Ejemplo n.º 1
0
        private static UBoneWeight[] FromSimplifyBoneWeights(BoneWeight[] boneWeights)
        {
            if (boneWeights == null)
            {
                return(null);
            }
            var newBoneWeights = new UBoneWeight[boneWeights.Length];

            for (int i = 0; i < boneWeights.Length; i++)
            {
                var boneWeight = boneWeights[i];
                newBoneWeights[i] = new UBoneWeight()
                {
                    boneIndex0 = boneWeight.boneIndex0,
                    boneIndex1 = boneWeight.boneIndex1,
                    boneIndex2 = boneWeight.boneIndex2,
                    boneIndex3 = boneWeight.boneIndex3,
                    weight0    = boneWeight.boneWeight0,
                    weight1    = boneWeight.boneWeight1,
                    weight2    = boneWeight.boneWeight2,
                    weight3    = boneWeight.boneWeight3
                };
            }
            return(newBoneWeights);
        }
Ejemplo n.º 2
0
        private static void AddToList(ref List <BoneWeight> list, UBoneWeight[] arr, int previousVertexCount, int currentVertexCount, int totalVertexCount)
        {
            if (arr == null || arr.Length == 0)
            {
                if (list != null)
                {
                    for (int i = 0; i < currentVertexCount; i++)
                    {
                        list.Add(new BoneWeight());
                    }
                }
                return;
            }

            if (list == null)
            {
                list = new List <BoneWeight>(totalVertexCount);
                for (int i = 0; i < previousVertexCount; i++)
                {
                    list.Add(new BoneWeight());
                }
            }

            for (int i = 0; i < arr.Length; i++)
            {
                UBoneWeight boneWeight = arr[i];
                list.Add(new BoneWeight(
                             boneWeight.boneIndex0, boneWeight.boneIndex1, boneWeight.boneIndex2, boneWeight.boneIndex3,
                             boneWeight.weight0, boneWeight.weight1, boneWeight.weight2, boneWeight.weight3));
            }
        }
        static object PerformMemberwiseClone(ref object o)
        {
            var ins = new UnityEngine.BoneWeight();

            ins = (UnityEngine.BoneWeight)o;
            return(ins);
        }
        static void WriteBackInstance(CSHotFix.Runtime.Enviorment.AppDomain __domain, StackObject *ptr_of_this_method, IList <object> __mStack, ref UnityEngine.BoneWeight instance_of_this_method)
        {
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            switch (ptr_of_this_method->ObjectType)
            {
            case ObjectTypes.Object:
            {
                __mStack[ptr_of_this_method->Value] = instance_of_this_method;
            }
            break;

            case ObjectTypes.FieldReference:
            {
                var ___obj = __mStack[ptr_of_this_method->Value];
                if (___obj is ILTypeInstance)
                {
                    ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = instance_of_this_method;
                }
                else
                {
                    var t = __domain.GetType(___obj.GetType()) as CLRType;
                    t.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, instance_of_this_method);
                }
            }
            break;

            case ObjectTypes.StaticFieldReference:
            {
                var t = __domain.GetType(ptr_of_this_method->Value);
                if (t is ILType)
                {
                    ((ILType)t).StaticInstance[ptr_of_this_method->ValueLow] = instance_of_this_method;
                }
                else
                {
                    ((CLRType)t).SetStaticFieldValue(ptr_of_this_method->ValueLow, instance_of_this_method);
                }
            }
            break;

            case ObjectTypes.ArrayReference:
            {
                var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.BoneWeight[];
                instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method;
            }
            break;
            }
        }
Ejemplo n.º 5
0
        static StackObject *op_Inequality_19(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.BoneWeight rhs = (UnityEngine.BoneWeight) typeof(UnityEngine.BoneWeight).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.BoneWeight lhs = (UnityEngine.BoneWeight) typeof(UnityEngine.BoneWeight).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = lhs != rhs;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method ? 1 : 0;
            return(__ret + 1);
        }
Ejemplo n.º 6
0
        private static void TransformVertices(UVector3[] vertices, UBoneWeight[] boneWeights, UMatrix[] oldBindposes, UMatrix[] newBindposes)
        {
            // TODO: Is this method doing what it is supposed to?? It has not been properly tested

            // First invert the old bindposes
            for (int i = 0; i < oldBindposes.Length; i++)
            {
                oldBindposes[i] = oldBindposes[i].inverse;
            }

            // The transform the vertices
            for (int i = 0; i < vertices.Length; i++)
            {
                UVector3    vertex     = vertices[i];
                UBoneWeight boneWeight = boneWeights[i];
                if (boneWeight.weight0 > 0f)
                {
                    int   boneIndex = boneWeight.boneIndex0;
                    float weight    = boneWeight.weight0;
                    vertex = ScaleMatrix(ref newBindposes[boneIndex], weight) * (ScaleMatrix(ref oldBindposes[boneIndex], weight) * vertex);
                }
                if (boneWeight.weight1 > 0f)
                {
                    int   boneIndex = boneWeight.boneIndex1;
                    float weight    = boneWeight.weight1;
                    vertex = ScaleMatrix(ref newBindposes[boneIndex], weight) * (ScaleMatrix(ref oldBindposes[boneIndex], weight) * vertex);
                }
                if (boneWeight.weight2 > 0f)
                {
                    int   boneIndex = boneWeight.boneIndex2;
                    float weight    = boneWeight.weight2;
                    vertex = ScaleMatrix(ref newBindposes[boneIndex], weight) * (ScaleMatrix(ref oldBindposes[boneIndex], weight) * vertex);
                }
                if (boneWeight.weight3 > 0f)
                {
                    int   boneIndex = boneWeight.boneIndex3;
                    float weight    = boneWeight.weight3;
                    vertex = ScaleMatrix(ref newBindposes[boneIndex], weight) * (ScaleMatrix(ref oldBindposes[boneIndex], weight) * vertex);
                }
                vertices[i] = vertex;
            }
        }
Ejemplo n.º 7
0
        static StackObject *GetHashCode_16(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.BoneWeight instance_of_this_method = (UnityEngine.BoneWeight) typeof(UnityEngine.BoneWeight).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            var result_of_this_method = instance_of_this_method.GetHashCode();

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method;
            return(__ret + 1);
        }
Ejemplo n.º 8
0
        static StackObject *set_boneIndex3_15(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Int32 @value = ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.BoneWeight instance_of_this_method = (UnityEngine.BoneWeight) typeof(UnityEngine.BoneWeight).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            instance_of_this_method.boneIndex3 = value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            return(__ret);
        }
Ejemplo n.º 9
0
        /// <summary>
        /// https://github.com/vrm-c/UniVRM/issues/800
        ///
        /// SubMesh 単位に分割する。
        /// SubMesh を Gltf の Primitive に対応させる。
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="materials"></param>
        /// <param name="storage"></param>
        /// <param name="gltfMesh"></param>
        /// <param name="option"></param>
        static IEnumerable <glTFPrimitives> ExportMeshDivided(this VrmLib.Mesh mesh, List <object> materials, Vrm10Storage storage, ExportArgs option)
        {
            var             bufferIndex   = 0;
            var             usedIndices   = new List <int>();
            var             meshIndices   = SpanLike.CopyFrom(mesh.IndexBuffer.GetAsIntArray());
            var             positions     = mesh.VertexBuffer.Positions.GetSpan <UnityEngine.Vector3>().ToArray();
            var             normals       = mesh.VertexBuffer.Normals.GetSpan <UnityEngine.Vector3>().ToArray();
            var             uv            = mesh.VertexBuffer.TexCoords.GetSpan <UnityEngine.Vector2>().ToArray();
            var             hasSkin       = mesh.VertexBuffer.Weights != null;
            var             weights       = mesh.VertexBuffer.Weights?.GetSpan <UnityEngine.Vector4>().ToArray();
            var             joints        = mesh.VertexBuffer.Joints?.GetSpan <SkinJoints>().ToArray();
            Func <int, int> getJointIndex = default;

            if (hasSkin)
            {
                getJointIndex = i =>
                {
                    return(i);
                };
            }

            foreach (var submesh in mesh.Submeshes)
            {
                var indices = meshIndices.Slice(submesh.Offset, submesh.DrawCount).ToArray();
                var hash    = new HashSet <int>(indices);

                // mesh
                // index の順に attributes を蓄える
                var buffer = new MeshExportUtil.VertexBuffer(indices.Length, getJointIndex);
                usedIndices.Clear();
                for (int k = 0; k < positions.Length; ++k)
                {
                    if (hash.Contains(k))
                    {
                        // indices から参照される頂点だけを蓄える
                        usedIndices.Add(k);
                        buffer.Push(k, positions[k], normals[k], uv[k]);
                        if (getJointIndex != null)
                        {
                            var j          = joints[k];
                            var w          = weights[k];
                            var boneWeight = new UnityEngine.BoneWeight
                            {
                                boneIndex0 = j.Joint0,
                                boneIndex1 = j.Joint1,
                                boneIndex2 = j.Joint2,
                                boneIndex3 = j.Joint3,
                                weight0    = w.x,
                                weight1    = w.y,
                                weight2    = w.z,
                                weight3    = w.w,
                            };
                            buffer.Push(boneWeight);
                        }
                    }
                }
                var materialIndex = submesh.Material;
                var gltfPrimitive = buffer.ToGltfPrimitive(storage.Gltf, bufferIndex, materialIndex, indices);

                // blendShape
                for (int j = 0; j < mesh.MorphTargets.Count; ++j)
                {
                    var blendShape = new MeshExportUtil.BlendShapeBuffer(indices.Length);

                    // index の順に attributes を蓄える
                    var morph = mesh.MorphTargets[j];
                    var blendShapePositions = morph.VertexBuffer.Positions.GetSpan <UnityEngine.Vector3>();
                    SpanLike <UnityEngine.Vector3>?blendShapeNormals = default;
                    if (morph.VertexBuffer.Normals != null)
                    {
                        blendShapeNormals = morph.VertexBuffer.Normals.GetSpan <UnityEngine.Vector3>();
                    }
                    foreach (var k in usedIndices)
                    {
                        blendShape.Push(
                            blendShapePositions[k],
                            blendShapeNormals.HasValue ? blendShapeNormals.Value[k] : UnityEngine.Vector3.zero
                            );
                    }

                    gltfPrimitive.targets.Add(blendShape.ToGltf(storage.Gltf, bufferIndex, !option.removeMorphNormal));
                }

                yield return(gltfPrimitive);
            }
        }