/// <summary>
        /// go を root としたヒエラルキーから Renderer を集めて、統合された Mesh 作成する
        /// </summary>
        /// <param name="go"></param>
        /// <param name="onlyBlendShapeRenderers">BlendShapeを保持するSkinnedMeshRendererのみ/BlendShapeを保持しないSkinnedMeshRenderer + MeshRenderer</param>
        /// <returns></returns>
        public static MeshIntegrationResult Integrate(GameObject go, bool onlyBlendShapeRenderers)
        {
            var result = new MeshIntegrationResult();

            var meshNode = new GameObject();

            if (onlyBlendShapeRenderers)
            {
                meshNode.name = "MeshIntegrator(BlendShape)";
            }
            else
            {
                meshNode.name = "MeshIntegrator";
            }
            meshNode.transform.SetParent(go.transform, false);

            // レンダラから情報を集める
            var integrator = new MeshUtility.MeshIntegrator();

            if (onlyBlendShapeRenderers)
            {
                foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, true))
                {
                    integrator.Push(x);
                    result.SourceSkinnedMeshRenderers.Add(x);
                }
            }
            else
            {
                foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, false))
                {
                    integrator.Push(x);
                    result.SourceSkinnedMeshRenderers.Add(x);
                }

                foreach (var x in EnumerateMeshRenderer(go.transform))
                {
                    integrator.Push(x);
                    result.SourceMeshRenderers.Add(x);
                }
            }

            var mesh = new Mesh();

            if (integrator.Positions.Count > ushort.MaxValue)
            {
                Debug.LogFormat("exceed 65535 vertices: {0}", integrator.Positions.Count);
                mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            }

            mesh.vertices     = integrator.Positions.ToArray();
            mesh.normals      = integrator.Normals.ToArray();
            mesh.uv           = integrator.UV.ToArray();
            mesh.tangents     = integrator.Tangents.ToArray();
            mesh.boneWeights  = integrator.BoneWeights.ToArray();
            mesh.subMeshCount = integrator.SubMeshes.Count;
            for (var i = 0; i < integrator.SubMeshes.Count; ++i)
            {
                mesh.SetIndices(integrator.SubMeshes[i].Indices.ToArray(), MeshTopology.Triangles, i);
            }
            mesh.bindposes = integrator.BindPoses.ToArray();

            if (onlyBlendShapeRenderers)
            {
                integrator.AddBlendShapesToMesh(mesh);
                mesh.name = INTEGRATED_MESH_BLENDSHAPE_NAME;
            }
            else
            {
                mesh.name = INTEGRATED_MESH_NAME;
            }

            var integrated = meshNode.AddComponent <SkinnedMeshRenderer>();

            integrated.sharedMesh      = mesh;
            integrated.sharedMaterials = integrator.SubMeshes.Select(x => x.Material).ToArray();
            integrated.bones           = integrator.Bones.ToArray();
            result.IntegratedRenderer  = integrated;

            return(result);
        }
Beispiel #2
0
        /// <summary>
        /// go を root としたヒエラルキーから Renderer を集めて、統合された Mesh 作成する
        /// </summary>
        /// <param name="go"></param>
        /// <param name="onlyBlendShapeRenderers">
        /// true: BlendShapeを保持するSkinnedMeshRendererのみ
        /// false: BlendShapeを保持しないSkinnedMeshRenderer + MeshRenderer
        /// null: すべてのSkinnedMeshRenderer + MeshRenderer
        /// </param>
        /// <returns></returns>
        public static MeshIntegrationResult Integrate(GameObject go, MeshEnumerateOption onlyBlendShapeRenderers,
                                                      IEnumerable <Mesh> excludes    = null,
                                                      bool destroyIntegratedRenderer = false)
        {
            var exclude = new MeshExclude(excludes);

            var integrator = new MeshUtility.MeshIntegrator();

            switch (onlyBlendShapeRenderers)
            {
            case MeshEnumerateOption.OnlyWithBlendShape:
            {
                foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, onlyBlendShapeRenderers))
                {
                    if (exclude.IsExcluded(x))
                    {
                        continue;
                    }
                    integrator.Push(x);
                }
                break;
            }

            case MeshEnumerateOption.OnlyWithoutBlendShape:
            {
                foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, onlyBlendShapeRenderers))
                {
                    if (exclude.IsExcluded(x))
                    {
                        continue;
                    }
                    integrator.Push(x);
                }

                foreach (var x in EnumerateMeshRenderer(go.transform))
                {
                    if (exclude.IsExcluded(x))
                    {
                        continue;
                    }
                    integrator.Push(x);
                }

                break;
            }

            case MeshEnumerateOption.All:
            {
                foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, onlyBlendShapeRenderers))
                {
                    if (exclude.IsExcluded(x))
                    {
                        continue;
                    }
                    integrator.Push(x);
                }

                foreach (var x in EnumerateMeshRenderer(go.transform))
                {
                    if (exclude.IsExcluded(x))
                    {
                        continue;
                    }
                    integrator.Push(x);
                }

                break;
            }
            }

            return(integrator.Integrate(onlyBlendShapeRenderers));
        }