static Mesh ExtractSkinnedMeshAttachment (string name, SkinnedMeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) { Skeleton skeleton = new Skeleton(skeletonData); skeleton.UpdateWorldTransform(); float[] floatVerts = new float[attachment.UVs.Length]; attachment.ComputeWorldVertices(skeleton.Slots[slotIndex], floatVerts); Vector2[] uvs = ExtractUV(attachment.UVs); Vector3[] verts = ExtractVerts(floatVerts); int[] triangles = attachment.Triangles; Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A); if (mesh == null) mesh = new Mesh(); mesh.triangles = new int[0]; mesh.vertices = verts; mesh.uv = uvs; mesh.triangles = triangles; Color[] colors = new Color[verts.Length]; for (int i = 0; i < verts.Length; i++) colors[i] = color; mesh.colors = colors; mesh.name = name; mesh.RecalculateNormals(); mesh.RecalculateBounds(); //Handle weights and binding Dictionary<int, BoneWeightContainer> weightTable = new Dictionary<int, BoneWeightContainer>(); System.Text.StringBuilder warningBuilder = new System.Text.StringBuilder(); int[] bones = attachment.Bones; float[] weights = attachment.Weights; for (int w = 0, v = 0, b = 0, n = bones.Length; v < n; w += 2) { int nn = bones[v++] + v; for (; v < nn; v++, b += 3) { Transform boneTransform = boneList[bones[v]]; int vIndex = w / 2; float weight = weights[b + 2]; BoneWeightContainer container; if (weightTable.ContainsKey(vIndex)) container = weightTable[vIndex]; else { container = new BoneWeightContainer(); weightTable.Add(vIndex, container); } container.Add(boneTransform, weight); } } BoneWeight[] boneWeights = new BoneWeight[weightTable.Count]; for (int i = 0; i < weightTable.Count; i++) { BoneWeight bw = new BoneWeight(); var container = weightTable[i]; var pairs = container.pairs.OrderByDescending(pair => pair.weight).ToList(); for (int b = 0; b < pairs.Count; b++) { if (b > 3) { if (warningBuilder.Length == 0) warningBuilder.Insert(0, "[SkinnedMeshAttachment " + name + "]\r\nUnity only supports 4 weight influences per vertex! The 4 strongest influences will be used.\r\n"); warningBuilder.AppendFormat("{0} ignored on vertex {1}!\r\n", pairs[b].bone.name, i); continue; } int boneIndex = boneList.IndexOf(pairs[b].bone); float weight = pairs[b].weight; switch (b) { case 0: bw.boneIndex0 = boneIndex; bw.weight0 = weight; break; case 1: bw.boneIndex1 = boneIndex; bw.weight1 = weight; break; case 2: bw.boneIndex2 = boneIndex; bw.weight2 = weight; break; case 3: bw.boneIndex3 = boneIndex; bw.weight3 = weight; break; } } boneWeights[i] = bw; } Matrix4x4[] bindPoses = new Matrix4x4[boneList.Count]; for (int i = 0; i < boneList.Count; i++) { bindPoses[i] = boneList[i].worldToLocalMatrix; } mesh.boneWeights = boneWeights; mesh.bindposes = bindPoses; string warningString = warningBuilder.ToString(); if (warningString.Length > 0) Debug.LogWarning(warningString); return mesh; }
internal static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) { if (!attachment.IsWeighted()) throw new System.ArgumentException("Mesh is not weighted.", "attachment"); Skeleton skeleton = new Skeleton(skeletonData); skeleton.UpdateWorldTransform(); float[] floatVerts = new float[attachment.WorldVerticesLength]; attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts); Vector2[] uvs = ExtractUV(attachment.UVs); Vector3[] verts = ExtractVerts(floatVerts); int[] triangles = attachment.Triangles; Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A); mesh = mesh ?? new Mesh(); mesh.triangles = new int[0]; mesh.vertices = verts; mesh.uv = uvs; mesh.triangles = triangles; Color[] colors = new Color[verts.Length]; for (int i = 0; i < verts.Length; i++) colors[i] = color; mesh.colors = colors; mesh.name = name; mesh.RecalculateNormals(); mesh.RecalculateBounds(); // Handle weights and binding var weightTable = new Dictionary<int, BoneWeightContainer>(); var warningBuilder = new System.Text.StringBuilder(); int[] bones = attachment.Bones; float[] weights = attachment.Vertices; for (int w = 0, v = 0, b = 0, n = bones.Length; v < n; w += 2) { int nn = bones[v++] + v; for (; v < nn; v++, b += 3) { Transform boneTransform = boneList[bones[v]]; int vIndex = w / 2; BoneWeightContainer container; if (weightTable.ContainsKey(vIndex)) container = weightTable[vIndex]; else { container = new BoneWeightContainer(); weightTable.Add(vIndex, container); } float weight = weights[b + 2]; container.Add(boneTransform, weight); } } BoneWeight[] boneWeights = new BoneWeight[weightTable.Count]; for (int i = 0; i < weightTable.Count; i++) { BoneWeight bw = new BoneWeight(); var container = weightTable[i]; var pairs = container.pairs.OrderByDescending(pair => pair.weight).ToList(); for (int b = 0; b < pairs.Count; b++) { if (b > 3) { if (warningBuilder.Length == 0) warningBuilder.Insert(0, "[Weighted Mesh: " + name + "]\r\nUnity only supports 4 weight influences per vertex! The 4 strongest influences will be used.\r\n"); warningBuilder.AppendFormat("{0} ignored on vertex {1}!\r\n", pairs[b].bone.name, i); continue; } int boneIndex = boneList.IndexOf(pairs[b].bone); float weight = pairs[b].weight; switch (b) { case 0: bw.boneIndex0 = boneIndex; bw.weight0 = weight; break; case 1: bw.boneIndex1 = boneIndex; bw.weight1 = weight; break; case 2: bw.boneIndex2 = boneIndex; bw.weight2 = weight; break; case 3: bw.boneIndex3 = boneIndex; bw.weight3 = weight; break; } } boneWeights[i] = bw; } Matrix4x4[] bindPoses = new Matrix4x4[boneList.Count]; for (int i = 0; i < boneList.Count; i++) { bindPoses[i] = boneList[i].worldToLocalMatrix; } mesh.boneWeights = boneWeights; mesh.bindposes = bindPoses; string warningString = warningBuilder.ToString(); if (warningString.Length > 0) Debug.LogWarning(warningString); return mesh; }