/// <summary> /// primitive 間で vertex を共有する形で Export する。 /// UniVRM-0.71.0 以降は、MeshExporterDivided.Export もある。 /// /// * GLB/GLTF は shared(default) と divided を選択可能 /// * VRM0 は shared 仕様 /// * VRM1 は divided 仕様 /// /// /// </summary> /// <param name="gltf"></param> /// <param name="bufferIndex"></param> /// <param name="unityMesh"></param> /// <param name="unityMaterials"></param> /// <param name="axisInverter"></param> /// <param name="settings"></param> /// <returns></returns> public static (glTFMesh, Dictionary <int, int> blendShapeIndexMap) Export(ExportingGltfData data, MeshExportInfo unityMesh, List <Material> unityMaterials, IAxisInverter axisInverter, GltfExportSettings settings) { var mesh = unityMesh.Mesh; var materials = unityMesh.Materials; var positions = mesh.vertices.Select(axisInverter.InvertVector3).ToArray(); var positionAccessorIndex = data.ExtendBufferAndGetAccessorIndex(positions, glBufferTarget.ARRAY_BUFFER); data.GLTF.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray(); data.GLTF.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray(); var normalAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.normals.Select(y => axisInverter.InvertVector3(y.normalized)).ToArray(), glBufferTarget.ARRAY_BUFFER); int?tangentAccessorIndex = default; if (settings.ExportTangents) { tangentAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.tangents.Select(axisInverter.InvertVector4).ToArray(), glBufferTarget.ARRAY_BUFFER); } var uvAccessorIndex0 = data.ExtendBufferAndGetAccessorIndex(mesh.uv.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER); var uvAccessorIndex1 = data.ExtendBufferAndGetAccessorIndex(mesh.uv2.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER); var colorAccessorIndex = -1; var vColorState = VertexColorUtility.DetectVertexColor(mesh, materials); if (vColorState == VertexColorState.ExistsAndIsUsed || // VColor使っている vColorState == VertexColorState.ExistsAndMixed // VColorを使っているところと使っていないところが混在(とりあえずExportする) ) { // UniUnlit で Multiply 設定になっている colorAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.colors, glBufferTarget.ARRAY_BUFFER); } var boneweights = mesh.boneWeights; var weightAccessorIndex = data.ExtendBufferAndGetAccessorIndex(boneweights.Select(y => new Vector4(y.weight0, y.weight1, y.weight2, y.weight3)).ToArray(), glBufferTarget.ARRAY_BUFFER); var jointsAccessorIndex = data.ExtendBufferAndGetAccessorIndex(boneweights.Select(y => new UShort4( (ushort)unityMesh.GetJointIndex(y.boneIndex0), (ushort)unityMesh.GetJointIndex(y.boneIndex1), (ushort)unityMesh.GetJointIndex(y.boneIndex2), (ushort)unityMesh.GetJointIndex(y.boneIndex3)) ).ToArray(), glBufferTarget.ARRAY_BUFFER); var attributes = new glTFAttributes { POSITION = positionAccessorIndex, }; if (normalAccessorIndex != -1) { attributes.NORMAL = normalAccessorIndex; } if (tangentAccessorIndex.HasValue) { attributes.TANGENT = tangentAccessorIndex.Value; } if (uvAccessorIndex0 != -1) { attributes.TEXCOORD_0 = uvAccessorIndex0; } if (uvAccessorIndex1 != -1) { attributes.TEXCOORD_1 = uvAccessorIndex1; } if (colorAccessorIndex != -1) { attributes.COLOR_0 = colorAccessorIndex; } if (weightAccessorIndex != -1) { attributes.WEIGHTS_0 = weightAccessorIndex; } if (jointsAccessorIndex != -1) { attributes.JOINTS_0 = jointsAccessorIndex; } var gltfMesh = new glTFMesh(mesh.name); var indices = new List <uint>(); for (int j = 0; j < mesh.subMeshCount; ++j) { indices.Clear(); var triangles = mesh.GetIndices(j); if (triangles.Length == 0) { // https://github.com/vrm-c/UniVRM/issues/664 continue; } for (int i = 0; i < triangles.Length; i += 3) { var i0 = triangles[i]; var i1 = triangles[i + 1]; var i2 = triangles[i + 2]; // flip triangle indices.Add((uint)i2); indices.Add((uint)i1); indices.Add((uint)i0); } var indicesAccessorIndex = data.ExtendBufferAndGetAccessorIndex(indices.ToArray(), glBufferTarget.ELEMENT_ARRAY_BUFFER); if (indicesAccessorIndex < 0) { // https://github.com/vrm-c/UniVRM/issues/664 throw new Exception(); } if (j >= materials.Length) { Debug.LogWarningFormat("{0}.materials is not enough", unityMesh.Mesh.name); break; } gltfMesh.primitives.Add(new glTFPrimitives { attributes = attributes, indices = indicesAccessorIndex, mode = 4, // triangles ? material = unityMaterials.IndexOf(materials[j]) }); } var blendShapeIndexMap = new Dictionary <int, int>(); { var targetNames = new List <string>(); int exportBlendShapes = 0; for (int j = 0; j < unityMesh.Mesh.blendShapeCount; ++j) { var morphTarget = ExportMorphTarget(data, unityMesh.Mesh, j, settings.UseSparseAccessorForMorphTarget, settings.ExportOnlyBlendShapePosition, axisInverter); if (morphTarget.POSITION < 0) { // Skip empty blendShape. // Shift blendShape's index. continue; } var blendShapeName = unityMesh.Mesh.GetBlendShapeName(j); blendShapeIndexMap.Add(j, exportBlendShapes++); targetNames.Add(blendShapeName); // // all primitive has same blendShape // for (int k = 0; k < gltfMesh.primitives.Count; ++k) { gltfMesh.primitives[k].targets.Add(morphTarget); } } gltf_mesh_extras_targetNames.Serialize(gltfMesh, targetNames); } return(gltfMesh, blendShapeIndexMap); }
/// <summary> /// Divide vertex buffer(Position, Normal, UV, VertexColor, Skinning and BlendShapes) by submesh usage, then export /// </summary> /// <param name="gltf"></param> /// <param name="gltfBuffer"></param> /// <param name="unityMesh"></param> /// <param name="unityMaterials"></param> /// <param name="axisInverter"></param> /// <param name="settings"></param> /// <returns></returns> public static (glTFMesh, Dictionary <int, int>) Export(ExportingGltfData data, MeshExportInfo unityMesh, List <Material> unityMaterials, IAxisInverter axisInverter, GltfExportSettings settings) { var mesh = unityMesh.Mesh; var gltfMesh = new glTFMesh(mesh.name); if (settings.ExportTangents) { // no support throw new NotImplementedException(); } var positions = mesh.vertices; var normals = mesh.normals; var uv = mesh.uv; var boneWeights = mesh.boneWeights; if (boneWeights.All(x => x.weight0 == 0 && x.weight1 == 0 && x.weight2 == 0 && x.weight3 == 0)) { boneWeights = null; } var colors = mesh.colors; Func <int, int> getJointIndex = null; if (boneWeights != null && boneWeights.Length == positions.Length) { getJointIndex = unityMesh.GetJointIndex; } Vector3[] blendShapePositions = new Vector3[mesh.vertexCount]; Vector3[] blendShapeNormals = new Vector3[mesh.vertexCount]; var vColorState = VertexColorUtility.DetectVertexColor(mesh, unityMaterials); var exportVertexColor = ( (settings.KeepVertexColor && mesh.colors != null && mesh.colors.Length == mesh.vertexCount) || // vertex color を残す設定 vColorState == VertexColorState.ExistsAndIsUsed || // VColor使っている vColorState == VertexColorState.ExistsAndMixed // VColorを使っているところと使っていないところが混在(とりあえずExportする) ); var usedIndices = new List <int>(); for (int i = 0; i < mesh.subMeshCount; ++i) { var indices = mesh.GetIndices(i); var hash = new HashSet <int>(indices); // aggregate vertex attributes var buffer = new MeshExportUtil.VertexBuffer(indices.Length, getJointIndex); usedIndices.Clear(); for (int k = 0; k < positions.Length; ++k) { if (hash.Contains(k)) { // aggregate indices usedIndices.Add(k); buffer.PushVertex(k, axisInverter.InvertVector3(positions[k]), // POSITION axisInverter.InvertVector3(normals[k]), // NORMAL uv[k].ReverseUV() // UV ); if (getJointIndex != null) { buffer.PushBoneWeight(boneWeights[k]); } if (exportVertexColor) { buffer.PushColor(colors[k]); } } } var material = unityMesh.Materials[i]; var materialIndex = -1; if (material != null) { materialIndex = unityMaterials.IndexOf(material); } var flipped = new List <int>(); for (int j = 0; j < indices.Length; j += 3) { var t0 = indices[j]; var t1 = indices[j + 1]; var t2 = indices[j + 2]; flipped.Add(t2); flipped.Add(t1); flipped.Add(t0); } var gltfPrimitive = buffer.ToGltfPrimitive(data, materialIndex, flipped); // blendShape(morph target) for (int j = 0; j < mesh.blendShapeCount; ++j) { var blendShape = new MeshExportUtil.BlendShapeBuffer(usedIndices.Count); // aggriage morph target mesh.GetBlendShapeFrameVertices(j, 0, blendShapePositions, blendShapeNormals, null); int l = 0; foreach (var k in usedIndices) { blendShape.Set(l++, axisInverter.InvertVector3(blendShapePositions[k]), axisInverter.InvertVector3(blendShapeNormals[k])); } gltfPrimitive.targets.Add(blendShape.ToGltf(data, !settings.ExportOnlyBlendShapePosition, settings.UseSparseAccessorForMorphTarget)); } gltfMesh.primitives.Add(gltfPrimitive); } var targetNames = Enumerable.Range(0, mesh.blendShapeCount).Select(x => mesh.GetBlendShapeName(x)).ToArray(); gltf_mesh_extras_targetNames.Serialize(gltfMesh, targetNames); return(gltfMesh, Enumerable.Range(0, mesh.blendShapeCount).ToDictionary(x => x, x => x)); }