using System.Collections.Generic; using System.IO; using System.Linq; using UniGLTF.M17N; using UnityEditor; using UnityEngine; namespace UniGLTF.MeshUtility { /// /// BlendShape の有無で Mesh を分割する /// public static class TabMeshSeparator { private const string ASSET_SUFFIX = ".mesh.asset"; private enum BlendShapeLogic { WithBlendShape, WithoutBlendShape, } public static bool TryExecutable(GameObject root, out string msg) { if (root == null) { msg = MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(); return false; } if (root.GetComponentsInChildren().Length == 0) { msg = MeshProcessingMessages.NO_SKINNED_MESH.Msg(); return false; } msg = ""; return true; } public static bool OnGUI(GameObject root) { var _isInvokeSuccess = false; GUILayout.BeginVertical(); { GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Process", GUILayout.MinWidth(100))) { _isInvokeSuccess = TabMeshSeparator.Execute(root); } GUILayout.EndHorizontal(); } GUILayout.EndVertical(); return _isInvokeSuccess; } private static bool Execute(GameObject root) { // copy var outputObject = GameObject.Instantiate(root); outputObject.name = outputObject.name + "_mesh_separation"; // 改変と asset の作成 var list = SeparationProcessing(outputObject); // asset の永続化 foreach (var (src, with, without) in list) { SaveMesh(src, with, BlendShapeLogic.WithBlendShape); SaveMesh(src, without, BlendShapeLogic.WithoutBlendShape); } return true; } private static void SaveMesh(Mesh mesh, Mesh newMesh, BlendShapeLogic blendShapeLabel) { // save mesh as asset var assetPath = string.Format("{0}{1}", Path.GetFileNameWithoutExtension(mesh.name), ASSET_SUFFIX); Debug.Log(assetPath); if (!string.IsNullOrEmpty((AssetDatabase.GetAssetPath(mesh)))) { var directory = Path.GetDirectoryName(AssetDatabase.GetAssetPath(mesh)).Replace("\\", "/"); assetPath = string.Format("{0}/{1}{2}", directory, Path.GetFileNameWithoutExtension(mesh.name) + "_" + blendShapeLabel.ToString(), ASSET_SUFFIX); } else { assetPath = string.Format("Assets/{0}{1}", Path.GetFileNameWithoutExtension(mesh.name) + "_" + blendShapeLabel.ToString(), ASSET_SUFFIX); } Debug.LogFormat("CreateAsset: {0}", assetPath); AssetDatabase.CreateAsset(newMesh, assetPath); } /// /// 対象のヒエラルキーに含まれるすべての SkinnedMeshRenderer に対して、 /// BlendShape を含む Mesh と 含まない Mesh への分割を実施する。 /// /// 各 SkinnedMeshRenderer(smr) は、 /// /// smr - mesh(with blendshape) /// + smr(without) - mesh(without blendshape) /// /// のように変化する。 /// /// /// (Mesh 分割前, Mesh BlendShape有り、Mesh BlendShape無し)のリストを返す private static List<(Mesh Src, Mesh With, Mesh Without)> SeparationProcessing(GameObject go) { var list = new List<(Mesh Src, Mesh With, Mesh Without)>(); var skinnedMeshRenderers = go.GetComponentsInChildren(); foreach (var skinnedMeshRenderer in skinnedMeshRenderers) { if (skinnedMeshRenderer.sharedMesh.blendShapeCount > 0) { var (mesh, with, without) = SeparatePolyWithBlendShape(skinnedMeshRenderer); if (mesh != null) { list.Add((mesh, with, without)); } } } return list; } private static (Mesh mesh, Mesh With, Mesh Without) SeparatePolyWithBlendShape(SkinnedMeshRenderer skinnedMeshRendererInput) { var indicesUsedByBlendShape = new Dictionary(); var mesh = skinnedMeshRendererInput.sharedMesh; // retrieve the original BlendShape data for (int i = 0; i < mesh.blendShapeCount; ++i) { var deltaVertices = new Vector3[mesh.vertexCount]; var deltaNormals = new Vector3[mesh.vertexCount]; var deltaTangents = new Vector3[mesh.vertexCount]; mesh.GetBlendShapeFrameVertices(i, 0, deltaVertices, deltaNormals, deltaTangents); for (int j = 0; j < deltaVertices.Length; j++) { if (!deltaVertices[j].Equals(Vector3.zero)) { if (!indicesUsedByBlendShape.Values.Contains(j)) { indicesUsedByBlendShape.Add(indicesUsedByBlendShape.Count, j); } } } } var subMeshCount = mesh.subMeshCount; var submeshesWithBlendShape = new Dictionary(); var submeshesWithoutBlendShape = new Dictionary(); var vertexIndexWithBlendShape = new Dictionary(); var vertexCounterWithBlendShape = 0; var vertexIndexWithoutBlendShape = new Dictionary(); var vertexCounterWithoutBlendShape = 0; // check blendshape's vertex index from submesh for (int i = 0; i < subMeshCount; i++) { var triangle = mesh.GetTriangles(i); var submeshWithBlendShape = new List(); var submeshWithoutBlendShape = new List(); for (int j = 0; j < triangle.Length; j += 3) { if (indicesUsedByBlendShape.Values.Contains(triangle[j]) || indicesUsedByBlendShape.Values.Contains(triangle[j + 1]) || indicesUsedByBlendShape.Values.Contains(triangle[j + 2])) { BuildNewTriangleList(vertexIndexWithBlendShape, triangle, j, submeshWithBlendShape, ref vertexCounterWithBlendShape); } else { BuildNewTriangleList(vertexIndexWithoutBlendShape, triangle, j, submeshWithoutBlendShape, ref vertexCounterWithoutBlendShape); } } if (submeshWithBlendShape.Count > 0) submeshesWithBlendShape.Add(i, submeshWithBlendShape.ToArray()); if (submeshWithoutBlendShape.Count > 0) submeshesWithoutBlendShape.Add(i, submeshWithoutBlendShape.ToArray()); ; } // check if any BlendShape exists if (submeshesWithoutBlendShape.Count > 0) { // put the mesh without BlendShape in a new SkinnedMeshRenderer var srcGameObject = skinnedMeshRendererInput.gameObject; var srcTransform = skinnedMeshRendererInput.transform.parent; var targetObjectForMeshWithoutBS = GameObject.Instantiate(srcGameObject); targetObjectForMeshWithoutBS.name = srcGameObject.name + "_WithoutBlendShape"; targetObjectForMeshWithoutBS.transform.SetParent(srcTransform); var skinnedMeshRendererWithoutBS = targetObjectForMeshWithoutBS.GetComponent(); // build meshes with/without BlendShape var with = BuildNewMesh(skinnedMeshRendererInput, vertexIndexWithBlendShape, submeshesWithBlendShape, BlendShapeLogic.WithBlendShape); var without = BuildNewMesh(skinnedMeshRendererWithoutBS, vertexIndexWithoutBlendShape, submeshesWithoutBlendShape, BlendShapeLogic.WithoutBlendShape); return (mesh, with, without); } else { return default; } } private static void BuildNewTriangleList(Dictionary newVerticesListLookUp, int[] triangleList, int index, List newTriangleList, ref int vertexCounter) { // build new vertex list and triangle list // vertex 1 if (!newVerticesListLookUp.Keys.Contains(triangleList[index])) { newVerticesListLookUp.Add(triangleList[index], vertexCounter); newTriangleList.Add(vertexCounter); vertexCounter++; } else { var newVertexIndex = newVerticesListLookUp[triangleList[index]]; newTriangleList.Add(newVertexIndex); } // vertex 2 if (!newVerticesListLookUp.Keys.Contains(triangleList[index + 1])) { newVerticesListLookUp.Add(triangleList[index + 1], vertexCounter); newTriangleList.Add(vertexCounter); vertexCounter++; } else { var newVertexIndex = newVerticesListLookUp[triangleList[index + 1]]; newTriangleList.Add(newVertexIndex); } // vertex 3 if (!newVerticesListLookUp.Keys.Contains(triangleList[index + 2])) { newVerticesListLookUp.Add(triangleList[index + 2], vertexCounter); newTriangleList.Add(vertexCounter); vertexCounter++; } else { var newVertexIndex = newVerticesListLookUp[triangleList[index + 2]]; newTriangleList.Add(newVertexIndex); } } private static Mesh BuildNewMesh(SkinnedMeshRenderer skinnedMeshRenderer, Dictionary newIndexLookUpDict, Dictionary subMeshes, BlendShapeLogic blendShapeLabel) { // get original mesh data var materialList = new List(); skinnedMeshRenderer.GetSharedMaterials(materialList); var mesh = skinnedMeshRenderer.sharedMesh; var meshVertices = mesh.vertices; var meshNormals = mesh.normals; var meshTangents = mesh.tangents; var meshColors = mesh.colors; var meshBoneWeights = mesh.boneWeights; var meshUVs = mesh.uv; // build new mesh var materialListNew = new List(); var newMesh = new Mesh(); if (mesh.vertexCount > ushort.MaxValue) { #if UNITY_2017_3_OR_NEWER Debug.LogFormat("exceed 65535 vertices: {0}", mesh.vertexCount); newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; #else throw new NotImplementedException(String.Format("exceed 65535 vertices: {0}", integrator.Positions.Count.ToString())); #endif } var newDataLength = newIndexLookUpDict.Count; var newIndexLookUp = newIndexLookUpDict.Keys.ToArray(); newMesh.vertices = newIndexLookUp.Select(x => meshVertices[x]).ToArray(); if (meshNormals.Length > 0) newMesh.normals = newIndexLookUp.Select(x => meshNormals[x]).ToArray(); if (meshTangents.Length > 0) newMesh.tangents = newIndexLookUp.Select(x => meshTangents[x]).ToArray(); if (meshColors.Length > 0) newMesh.colors = newIndexLookUp.Select(x => meshColors[x]).ToArray(); if (meshBoneWeights.Length > 0) newMesh.boneWeights = newIndexLookUp.Select(x => meshBoneWeights[x]).ToArray(); if (meshUVs.Length > 0) newMesh.uv = newIndexLookUp.Select(x => meshUVs[x]).ToArray(); newMesh.bindposes = mesh.bindposes; // add BlendShape data if (blendShapeLabel == BlendShapeLogic.WithBlendShape) { for (int i = 0; i < mesh.blendShapeCount; i++) { // get original BlendShape data var srcVertices = new Vector3[mesh.vertexCount]; var srcNormals = new Vector3[mesh.vertexCount]; var srcTangents = new Vector3[mesh.vertexCount]; mesh.GetBlendShapeFrameVertices(i, 0, srcVertices, srcNormals, srcTangents); // declare the size for the destination array var dstVertices = new Vector3[newDataLength]; var dstNormals = new Vector3[newDataLength]; var dstTangents = new Vector3[newDataLength]; dstVertices = newIndexLookUp.Select(x => srcVertices[x]).ToArray(); dstNormals = newIndexLookUp.Select(x => srcNormals[x]).ToArray(); dstTangents = newIndexLookUp.Select(x => srcTangents[x]).ToArray(); newMesh.AddBlendShapeFrame(mesh.GetBlendShapeName(i), mesh.GetBlendShapeFrameWeight(i, 0), dstVertices, dstNormals, dstTangents); } } newMesh.subMeshCount = subMeshes.Count; var cosMaterialIndex = subMeshes.Keys.ToArray(); // build material list for (int i = 0; i < subMeshes.Count; i++) { newMesh.SetTriangles(subMeshes[cosMaterialIndex[i]], i); materialListNew.Add(materialList[cosMaterialIndex[i]]); } skinnedMeshRenderer.sharedMaterials = materialListNew.ToArray(); skinnedMeshRenderer.sharedMesh = newMesh; return newMesh; } } }