.0", 3 | "configurations": [ 4 | { 5 | "name": "Unity Editor", 6 | "type": "unity", 7 | "request": "launch" 8 | }, 9 | { 10 | "name": "Windows Player", 11 | "type": "unity", 12 | "request": "launch" 13 | }, 14 | { 15 | "name": "OSX Player", 16 | "type": "unity", 17 | "request": "launch" 18 | }, 19 | { 20 | "name": "Linux Player", 21 | "type": "unity", 22 | "request": "launch" 23 | }, 24 | { 25 | "name": "iOS Player", 26 | "type": "unity", 27 | "request": "launch" 28 | }, 29 | { 30 | "name": "Android Player", 31 | "type": "unity", 32 | "request": "launch" 33 | 34 | } 35 | ] 36 | } -------------------------------------------------------------------------------- /PinchingFace/.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.associations": 3 | { 4 | "*.bjs":"javascript", 5 | "*.javascript":"javascript" 6 | }, 7 | "files.exclude": 8 | { 9 | "**/.DS_Store":true, 10 | "**/.git":true, 11 | "**/.gitignore":true, 12 | "**/.gitattributes":true, 13 | "**/.gitmodules":true, 14 | "**/.svn":true, 15 | "**/*.zip":true, 16 | "**/*.gz":true, 17 | "**/*.7z":true, 18 | "**/*.booproj":true, 19 | "**/*.pidb":true, 20 | "**/*.suo":true, 21 | "**/*.user":true, 22 | "**/*.userprefs":true, 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-------------------------------------------------------------------------------- /PinchingFace/Assets/Face/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ff10da09eb8dc05498c0d44f9758af2a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PinchingFace/Assets/Face/Script/FaceUI.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using System.Text; 5 | using Newtonsoft.Json.Linq; 6 | using UnityEngine; 7 | using UnityEngine.UI; 8 | 9 | public class FaceUI : MonoBehaviour 10 | { 11 | public Transform content; 12 | public Transform itemPrefab; 13 | public PinchingFace pinchingFace; 14 | 15 | Dictionary _controlNames = new Dictionary(); 16 | 17 | 18 | void Start() 19 | { 20 | JObject faceFormula = JObject.Parse(File.ReadAllText("Assets/Face/Res/faceFormula.json", Encoding.UTF8)); 21 | JObject controlNames = JObject.Parse(File.ReadAllText("Assets/Face/Res/controlNames.json", Encoding.UTF8)); 22 | InitControlNames(controlNames); 23 | 24 | pinchingFace.SetFormula(faceFormula); 25 | 26 | var i = 0; 27 | foreach (KeyValuePair pair in faceFormula) 28 | { 29 | var child = GameObject.Instantiate(itemPrefab); 30 | child.SetParent(content); 31 | 32 | InitItem(child, pair.Key); 33 | 34 | i++; 35 | } 36 | } 37 | 38 | void InitControlNames(JObject controlNames) 39 | { 40 | foreach (var pair in controlNames) 41 | { 42 | _controlNames.Add(pair.Value["controller"].ToObject(), pair.Value["name"].ToObject()); 43 | } 44 | } 45 | 46 | void InitItem(Transform item, string controlName) 47 | { 48 | Text text = item.GetChild(0).GetComponent(); 49 | Slider slider = item.GetChild(1).GetComponent(); 50 | string name = _controlNames[controlName]; 51 | 52 | text.text = name; 53 | slider.onValueChanged.AddListener(delegate 54 | { 55 | pinchingFace.setControlLevel2(controlName, slider.value); 56 | }); 57 | } 58 | } -------------------------------------------------------------------------------- /PinchingFace/Assets/Face/Script/FaceUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e930ee0c427281d4aaefc9ffe693a48c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /PinchingFace/Assets/Face/Script/PinchingFace.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Newtonsoft.Json.Linq; 5 | using UnityEngine; 6 | 7 | public class PinchingFace : MonoBehaviour 8 | { 9 | public SkinnedMeshRenderer mesh; 10 | 11 | 12 | JObject _formula; 13 | 14 | Dictionary _bones = new Dictionary(); 15 | 16 | Dictionary _boneBasePosition = new Dictionary(); 17 | Dictionary _boneBaseRotation = new Dictionary(); 18 | Dictionary _boneBaseScale = new Dictionary(); 19 | 20 | Dictionary _boneUpdatePosition = new Dictionary(); 21 | Dictionary _boneUpdateRotation = new Dictionary(); 22 | Dictionary _boneUpdateScale = new Dictionary(); 23 | 24 | Dictionary> _controlLevel2 = new Dictionary>(); 25 | 26 | 27 | 28 | public void SetFormula(JObject formula) 29 | { 30 | _formula = formula; 31 | } 32 | 33 | public void setControlLevel2(string name, float value) 34 | { 35 | var data = _formula[name]; 36 | var min = data.Value("min"); 37 | var max = data.Value("max"); 38 | var controlData = data.Value("control"); 39 | if (value < min) 40 | { 41 | value = min; 42 | } 43 | else if (value > max) 44 | { 45 | value = max; 46 | } 47 | if (_controlLevel2.ContainsKey(name)) 48 | { 49 | _controlLevel2[name] = new KeyValuePair(controlData, value); 50 | } 51 | else 52 | { 53 | _controlLevel2.Add(name, new KeyValuePair(controlData, value)); 54 | } 55 | } 56 | 57 | // Start is called before the first frame update 58 | void Start() 59 | { 60 | InitBoneValue(); 61 | } 62 | 63 | void InitBoneValue() 64 | { 65 | foreach (var boneNode in mesh.bones) 66 | { 67 | _bones.Add(boneNode.name, boneNode); 68 | _boneBasePosition.Add(boneNode.name, boneNode.transform.localPosition); 69 | _boneBaseRotation.Add(boneNode.name, boneNode.transform.localEulerAngles); 70 | _boneBaseScale.Add(boneNode.name, boneNode.transform.localScale); 71 | } 72 | } 73 | 74 | void Update() 75 | { 76 | InitUpdateValue(); 77 | UpdateControlLevel2(); 78 | } 79 | 80 | void InitUpdateValue() 81 | { 82 | _boneUpdatePosition.Clear(); 83 | _boneUpdateRotation.Clear(); 84 | _boneUpdateScale.Clear(); 85 | foreach (var pair in _boneBasePosition) 86 | { 87 | _boneUpdatePosition.Add(pair.Key, new Vector3()); 88 | _boneUpdateRotation.Add(pair.Key, new Vector3()); 89 | _boneUpdateScale.Add(pair.Key, new Vector3()); 90 | } 91 | } 92 | 93 | void UpdateControlLevel2() 94 | { 95 | foreach (var controlLevel1 in _controlLevel2) 96 | { 97 | var controlLevel1Data = controlLevel1.Value.Key; 98 | float controlLevel1Value = controlLevel1.Value.Value; 99 | UpdateControlLevel1(controlLevel1Data, controlLevel1Value); 100 | } 101 | } 102 | 103 | void UpdateControlLevel1(JObject controlLevel1s, float v) 104 | { 105 | foreach (var pair in controlLevel1s) 106 | { 107 | var controlLevelValue = v; 108 | var controlLevel = pair.Value; 109 | var min = controlLevel.Value("min"); 110 | var max = controlLevel.Value("max"); 111 | if (controlLevelValue < min) 112 | { 113 | controlLevelValue = min; 114 | } 115 | else if (controlLevelValue > max) 116 | { 117 | controlLevelValue = max; 118 | } 119 | controlLevelValue = Math.Abs(controlLevelValue); 120 | 121 | if (controlLevelValue != 0) 122 | { 123 | var bones = controlLevel.Value("bone"); 124 | if (bones != null) 125 | { 126 | UpdateBones(bones, controlLevelValue); 127 | } 128 | var morphs = controlLevel.Value("morph"); 129 | if (morphs != null) 130 | { 131 | UpdateMorphs(morphs, controlLevelValue); 132 | } 133 | } 134 | } 135 | } 136 | 137 | void UpdateBones(JObject bones, float value) 138 | { 139 | foreach (var bone in bones) 140 | { 141 | var trans = bone.Value["trans"]; 142 | var rotate = bone.Value["rotate"]; 143 | var scale = bone.Value["scale"]; 144 | if (trans != null) 145 | { 146 | var x = trans.Value("x") / 100 * value; 147 | var y = trans.Value("y") / 100 * value; 148 | var z = trans.Value("z") / 100 * value; 149 | if (_boneUpdatePosition.ContainsKey(bone.Key)) 150 | { 151 | _boneUpdatePosition[bone.Key] += new Vector3(x, y, -z); 152 | } 153 | } 154 | if (rotate != null) 155 | { 156 | var x = rotate.Value("x") * value; 157 | var y = rotate.Value("y") * value; 158 | var z = rotate.Value("z") * value; 159 | if (_boneUpdateRotation.ContainsKey(bone.Key)) 160 | { 161 | _boneUpdateRotation[bone.Key] += new Vector3(-z, -y, x); 162 | } 163 | } 164 | if (scale != null) 165 | { 166 | var x = scale.Value("x") * value; 167 | var y = scale.Value("y") * value; 168 | var z = scale.Value("z") * value; 169 | if (_boneUpdateScale.ContainsKey(bone.Key)) 170 | { 171 | _boneUpdateScale[bone.Key] += new Vector3(x, y, z); 172 | } 173 | } 174 | } 175 | } 176 | 177 | void UpdateMorphs(JObject morphs, float value) 178 | { 179 | foreach (var pair in morphs) 180 | { 181 | string morphName = pair.Key; 182 | float morphCoefficient = pair.Value.ToObject(); 183 | var index = mesh.sharedMesh.GetBlendShapeIndex(morphName); 184 | mesh.SetBlendShapeWeight(index, morphCoefficient * value * 100); 185 | } 186 | } 187 | 188 | void LateUpdate() 189 | { 190 | // bone 191 | LateUpdateBone(); 192 | } 193 | 194 | void LateUpdateBone() 195 | { 196 | foreach 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1090963586} 873 | -------------------------------------------------------------------------------- /PinchingFace/Assets/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74ce2e79f8a1df146a38fc99d9fe5a4e 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 580fffe89b9e48a4aa10ee4ee7c770e6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/HOWTO.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ZuoEr/UnityPinchingFace/0f423149c2d37005fdcf2935d97e8fa195b4bee7/PinchingFace/Assets/VSCode/HOWTO.pdf -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/HOWTO.pdf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9519be3d5789b4c5ca14e07b375d6884 3 | timeCreated: 1444651605 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2016 dotBunny Inc. 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | 23 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/LICENSE.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: edc517f07ba5e4cf9984f8753de7388f 3 | timeCreated: 1444651605 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d0aa2ea87e4246f3b7fd58b757ff82c 3 | folderAsset: yes 4 | timeCreated: 1444652904 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/Plugins/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47b6573edc17b4b19b6f06515ff01748 3 | folderAsset: yes 4 | timeCreated: 1444652910 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/Plugins/Editor/VSCode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c34beeaf0d4cf44c49f1039006a08591 3 | timeCreated: 1444653497 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/README.md: -------------------------------------------------------------------------------- 1 | # VSCode 2 | > Seamless Visual Studio Code Integration in Unity - As seen in the [Visual Studio Code documentation!](https://code.visualstudio.com/Docs/runtimes/unity) 3 | 4 | ### Requirements 5 | ##### Unity > 4.5 && Unity < 5.5 6 | I am not sure exactly where in the 4.x cycle some of the features I'm using were introduced, but I'm guessing its around the 4.5+ mark. I've checked with the latest 4.5.0f6 release. Unity has also committed to having full support for Code when Unity 5.5 drops. So at that point all bets are off for the usefulness of this plugin. Like our MonoDevelop.Unity plugin of past, Unity catches up eventually. 7 | 8 | #####Visual Studio Code 0.10.1+ 9 | Get the [latest version](https://code.visualstudio.com), or have a look at the past releases of the VSCode [plugin](https://github.com/dotBunny/VSCode/releases/tag/1.6.5) for support for your version. 10 | 11 | ######Mono 12 | A good number of people have needed to install Mono in order for many of the issues with OmniSharp to be resolved. 13 | I would suggest installing the latest package available at the [Mono Project](http://www.mono-project.com/download/). Don't worry it will not mess with Unity. 14 | 15 | ### Installation 16 | It is important to make sure that the `VSCode.cs` file is placed under an `Editor` folder in the project. An example of this arrangement would be placing the file in `/Assets/Plugins/Editor/VSCode.cs`. By default it has its own folder structure which does this for you. 17 | 18 | ### Unity Asset Store Package 19 | A UAS packaged version of the plugin is [available](http://u3d.as/jmM) for your consumption. 20 | 21 | ### Usage 22 | Once the VSCode file is in place, simply navigate your way to the `Unity Preferences` and select `VSCode` and check the `Enable Integration` option. 23 | 24 | That's it! Your ready to go! 25 | 26 | OK, so maybe some people need a little video explaining some of the finer details of how to use the plugin. So I shot a [quick video](https://vimeo.com/dotbunny/vscode) that highlights the ups and the downs (like Unity hanging after debugging sometimes) for people to watch. Please note this video is from a previous version of the plugin where things are in the menu, this has changed since then. 27 | 28 | ### Platform Support 29 | I use the plugin every day on a Mac (so it's battle tested there), and occasionally test it on a Windows VM. As for the recently announced Linux support, it should work just like the Mac version. I'll get around to installing the Linux editor sometime in the near future. 30 | 31 | The Windows version of Visual Studio Code currently does not support debugging Mono, and will just throw a warning if you try to do it. The "Code" team is aware of this limitation, and we'll leave it at that. 32 | 33 | ### Automatic Update 34 | With version 2.0 of the plugin, I've introduced a feature where it will auto-update itself if allowed. This should make things a lot easier in the future. 35 | 36 | ### Support 37 | Please provide feedback through the GitHub [Issue](https://github.com/dotBunny/VSCode/issues) system. 38 | -------------------------------------------------------------------------------- /PinchingFace/Assets/VSCode/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a47489a858c74f3ea182d15dec0dd72 3 | timeCreated: 1444651605 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PinchingFace/Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Fri Sep 20 15:49:18 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.analytics@3.2.2 9 | 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2 | 这是一个untiy的捏脸方案 3 | --------------------------------------------------------------------------------