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