Esempio n. 1
0
        public void SetupSkinning(GLTFRoot gltf, List <TransformWithSkin> nodes, int i)
        {
            var x = nodes[i];
            var skinnedMeshRenderer = x.transform.GetComponent <SkinnedMeshRenderer>();

            if (skinnedMeshRenderer != null)
            {
                var mesh = skinnedMeshRenderer.sharedMesh;
                if (x.skinIndex.HasValue)
                {
                    if (mesh == null)
                    {
                        throw new Exception();
                    }
                    if (skinnedMeshRenderer == null)
                    {
                        throw new Exception();
                    }

                    if (x.skinIndex.Value < gltf.skins.Count)
                    {
                        var skin = gltf.skins[x.skinIndex.Value];

                        skinnedMeshRenderer.sharedMesh = null;

                        var joints = skin.joints.Select(y => nodes[y].transform).ToArray();
                        skinnedMeshRenderer.bones = joints;

                        if (skin.skeleton >= 0 && skin.skeleton < nodes.Count)
                        {
                            skinnedMeshRenderer.rootBone = nodes[skin.skeleton].transform;
                        }

                        if (skin.inverseBindMatrices != -1)
                        {
                            // BlendShape only ?
#if false
                            // https://docs.unity3d.com/ScriptReference/Mesh-bindposes.html
                            var hipsParent          = nodes[0].Transform;
                            var calculatedBindPoses = joints.Select(y => y.worldToLocalMatrix * hipsParent.localToWorldMatrix).ToArray();
                            mesh.bindposes = calculatedBindPoses;
#else
                            var bindPoses = gltf.GetArrayFromAccessor <Matrix4x4>(skin.inverseBindMatrices)
                                            .Select(y => y.ReverseZ()).ToArray();
                            mesh.bindposes = bindPoses;
#endif
                        }

                        skinnedMeshRenderer.sharedMesh = mesh;
                    }
                }
            }
        }
Esempio n. 2
0
        // multiple submesh sharing same VertexBuffer
        private MeshContext ImportMeshSharingVertexBuffer(GLTFRoot gltf, GLTFMesh gltfMesh)
        {
            var context = new MeshContext();

            {
                var prim = gltfMesh.primitives.First();
                context.positions = gltf.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).SelectInplace(x => x.ReverseZ());

                // normal
                if (prim.attributes.NORMAL != -1)
                {
                    context.normals = gltf.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).SelectInplace(x => x.ReverseZ());
                }

                // tangent
                if (prim.attributes.TANGENT != -1)
                {
                    context.tangents = gltf.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).SelectInplace(x => x.ReverseZ());
                }

                // uv
                if (prim.attributes.TEXCOORD_0 != -1)
                {
//                     if (ctx.IsGeneratedGLTFumaAndOlder(1, 16))
//                     {
// #pragma warning disable 0612
//                         // backward compatibility
//                         context.uv = ctx.gltf.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseY());
// #pragma warning restore 0612
//                     }
//                     else
//                     {
                    context.uv = gltf.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseUV());
                    // }
                }
                else
                {
                    // for inconsistent attributes in primitives
                    context.uv = new Vector2[context.positions.Length];
                }

                // color
                if (prim.attributes.COLOR_0 != -1)
                {
                    context.colors = gltf.GetArrayFromAccessor <Color>(prim.attributes.COLOR_0);
                }

                // skin
                if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                {
                    var joints0  = gltf.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                    var weights0 = gltf.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0);
                    for (int i = 0; i < weights0.Length; ++i)
                    {
                        weights0[i] = weights0[i].One();
                    }

                    for (int j = 0; j < joints0.Length; ++j)
                    {
                        var bw = new BoneWeight();

                        bw.boneIndex0 = joints0[j].x;
                        bw.weight0    = weights0[j].x;

                        bw.boneIndex1 = joints0[j].y;
                        bw.weight1    = weights0[j].y;

                        bw.boneIndex2 = joints0[j].z;
                        bw.weight2    = weights0[j].z;

                        bw.boneIndex3 = joints0[j].w;
                        bw.weight3    = weights0[j].w;

                        context.boneWeights.Add(bw);
                    }
                }

                // blendshape
                if (prim.targets != null && prim.targets.Count > 0)
                {
                    context.blendShapes.AddRange(prim.targets.Select((x, i) => new BlendShape(
                                                                         i < prim.extras.targetNames.Count && !string.IsNullOrEmpty(prim.extras.targetNames[i])
                        ? prim.extras.targetNames[i]
                        : i.ToString())));
                    for (int i = 0; i < prim.targets.Count; ++i)
                    {
                        //var name = string.Format("target{0}", i++);
                        var primTarget = prim.targets[i];
                        var blendShape = context.blendShapes[i];

                        if (primTarget.POSITION != -1)
                        {
                            blendShape.positions.Assign(
                                gltf.GetArrayFromAccessor <Vector3>(primTarget.POSITION), x => x.ReverseZ());
                        }
                        if (primTarget.NORMAL != -1)
                        {
                            blendShape.normals.Assign(
                                gltf.GetArrayFromAccessor <Vector3>(primTarget.NORMAL), x => x.ReverseZ());
                        }
                        if (primTarget.TANGENT != -1)
                        {
                            blendShape.tangents.Assign(
                                gltf.GetArrayFromAccessor <Vector3>(primTarget.TANGENT), x => x.ReverseZ());
                        }
                    }
                }
            }

            foreach (var prim in gltfMesh.primitives)
            {
                if (prim.indices == -1)
                {
                    context.subMeshes.Add(Enumerable.Range(0, context.positions.Length).FlipTriangle().ToArray());
                }
                else
                {
                    var indices = gltf.GetIndices(prim.indices);
                    context.subMeshes.Add(indices);
                }

                // material
                context.materialIndices.Add(prim.material);
            }

            return(context);
        }
Esempio n. 3
0
        // multiple submMesh is not sharing a VertexBuffer.
        // each subMesh use a independent VertexBuffer.
        private MeshContext ImportMeshIndependentVertexBuffer(GLTFRoot gltf, GLTFMesh gltfMesh)
        {
            //Debug.LogWarning("_ImportMeshIndependentVertexBuffer");

            var targets = gltfMesh.primitives[0].targets;

            for (int i = 1; i < gltfMesh.primitives.Count; ++i)
            {
                if (!gltfMesh.primitives[i].targets.SequenceEqual(targets))
                {
                    throw new NotImplementedException(string.Format("diffirent targets: {0} with {1}",
                                                                    gltfMesh.primitives[i],
                                                                    targets));
                }
            }

            var positions   = new List <Vector3>();
            var normals     = new List <Vector3>();
            var tangents    = new List <Vector4>();
            var uv          = new List <Vector2>();
            var colors      = new List <Color>();
            var meshContext = new MeshContext();

            foreach (var prim in gltfMesh.primitives)
            {
                var indexOffset = positions.Count;
                var indexBuffer = prim.indices;

                var positionCount = positions.Count;
                positions.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
                positionCount = positions.Count - positionCount;

                // normal
                if (prim.attributes.NORMAL != -1)
                {
                    normals.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
                }

                if (prim.attributes.TANGENT != -1)
                {
                    tangents.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
                }

                // uv
                if (prim.attributes.TEXCOORD_0 != -1)
                {
                    uv.AddRange(gltf.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV()));
                }
                else
                {
                    // for inconsistent attributes in primitives
                    uv.AddRange(new Vector2[positionCount]);
                }

                // color
                if (prim.attributes.COLOR_0 != -1)
                {
                    colors.AddRange(gltf.GetArrayFromAccessor <Color>(prim.attributes.COLOR_0));
                }

                // skin
                if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                {
                    var joints0  = gltf.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                    var weights0 = gltf.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();

                    for (int j = 0; j < joints0.Length; ++j)
                    {
                        var bw = new BoneWeight();

                        bw.boneIndex0 = joints0[j].x;
                        bw.weight0    = weights0[j].x;

                        bw.boneIndex1 = joints0[j].y;
                        bw.weight1    = weights0[j].y;

                        bw.boneIndex2 = joints0[j].z;
                        bw.weight2    = weights0[j].z;

                        bw.boneIndex3 = joints0[j].w;
                        bw.weight3    = weights0[j].w;

                        meshContext.boneWeights.Add(bw);
                    }
                }

                // blendshape
                if (prim.targets != null && prim.targets.Count > 0)
                {
                    for (int i = 0; i < prim.targets.Count; ++i)
                    {
                        //var name = string.Format("target{0}", i++);
                        var primTarget = prim.targets[i];
                        var blendShape = new BlendShape(!string.IsNullOrEmpty(prim.extras.targetNames[i])
                            ? prim.extras.targetNames[i]
                            : i.ToString())
                        ;
                        if (primTarget.POSITION != -1)
                        {
                            blendShape.positions.AddRange(
                                gltf.GetArrayFromAccessor <Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
                        }
                        if (primTarget.NORMAL != -1)
                        {
                            blendShape.normals.AddRange(
                                gltf.GetArrayFromAccessor <Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
                        }
                        if (primTarget.TANGENT != -1)
                        {
                            blendShape.tangents.AddRange(
                                gltf.GetArrayFromAccessor <Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
                        }
                        meshContext.blendShapes.Add(blendShape);
                    }
                }

                var indices =
                    (indexBuffer >= 0)
                 ? gltf.GetIndices(indexBuffer)
                 : Enumerable.Range(0, meshContext.positions.Length).FlipTriangle().ToArray() // without index array
                ;
                for (int i = 0; i < indices.Length; ++i)
                {
                    indices[i] += indexOffset;
                }

                meshContext.subMeshes.Add(indices);

                // material
                meshContext.materialIndices.Add(prim.material);
            }

            meshContext.positions = positions.ToArray();
            meshContext.normals   = normals.ToArray();
            meshContext.tangents  = tangents.ToArray();
            meshContext.uv        = uv.ToArray();

            return(meshContext);
        }