/// <summary> /// Initialize UMA mesh data from Unity mesh. /// </summary> /// <param name="sharedMesh">Source mesh.</param> public void RetrieveDataFromUnityMesh(Mesh sharedMesh) { bindPoses = sharedMesh.bindposes; boneWeights = UMABoneWeight.Convert(sharedMesh.boneWeights); vertices = sharedMesh.vertices; vertexCount = vertices.Length; normals = sharedMesh.normals; tangents = sharedMesh.tangents; colors32 = sharedMesh.colors32; uv = sharedMesh.uv; uv2 = sharedMesh.uv2; uv3 = sharedMesh.uv3; uv4 = sharedMesh.uv4; subMeshCount = sharedMesh.subMeshCount; submeshes = new SubMeshTriangles[subMeshCount]; for (int i = 0; i < subMeshCount; i++) { submeshes[i].triangles = sharedMesh.GetTriangles(i); } //Create the blendshape data on the slot asset from the unity mesh #region Blendshape blendShapes = new UMABlendShape[sharedMesh.blendShapeCount]; for (int shapeIndex = 0; shapeIndex < sharedMesh.blendShapeCount; shapeIndex++) { blendShapes [shapeIndex] = new UMABlendShape(); blendShapes [shapeIndex].shapeName = sharedMesh.GetBlendShapeName(shapeIndex); int frameCount = sharedMesh.GetBlendShapeFrameCount(shapeIndex); blendShapes [shapeIndex].frames = new UMABlendFrame[frameCount]; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { blendShapes [shapeIndex].frames [frameIndex] = new UMABlendFrame(sharedMesh.vertexCount); blendShapes[shapeIndex].frames[frameIndex].frameWeight = sharedMesh.GetBlendShapeFrameWeight(shapeIndex, frameIndex); sharedMesh.GetBlendShapeFrameVertices(shapeIndex, frameIndex, blendShapes [shapeIndex].frames [frameIndex].deltaVertices, blendShapes [shapeIndex].frames [frameIndex].deltaNormals, blendShapes [shapeIndex].frames [frameIndex].deltaTangents); } } #endregion }
private static void InitializeBlendShapeData(ref int vertexCount, Dictionary <string, BlendShapeVertexData> blendShapeNames, UMABlendShape[] blendShapes) { int blendShapeIndex = 0; foreach (string shapeName in blendShapeNames.Keys) { blendShapeNames[shapeName].index = blendShapeIndex; blendShapes[blendShapeIndex] = new UMABlendShape(); blendShapes[blendShapeIndex].shapeName = shapeName; blendShapes[blendShapeIndex].frames = new UMABlendFrame[blendShapeNames[shapeName].frameCount]; for (int frameIndex = 0; frameIndex < blendShapes[blendShapeIndex].frames.Length; frameIndex++) { blendShapes[blendShapeIndex].frames[frameIndex] = new UMABlendFrame(vertexCount, blendShapeNames[shapeName].hasNormals, blendShapeNames[shapeName].hasTangents); blendShapes[blendShapeIndex].frames[frameIndex].frameWeight = blendShapeNames[shapeName].frameWeights[frameIndex]; } blendShapeIndex++; } }
/// <summary> /// Initialize UMA mesh data from Unity mesh. /// </summary> /// <param name="sharedMesh">Source mesh.</param> public void RetrieveDataFromUnityMesh(Mesh sharedMesh) { bindPoses = sharedMesh.bindposes; boneWeights = UMABoneWeight.Convert(sharedMesh.boneWeights); vertices = sharedMesh.vertices; vertexCount = vertices.Length; normals = sharedMesh.normals; tangents = sharedMesh.tangents; colors32 = sharedMesh.colors32; uv = sharedMesh.uv; uv2 = sharedMesh.uv2; uv3 = sharedMesh.uv3; uv4 = sharedMesh.uv4; subMeshCount = sharedMesh.subMeshCount; submeshes = new SubMeshTriangles[subMeshCount]; for (int i = 0; i < subMeshCount; i++) { submeshes[i].triangles = sharedMesh.GetTriangles(i); } //Create the blendshape data on the slot asset from the unity mesh #region Blendshape blendShapes = new UMABlendShape[sharedMesh.blendShapeCount]; Vector3[] deltaVertices; Vector3[] deltaNormals; Vector3[] deltaTangents; for (int shapeIndex = 0; shapeIndex < sharedMesh.blendShapeCount; shapeIndex++) { blendShapes [shapeIndex] = new UMABlendShape(); blendShapes [shapeIndex].shapeName = sharedMesh.GetBlendShapeName(shapeIndex); int frameCount = sharedMesh.GetBlendShapeFrameCount(shapeIndex); blendShapes [shapeIndex].frames = new UMABlendFrame[frameCount]; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { deltaVertices = new Vector3[sharedMesh.vertexCount]; deltaNormals = new Vector3[sharedMesh.vertexCount]; deltaTangents = new Vector3[sharedMesh.vertexCount]; bool hasNormals = false; bool hasTangents = false; //Get the delta arrays first so we can determine if we don't need the delta normals or the delta tangents. sharedMesh.GetBlendShapeFrameVertices(shapeIndex, frameIndex, deltaVertices, deltaNormals, deltaTangents); if (!UMABlendFrame.isAllZero(deltaNormals)) { hasNormals = true; } if (!UMABlendFrame.isAllZero(deltaTangents)) { hasTangents = true; } blendShapes [shapeIndex].frames [frameIndex] = new UMABlendFrame(); blendShapes[shapeIndex].frames[frameIndex].frameWeight = sharedMesh.GetBlendShapeFrameWeight(shapeIndex, frameIndex); blendShapes[shapeIndex].frames[frameIndex].deltaVertices = deltaVertices; if (hasNormals) { blendShapes[shapeIndex].frames[frameIndex].deltaNormals = deltaNormals; } if (hasTangents) { blendShapes[shapeIndex].frames[frameIndex].deltaTangents = deltaTangents; } } } #endregion }
/// <summary> /// Combines a set of meshes into the target mesh. /// </summary> /// <param name="target">Target.</param> /// <param name="sources">Sources.</param> public static void CombineMeshes(UMAMeshData target, CombineInstance[] sources, bool ignoreBlendShapes = false) { int vertexCount = 0; int bindPoseCount = 0; int transformHierarchyCount = 0; int blendShapeCount = 0; MeshComponents meshComponents = MeshComponents.none; int subMeshCount = FindTargetSubMeshCount(sources); var subMeshTriangleLength = new int[subMeshCount]; AnalyzeSources(sources, subMeshTriangleLength, ref vertexCount, ref bindPoseCount, ref transformHierarchyCount, ref meshComponents, ref blendShapeCount); int[][] submeshTriangles = new int[subMeshCount][]; for (int i = 0; i < subMeshTriangleLength.Length; i++) { submeshTriangles[i] = new int[subMeshTriangleLength[i]]; subMeshTriangleLength[i] = 0; } bool has_normals = (meshComponents & MeshComponents.has_normals) != MeshComponents.none; bool has_tangents = (meshComponents & MeshComponents.has_tangents) != MeshComponents.none; bool has_uv = (meshComponents & MeshComponents.has_uv) != MeshComponents.none; bool has_uv2 = (meshComponents & MeshComponents.has_uv2) != MeshComponents.none; bool has_uv3 = (meshComponents & MeshComponents.has_uv3) != MeshComponents.none; bool has_uv4 = (meshComponents & MeshComponents.has_uv4) != MeshComponents.none; bool has_colors32 = (meshComponents & MeshComponents.has_colors32) != MeshComponents.none; bool has_blendShapes = (meshComponents & MeshComponents.has_blendShapes) != MeshComponents.none; if (ignoreBlendShapes) { has_blendShapes = false; } Vector3[] vertices = EnsureArrayLength(target.vertices, vertexCount); BoneWeight[] boneWeights = EnsureArrayLength(target.unityBoneWeights, vertexCount); Vector3[] normals = has_normals ? EnsureArrayLength(target.normals, vertexCount) : null; Vector4[] tangents = has_tangents ? EnsureArrayLength(target.tangents, vertexCount) : null; Vector2[] uv = has_uv ? EnsureArrayLength(target.uv, vertexCount) : null; Vector2[] uv2 = has_uv2 ? EnsureArrayLength(target.uv2, vertexCount) : null; Vector2[] uv3 = has_uv3 ? EnsureArrayLength(target.uv3, vertexCount) : null; Vector2[] uv4 = has_uv4 ? EnsureArrayLength(target.uv4, vertexCount) : null; Color32[] colors32 = has_colors32 ? EnsureArrayLength(target.colors32, vertexCount) : null; UMABlendShape[] blendShapes = has_blendShapes ? new UMABlendShape[blendShapeCount] : null; UMATransform[] umaTransforms = EnsureArrayLength(target.umaBones, transformHierarchyCount); int boneCount = 0; foreach (var source in sources) { MergeSortedTransforms(umaTransforms, ref boneCount, source.meshData.umaBones); } int vertexIndex = 0; if (bonesCollection == null) { bonesCollection = new Dictionary <int, BoneIndexEntry>(boneCount); } else { bonesCollection.Clear(); } if (bindPoses == null) { bindPoses = new List <Matrix4x4>(bindPoseCount); } else { bindPoses.Clear(); } if (bonesList == null) { bonesList = new List <int>(boneCount); } else { bonesList.Clear(); } int blendShapeIndex = 0; foreach (var source in sources) { vertexCount = source.meshData.vertices.Length; BuildBoneWeights(source.meshData.boneWeights, 0, boneWeights, vertexIndex, vertexCount, source.meshData.boneNameHashes, source.meshData.bindPoses, bonesCollection, bindPoses, bonesList); Array.Copy(source.meshData.vertices, 0, vertices, vertexIndex, vertexCount); if (has_normals) { if (source.meshData.normals != null && source.meshData.normals.Length > 0) { Array.Copy(source.meshData.normals, 0, normals, vertexIndex, vertexCount); } else { FillArray(tangents, vertexIndex, vertexCount, Vector3.zero); } } if (has_tangents) { if (source.meshData.tangents != null && source.meshData.tangents.Length > 0) { Array.Copy(source.meshData.tangents, 0, tangents, vertexIndex, vertexCount); } else { FillArray(tangents, vertexIndex, vertexCount, Vector4.zero); } } if (has_uv) { if (source.meshData.uv != null && source.meshData.uv.Length >= vertexCount) { Array.Copy(source.meshData.uv, 0, uv, vertexIndex, vertexCount); } else { FillArray(uv, vertexIndex, vertexCount, Vector4.zero); } } if (has_uv2) { if (source.meshData.uv2 != null && source.meshData.uv2.Length >= vertexCount) { Array.Copy(source.meshData.uv2, 0, uv2, vertexIndex, vertexCount); } else { FillArray(uv2, vertexIndex, vertexCount, Vector4.zero); } } if (has_uv3) { if (source.meshData.uv3 != null && source.meshData.uv3.Length >= vertexCount) { Array.Copy(source.meshData.uv3, 0, uv3, vertexIndex, vertexCount); } else { FillArray(uv3, vertexIndex, vertexCount, Vector4.zero); } } if (has_uv4) { if (source.meshData.uv4 != null && source.meshData.uv4.Length >= vertexCount) { Array.Copy(source.meshData.uv4, 0, uv4, vertexIndex, vertexCount); } else { FillArray(uv4, vertexIndex, vertexCount, Vector4.zero); } } if (has_colors32) { if (source.meshData.colors32 != null && source.meshData.colors32.Length > 0) { Array.Copy(source.meshData.colors32, 0, colors32, vertexIndex, vertexCount); } else { Color32 white32 = Color.white; FillArray(colors32, vertexIndex, vertexCount, white32); } } if (has_blendShapes) { if (source.meshData.blendShapes != null && source.meshData.blendShapes.Length > 0) { for (int shapeIndex = 0; shapeIndex < source.meshData.blendShapes.Length; shapeIndex++) { bool nameAlreadyExists = false; int i = 0; //Probably this would be better with a dictionary for (i = 0; i < blendShapeIndex; i++) { if (blendShapes [i].shapeName == source.meshData.blendShapes [shapeIndex].shapeName) { nameAlreadyExists = true; break; } } if (nameAlreadyExists) //Lets add the vertices data to the existing blendShape { if (blendShapes [i].frames.Length != source.meshData.blendShapes [shapeIndex].frames.Length) { Debug.LogError("SkinnedMeshCombiner: mesh blendShape frame counts don't match!"); break; } for (int frameIndex = 0; frameIndex < source.meshData.blendShapes [shapeIndex].frames.Length; frameIndex++) { Array.Copy(source.meshData.blendShapes [shapeIndex].frames [frameIndex].deltaVertices, 0, blendShapes [i].frames [frameIndex].deltaVertices, vertexIndex, vertexCount); Array.Copy(source.meshData.blendShapes [shapeIndex].frames [frameIndex].deltaNormals, 0, blendShapes [i].frames [frameIndex].deltaNormals, vertexIndex, vertexCount); Array.Copy(source.meshData.blendShapes [shapeIndex].frames [frameIndex].deltaTangents, 0, blendShapes [i].frames [frameIndex].deltaTangents, vertexIndex, vertexCount); } } else { blendShapes [blendShapeIndex] = new UMABlendShape(); blendShapes [blendShapeIndex].shapeName = source.meshData.blendShapes [shapeIndex].shapeName; blendShapes [blendShapeIndex].frames = new UMABlendFrame[source.meshData.blendShapes [shapeIndex].frames.Length]; for (int frameIndex = 0; frameIndex < source.meshData.blendShapes [shapeIndex].frames.Length; frameIndex++) { blendShapes [blendShapeIndex].frames [frameIndex] = new UMABlendFrame(vertices.Length); blendShapes [blendShapeIndex].frames [frameIndex].frameWeight = source.meshData.blendShapes [shapeIndex].frames [frameIndex].frameWeight; Array.Copy(source.meshData.blendShapes [shapeIndex].frames [frameIndex].deltaVertices, 0, blendShapes [blendShapeIndex].frames [frameIndex].deltaVertices, vertexIndex, vertexCount); Array.Copy(source.meshData.blendShapes [shapeIndex].frames [frameIndex].deltaNormals, 0, blendShapes [blendShapeIndex].frames [frameIndex].deltaNormals, vertexIndex, vertexCount); Array.Copy(source.meshData.blendShapes [shapeIndex].frames [frameIndex].deltaTangents, 0, blendShapes [blendShapeIndex].frames [frameIndex].deltaTangents, vertexIndex, vertexCount); } blendShapeIndex++; } } } } for (int i = 0; i < source.meshData.subMeshCount; i++) { if (source.targetSubmeshIndices[i] >= 0) { int[] subTriangles = source.meshData.submeshes[i].triangles; int triangleLength = subTriangles.Length; int destMesh = source.targetSubmeshIndices[i]; CopyIntArrayAdd(subTriangles, 0, submeshTriangles[destMesh], subMeshTriangleLength[destMesh], triangleLength, vertexIndex); subMeshTriangleLength[destMesh] += triangleLength; } } vertexIndex += vertexCount; } vertexCount = vertexIndex; // fill in new values. target.vertexCount = vertexCount; target.vertices = vertices; target.unityBoneWeights = boneWeights; target.bindPoses = bindPoses.ToArray(); target.normals = normals; target.tangents = tangents; target.uv = uv; target.uv2 = uv2; target.uv3 = uv3; target.uv4 = uv4; target.colors32 = colors32; if (has_blendShapes) { target.blendShapes = blendShapes; } target.subMeshCount = subMeshCount; target.submeshes = new SubMeshTriangles[subMeshCount]; target.umaBones = umaTransforms; target.umaBoneCount = boneCount; for (int i = 0; i < subMeshCount; i++) { target.submeshes[i].triangles = submeshTriangles[i]; } target.boneNameHashes = bonesList.ToArray(); }
/// <summary> /// Combines a set of meshes into the target mesh. /// </summary> /// <param name="target">Target.</param> /// <param name="sources">Sources.</param> /// <param name="blendShapeSettings">BlendShape Settings.</param> public static void CombineMeshes(UMAMeshData target, CombineInstance[] sources, UMAData.BlendShapeSettings blendShapeSettings = null) { if (blendShapeSettings == null) { blendShapeSettings = new UMAData.BlendShapeSettings(); } int vertexCount = 0; int bindPoseCount = 0; int transformHierarchyCount = 0; int blendShapeCount = 0; MeshComponents meshComponents = MeshComponents.none; int subMeshCount = FindTargetSubMeshCount(sources); var subMeshTriangleLength = new int[subMeshCount]; AnalyzeSources(sources, subMeshTriangleLength, ref vertexCount, ref bindPoseCount, ref transformHierarchyCount, ref meshComponents, ref blendShapeCount); int[][] submeshTriangles = new int[subMeshCount][]; for (int i = 0; i < subMeshTriangleLength.Length; i++) { submeshTriangles[i] = target.GetSubmeshBuffer(subMeshTriangleLength[i], i); subMeshTriangleLength[i] = 0; } bool has_normals = (meshComponents & MeshComponents.has_normals) != MeshComponents.none; bool has_tangents = (meshComponents & MeshComponents.has_tangents) != MeshComponents.none; bool has_uv = (meshComponents & MeshComponents.has_uv) != MeshComponents.none; bool has_uv2 = (meshComponents & MeshComponents.has_uv2) != MeshComponents.none; bool has_uv3 = (meshComponents & MeshComponents.has_uv3) != MeshComponents.none; bool has_uv4 = (meshComponents & MeshComponents.has_uv4) != MeshComponents.none; bool has_colors32 = (meshComponents & MeshComponents.has_colors32) != MeshComponents.none; bool has_blendShapes = (meshComponents & MeshComponents.has_blendShapes) != MeshComponents.none; if (blendShapeSettings.ignoreBlendShapes) { has_blendShapes = false; } bool has_clothSkinning = (meshComponents & MeshComponents.has_clothSkinning) != MeshComponents.none; Vector3[] vertices = EnsureArrayLength(target.vertices, vertexCount); BoneWeight[] boneWeights = EnsureArrayLength(target.unityBoneWeights, vertexCount); Vector3[] normals = has_normals ? EnsureArrayLength(target.normals, vertexCount) : null; Vector4[] tangents = has_tangents ? EnsureArrayLength(target.tangents, vertexCount) : null; Vector2[] uv = has_uv ? EnsureArrayLength(target.uv, vertexCount) : null; Vector2[] uv2 = has_uv2 ? EnsureArrayLength(target.uv2, vertexCount) : null; Vector2[] uv3 = has_uv3 ? EnsureArrayLength(target.uv3, vertexCount) : null; Vector2[] uv4 = has_uv4 ? EnsureArrayLength(target.uv4, vertexCount) : null; Color32[] colors32 = has_colors32 ? EnsureArrayLength(target.colors32, vertexCount) : null; UMABlendShape[] blendShapes = has_blendShapes ? new UMABlendShape[blendShapeCount] : null; UMATransform[] umaTransforms = EnsureArrayLength(target.umaBones, transformHierarchyCount); ClothSkinningCoefficient[] clothSkinning = has_clothSkinning ? EnsureArrayLength(target.clothSkinning, vertexCount) : null; Dictionary <Vector3, int> clothVertices = has_clothSkinning ? new Dictionary <Vector3, int>(vertexCount) : null; Dictionary <Vector3, int> localClothVertices = has_clothSkinning ? new Dictionary <Vector3, int>(vertexCount) : null; int boneCount = 0; foreach (var source in sources) { MergeSortedTransforms(umaTransforms, ref boneCount, source.meshData.umaBones); } int vertexIndex = 0; if (bonesCollection == null) { bonesCollection = new Dictionary <int, BoneIndexEntry>(boneCount); } else { bonesCollection.Clear(); } if (bindPoses == null) { bindPoses = new List <Matrix4x4>(bindPoseCount); } else { bindPoses.Clear(); } if (bonesList == null) { bonesList = new List <int>(boneCount); } else { bonesList.Clear(); } int blendShapeIndex = 0; foreach (var source in sources) { int sourceVertexCount = source.meshData.vertices.Length; BuildBoneWeights(source.meshData.boneWeights, 0, boneWeights, vertexIndex, sourceVertexCount, source.meshData.boneNameHashes, source.meshData.bindPoses, bonesCollection, bindPoses, bonesList); Array.Copy(source.meshData.vertices, 0, vertices, vertexIndex, sourceVertexCount); if (has_normals) { if (source.meshData.normals != null && source.meshData.normals.Length > 0) { Array.Copy(source.meshData.normals, 0, normals, vertexIndex, sourceVertexCount); } else { FillArray(tangents, vertexIndex, sourceVertexCount, Vector3.zero); } } if (has_tangents) { if (source.meshData.tangents != null && source.meshData.tangents.Length > 0) { Array.Copy(source.meshData.tangents, 0, tangents, vertexIndex, sourceVertexCount); } else { FillArray(tangents, vertexIndex, sourceVertexCount, Vector4.zero); } } if (has_uv) { if (source.meshData.uv != null && source.meshData.uv.Length >= sourceVertexCount) { Array.Copy(source.meshData.uv, 0, uv, vertexIndex, sourceVertexCount); } else { FillArray(uv, vertexIndex, sourceVertexCount, Vector4.zero); } } if (has_uv2) { if (source.meshData.uv2 != null && source.meshData.uv2.Length >= sourceVertexCount) { Array.Copy(source.meshData.uv2, 0, uv2, vertexIndex, sourceVertexCount); } else { FillArray(uv2, vertexIndex, sourceVertexCount, Vector4.zero); } } if (has_uv3) { if (source.meshData.uv3 != null && source.meshData.uv3.Length >= sourceVertexCount) { Array.Copy(source.meshData.uv3, 0, uv3, vertexIndex, sourceVertexCount); } else { FillArray(uv3, vertexIndex, sourceVertexCount, Vector4.zero); } } if (has_uv4) { if (source.meshData.uv4 != null && source.meshData.uv4.Length >= sourceVertexCount) { Array.Copy(source.meshData.uv4, 0, uv4, vertexIndex, sourceVertexCount); } else { FillArray(uv4, vertexIndex, sourceVertexCount, Vector4.zero); } } if (has_colors32) { if (source.meshData.colors32 != null && source.meshData.colors32.Length > 0) { Array.Copy(source.meshData.colors32, 0, colors32, vertexIndex, sourceVertexCount); } else { Color32 white32 = Color.white; FillArray(colors32, vertexIndex, sourceVertexCount, white32); } } if (has_blendShapes) { if (source.meshData.blendShapes != null && source.meshData.blendShapes.Length > 0) { for (int shapeIndex = 0; shapeIndex < source.meshData.blendShapes.Length; shapeIndex++) { #region BlendShape Baking if (blendShapeSettings.bakeBlendShapes != null && blendShapeSettings.bakeBlendShapes.Count > 0) { // If there are names in the bakeBlendShape dictionary and we find them in the meshData blendshape list, then lets bake them instead of adding them. UMABlendShape currentShape = source.meshData.blendShapes[shapeIndex]; if (blendShapeSettings.bakeBlendShapes.ContainsKey(currentShape.shapeName)) { float weight = blendShapeSettings.bakeBlendShapes[currentShape.shapeName] * 100.0f; if (weight <= 0f) { continue; // Baking in nothing, so skip it entirely } // Let's find the frame this weight is in int frameIndex; int prevIndex; for (frameIndex = 0; frameIndex < currentShape.frames.Length; frameIndex++) { if (currentShape.frames[frameIndex].frameWeight >= weight) { break; } } // Let's calculate the weight for the frame we're in float frameWeight = 1f; float prevWeight = 0f; bool doLerp = false; // Weight is higher than the last frame, shape is over 100% if (frameIndex >= currentShape.frames.Length) { frameIndex = currentShape.frames.Length - 1; frameWeight = (weight / currentShape.frames[frameIndex].frameWeight); } else if (frameIndex > 0) { doLerp = true; prevWeight = currentShape.frames[frameIndex - 1].frameWeight; frameWeight = ((weight - prevWeight) / (currentShape.frames[frameIndex].frameWeight - prevWeight)); prevWeight = 1f - frameWeight; } else { frameWeight = (weight / currentShape.frames[frameIndex].frameWeight); } prevIndex = frameIndex - 1; // The blend shape frames lerp between the deltas of two adjacent frames. int vertIndex = vertexIndex; for (int bakeIndex = 0; bakeIndex < currentShape.frames[frameIndex].deltaVertices.Length; bakeIndex++, vertIndex++) { // Add the current frame's deltas vertices[vertIndex] += currentShape.frames[frameIndex].deltaVertices[bakeIndex] * frameWeight; // Add in the previous frame's deltas if (doLerp) { vertices[vertIndex] += currentShape.frames[prevIndex].deltaVertices[bakeIndex] * prevWeight; } } if (has_normals) { vertIndex = vertexIndex; for (int bakeIndex = 0; bakeIndex < currentShape.frames[frameIndex].deltaNormals.Length; bakeIndex++, vertIndex++) { normals[vertIndex] += currentShape.frames[frameIndex].deltaNormals[bakeIndex] * frameWeight; if (doLerp) { normals[vertIndex] += currentShape.frames[prevIndex].deltaNormals[bakeIndex] * prevWeight; } } } if (has_tangents) { vertIndex = vertexIndex; for (int bakeIndex = 0; bakeIndex < currentShape.frames[frameIndex].deltaTangents.Length; bakeIndex++, vertIndex++) { tangents[vertIndex] += (Vector4)currentShape.frames[frameIndex].deltaTangents[bakeIndex] * frameWeight; if (doLerp) { tangents[vertIndex] += (Vector4)currentShape.frames[prevIndex].deltaTangents[bakeIndex] * prevWeight; } } } continue; // If we bake then don't perform the rest of this interation of the loop. } } #endregion bool nameAlreadyExists = false; int i = 0; //Probably this would be better with a dictionary for (i = 0; i < blendShapeIndex; i++) { if (blendShapes[i].shapeName == source.meshData.blendShapes[shapeIndex].shapeName) { nameAlreadyExists = true; break; } } if (nameAlreadyExists) //Lets add the vertices data to the existing blendShape { if (blendShapes[i].frames.Length != source.meshData.blendShapes[shapeIndex].frames.Length) { Debug.LogError("SkinnedMeshCombiner: mesh blendShape frame counts don't match!"); break; } for (int frameIndex = 0; frameIndex < source.meshData.blendShapes[shapeIndex].frames.Length; frameIndex++) { Array.Copy(source.meshData.blendShapes[shapeIndex].frames[frameIndex].deltaVertices, 0, blendShapes[i].frames[frameIndex].deltaVertices, vertexIndex, sourceVertexCount); Array.Copy(source.meshData.blendShapes[shapeIndex].frames[frameIndex].deltaNormals, 0, blendShapes[i].frames[frameIndex].deltaNormals, vertexIndex, sourceVertexCount); Array.Copy(source.meshData.blendShapes[shapeIndex].frames[frameIndex].deltaTangents, 0, blendShapes[i].frames[frameIndex].deltaTangents, vertexIndex, sourceVertexCount); } } else { blendShapes[blendShapeIndex] = new UMABlendShape(); blendShapes[blendShapeIndex].shapeName = source.meshData.blendShapes[shapeIndex].shapeName; blendShapes[blendShapeIndex].frames = new UMABlendFrame[source.meshData.blendShapes[shapeIndex].frames.Length]; for (int frameIndex = 0; frameIndex < source.meshData.blendShapes[shapeIndex].frames.Length; frameIndex++) { blendShapes[blendShapeIndex].frames[frameIndex] = new UMABlendFrame(vertexCount); blendShapes[blendShapeIndex].frames[frameIndex].frameWeight = source.meshData.blendShapes[shapeIndex].frames[frameIndex].frameWeight; Array.Copy(source.meshData.blendShapes[shapeIndex].frames[frameIndex].deltaVertices, 0, blendShapes[blendShapeIndex].frames[frameIndex].deltaVertices, vertexIndex, sourceVertexCount); Array.Copy(source.meshData.blendShapes[shapeIndex].frames[frameIndex].deltaNormals, 0, blendShapes[blendShapeIndex].frames[frameIndex].deltaNormals, vertexIndex, sourceVertexCount); Array.Copy(source.meshData.blendShapes[shapeIndex].frames[frameIndex].deltaTangents, 0, blendShapes[blendShapeIndex].frames[frameIndex].deltaTangents, vertexIndex, sourceVertexCount); } blendShapeIndex++; } } } } if (has_clothSkinning) { localClothVertices.Clear(); if (source.meshData.clothSkinningSerialized != null && source.meshData.clothSkinningSerialized.Length > 0) { for (int i = 0; i < source.meshData.vertexCount; i++) { var vertice = source.meshData.vertices[i]; if (!localClothVertices.ContainsKey(vertice)) { int localCount = localClothVertices.Count; localClothVertices.Add(vertice, localCount); if (!clothVertices.ContainsKey(vertice)) { ConvertData(ref source.meshData.clothSkinningSerialized[localCount], ref clothSkinning[clothVertices.Count]); clothVertices.Add(vertice, clothVertices.Count); } else { ConvertData(ref source.meshData.clothSkinningSerialized[localCount], ref clothSkinning[clothVertices[vertice]]); } } } } else { for (int i = 0; i < source.meshData.vertexCount; i++) { var vertice = source.meshData.vertices[i]; if (!clothVertices.ContainsKey(vertice)) { clothSkinning[clothVertices.Count].maxDistance = 0; clothSkinning[clothVertices.Count].collisionSphereDistance = float.MaxValue; clothVertices.Add(vertice, clothVertices.Count); localClothVertices.Add(vertice, clothVertices.Count); } } } } for (int i = 0; i < source.meshData.subMeshCount; i++) { if (source.targetSubmeshIndices[i] >= 0) { int[] subTriangles = source.meshData.submeshes[i].triangles; int triangleLength = subTriangles.Length; int destMesh = source.targetSubmeshIndices[i]; if (source.triangleMask == null) { CopyIntArrayAdd(subTriangles, 0, submeshTriangles[destMesh], subMeshTriangleLength[destMesh], triangleLength, vertexIndex); subMeshTriangleLength[destMesh] += triangleLength; } else { MaskedCopyIntArrayAdd(subTriangles, 0, submeshTriangles[destMesh], subMeshTriangleLength[destMesh], triangleLength, vertexIndex, source.triangleMask[i]); subMeshTriangleLength[destMesh] += (triangleLength - (UMAUtils.GetCardinality(source.triangleMask[i]) * 3)); } } } vertexIndex += sourceVertexCount; } if (vertexCount != vertexIndex) { Debug.LogError("Combined vertices size didn't match precomputed value!"); } // fill in new values. target.vertexCount = vertexCount; target.vertices = vertices; target.unityBoneWeights = boneWeights; target.bindPoses = bindPoses.ToArray(); target.normals = normals; target.tangents = tangents; target.uv = uv; target.uv2 = uv2; target.uv3 = uv3; target.uv4 = uv4; target.colors32 = colors32; if (has_blendShapes) { target.blendShapes = blendShapes; } if (has_clothSkinning) { Array.Resize(ref clothSkinning, clothVertices.Count); } target.clothSkinning = clothSkinning; target.subMeshCount = subMeshCount; target.submeshes = new SubMeshTriangles[subMeshCount]; target.umaBones = umaTransforms; target.umaBoneCount = boneCount; for (int i = 0; i < subMeshCount; i++) { target.submeshes[i].triangles = submeshTriangles[i]; } target.boneNameHashes = bonesList.ToArray(); }
public static bool BakeBlendShape(Dictionary <string, BlendShapeData> blendShapes, UMABlendShape currentShape, ref int vertexIndex, Vector3[] vertices, Vector3[] normals, Vector4[] tangents, bool has_Normals, bool has_Tangents) { //If we can't find this blendshape then it can't have been baked so return false. BlendShapeData data; if (!blendShapes.TryGetValue(currentShape.shapeName, out data)) { return(false); } //If we find this blendshape but it is not set to be baked, then return false. if (!data.isBaked) { return(false); } float weight = blendShapes[currentShape.shapeName].value * 100.0f; // Allow < 0 weights. // if (weight <= 0f) return true; // Baking in nothing, so skip it entirely if (Mathf.Abs(weight) <= Mathf.Epsilon) { return(true); } // Let's find the frame this weight is in int frameIndex; int prevIndex; for (frameIndex = 0; frameIndex < currentShape.frames.Length; frameIndex++) { if (currentShape.frames[frameIndex].frameWeight >= weight) { break; } } // Let's calculate the weight for the frame we're in float frameWeight = 1f; float prevWeight = 0f; bool doLerp = false; // Weight is higher than the last frame, shape is over 100% if (frameIndex >= currentShape.frames.Length) { frameIndex = currentShape.frames.Length - 1; frameWeight = (weight / currentShape.frames[frameIndex].frameWeight); } else if (frameIndex > 0) { doLerp = true; prevWeight = currentShape.frames[frameIndex - 1].frameWeight; frameWeight = ((weight - prevWeight) / (currentShape.frames[frameIndex].frameWeight - prevWeight)); prevWeight = 1f - frameWeight; } else { frameWeight = (weight / currentShape.frames[frameIndex].frameWeight); } prevIndex = (frameIndex > 0) ? (frameIndex - 1) : 0; // The blend shape frames lerp between the deltas of two adjacent frames. Vector3[] currentFrameVertices = currentShape.frames[frameIndex].deltaVertices; Vector3[] previousFrameVertices = currentShape.frames[prevIndex].deltaVertices; Vector3[] currentFrameNormals = null; Vector3[] previousFrameNormals = null; Vector3[] currentFrameTangents = null; Vector3[] previousFrameTangents = null; bool has_deltaNormals = (has_Normals && currentShape.frames[frameIndex].deltaNormals != null && currentShape.frames[frameIndex].deltaNormals.Length > 0); if (has_deltaNormals) { currentFrameNormals = currentShape.frames[frameIndex].deltaNormals; previousFrameNormals = currentShape.frames[prevIndex].deltaNormals; } bool has_deltaTangents = (has_Tangents && currentShape.frames[frameIndex].deltaTangents != null && currentShape.frames[frameIndex].deltaTangents.Length > 0); if (has_deltaTangents) { currentFrameTangents = currentShape.frames[frameIndex].deltaTangents; previousFrameTangents = currentShape.frames[prevIndex].deltaTangents; } int vertIndex = vertexIndex; for (int bakeIndex = 0; bakeIndex < currentFrameVertices.Length; bakeIndex++, vertIndex++) { // Add the current frame's deltas if (currentFrameVertices[bakeIndex].sqrMagnitude > 0.0000001f) { vertices[vertIndex] += currentFrameVertices[bakeIndex] * frameWeight; // Add in the previous frame's deltas if (doLerp) { vertices[vertIndex] += previousFrameVertices[bakeIndex] * prevWeight; } } if (has_deltaNormals) { if (currentFrameNormals[bakeIndex].sqrMagnitude > 0.0000001f) { normals[vertIndex] += currentFrameNormals[bakeIndex] * frameWeight; if (doLerp) { normals[vertIndex] += previousFrameNormals[bakeIndex] * prevWeight; } } } if (has_deltaTangents) { if (currentFrameTangents[bakeIndex].sqrMagnitude > 0.0000001f) { tangents[vertIndex] += (Vector4)currentFrameTangents[bakeIndex] * frameWeight; if (doLerp) { tangents[vertIndex] += (Vector4)previousFrameTangents[bakeIndex] * prevWeight; } } } } return(true); }