Esempio n. 1
0
        /// <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);
            }
        }
Esempio n. 2
0
        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);
        }