KINDNICK_URP/Assets/External/VRM10/Runtime/IO/Model/MeshImporterDivided.cs
2025-04-25 21:14:54 +09:00

307 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using VrmLib;
using Mesh = UnityEngine.Mesh;
namespace UniVRM10
{
public static class MeshImporterDivided
{
public static Mesh LoadDivided(MeshGroup meshGroup)
{
Profiler.BeginSample("MeshImporterDivided.LoadDivided");
var vertexCount = meshGroup.Meshes.Sum(mesh => mesh.VertexBuffer.Count);
var indexCount = meshGroup.Meshes.Sum(mesh => mesh.IndexBuffer.Count);
var resultMesh = new Mesh();
// 頂点バッファ・BindPoseを構築して更新
UpdateVerticesAndBindPose(meshGroup, vertexCount, resultMesh);
// インデックスバッファを構築して更新
UpdateIndices(meshGroup, vertexCount, indexCount, resultMesh);
// SubMeshを更新
resultMesh.subMeshCount = meshGroup.Meshes.Count;
var indexOffset = 0;
for (var i = 0; i < meshGroup.Meshes.Count; ++i)
{
var mesh = meshGroup.Meshes[i];
resultMesh.SetSubMesh(i, new SubMeshDescriptor(indexOffset, mesh.IndexBuffer.Count));
indexOffset += mesh.IndexBuffer.Count;
}
// 各種データを再構築
resultMesh.RecalculateBounds();
resultMesh.RecalculateTangents();
if (meshGroup.Meshes.Any(mesh => mesh.VertexBuffer.Normals == null))
{
resultMesh.RecalculateNormals();
}
// BlendShapeを更新
var blendShapeCount = meshGroup.Meshes[0].MorphTargets.Count;
for (var i = 0; i < blendShapeCount; ++i)
{
var positionsCount = 0;
var normalsCount = 0;
foreach (var mesh in meshGroup.Meshes)
{
var morphTarget = mesh.MorphTargets[i];
positionsCount += morphTarget.VertexBuffer.Positions.Count;
normalsCount += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
}
using (var blendShapePositions = new NativeArray<Vector3>(positionsCount, Allocator.Temp))
using (var blendShapeNormals = new NativeArray<Vector3>(normalsCount, Allocator.Temp))
{
var blendShapePositionOffset = 0;
var blendShapeNormalOffset = 0;
foreach (var mesh in meshGroup.Meshes)
{
var morphTarget = mesh.MorphTargets[i];
NativeArray<Vector3>.Copy(
morphTarget.VertexBuffer.Positions.Bytes.Reinterpret<Vector3>(1),
blendShapePositions.GetSubArray(blendShapePositionOffset, morphTarget.VertexBuffer.Positions.Count));
if (morphTarget.VertexBuffer.Normals != null)
{
// nullならdefault(0)のまま
NativeArray<Vector3>.Copy(
morphTarget.VertexBuffer.Normals.Bytes.Reinterpret<Vector3>(1),
blendShapeNormals.GetSubArray(blendShapeNormalOffset, morphTarget.VertexBuffer.Normals.Count));
}
blendShapePositionOffset += morphTarget.VertexBuffer.Positions.Count;
blendShapeNormalOffset += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
}
resultMesh.AddBlendShapeFrame(meshGroup.Meshes[0].MorphTargets[i].Name,
100.0f,
blendShapePositions.ToArray(),
blendShapeNormals.ToArray(),
null);
}
}
Profiler.EndSample();
return resultMesh;
}
/// <summary>
/// インデックスバッファを更新する
/// MEMO: 出力に対するushortを考慮することをやめればかなりシンプルに書ける
/// </summary>
private static void UpdateIndices(MeshGroup meshGroup, int vertexCount, int indexCount, Mesh resultMesh)
{
Profiler.BeginSample("MeshImporterDivided.UpdateIndices");
JobHandle jobHandle = default;
var disposables = new List<IDisposable>();
//
// https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_accessor_componenttype
//
if (vertexCount < ushort.MaxValue)
{
// vertex buffer への index が ushort に収まる
var indices = new NativeArray<ushort>(indexCount, Allocator.TempJob);
disposables.Add(indices);
var indexOffset = 0;
var vertexOffset = 0;
foreach (var mesh in meshGroup.Meshes)
{
switch (mesh.IndexBuffer.ComponentType)
{
case AccessorValueType.BYTE:
case AccessorValueType.UNSIGNED_BYTE:
case AccessorValueType.FLOAT:
throw new NotImplementedException($"{mesh.IndexBuffer.ComponentType}");
case AccessorValueType.SHORT:
case AccessorValueType.UNSIGNED_SHORT:
{
// unsigned short -> unsigned short
var source = mesh.IndexBuffer.Bytes.Reinterpret<ushort>(1);
jobHandle = new CopyIndicesJobs.Ushort2Ushort(
(ushort)vertexOffset,
new NativeSlice<ushort>(source),
new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
case AccessorValueType.UNSIGNED_INT:
{
// unsigned int -> unsigned short
var source = mesh.IndexBuffer.Bytes.Reinterpret<uint>(1);
jobHandle = new CopyIndicesJobs.Uint2Ushort(
(ushort)vertexOffset,
source,
new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
default:
throw new ArgumentException($"unknown index buffer type: {mesh.IndexBuffer.ComponentType}");
}
vertexOffset += mesh.VertexBuffer.Count;
indexOffset += mesh.IndexBuffer.Count;
}
jobHandle.Complete();
resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt16);
resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
}
else
{
// vertex buffer への index が ushort を超える
var indices = new NativeArray<uint>(indexCount, Allocator.TempJob);
disposables.Add(indices);
var indexOffset = 0;
var vertexOffset = 0;
foreach (var mesh in meshGroup.Meshes)
{
switch (mesh.IndexBuffer.ComponentType)
{
case AccessorValueType.BYTE:
case AccessorValueType.UNSIGNED_BYTE:
case AccessorValueType.FLOAT:
throw new NotImplementedException($"{mesh.IndexBuffer.ComponentType}");
case AccessorValueType.SHORT:
case AccessorValueType.UNSIGNED_SHORT:
{
// unsigned short -> unsigned int
var source = mesh.IndexBuffer.Bytes.Reinterpret<ushort>(1);
jobHandle = new CopyIndicesJobs.Ushort2Uint(
(uint)vertexOffset,
source,
new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
case AccessorValueType.UNSIGNED_INT:
{
// unsigned int -> unsigned int
var source = mesh.IndexBuffer.Bytes.Reinterpret<uint>(1);
jobHandle = new CopyIndicesJobs.UInt2UInt(
(uint)vertexOffset,
source,
new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
default:
throw new ArgumentException($"unknown index buffer type: {mesh.IndexBuffer.ComponentType}");
}
vertexOffset += mesh.VertexBuffer.Count;
indexOffset += mesh.IndexBuffer.Count;
}
jobHandle.Complete();
resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt32);
resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
}
foreach (var disposable in disposables)
{
disposable.Dispose();
}
Profiler.EndSample();
}
/// <summary>
/// メッシュの頂点情報の更新を行う際、MainThreadが空くため、その間にBindPoseの更新も行う
/// </summary>
private static void UpdateVerticesAndBindPose(
MeshGroup meshGroup,
int vertexCount,
Mesh resultMesh)
{
Profiler.BeginSample("MeshImporterDivided.UpdateVerticesAndBindPose");
var disposables = new List<IDisposable>();
// JobのSchedule
var vertices0 = new NativeArray<MeshVertex0>(vertexCount, Allocator.TempJob);
var vertices1 = new NativeArray<MeshVertex1>(vertexCount, Allocator.TempJob);
var vertices2 = new NativeArray<MeshVertex2>(vertexCount, Allocator.TempJob);
disposables.Add(vertices0);
disposables.Add(vertices1);
disposables.Add(vertices2);
var indexOffset = 0;
JobHandle interleaveVertexJob = default;
foreach (var mesh in meshGroup.Meshes)
{
var positions = mesh.VertexBuffer.Positions.Bytes.Reinterpret<Vector3>(1);
var normals = mesh.VertexBuffer.Normals?.Bytes.Reinterpret<Vector3>(1) ?? default;
var texCoords = mesh.VertexBuffer.TexCoords?.Bytes.Reinterpret<Vector2>(1) ?? default;
var weights = mesh.VertexBuffer.Weights?.GetAsVector4Array() ?? default;
var joints = mesh.VertexBuffer.Joints?.GetAsSkinJointsArray() ?? default;
interleaveVertexJob = new InterleaveMeshVerticesJob(
new NativeSlice<MeshVertex0>(vertices0, indexOffset, mesh.VertexBuffer.Count),
new NativeSlice<MeshVertex1>(vertices1, indexOffset, mesh.VertexBuffer.Count),
new NativeSlice<MeshVertex2>(vertices2, indexOffset, mesh.VertexBuffer.Count),
positions,
normals,
texCoords,
default,
weights,
joints)
.Schedule(mesh.VertexBuffer.Count, 1, interleaveVertexJob);
indexOffset += mesh.VertexBuffer.Count;
}
JobHandle.ScheduleBatchedJobs();
// 並行してBindposeの更新を行う
if (meshGroup.Skin != null)
{
resultMesh.bindposes = meshGroup.Skin.InverseMatrices.GetSpan<Matrix4x4>().ToArray();
}
// Jobを完了
interleaveVertexJob.Complete();
// VertexBufferを設定
MeshVertexUtility.SetVertexBufferParamsToMesh(resultMesh, vertexCount);
resultMesh.SetVertexBufferData(vertices0, 0, 0, vertexCount);
resultMesh.SetVertexBufferData(vertices1, 0, 0, vertexCount, 1);
resultMesh.SetVertexBufferData(vertices2, 0, 0, vertexCount, 2);
// 各種バッファを破棄
foreach (var disposable in disposables)
{
disposable.Dispose();
}
Profiler.EndSample();
}
}
}