void InitBones() { BoneInfo[] boneInfos = SharedData.skinningData.boneInfos; List <Transform> allTs = new List <Transform>(); GPUAnimUtils.GetAllChildren(srcBoneRoot, allTs); trDatas = new TRData[boneInfos.Length]; for (int i = 0; i < trDatas.Length; i++) { TRData trData = new TRData(); trData.name = boneInfos[i].name; trData.bindPoseInv = boneInfos[i].bindPose.inverse; foreach (var t in allTs) { if (t.name == trData.name) { trData.oriT = t; break; } } trDatas[i] = trData; } _pixelPerFrame = boneInfos.Length * 3; }
/// <summary> /// 创建 GPUSkin 所需的 Mesh, 强制每个顶点只有两根骨骼 /// /// 由于 Unity 没有开放 BLENDINDICES 和 BLENDWEIGHT 语义,我们又不想修改资源内的原始mesh,只能自己创建一个 mesh 来存储, /// 缺点就是每个顶点多出了 4 * 4 个字节的体积, 假设每个模型 4000 个顶点,共缓存了 30 套模型,那么将多出 /// 16 * 4000 * 30 = 1920000 = 1.83MB, 可以接受 /// </summary> /// <param name="smr"></param> /// <returns></returns> private void CreateSkinMesh(SkinnedMeshRenderer smr, GPURendererRes res) { int[] boneIdxMap = GPUAnimUtils.CalcBoneIdxMap(smr, res.skinningData); Mesh smrMesh = smr.sharedMesh; Mesh addMesh = new Mesh(); BoneWeight[] oriBoneWeights = smrMesh.boneWeights; int weightCount = oriBoneWeights.Length; List <Vector4> boneIndices = new List <Vector4>(weightCount); List <Vector4> boneWeights = new List <Vector4>(weightCount); for (int i = 0; i < weightCount; i++) { BoneWeight weight = oriBoneWeights[i]; Vector4 indices = new Vector4(); indices.x = boneIdxMap[weight.boneIndex0]; // 骨骼索引重新映射下 indices.y = boneIdxMap[weight.boneIndex1]; indices.z = boneIdxMap[weight.boneIndex2]; indices.w = boneIdxMap[weight.boneIndex3]; boneIndices.Add(indices); Vector4 weights = new Vector4(); weights.x = weight.weight0; weights.y = weight.weight1; weights.z = weight.weight2; weights.w = weight.weight3; boneWeights.Add(weights); //float sum = weight.weight0 + weight.weight1; //blendWeights[i].x = weight.weight0 / sum; //blendWeights[i].y = weight.weight1 /sum; } addMesh.vertices = smrMesh.vertices; // 由于 Unity 有判断要求其它 channel 长度必须与 vertices 相等,这个内存只能浪费掉了 addMesh.SetUVs(2, boneIndices); addMesh.SetUVs(3, boneWeights); //addMesh.uv3 = blendIndices; //addMesh.uv4 = blendWeights; addMesh.UploadMeshData(true); // warning!, DeviceLost 时可能无法恢复数据 res.additionalMesh = addMesh; }
public static bool operator !=(RotationKeyFrame lhs, RotationKeyFrame rhs) { return(!GPUAnimUtils.IsQuaternionEqual(lhs.value, rhs.value) || !GPUAnimUtils.IsQuaternionEqual(lhs.inSlope, rhs.inSlope) || !GPUAnimUtils.IsQuaternionEqual(lhs.outSlope, rhs.outSlope)); }
public static bool operator !=(Vector3KeyFrame lhs, Vector3KeyFrame rhs) { return(!GPUAnimUtils.IsVector3Equal(lhs.value, rhs.value) || !GPUAnimUtils.IsVector3Equal(lhs.inSlope, rhs.inSlope) || !GPUAnimUtils.IsVector3Equal(lhs.outSlope, rhs.outSlope)); }
/// <summary> /// 将除 mesh 节点,挂点(将其提到最顶级),rootMotion 之外的所有节点移除 /// </summary> private void ProcessNode() { _rootMotionNode = transform.Find(Consts.ROOT_MOTION_NAME); List <Transform> allChildren = new List <Transform>(); GPUAnimUtils.GetAllChildren(transform, allChildren); List <SkinnedMeshRenderer> smrs = new List <SkinnedMeshRenderer>(); foreach (var node in allChildren) { if (node == transform) { continue; } SkinnedMeshRenderer smr = node.GetComponent <SkinnedMeshRenderer>(); if (smr != null) { /* * 调试代码,发布时把 if 去掉 * (挂载的这个武器并不能使用模型的 Animation, 并且其 Bone 数量也为0,因此应该是用 MeshRenderer 而不是 SkinnedMeshRenderer) */ if (node.name != "right_weapon") { // 某些 smr 不位于模型直接子节点,将其提升以避免被移除掉(显示不会受到影响) if (node.parent != transform) { node.parent = transform; } smrs.Add(smr); continue; } } if (node == _rootMotionNode) { continue; } bool isJoint = false; //foreach (var name in skinningData.jointNames) //{ // if (name == node.name) // { // node.parent = transform; // isJoint = true; // break; // } //} if (!isJoint) { // 不要使用 DestroyImmediate, 否则循环中的其它元素可能无法访问并且下面的 bsmr.Init 无法获取到 bones Destroy(node.gameObject); } } // 原始的 SkinnedMeshRenderer 都创建对应的两种 Renderer foreach (var smr in smrs) { GPURendererRes res = GPUSkinRuntimeResMgr.Instance.GetOrCreateRes(smr, skinningData); _bakedGPUAnimation.AddMeshRenderer(res); _GPUAnimation.AddMeshRenderer(res); DestroyImmediate(smr); } Animation oriAnimation = gameObject.GetComponent <Animation>(); if (oriAnimation != null) { DestroyImmediate(oriAnimation); } // 初始化绑点 //_jointTrans = new Transform[skinningData.jointNames.Length]; //for (int i = 0; i < _jointTrans.Length; i++) //{ // Transform t = transform.Find(skinningData.jointNames[i]); // if (t == null) // { // Debug.LogErrorFormat("can not find join {0}", skinningData.jointNames[i]); // return; // } // _jointTrans[i] = t; //} _bakedGPUAnimation.SetJointTransforms(_jointTrans); _GPUAnimation.SetJointTransforms(_jointTrans); }