예제 #1
0
        bool CaptureSkinnedMeshRenderer(ref MeshData dst, SkinnedMeshRenderer smr, GetMessage mes, ref Mesh mesh)
        {
            mesh = smr.sharedMesh;
            if (mesh == null)
            {
                return(false);
            }

            if (!mes.bakeSkin && !mesh.isReadable)
            {
                Debug.LogWarning("Mesh " + smr.name + " is not readable and be ignored");
                return(false);
            }

            Cloth cloth = smr.GetComponent <Cloth>();

            if (cloth != null && mes.bakeCloth)
            {
                CaptureMesh(ref dst, mesh, cloth, mes.flags, smr.sharedMaterials);
            }

            if (mes.bakeSkin)
            {
                Mesh tmp = new Mesh();
                smr.BakeMesh(tmp);
                CaptureMesh(ref dst, tmp, null, mes.flags, smr.sharedMaterials);
            }
            else
            {
                CaptureMesh(ref dst, mesh, null, mes.flags, smr.sharedMaterials);

                // bones
                if (mes.flags.getBones)
                {
                    dst.SetBonePaths(this, smr.bones);
                    dst.bindposes = mesh.bindposes;

                    NativeArray <byte>        bonesPerVertex = mesh.GetBonesPerVertex();
                    NativeArray <BoneWeight1> weights        = mesh.GetAllBoneWeights();
                    dst.WriteBoneWeightsV(ref bonesPerVertex, ref weights);
                }

                // blendshapes
                if (mes.flags.getBlendShapes && mesh.blendShapeCount > 0)
                {
                    Vector3[] v = new Vector3[mesh.vertexCount];
                    Vector3[] n = new Vector3[mesh.vertexCount];
                    Vector3[] t = new Vector3[mesh.vertexCount];
                    for (int bi = 0; bi < mesh.blendShapeCount; ++bi)
                    {
                        BlendShapeData bd = dst.AddBlendShape(mesh.GetBlendShapeName(bi));
                        bd.weight = smr.GetBlendShapeWeight(bi);
                        int frameCount = mesh.GetBlendShapeFrameCount(bi);
                        for (int fi = 0; fi < frameCount; ++fi)
                        {
                            mesh.GetBlendShapeFrameVertices(bi, fi, v, n, t);
                            float w = mesh.GetBlendShapeFrameWeight(bi, fi);
                            bd.AddFrame(w, v, n, t);
                        }
                    }
                }
            }
            return(true);
        }
예제 #2
0
 void CaptureMesh(ref MeshData data, Mesh mesh, Cloth cloth, GetFlags flags, Material[] materials)
 {
     // todo: cloth?
     if (flags.getPoints)
     {
         data.WritePoints(mesh.vertices);
     }
     if (flags.getNormals)
     {
         data.WriteNormals(mesh.normals);
     }
     if (flags.getTangents)
     {
         data.WriteTangents(mesh.tangents);
     }
     if (flags.getUV0)
     {
         data.WriteUV0(mesh.uv);
     }
     if (flags.getUV1)
     {
         data.WriteUV1(mesh.uv2);
     }
     if (flags.getColors)
     {
         data.WriteColors(mesh.colors);
     }
     if (flags.getIndices)
     {
         if (!flags.getMaterialIDs || materials == null || materials.Length == 0)
         {
             data.WriteIndices(mesh.triangles);
         }
         else
         {
             int n = mesh.subMeshCount;
             for (int i = 0; i < n; ++i)
             {
                 var indices = mesh.GetIndices(i);
                 int mid     = i < materials.Length ? GetMaterialIndex(materials[i]) : 0;
                 data.WriteSubmeshTriangles(indices, mid);
             }
         }
     }
     if (flags.getBones)
     {
         data.WriteWeights(mesh.boneWeights);
         data.bindposes = mesh.bindposes;
     }
     if (flags.getBlendShapes && mesh.blendShapeCount > 0)
     {
         var v = new Vector3[mesh.vertexCount];
         var n = new Vector3[mesh.vertexCount];
         var t = new Vector3[mesh.vertexCount];
         for (int bi = 0; bi < mesh.blendShapeCount; ++bi)
         {
             var bd         = data.AddBlendShape(mesh.GetBlendShapeName(bi));
             int frameCount = mesh.GetBlendShapeFrameCount(bi);
             for (int fi = 0; fi < frameCount; ++fi)
             {
                 mesh.GetBlendShapeFrameVertices(bi, fi, v, n, t);
                 float w = mesh.GetBlendShapeFrameWeight(bi, fi);
                 bd.AddFrame(w, v, n, t);
             }
         }
     }
 }