Esempio n. 1
0
        bool TryGetMeshInfo(GameObject root, Renderer renderer, IReadOnlyList <BlendShapeClip> clips, VRMExportSettings settings, out MeshExportInfo info)
        {
            info = default;
            if (root == null)
            {
                info.Summary = "";
                return(false);
            }
            if (renderer == null)
            {
                info.Summary = "no Renderer";
                return(false);
            }
            info.Renderer = renderer;

            if (renderer is SkinnedMeshRenderer smr)
            {
                info.Skinned          = true;
                info.Mesh             = smr.sharedMesh;
                info.IsRendererActive = smr.EnableForExport();
            }
            else if (renderer is MeshRenderer mr)
            {
                var filter = mr.GetComponent <MeshFilter>();
                if (filter != null)
                {
                    info.Mesh = filter.sharedMesh;
                }
                info.IsRendererActive = mr.EnableForExport();
            }
            else
            {
                info.Summary = "no Mesh";
                return(false);
            }

            info.VertexColor = MeshExportInfo.DetectVertexColor(info.Mesh, info.Renderer.sharedMaterials);

            var relativePath = UniGLTF.UnityExtensions.RelativePathFrom(renderer.transform, root.transform);

            CalcMeshSize(ref info, relativePath, settings, clips);

            return(true);
        }
Esempio n. 2
0
        public static void CalcMeshSize(ref MeshExportInfo info,
                                        string relativePath, VRMExportSettings settings, IReadOnlyList <BlendShapeClip> clips)
        {
            var sb = new StringBuilder();

            if (!info.IsRendererActive)
            {
                sb.Append("[NotActive]");
            }

            info.VertexCount           = info.Mesh.vertexCount;
            info.ExportVertexSize      = 0;
            info.TotalBlendShapeCount  = 0;
            info.ExportBlendShapeCount = 0;

            // float4 x 3
            // vertices
            sb.Append($"(Pos");
            if (info.HasNormal)
            {
                sb.Append("+Nom");
                info.ExportVertexSize += 4 * 3;
            }
            if (info.HasUV)
            {
                sb.Append("+UV");
                info.ExportVertexSize += 4 * 2;
            }
            if (info.HasVertexColor)
            {
                sb.Append("+Col");
                info.ExportVertexSize += 4 * 4;
            }
            if (info.HasSkinning)
            {
                // short, float x 4 weights
                sb.Append("+Skin");
                info.ExportVertexSize += (2 + 4) * 4;
            }
            // indices
            info.IndexCount = info.Mesh.triangles.Length;

            // postion + normal ?. always tangent is ignored
            info.TotalBlendShapeCount       = info.Mesh.blendShapeCount;
            info.ExportBlendShapeVertexSize = settings.OnlyBlendshapePosition ? 4 * 3 : 4 * (3 + 3);
            for (var i = 0; i < info.Mesh.blendShapeCount; ++i)
            {
                // var name = Mesh.GetBlendShapeName(i);
                if (settings.ReduceBlendshape)
                {
                    if (!ClipsContainsName(clips, settings.ReduceBlendshapeClip, new BlendShapeBinding
                    {
                        Index = i,
                        RelativePath = relativePath,
                    }))
                    {
                        // skip
                        continue;
                    }
                }

                ++info.ExportBlendShapeCount;
            }

            if (info.ExportBlendShapeCount > 0)
            {
                sb.Append($"+Morph x {info.ExportBlendShapeCount}");
            }
            sb.Append($") x {info.Mesh.vertexCount}");
            switch (info.VertexColor)
            {
            case MeshExportInfo.VertexColorState.ExistsAndIsUsed:
            case MeshExportInfo.VertexColorState.ExistsAndMixed:     // エクスポートする
                sb.Insert(0, "[use vcolor]");
                break;

            case MeshExportInfo.VertexColorState.ExistsButNotUsed:
                sb.Insert(0, "[remove vcolor]");
                break;
            }
            if (info.ExportBlendShapeCount > 0 && !info.HasSkinning)
            {
                sb.Insert(0, "[morph without skin]");
            }

            // total bytes
            sb.Insert(0, $"{info.ExportByteSize:#,0} Bytes = ");
            info.Summary = sb.ToString();
        }