311 lines
11 KiB
C#

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<int> 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<Vector3> Positions { get; } = new List<Vector3>();
List<Vector3> Normals { get; } = new List<Vector3>();
List<Vector2> UV { get; } = new List<Vector2>();
List<Vector4> Tangents { get; } = new List<Vector4>();
List<BoneWeight> BoneWeights { get; } = new List<BoneWeight>();
List<SubMesh> SubMeshes { get; } = new List<SubMesh>();
List<Matrix4x4> BindPoses { get; } = new List<Matrix4x4>();
List<Transform> Bones { get; } = new List<Transform>();
List<BlendShape> BlendShapes { get; } = new List<BlendShape>();
void AddBlendShapesToMesh(Mesh mesh)
{
Dictionary<string, BlendShape> map = new Dictionary<string, BlendShape>();
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<MeshFilter>();
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<SkinnedMeshRenderer>();
integrated.sharedMesh = mesh;
integrated.sharedMaterials = SubMeshes.Select(x => x.Material).ToArray();
integrated.bones = Bones.ToArray();
Result.IntegratedRenderer = integrated;
Result.MeshMap.Integrated = mesh;
return Result;
}
}
}