/// <summary> /// https://github.com/vrm-c/UniVRM/issues/800 /// /// SubMesh 単位に分割する。 /// SubMesh を Gltf の Primitive に対応させる。 /// </summary> /// <param name="mesh"></param> /// <param name="materials"></param> /// <param name="storage"></param> /// <param name="gltfMesh"></param> /// <param name="option"></param> static IEnumerable <glTFPrimitives> ExportMeshDivided(this VrmLib.Mesh mesh, List <object> materials, Vrm10Storage storage, ExportArgs option) { var bufferIndex = 0; var usedIndices = new List <int>(); var meshIndices = SpanLike.CopyFrom(mesh.IndexBuffer.GetAsIntArray()); var positions = mesh.VertexBuffer.Positions.GetSpan <UnityEngine.Vector3>().ToArray(); var normals = mesh.VertexBuffer.Normals.GetSpan <UnityEngine.Vector3>().ToArray(); var uv = mesh.VertexBuffer.TexCoords.GetSpan <UnityEngine.Vector2>().ToArray(); var hasSkin = mesh.VertexBuffer.Weights != null; var weights = mesh.VertexBuffer.Weights?.GetSpan <UnityEngine.Vector4>().ToArray(); var joints = mesh.VertexBuffer.Joints?.GetSpan <SkinJoints>().ToArray(); Func <int, int> getJointIndex = default; if (hasSkin) { getJointIndex = i => { return(i); }; } foreach (var submesh in mesh.Submeshes) { var indices = meshIndices.Slice(submesh.Offset, submesh.DrawCount).ToArray(); var hash = new HashSet <int>(indices); // mesh // index の順に attributes を蓄える var buffer = new MeshExportUtil.VertexBuffer(indices.Length, getJointIndex); usedIndices.Clear(); for (int k = 0; k < positions.Length; ++k) { if (hash.Contains(k)) { // indices から参照される頂点だけを蓄える usedIndices.Add(k); buffer.Push(k, positions[k], normals[k], uv[k]); if (getJointIndex != null) { var j = joints[k]; var w = weights[k]; var boneWeight = new UnityEngine.BoneWeight { boneIndex0 = j.Joint0, boneIndex1 = j.Joint1, boneIndex2 = j.Joint2, boneIndex3 = j.Joint3, weight0 = w.x, weight1 = w.y, weight2 = w.z, weight3 = w.w, }; buffer.Push(boneWeight); } } } var materialIndex = submesh.Material; var gltfPrimitive = buffer.ToGltfPrimitive(storage.Gltf, bufferIndex, materialIndex, indices); // blendShape for (int j = 0; j < mesh.MorphTargets.Count; ++j) { var blendShape = new MeshExportUtil.BlendShapeBuffer(indices.Length); // index の順に attributes を蓄える var morph = mesh.MorphTargets[j]; var blendShapePositions = morph.VertexBuffer.Positions.GetSpan <UnityEngine.Vector3>(); SpanLike <UnityEngine.Vector3>?blendShapeNormals = default; if (morph.VertexBuffer.Normals != null) { blendShapeNormals = morph.VertexBuffer.Normals.GetSpan <UnityEngine.Vector3>(); } foreach (var k in usedIndices) { blendShape.Push( blendShapePositions[k], blendShapeNormals.HasValue ? blendShapeNormals.Value[k] : UnityEngine.Vector3.zero ); } gltfPrimitive.targets.Add(blendShape.ToGltf(storage.Gltf, bufferIndex, !option.removeMorphNormal)); } yield return(gltfPrimitive); } }
private static VrmLib.MeshGroup CreateMesh(UnityEngine.Mesh mesh, Renderer renderer, List <UnityEngine.Material> materials) { var meshGroup = new VrmLib.MeshGroup(mesh.name); var vrmMesh = new VrmLib.Mesh(); vrmMesh.VertexBuffer = new VrmLib.VertexBuffer(); vrmMesh.VertexBuffer.Add(VrmLib.VertexBuffer.PositionKey, ToBufferAccessor(mesh.vertices)); if (mesh.boneWeights.Length == mesh.vertexCount) { vrmMesh.VertexBuffer.Add( VrmLib.VertexBuffer.WeightKey, ToBufferAccessor(mesh.boneWeights.Select(x => new Vector4(x.weight0, x.weight1, x.weight2, x.weight3)).ToArray() )); vrmMesh.VertexBuffer.Add( VrmLib.VertexBuffer.JointKey, ToBufferAccessor(mesh.boneWeights.Select(x => new SkinJoints((ushort)x.boneIndex0, (ushort)x.boneIndex1, (ushort)x.boneIndex2, (ushort)x.boneIndex3)).ToArray() )); } if (mesh.uv.Length == mesh.vertexCount) { vrmMesh.VertexBuffer.Add(VrmLib.VertexBuffer.TexCoordKey, ToBufferAccessor(mesh.uv)); } if (mesh.normals.Length == mesh.vertexCount) { vrmMesh.VertexBuffer.Add(VrmLib.VertexBuffer.NormalKey, ToBufferAccessor(mesh.normals)); } if (mesh.colors.Length == mesh.vertexCount) { vrmMesh.VertexBuffer.Add(VrmLib.VertexBuffer.ColorKey, ToBufferAccessor(mesh.colors)); } vrmMesh.IndexBuffer = ToBufferAccessor(mesh.triangles); int offset = 0; for (int i = 0; i < mesh.subMeshCount; i++) { #if UNITY_2019 var subMesh = mesh.GetSubMesh(i); try { vrmMesh.Submeshes.Add(new VrmLib.Submesh(offset, subMesh.indexCount, materials.IndexOf(renderer.sharedMaterials[i]))); } catch (Exception ex) { Debug.LogError(ex); } offset += subMesh.indexCount; #else var triangles = mesh.GetTriangles(i); try { vrmMesh.Submeshes.Add(new VrmLib.Submesh(offset, triangles.Length, materials.IndexOf(renderer.sharedMaterials[i]))); } catch (Exception ex) { Debug.LogError(ex); } offset += triangles.Length; #endif } for (int i = 0; i < mesh.blendShapeCount; i++) { var blendShapeVertices = mesh.vertices; var usePosition = blendShapeVertices != null && blendShapeVertices.Length > 0; var blendShapeNormals = mesh.normals; var useNormal = usePosition && blendShapeNormals != null && blendShapeNormals.Length == blendShapeVertices.Length; // var useNormal = usePosition && blendShapeNormals != null && blendShapeNormals.Length == blendShapeVertices.Length && !exportOnlyBlendShapePosition; var blendShapeTangents = mesh.tangents.Select(y => (Vector3)y).ToArray(); //var useTangent = usePosition && blendShapeTangents != null && blendShapeTangents.Length == blendShapeVertices.Length; // var useTangent = false; var frameCount = mesh.GetBlendShapeFrameCount(i); mesh.GetBlendShapeFrameVertices(i, frameCount - 1, blendShapeVertices, blendShapeNormals, null); if (usePosition) { var morphTarget = new VrmLib.MorphTarget(mesh.GetBlendShapeName(i)); morphTarget.VertexBuffer = new VrmLib.VertexBuffer(); morphTarget.VertexBuffer.Add(VrmLib.VertexBuffer.PositionKey, ToBufferAccessor(blendShapeVertices)); vrmMesh.MorphTargets.Add(morphTarget); } } meshGroup.Meshes.Add(vrmMesh); return(meshGroup); }