public void CopyUVs(int id, bool baseOrBlend, bool setOrGet)
        {
            UVNormalBlendMonoBehaviour.Data dstData = Datas[(int)id];
            MeshRenderer mr = dstData.renderer.instance;

            Operations.vMesh m   = new Operations.vMesh(mr, false, false);
            List <Vector2>   uvs = baseOrBlend ? dstData.blendUVs : dstData.baseUVs;

            if (setOrGet)
            {
                for (int i = 0; i < m.submeshes.Count; i++)
                {
                    Operations.vSubmesh s = m.submeshes[i];
                    for (int j = 0; j < s.vertexList.Count; j++)
                    {
                        s.vertexList[j].uv[0] = uvs[j][0];
                        s.vertexList[j].uv[1] = -uvs[j][1];
                    }
                }
                m.Flush();
            }
            else
            {
                uvs.Clear();
                for (int i = 0; i < m.submeshes.Count; i++)
                {
                    Operations.vSubmesh s = m.submeshes[i];
                    for (int j = 0; j < s.vertexList.Count; j++)
                    {
                        Vector2 uv = new Vector2(s.vertexList[j].uv[0], -s.vertexList[j].uv[1]);
                        uvs.Add(uv);
                    }
                }
                Parser.datas = Datas;
            }

            Changed = true;
        }
        public void CopyNormals(int id, AnimatorEditor dstAnimatorEditor, bool minOrMax, bool setOrGet)
        {
            GenericMono  dstData    = GenericMonos[(int)id];
            int          dstMeshRId = dstAnimatorEditor.GetMeshRendererId(dstData.ObjectName);
            MeshRenderer mr         = (MeshRenderer)dstAnimatorEditor.Meshes[dstMeshRId];

            Operations.vMesh m       = new Operations.vMesh(mr, false, false);
            List <Vector3>   normals = minOrMax ? dstData.NormalMax : dstData.NormalMin;

            if (setOrGet)
            {
                for (int i = 0; i < m.submeshes.Count; i++)
                {
                    Operations.vSubmesh s = m.submeshes[i];
                    for (int j = 0; j < s.vertexList.Count; j++)
                    {
                        s.vertexList[j].normal = normals[j];
                    }
                }
                m.Flush();
            }
            else
            {
                normals.Clear();
                for (int i = 0; i < m.submeshes.Count; i++)
                {
                    Operations.vSubmesh s = m.submeshes[i];
                    for (int j = 0; j < s.vertexList.Count; j++)
                    {
                        normals.Add(s.vertexList[j].normal);
                    }
                }
                Parser.Param = GenericMonos;
            }

            Changed = true;
        }
        public void CopyNormals(int id, bool baseOrBlend, bool setOrGet)
        {
            UVNormalBlendMonoBehaviour.Data dstData = Datas[(int)id];
            MeshRenderer mr = dstData.renderer.instance;

            Operations.vMesh m       = new Operations.vMesh(mr, false, false);
            List <Vector3>   normals = baseOrBlend ? dstData.blendNormals : dstData.baseNormals;

            if (setOrGet)
            {
                for (int i = 0; i < m.submeshes.Count; i++)
                {
                    Operations.vSubmesh s = m.submeshes[i];
                    for (int j = 0; j < s.vertexList.Count; j++)
                    {
                        s.vertexList[j].normal = normals[j];
                    }
                }
                m.Flush();
            }
            else
            {
                normals.Clear();
                for (int i = 0; i < m.submeshes.Count; i++)
                {
                    Operations.vSubmesh s = m.submeshes[i];
                    for (int j = 0; j < s.vertexList.Count; j++)
                    {
                        normals.Add(s.vertexList[j].normal);
                    }
                }
                Parser.datas = Datas;
            }

            Changed = true;
        }
Exemple #4
0
        public static void ReplaceMeshRenderer(Transform frame, Transform rootBone, Animator parser, List <Material> materials, WorkspaceMesh mesh, bool merge, CopyMeshMethod normalsMethod, CopyMeshMethod bonesMethod, bool targetFullMesh)
        {
            Matrix transform = Transform.WorldTransform(frame);

            int[]  indices;
            bool[] worldCoords;
            bool[] replaceSubmeshesOption;
            SkinnedMeshRenderer sMesh = CreateSkinnedMeshRenderer(parser, materials, mesh, transform, out indices, out worldCoords, out replaceSubmeshesOption);
            vMesh destMesh            = new Operations.vMesh(sMesh, true, false);

            SkinnedMeshRenderer sFrameMesh = frame.m_GameObject.instance.FindLinkedComponent(UnityClassID.SkinnedMeshRenderer);
            MeshRenderer        frameMeshR = sFrameMesh;

            if (sFrameMesh == null)
            {
                frameMeshR = frame.m_GameObject.instance.FindLinkedComponent(UnityClassID.MeshRenderer);
            }
            Mesh frameMesh = frameMeshR != null?Operations.GetMesh(frameMeshR) : null;

            vMesh          srcMesh     = null;
            List <vVertex> allVertices = null;

            if (frameMeshR == null || frameMesh == null)
            {
                sMesh.m_RootBone = new PPtr <Transform>(rootBone);
                if (rootBone != null)
                {
                    sMesh.m_Mesh.instance.m_RootBoneNameHash = parser.m_Avatar.instance.BoneHash(rootBone.m_GameObject.instance.m_Name);
                }
                if (frameMeshR != null)
                {
                    CopyUnknowns(frameMeshR, sMesh);
                }
            }
            else
            {
                if (sFrameMesh != null)
                {
                    sMesh.m_RootBone = new PPtr <Transform>(sFrameMesh.m_RootBone.instance);
                    sMesh.m_Mesh.instance.m_RootBoneNameHash = frameMesh.m_RootBoneNameHash;
                }
                else
                {
                    sMesh.m_RootBone = new PPtr <Transform>((Component)null);
                }

                srcMesh = new Operations.vMesh(frameMeshR, true, false);
                CopyUnknowns(frameMeshR, sMesh);

                if (targetFullMesh && (normalsMethod == CopyMeshMethod.CopyNear || bonesMethod == CopyMeshMethod.CopyNear))
                {
                    allVertices = new List <vVertex>();
                    HashSet <Vector3> posSet = new HashSet <Vector3>();
                    foreach (vSubmesh submesh in srcMesh.submeshes)
                    {
                        allVertices.Capacity = allVertices.Count + submesh.vertexList.Count;
                        foreach (vVertex vertex in submesh.vertexList)
                        {
                            if (!posSet.Contains(vertex.position))
                            {
                                posSet.Add(vertex.position);
                                allVertices.Add(vertex);
                            }
                        }
                    }
                }
            }

            transform.Invert();
            vSubmesh[]      replaceSubmeshes = (srcMesh == null) ? null : new vSubmesh[srcMesh.submeshes.Count];
            List <vSubmesh> addSubmeshes     = new List <vSubmesh>(destMesh.submeshes.Count);

            for (int i = 0; i < destMesh.submeshes.Count; i++)
            {
                vSubmesh       submesh     = destMesh.submeshes[i];
                List <vVertex> vVertexList = submesh.vertexList;
                if (worldCoords[i])
                {
                    for (int j = 0; j < vVertexList.Count; j++)
                    {
                        vVertexList[j].position = Vector3.TransformCoordinate(vVertexList[j].position, transform);
                    }
                }

                vSubmesh baseSubmesh = null;
                int      idx         = indices[i];
                if ((srcMesh != null) && (idx >= 0) && (idx < frameMesh.m_SubMeshes.Count))
                {
                    baseSubmesh = srcMesh.submeshes[idx];
                    CopyUnknowns(frameMesh.m_SubMeshes[idx], sMesh.m_Mesh.instance.m_SubMeshes[i]);
                }

                if (baseSubmesh != null)
                {
                    if (normalsMethod == CopyMeshMethod.CopyOrder)
                    {
                        Operations.CopyNormalsOrder(baseSubmesh.vertexList, submesh.vertexList);
                    }
                    else if (normalsMethod == CopyMeshMethod.CopyNear)
                    {
                        Operations.CopyNormalsNear(targetFullMesh ? allVertices : baseSubmesh.vertexList, submesh.vertexList);
                    }

                    if (baseSubmesh.vertexList[0].weights != null)
                    {
                        if (bonesMethod == CopyMeshMethod.CopyOrder)
                        {
                            Operations.CopyBonesOrder(baseSubmesh.vertexList, submesh.vertexList);
                        }
                        else if (bonesMethod == CopyMeshMethod.CopyNear)
                        {
                            Operations.CopyBonesNear(targetFullMesh ? allVertices : baseSubmesh.vertexList, submesh.vertexList);
                        }
                    }
                }

                if ((baseSubmesh != null) && merge && replaceSubmeshesOption[i])
                {
                    replaceSubmeshes[idx] = submesh;
                }
                else
                {
                    addSubmeshes.Add(submesh);
                }
            }

            if ((srcMesh != null) && merge)
            {
                destMesh.submeshes = new List <vSubmesh>(replaceSubmeshes.Length + addSubmeshes.Count);
                List <vSubmesh> copiedSubmeshes = new List <vSubmesh>(replaceSubmeshes.Length);
                for (int i = 0; i < replaceSubmeshes.Length; i++)
                {
                    if (replaceSubmeshes[i] == null)
                    {
                        vSubmesh srcSubmesh = srcMesh.submeshes[i];
                        copiedSubmeshes.Add(srcSubmesh);
                        destMesh.submeshes.Add(srcSubmesh);
                    }
                    else
                    {
                        destMesh.submeshes.Add(replaceSubmeshes[i]);
                    }
                }
                destMesh.submeshes.AddRange(addSubmeshes);

                if ((sFrameMesh == null || sFrameMesh.m_Bones.Count == 0) && (sMesh.m_Bones.Count > 0))
                {
                    for (int i = 0; i < copiedSubmeshes.Count; i++)
                    {
                        List <vVertex> vertexList = copiedSubmeshes[i].vertexList;
                        for (int j = 0; j < vertexList.Count; j++)
                        {
                            vertexList[j].boneIndices = new int[4] {
                                0, 0, 0, 0
                            };
                            vertexList[j].weights = new float[4] {
                                0, 0, 0, 0
                            };
                        }
                    }
                }
                else if (sFrameMesh != null && sFrameMesh.m_Bones.Count > 0)
                {
                    int[] boneIdxMap;
                    sMesh.m_Bones = MergeBoneList(sFrameMesh.m_Bones, sMesh.m_Bones, out boneIdxMap);
                    uint[]   boneHashes   = new uint[sMesh.m_Bones.Count];
                    Matrix[] poseMatrices = new Matrix[sMesh.m_Bones.Count];
                    for (int i = 0; i < sFrameMesh.m_Bones.Count; i++)
                    {
                        boneHashes[i]   = sFrameMesh.m_Mesh.instance.m_BoneNameHashes[i];
                        poseMatrices[i] = sFrameMesh.m_Mesh.instance.m_BindPose[i];
                    }
                    for (int i = 0; i < boneIdxMap.Length; i++)
                    {
                        boneHashes[boneIdxMap[i]]   = sMesh.m_Mesh.instance.m_BoneNameHashes[i];
                        poseMatrices[boneIdxMap[i]] = sMesh.m_Mesh.instance.m_BindPose[i];
                    }
                    sMesh.m_Mesh.instance.m_BoneNameHashes.Clear();
                    sMesh.m_Mesh.instance.m_BoneNameHashes.AddRange(boneHashes);
                    sMesh.m_Mesh.instance.m_BindPose.Clear();
                    sMesh.m_Mesh.instance.m_BindPose.AddRange(poseMatrices);

                    if (bonesMethod == CopyMeshMethod.Replace)
                    {
                        for (int i = 0; i < replaceSubmeshes.Length; i++)
                        {
                            if (replaceSubmeshes[i] != null)
                            {
                                List <vVertex> vertexList = replaceSubmeshes[i].vertexList;
                                if (vertexList[0].boneIndices != null)
                                {
                                    for (int j = 0; j < vertexList.Count; j++)
                                    {
                                        int[] boneIndices = vertexList[j].boneIndices;
                                        vertexList[j].boneIndices = new int[4];
                                        for (int k = 0; k < 4; k++)
                                        {
                                            vertexList[j].boneIndices[k] = boneIdxMap[boneIndices[k]];
                                        }
                                    }
                                }
                            }
                        }
                        for (int i = 0; i < addSubmeshes.Count; i++)
                        {
                            List <vVertex> vertexList = addSubmeshes[i].vertexList;
                            if (vertexList[0].boneIndices != null)
                            {
                                for (int j = 0; j < vertexList.Count; j++)
                                {
                                    int[] boneIndices = vertexList[j].boneIndices;
                                    vertexList[j].boneIndices = new int[4];
                                    for (int k = 0; k < 4; k++)
                                    {
                                        vertexList[j].boneIndices[k] = boneIdxMap[boneIndices[k]];
                                    }
                                }
                            }
                        }
                    }
                }
            }
            destMesh.Flush();

            if (frameMeshR != null)
            {
                frame.m_GameObject.instance.RemoveLinkedComponent(frameMeshR);
                //parser.file.RemoveSubfile(frameMeshR);
                if (frameMesh != null)
                {
                    //parser.file.RemoveSubfile(frameMesh);
                    parser.file.ReplaceSubfile(frameMesh, sMesh.m_Mesh.asset);
                }
                parser.file.ReplaceSubfile(frameMeshR, sMesh);
            }
            frame.m_GameObject.instance.AddLinkedComponent(sMesh);

            AssetBundle bundle = parser.file.Bundle;

            if (bundle != null)
            {
                if (frameMeshR != null)
                {
                    if (frameMesh != null)
                    {
                        bundle.ReplaceComponent(frameMesh, sMesh.m_Mesh.asset);
                    }
                    bundle.ReplaceComponent(frameMeshR, sMesh);
                }
                else
                {
                    bundle.RegisterForUpdate(parser.m_GameObject.asset);
                }
            }
        }
Exemple #5
0
        public static void ReplaceMeshRenderer(Transform frame, Transform rootBone, Animator parser, List<Material> materials, WorkspaceMesh mesh, bool merge, CopyMeshMethod normalsMethod, CopyMeshMethod bonesMethod, bool targetFullMesh)
        {
            Matrix transform = Transform.WorldTransform(frame);

            int[] indices;
            bool[] worldCoords;
            bool[] replaceSubmeshesOption;
            SkinnedMeshRenderer sMesh = CreateSkinnedMeshRenderer(parser, materials, mesh, transform, out indices, out worldCoords, out replaceSubmeshesOption);
            vMesh destMesh = new Operations.vMesh(sMesh, true, false);

            SkinnedMeshRenderer sFrameMesh = frame.m_GameObject.instance.FindLinkedComponent(UnityClassID.SkinnedMeshRenderer);
            MeshRenderer frameMeshR = sFrameMesh;
            if (sFrameMesh == null)
            {
                frameMeshR = frame.m_GameObject.instance.FindLinkedComponent(UnityClassID.MeshRenderer);
            }
            Mesh frameMesh = frameMeshR != null ? Operations.GetMesh(frameMeshR) : null;
            vMesh srcMesh = null;
            List<vVertex> allVertices = null;
            if (frameMeshR == null || frameMesh == null)
            {
                sMesh.m_RootBone = new PPtr<Transform>(rootBone);
                if (rootBone != null)
                {
                    sMesh.m_Mesh.instance.m_RootBoneNameHash = parser.m_Avatar.instance.BoneHash(rootBone.m_GameObject.instance.m_Name);
                }
                if (frameMeshR != null)
                {
                    CopyUnknowns(frameMeshR, sMesh);
                }
            }
            else
            {
                if (sFrameMesh != null)
                {
                    sMesh.m_RootBone = new PPtr<Transform>(sFrameMesh.m_RootBone.instance);
                    sMesh.m_Mesh.instance.m_RootBoneNameHash = frameMesh.m_RootBoneNameHash;
                }
                else
                {
                    sMesh.m_RootBone = new PPtr<Transform>((Component)null);
                }

                srcMesh = new Operations.vMesh(frameMeshR, true, false);
                CopyUnknowns(frameMeshR, sMesh);

                if (targetFullMesh && (normalsMethod == CopyMeshMethod.CopyNear || bonesMethod == CopyMeshMethod.CopyNear))
                {
                    allVertices = new List<vVertex>();
                    HashSet<Vector3> posSet = new HashSet<Vector3>();
                    foreach (vSubmesh submesh in srcMesh.submeshes)
                    {
                        allVertices.Capacity = allVertices.Count + submesh.vertexList.Count;
                        foreach (vVertex vertex in submesh.vertexList)
                        {
                            if (!posSet.Contains(vertex.position))
                            {
                                posSet.Add(vertex.position);
                                allVertices.Add(vertex);
                            }
                        }
                    }
                }
            }

            transform.Invert();
            vSubmesh[] replaceSubmeshes = (srcMesh == null) ? null : new vSubmesh[srcMesh.submeshes.Count];
            List<vSubmesh> addSubmeshes = new List<vSubmesh>(destMesh.submeshes.Count);
            for (int i = 0; i < destMesh.submeshes.Count; i++)
            {
                vSubmesh submesh = destMesh.submeshes[i];
                List<vVertex> vVertexList = submesh.vertexList;
                if (worldCoords[i])
                {
                    for (int j = 0; j < vVertexList.Count; j++)
                    {
                        vVertexList[j].position = Vector3.TransformCoordinate(vVertexList[j].position, transform);
                    }
                }

                vSubmesh baseSubmesh = null;
                int idx = indices[i];
                if ((srcMesh != null) && (idx >= 0) && (idx < frameMesh.m_SubMeshes.Count))
                {
                    baseSubmesh = srcMesh.submeshes[idx];
                    CopyUnknowns(frameMesh.m_SubMeshes[idx], sMesh.m_Mesh.instance.m_SubMeshes[i]);
                }

                if (baseSubmesh != null)
                {
                    if (normalsMethod == CopyMeshMethod.CopyOrder)
                    {
                        Operations.CopyNormalsOrder(baseSubmesh.vertexList, submesh.vertexList);
                    }
                    else if (normalsMethod == CopyMeshMethod.CopyNear)
                    {
                        Operations.CopyNormalsNear(targetFullMesh ? allVertices : baseSubmesh.vertexList, submesh.vertexList);
                    }

                    if (baseSubmesh.vertexList[0].weights != null)
                    {
                        if (bonesMethod == CopyMeshMethod.CopyOrder)
                        {
                            Operations.CopyBonesOrder(baseSubmesh.vertexList, submesh.vertexList);
                        }
                        else if (bonesMethod == CopyMeshMethod.CopyNear)
                        {
                            Operations.CopyBonesNear(targetFullMesh ? allVertices : baseSubmesh.vertexList, submesh.vertexList);
                        }
                    }
                }

                if ((baseSubmesh != null) && merge && replaceSubmeshesOption[i])
                {
                    replaceSubmeshes[idx] = submesh;
                }
                else
                {
                    addSubmeshes.Add(submesh);
                }
            }

            if ((srcMesh != null) && merge)
            {
                destMesh.submeshes = new List<vSubmesh>(replaceSubmeshes.Length + addSubmeshes.Count);
                List<vSubmesh> copiedSubmeshes = new List<vSubmesh>(replaceSubmeshes.Length);
                for (int i = 0; i < replaceSubmeshes.Length; i++)
                {
                    if (replaceSubmeshes[i] == null)
                    {
                        vSubmesh srcSubmesh = srcMesh.submeshes[i];
                        copiedSubmeshes.Add(srcSubmesh);
                        destMesh.submeshes.Add(srcSubmesh);
                    }
                    else
                    {
                        destMesh.submeshes.Add(replaceSubmeshes[i]);
                    }
                }
                destMesh.submeshes.AddRange(addSubmeshes);

                if ((sFrameMesh == null || sFrameMesh.m_Bones.Count == 0) && (sMesh.m_Bones.Count > 0))
                {
                    for (int i = 0; i < copiedSubmeshes.Count; i++)
                    {
                        List<vVertex> vertexList = copiedSubmeshes[i].vertexList;
                        for (int j = 0; j < vertexList.Count; j++)
                        {
                            vertexList[j].boneIndices = new int[4] { 0, 0, 0, 0 };
                            vertexList[j].weights = new float[4] { 0, 0, 0, 0 };
                        }
                    }
                }
                else if (sFrameMesh != null && sFrameMesh.m_Bones.Count > 0)
                {
                    int[] boneIdxMap;
                    sMesh.m_Bones = MergeBoneList(sFrameMesh.m_Bones, sMesh.m_Bones, out boneIdxMap);
                    uint[] boneHashes = new uint[sMesh.m_Bones.Count];
                    Matrix[] poseMatrices = new Matrix[sMesh.m_Bones.Count];
                    for (int i = 0; i < sFrameMesh.m_Bones.Count; i++)
                    {
                        boneHashes[i] = sFrameMesh.m_Mesh.instance.m_BoneNameHashes[i];
                        poseMatrices[i] = sFrameMesh.m_Mesh.instance.m_BindPose[i];
                    }
                    for (int i = 0; i < boneIdxMap.Length; i++)
                    {
                        boneHashes[boneIdxMap[i]] = sMesh.m_Mesh.instance.m_BoneNameHashes[i];
                        poseMatrices[boneIdxMap[i]] = sMesh.m_Mesh.instance.m_BindPose[i];
                    }
                    sMesh.m_Mesh.instance.m_BoneNameHashes.Clear();
                    sMesh.m_Mesh.instance.m_BoneNameHashes.AddRange(boneHashes);
                    sMesh.m_Mesh.instance.m_BindPose.Clear();
                    sMesh.m_Mesh.instance.m_BindPose.AddRange(poseMatrices);

                    if (bonesMethod == CopyMeshMethod.Replace)
                    {
                        for (int i = 0; i < replaceSubmeshes.Length; i++)
                        {
                            if (replaceSubmeshes[i] != null)
                            {
                                List<vVertex> vertexList = replaceSubmeshes[i].vertexList;
                                if (vertexList[0].boneIndices != null)
                                {
                                    for (int j = 0; j < vertexList.Count; j++)
                                    {
                                        int[] boneIndices = vertexList[j].boneIndices;
                                        vertexList[j].boneIndices = new int[4];
                                        for (int k = 0; k < 4; k++)
                                        {
                                            vertexList[j].boneIndices[k] = boneIdxMap[boneIndices[k]];
                                        }
                                    }
                                }
                            }
                        }
                        for (int i = 0; i < addSubmeshes.Count; i++)
                        {
                            List<vVertex> vertexList = addSubmeshes[i].vertexList;
                            if (vertexList[0].boneIndices != null)
                            {
                                for (int j = 0; j < vertexList.Count; j++)
                                {
                                    int[] boneIndices = vertexList[j].boneIndices;
                                    vertexList[j].boneIndices = new int[4];
                                    for (int k = 0; k < 4; k++)
                                    {
                                        vertexList[j].boneIndices[k] = boneIdxMap[boneIndices[k]];
                                    }
                                }
                            }
                        }
                    }
                }
            }
            destMesh.Flush();

            if (frameMeshR != null)
            {
                frame.m_GameObject.instance.RemoveLinkedComponent(frameMeshR);
                //parser.file.RemoveSubfile(frameMeshR);
                if (frameMesh != null)
                {
                    //parser.file.RemoveSubfile(frameMesh);
                    parser.file.ReplaceSubfile(frameMesh, sMesh.m_Mesh.asset);
                }
                parser.file.ReplaceSubfile(frameMeshR, sMesh);
            }
            frame.m_GameObject.instance.AddLinkedComponent(sMesh);

            AssetBundle bundle = parser.file.Bundle;
            if (bundle != null)
            {
                if (frameMeshR != null)
                {
                    if (frameMesh != null)
                    {
                        bundle.ReplaceComponent(frameMesh, sMesh.m_Mesh.asset);
                    }
                    bundle.ReplaceComponent(frameMeshR, sMesh);
                }
                else
                {
                    bundle.RegisterForUpdate(parser.m_GameObject.asset);
                }
            }
        }
Exemple #6
0
        public void RemoveSubMesh(int meshId, int subMeshId)
        {
            MeshRenderer meshR = Meshes[meshId];
            Mesh mesh = Operations.GetMesh(meshR);
            if (mesh.m_SubMeshes.Count == 1 && subMeshId == 0)
            {
                Operations.SetMeshPtr(meshR, null);
                Parser.file.RemoveSubfile(mesh);
                if (Parser.file.Bundle != null)
                {
                    Parser.file.Bundle.DeleteComponent(mesh);
                }
            }
            else
            {
                Operations.vMesh vMesh = new Operations.vMesh(meshR, true, false);
                vMesh.submeshes.RemoveAt(subMeshId);
                vMesh.Flush();
            }

            if (Parser.file.Bundle != null)
            {
                Parser.file.Bundle.RegisterForUpdate(meshR);
            }
            Changed = true;
        }
Exemple #7
0
        public void RemoveBone(int meshId, int boneId)
        {
            SkinnedMeshRenderer smr = (SkinnedMeshRenderer)Meshes[meshId];
            Mesh mesh = smr.m_Mesh.instance;
            if (mesh != null)
            {
                Operations.vMesh vMesh = new Operations.vMesh(smr, false, false);
                Transform boneFrame = smr.m_Bones[boneId].instance;
                int parentBoneIdx = -1;
                if (boneFrame != null)
                {
                    Transform parentFrame = boneFrame.Parent;
                    parentBoneIdx = Operations.FindBoneIndex(smr.m_Bones, parentFrame);
                }
                smr.m_Bones.RemoveAt(boneId);
                mesh.m_BindPose.RemoveAt(boneId);
                mesh.m_BoneNameHashes.RemoveAt(boneId);

                foreach (Operations.vSubmesh submesh in vMesh.submeshes)
                {
                    foreach (Operations.vVertex vertex in submesh.vertexList)
                    {
                        for (int i = 0; i < vertex.boneIndices.Length; i++)
                        {
                            int boneIdx = vertex.boneIndices[i];
                            if (boneIdx == boneId)
                            {
                                float[] w4 = vertex.weights;
                                for (int j = i + 1; j < vertex.boneIndices.Length; j++)
                                {
                                    vertex.boneIndices[j - 1] = vertex.boneIndices[j];
                                    vertex.weights[j - 1] = w4[j];
                                }
                                vertex.boneIndices[vertex.boneIndices.Length - 1] = -1;

                                w4 = vertex.weights;
                                float normalize = 1f / (w4[0] + w4[1] + w4[2] + w4[3]);
                                if (w4[3] != 1f)
                                {
                                    for (int j = 0; vertex.boneIndices[j] != -1; j++)
                                    {
                                        vertex.weights[j] *= normalize;
                                    }
                                }
                                else if (parentBoneIdx >= 0)
                                {
                                    vertex.boneIndices[0] = parentBoneIdx;
                                    vertex.weights[0] = 1f;
                                }

                                i--;
                            }
                            else if (boneIdx != -1 && boneIdx > boneId)
                            {
                                vertex.boneIndices[i]--;
                            }
                        }
                    }
                }
                vMesh.Flush();
            }
        }
Exemple #8
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        public void MirrorV(int meshId)
        {
            MeshRenderer meshR = Meshes[meshId];
            Operations.vMesh vMesh = new Operations.vMesh(meshR, true, false);
            foreach (Operations.vSubmesh submesh in vMesh.submeshes)
            {
                foreach (Operations.vVertex vert in submesh.vertexList)
                {
                    vert.uv.Y *= -1;
                }
            }
            vMesh.Flush();

            Changed = true;
        }