Beispiel #1
0
        public void DividedVertexBufferTest()
        {
            var glTF        = new glTF();
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = glTF.AddBuffer(bytesBuffer);

            var Materials = new List <Material> {
                new Material(Shader.Find("Standard")), // A
                new Material(Shader.Find("Standard")), // B
            };

            var(go, mesh) = CreateMesh(Materials.ToArray());
            var meshExportSettings = new GltfExportSettings
            {
                DivideVertexBuffer = true
            };
            var axisInverter = Axes.X.Create();

            var unityMesh = MeshExportList.Create(go);

            var(gltfMesh, blendShapeIndexMap) = meshExportSettings.DivideVertexBuffer
                ? MeshExporter_DividedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, axisInverter, meshExportSettings)
                : MeshExporter_SharedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, axisInverter, meshExportSettings)
            ;

            {
                var indices = glTF.GetIndices(gltfMesh.primitives[0].indices);
                Assert.AreEqual(0, indices[0]);
                Assert.AreEqual(1, indices[1]);
                Assert.AreEqual(3, indices[2]);
                Assert.AreEqual(3, indices[3]);
                Assert.AreEqual(1, indices[4]);
                Assert.AreEqual(2, indices[5]);
            }
            {
                var positions = glTF.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[0].attributes.POSITION);
                Assert.AreEqual(4, positions.Length);
            }

            {
                var indices = glTF.GetIndices(gltfMesh.primitives[1].indices);
                Assert.AreEqual(0, indices[0]);
                Assert.AreEqual(1, indices[1]);
                Assert.AreEqual(3, indices[2]);
                Assert.AreEqual(3, indices[3]);
                Assert.AreEqual(1, indices[4]);
                Assert.AreEqual(2, indices[5]);
            }
            {
                var positions = glTF.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[1].attributes.POSITION);
                Assert.AreEqual(4, positions.Length);
            }
        }
        static MeshWithMaterials ImportMesh(glTF gltf, int meshIndex, glTFMesh gltfMesh,
                                            List <Material> materials,
                                            GetBlendShapeName getBlendShapeName
                                            )
        {
            glTFAttributes lastAttributes   = null;
            var            sharedAttributes = true;

            foreach (var prim in gltfMesh.primitives)
            {
                if (lastAttributes != null && !prim.attributes.Equals(lastAttributes))
                {
                    sharedAttributes = false;
                    break;
                }
                lastAttributes = prim.attributes;
            }

            var positions       = new List <Vector3>();
            var normals         = new List <Vector3>();
            var tangents        = new List <Vector4>();
            var colors          = new List <Vector4>();
            var uv              = new List <Vector2>();
            var boneWeights     = new List <BoneWeight>();
            var subMeshes       = new List <int[]>();
            var materialIndices = new List <int>();

            BlendShape[] blendShapes = null;

            if (sharedAttributes)
            {
                // multiple submesh sharing same VertexBuffer
                {
                    var prim = gltfMesh.primitives.First();
                    positions.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));

                    // normal
                    if (prim.attributes.NORMAL != -1)
                    {
                        normals.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
                    }

                    // tangent
                    if (prim.attributes.TANGENT != -1)
                    {
                        tangents.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
                    }

                    // vertex color
                    if (prim.attributes.COLOR_0 != -1)
                    {
                        colors.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.COLOR_0));
                    }

                    // uv
                    if (prim.attributes.TEXCOORD_0 != -1)
                    {
                        uv.AddRange(gltf.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
                    }
                    else
                    {
                        // for inconsistent attributes in primitives
                        uv.AddRange(new Vector2[positions.Count]);
                    }

                    // skin
                    if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                    {
                        var joints0  = gltf.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                        var weights0 = gltf.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();

                        for (int j = 0; j < joints0.Length; ++j)
                        {
                            var bw = new BoneWeight();

                            bw.boneIndex0 = joints0[j].x;
                            bw.weight0    = weights0[j].x;

                            bw.boneIndex1 = joints0[j].y;
                            bw.weight1    = weights0[j].y;

                            bw.boneIndex2 = joints0[j].z;
                            bw.weight2    = weights0[j].z;

                            bw.boneIndex3 = joints0[j].w;
                            bw.weight3    = weights0[j].w;

                            boneWeights.Add(bw);
                        }
                    }

                    // blendshape
                    if (prim.targets != null && prim.targets.Count > 0)
                    {
                        if (blendShapes == null)
                        {
                            blendShapes = prim.targets.Select((x, i) => new BlendShape(getBlendShapeName(meshIndex, i))).ToArray();
                        }
                        for (int i = 0; i < prim.targets.Count; ++i)
                        {
                            //var name = string.Format("target{0}", i++);
                            var primTarget = prim.targets[i];
                            var blendShape = blendShapes[i];

                            if (primTarget.POSITION != -1)
                            {
                                blendShape.Positions.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.NORMAL != -1)
                            {
                                blendShape.Normals.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.TANGENT != -1)
                            {
                                blendShape.Tangents.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
                            }
                        }
                    }
                }

                foreach (var prim in gltfMesh.primitives)
                {
                    var indices = gltf.GetIndices(prim.indices).Select(x => x).ToArray();
                    subMeshes.Add(indices);

                    // material
                    materialIndices.Add(prim.material);
                }
            }
            else
            {
                // multiple submMesh is not sharing a VertexBuffer.
                // each subMesh use a independent VertexBuffer.

                var targets = gltfMesh.primitives[0].targets;
                for (int i = 1; i < gltfMesh.primitives.Count; ++i)
                {
                    if (!gltfMesh.primitives[i].targets.SequenceEqual(targets))
                    {
                        throw new NotImplementedException(string.Format("diffirent targets: {0} with {1}",
                                                                        gltfMesh.primitives[i],
                                                                        targets));
                    }
                }

                foreach (var prim in gltfMesh.primitives)
                {
                    var indexOffset = positions.Count;
                    var indexBuffer = prim.indices;

                    var positionCount = positions.Count;
                    positions.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
                    positionCount = positions.Count - positionCount;

                    // normal
                    if (prim.attributes.NORMAL != -1)
                    {
                        normals.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
                    }

                    if (prim.attributes.TANGENT != -1)
                    {
                        tangents.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
                    }

                    // vertex color
                    if (prim.attributes.COLOR_0 != -1)
                    {
                        colors.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.COLOR_0));
                    }

                    // uv
                    if (prim.attributes.TEXCOORD_0 != -1)
                    {
                        uv.AddRange(gltf.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
                    }
                    else
                    {
                        // for inconsistent attributes in primitives
                        uv.AddRange(new Vector2[positionCount]);
                    }

                    // skin
                    if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                    {
                        var joints0  = gltf.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                        var weights0 = gltf.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();

                        for (int j = 0; j < joints0.Length; ++j)
                        {
                            var bw = new BoneWeight();

                            bw.boneIndex0 = joints0[j].x;
                            bw.weight0    = weights0[j].x;

                            bw.boneIndex1 = joints0[j].y;
                            bw.weight1    = weights0[j].y;

                            bw.boneIndex2 = joints0[j].z;
                            bw.weight2    = weights0[j].z;

                            bw.boneIndex3 = joints0[j].w;
                            bw.weight3    = weights0[j].w;

                            boneWeights.Add(bw);
                        }
                    }

                    // blendshape
                    if (prim.targets != null && prim.targets.Count > 0)
                    {
                        if (blendShapes == null)
                        {
                            blendShapes = prim.targets.Select((x, i) => new BlendShape(i.ToString())).ToArray();
                        }
                        for (int i = 0; i < prim.targets.Count; ++i)
                        {
                            //var name = string.Format("target{0}", i++);
                            var primTarget = prim.targets[i];
                            var blendShape = blendShapes[i];

                            if (primTarget.POSITION != -1)
                            {
                                blendShape.Positions.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.NORMAL != -1)
                            {
                                blendShape.Normals.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.TANGENT != -1)
                            {
                                blendShape.Tangents.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
                            }
                        }
                    }

                    var indices =
                        (indexBuffer >= 0)
                     ? gltf.GetIndices(indexBuffer).Select(x => x + indexOffset).ToArray()
                     : TriangleUtil.FlipTriangle(Enumerable.Range(0, positions.Count)).ToArray() // without index array
                    ;
                    subMeshes.Add(indices);

                    // material
                    materialIndices.Add(prim.material);
                }
            }
            if (!materialIndices.Any())
            {
                materialIndices.Add(0);
            }

            //Debug.Log(prims.ToJson());
            var mesh = new Mesh();

            mesh.name = gltfMesh.name;

            if (positions.Count > UInt16.MaxValue)
            {
#if UNITY_2017_3_OR_NEWER
                mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
#else
                Debug.LogWarningFormat("vertices {0} exceed 65535. not implemented. Unity2017.3 supports large mesh", positions.Count);
#endif
            }

            mesh.vertices = positions.ToArray();
            if (normals.Any())
            {
                mesh.normals = normals.ToArray();
            }
            else
            {
                mesh.RecalculateNormals();
            }
            if (tangents.Any())
            {
                mesh.tangents = tangents.ToArray();
            }
            else
            {
                mesh.RecalculateTangents();
            }
            if (colors.Any())
            {
                mesh.colors = colors.ConvertAll(x => new Color(x.x, x.y, x.z, 1f)).ToArray();
            }
            if (uv.Any())
            {
                mesh.uv = uv.ToArray();
            }
            if (boneWeights.Any())
            {
                mesh.boneWeights = boneWeights.ToArray();
            }
            mesh.subMeshCount = subMeshes.Count;
            for (int i = 0; i < subMeshes.Count; ++i)
            {
                mesh.SetTriangles(subMeshes[i], i);
            }
            var result = new MeshWithMaterials
            {
                Mesh      = mesh,
                Materials = materialIndices.Select(x => materials[x]).ToArray()
            };

            List <Material> matList = result.Materials.ToList();
            matList.RemoveAll(x => x == null);
            result.Materials = matList.ToArray();

            if (blendShapes != null)
            {
                foreach (var blendShape in blendShapes)
                {
                    if (blendShape.Positions.Count > 0)
                    {
                        if (blendShape.Positions.Count == mesh.vertexCount)
                        {
                            mesh.AddBlendShapeFrame(blendShape.Name, FRAME_WEIGHT,
                                                    blendShape.Positions.ToArray(),
                                                    normals.Count == mesh.vertexCount ? blendShape.Normals.ToArray() : null,
                                                    null
                                                    );
                        }
                        else
                        {
                            Debug.LogWarningFormat("May be partial primitive has blendShape. Rquire separete mesh or extend blend shape, but not implemented: {0}", blendShape.Name);
                        }
                    }
                }
            }

            return(result);
        }