using System.Collections.Generic; using System.Linq; using UnityEngine; namespace UniGLTF.MeshUtility { public class MeshIntegrator { public const string INTEGRATED_MESH_WITHOUT_BLENDSHAPE_NAME = "Integrated(WithoutBlendShape)"; public const string INTEGRATED_MESH_WITH_BLENDSHAPE_NAME = "Integrated(WithBlendShape)"; public const string INTEGRATED_MESH_ALL_NAME = "Integrated(All)"; struct SubMesh { public List Indices; public Material Material; } class BlendShape { public int VertexOffset; public string Name; public float FrameWeight; public Vector3[] Positions; public Vector3[] Normals; public Vector3[] Tangents; } MeshIntegrationResult Result { get; } = new MeshIntegrationResult(); List Positions { get; } = new List(); List Normals { get; } = new List(); List UV { get; } = new List(); List Tangents { get; } = new List(); List BoneWeights { get; } = new List(); List SubMeshes { get; } = new List(); List BindPoses { get; } = new List(); List Bones { get; } = new List(); List BlendShapes { get; } = new List(); void AddBlendShapesToMesh(Mesh mesh) { Dictionary map = new Dictionary(); foreach (var x in BlendShapes) { BlendShape bs = null; if (!map.TryGetValue(x.Name, out bs)) { bs = new BlendShape(); bs.Positions = new Vector3[Positions.Count]; bs.Normals = new Vector3[Normals.Count]; bs.Tangents = new Vector3[Tangents.Count]; bs.Name = x.Name; bs.FrameWeight = x.FrameWeight; map.Add(x.Name, bs); } var j = x.VertexOffset; for (int i = 0; i < x.Positions.Length; ++i, ++j) { bs.Positions[j] = x.Positions[i]; bs.Normals[j] = x.Normals[i]; bs.Tangents[j] = x.Tangents[i]; } } foreach (var kv in map) { //Debug.LogFormat("AddBlendShapeFrame: {0}", kv.Key); mesh.AddBlendShapeFrame(kv.Key, kv.Value.FrameWeight, kv.Value.Positions, kv.Value.Normals, kv.Value.Tangents); } } static BoneWeight AddBoneIndexOffset(BoneWeight bw, int boneIndexOffset) { if (bw.weight0 > 0) bw.boneIndex0 += boneIndexOffset; if (bw.weight1 > 0) bw.boneIndex1 += boneIndexOffset; if (bw.weight2 > 0) bw.boneIndex2 += boneIndexOffset; if (bw.weight3 > 0) bw.boneIndex3 += boneIndexOffset; return bw; } public void Push(MeshRenderer renderer) { var meshFilter = renderer.GetComponent(); if (meshFilter == null) { Debug.LogWarningFormat("{0} has no mesh filter", renderer.name); return; } var mesh = meshFilter.sharedMesh; if (mesh == null) { Debug.LogWarningFormat("{0} has no mesh", renderer.name); return; } Result.SourceMeshRenderers.Add(renderer); Result.MeshMap.Sources.Add(mesh); var indexOffset = Positions.Count; var boneIndexOffset = Bones.Count; Positions.AddRange(mesh.vertices .Select(x => renderer.transform.TransformPoint(x)) ); Normals.AddRange(mesh.normals .Select(x => renderer.transform.TransformVector(x)) ); UV.AddRange(mesh.uv); Tangents.AddRange(mesh.tangents .Select(t => { var v = renderer.transform.TransformVector(t.x, t.y, t.z); return new Vector4(v.x, v.y, v.z, t.w); }) ); var self = renderer.transform; var bone = self.parent; if (bone == null) { Debug.LogWarningFormat("{0} is root gameobject.", self.name); return; } var bindpose = bone.worldToLocalMatrix; BoneWeights.AddRange(Enumerable.Range(0, mesh.vertices.Length) .Select(x => new BoneWeight() { boneIndex0 = Bones.Count, weight0 = 1, }) ); BindPoses.Add(bindpose); Bones.Add(bone); for (int i = 0; i < mesh.subMeshCount; ++i) { var indices = mesh.GetIndices(i).Select(x => x + indexOffset); var mat = renderer.sharedMaterials[i]; var sameMaterialSubMeshIndex = SubMeshes.FindIndex(x => ReferenceEquals(x.Material, mat)); if (sameMaterialSubMeshIndex >= 0) { SubMeshes[sameMaterialSubMeshIndex].Indices.AddRange(indices); } else { SubMeshes.Add(new SubMesh { Indices = indices.ToList(), Material = mat, }); } } } public void Push(SkinnedMeshRenderer renderer) { var mesh = renderer.sharedMesh; if (mesh == null) { Debug.LogWarningFormat("{0} has no mesh", renderer.name); return; } Result.SourceSkinnedMeshRenderers.Add(renderer); Result.MeshMap.Sources.Add(mesh); var indexOffset = Positions.Count; var boneIndexOffset = Bones.Count; Positions.AddRange(mesh.vertices); Normals.AddRange(mesh.normals); UV.AddRange(mesh.uv); Tangents.AddRange(mesh.tangents); if (mesh.vertexCount == mesh.boneWeights.Length) { BoneWeights.AddRange(mesh.boneWeights.Select(x => AddBoneIndexOffset(x, boneIndexOffset)).ToArray()); BindPoses.AddRange(mesh.bindposes); Bones.AddRange(renderer.bones); } else { // Bone Count 0 の SkinnedMeshRenderer var rigidBoneWeight = new BoneWeight { boneIndex0 = boneIndexOffset, weight0 = 1f, }; BoneWeights.AddRange(Enumerable.Range(0, mesh.vertexCount).Select(x => rigidBoneWeight).ToArray()); BindPoses.Add(renderer.transform.localToWorldMatrix); Bones.Add(renderer.transform); } for (int i = 0; i < mesh.subMeshCount; ++i) { var indices = mesh.GetIndices(i).Select(x => x + indexOffset); var mat = renderer.sharedMaterials[i]; var sameMaterialSubMeshIndex = SubMeshes.FindIndex(x => ReferenceEquals(x.Material, mat)); if (sameMaterialSubMeshIndex >= 0) { SubMeshes[sameMaterialSubMeshIndex].Indices.AddRange(indices); } else { SubMeshes.Add(new SubMesh { Indices = indices.ToList(), Material = mat, }); } } for (int i = 0; i < mesh.blendShapeCount; ++i) { var positions = (Vector3[])mesh.vertices.Clone(); var normals = (Vector3[])mesh.normals.Clone(); var tangents = mesh.tangents.Select(x => (Vector3)x).ToArray(); mesh.GetBlendShapeFrameVertices(i, 0, positions, normals, tangents); BlendShapes.Add(new BlendShape { VertexOffset = indexOffset, FrameWeight = mesh.GetBlendShapeFrameWeight(i, 0), Name = mesh.GetBlendShapeName(i), Positions = positions, Normals = normals, Tangents = tangents, }); } } public MeshIntegrationResult Integrate(MeshEnumerateOption onlyBlendShapeRenderers) { var mesh = new Mesh(); if (Positions.Count > ushort.MaxValue) { Debug.LogFormat("exceed 65535 vertices: {0}", Positions.Count); mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; } mesh.vertices = Positions.ToArray(); mesh.normals = Normals.ToArray(); mesh.uv = UV.ToArray(); mesh.tangents = Tangents.ToArray(); mesh.boneWeights = BoneWeights.ToArray(); mesh.subMeshCount = SubMeshes.Count; for (var i = 0; i < SubMeshes.Count; ++i) { mesh.SetIndices(SubMeshes[i].Indices.ToArray(), MeshTopology.Triangles, i); } mesh.bindposes = BindPoses.ToArray(); // blendshape switch (onlyBlendShapeRenderers) { case MeshEnumerateOption.OnlyWithBlendShape: { AddBlendShapesToMesh(mesh); mesh.name = INTEGRATED_MESH_WITH_BLENDSHAPE_NAME; break; } case MeshEnumerateOption.All: { AddBlendShapesToMesh(mesh); mesh.name = INTEGRATED_MESH_ALL_NAME; break; } case MeshEnumerateOption.OnlyWithoutBlendShape: { mesh.name = INTEGRATED_MESH_WITHOUT_BLENDSHAPE_NAME; break; } } // meshName var meshNode = new GameObject(); switch (onlyBlendShapeRenderers) { case MeshEnumerateOption.OnlyWithBlendShape: { meshNode.name = INTEGRATED_MESH_WITH_BLENDSHAPE_NAME; break; } case MeshEnumerateOption.OnlyWithoutBlendShape: { meshNode.name = INTEGRATED_MESH_WITHOUT_BLENDSHAPE_NAME; break; } case MeshEnumerateOption.All: { meshNode.name = INTEGRATED_MESH_ALL_NAME; break; } } var integrated = meshNode.AddComponent(); integrated.sharedMesh = mesh; integrated.sharedMaterials = SubMeshes.Select(x => x.Material).ToArray(); integrated.bones = Bones.ToArray(); Result.IntegratedRenderer = integrated; Result.MeshMap.Integrated = mesh; return Result; } } }