Example #1
0
            public void Push(SkinnedMeshRenderer renderer)
            {
                var mesh = renderer.sharedMesh;

                if (mesh == null)
                {
                    Debug.LogWarningFormat("{0} has no mesh", renderer.name);
                    return;
                }

                Renderers.Add(renderer);

                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());
                }
                else
                {
                    BoneWeights.AddRange(Enumerable.Range(0, mesh.vertexCount).Select(x => new BoneWeight()).ToArray());
                }

                BindPoses.AddRange(mesh.bindposes);
                Bones.AddRange(renderer.bones);

                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,
                    });
                }
            }