113 lines
3.4 KiB
C#
113 lines
3.4 KiB
C#
using UnityEngine;
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using System.Linq;
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using VRMShaders;
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namespace UniGLTF.MeshUtility
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{
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public static class MeshExtensions
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{
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public static Mesh GetMesh(this Renderer r)
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{
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if (r is SkinnedMeshRenderer smr)
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{
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return smr.sharedMesh;
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}
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if (r is MeshRenderer mr)
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{
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if (mr.GetComponent<MeshFilter>() is MeshFilter mf)
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{
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return mf.sharedMesh;
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}
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}
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return null;
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}
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public static Mesh Copy(this Mesh src, bool copyBlendShape)
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{
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var dst = new Mesh();
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dst.name = src.name + "(copy)";
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#if UNITY_2017_3_OR_NEWER
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dst.indexFormat = src.indexFormat;
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#endif
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dst.vertices = src.vertices;
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dst.normals = src.normals;
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dst.tangents = src.tangents;
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dst.colors = src.colors;
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dst.uv = src.uv;
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dst.uv2 = src.uv2;
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dst.uv3 = src.uv3;
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dst.uv4 = src.uv4;
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dst.boneWeights = src.boneWeights;
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dst.bindposes = src.bindposes;
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dst.subMeshCount = src.subMeshCount;
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for (int i = 0; i < dst.subMeshCount; ++i)
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{
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dst.SetIndices(src.GetIndices(i), src.GetTopology(i), i);
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}
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dst.RecalculateBounds();
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if (copyBlendShape)
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{
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var vertices = src.vertices;
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var normals = src.normals;
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Vector3[] tangents = null;
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if (Symbols.VRM_NORMALIZE_BLENDSHAPE_TANGENT)
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{
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tangents = src.tangents.Select(x => (Vector3)x).ToArray();
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}
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for (int i = 0; i < src.blendShapeCount; ++i)
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{
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src.GetBlendShapeFrameVertices(i, 0, vertices, normals, tangents);
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dst.AddBlendShapeFrame(
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src.GetBlendShapeName(i),
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src.GetBlendShapeFrameWeight(i, 0),
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vertices,
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normals,
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tangents
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);
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}
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}
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return dst;
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}
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public static void ApplyRotationAndScale(this Mesh src, Matrix4x4 m, bool removeTranslation = true)
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{
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if (removeTranslation)
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{
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m.SetColumn(3, new Vector4(0, 0, 0, 1)); // remove translation
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}
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src.ApplyMatrix(m);
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}
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public static void ApplyTranslation(this Mesh src, Vector3 p)
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{
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var m = Matrix4x4.identity;
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m.SetColumn(3, new Vector4(p.x, p.y, p.z, 1));
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src.ApplyMatrix(m);
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}
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public static void ApplyMatrix(this Mesh src, Matrix4x4 m)
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{
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src.vertices = src.vertices.Select(x => m.MultiplyPoint(x)).ToArray();
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if (src.normals != null && src.normals.Length > 0)
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{
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src.normals = src.normals.Select(x => m.MultiplyVector(x.normalized)).ToArray();
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}
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if (src.tangents != null && src.tangents.Length > 0)
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{
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src.tangents = src.tangents.Select(x =>
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{
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var t = m.MultiplyVector((Vector3)x);
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return new Vector4(t.x, t.y, t.z, x.w);
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}).ToArray();
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}
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}
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}
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}
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