예제 #1
0
        public static ByteBuffer Save(UnityEngine.Mesh mesh, UnityEngine.Transform[] bones)
        {
            FlatBufferBuilder builder = new FlatBufferBuilder(InitBufferSize);

            // 创建顶点成分
            MeshComponent[] components =
            {
                // vertices
                new MeshComponent(
                    () =>   { return(true);                                                        },
                    () =>   { Schema.Mesh.StartVerticesVector(builder, mesh.vertexCount);          },
                    (i) =>  { Vec3.CreateVec3(builder, mesh.vertices[i].x, mesh.vertices[i].y, mesh.vertices[i].z);},
                    (vo) => { Schema.Mesh.AddVertices(builder, vo);                                }
                    ),
                // uv
                new MeshComponent(
                    () =>   { return((mesh.uv != null) && (mesh.uv.Length > 0));                   },
                    () =>   { Schema.Mesh.StartUvVector(builder, mesh.vertexCount);                },
                    (i) =>  { Vec2.CreateVec2(builder, mesh.uv[i].x, mesh.uv[i].y);                },
                    (vo) => { Schema.Mesh.AddUv(builder, vo);                                      }
                    ),
                // uv2
                new MeshComponent(
                    () =>   { return((mesh.uv2 != null) && (mesh.uv2.Length > 0));                 },
                    () =>   { Schema.Mesh.StartUv2Vector(builder, mesh.vertexCount);               },
                    (i) =>  { Vec2.CreateVec2(builder, mesh.uv2[i].x, mesh.uv2[i].y);              },
                    (vo) => { Schema.Mesh.AddUv2(builder, vo);                                     }
                    ),
                // uv3
                new MeshComponent(
                    () =>   { return((mesh.uv3 != null) && (mesh.uv3.Length > 0));                 },
                    () =>   { Schema.Mesh.StartUv3Vector(builder, mesh.vertexCount);               },
                    (i) =>  { Vec2.CreateVec2(builder, mesh.uv3[i].x, mesh.uv3[i].y);              },
                    (vo) => { Schema.Mesh.AddUv3(builder, vo);                                     }
                    ),
                // uv4
                new MeshComponent(
                    () =>   { return((mesh.uv4 != null) && (mesh.uv4.Length > 0));                 },
                    () =>   { Schema.Mesh.StartUv4Vector(builder, mesh.vertexCount);               },
                    (i) =>  { Vec2.CreateVec2(builder, mesh.uv4[i].x, mesh.uv4[i].y);              },
                    (vo) => { Schema.Mesh.AddUv4(builder, vo);                                     }
                    ),
                // normals
                new MeshComponent(
                    () =>   { return((mesh.normals != null) && (mesh.normals.Length > 0));         },
                    () =>   { Schema.Mesh.StartNormalsVector(builder, mesh.vertexCount);           },
                    (i) =>  { Vec3.CreateVec3(builder, mesh.normals[i].x, mesh.normals[i].y, mesh.normals[i].z);},
                    (vo) => { Schema.Mesh.AddNormals(builder, vo);                                 }
                    ),
                // tangents
                new MeshComponent(
                    () =>   { return((mesh.tangents != null) && (mesh.tangents.Length > 0));       },
                    () =>   { Schema.Mesh.StartTangentsVector(builder, mesh.vertexCount);          },
                    (i) =>  { Vec4.CreateVec4(builder, mesh.tangents[i].x, mesh.tangents[i].y, mesh.tangents[i].z, mesh.tangents[i].w);},
                    (vo) => { Schema.Mesh.AddTangents(builder, vo);                                }
                    ),
                // colors
                new MeshComponent(
                    () =>   { return((mesh.colors != null) && (mesh.colors.Length > 0));           },
                    () =>   { Schema.Mesh.StartColorsVector(builder, mesh.vertexCount);            },
                    (i) =>  { Schema.Color.CreateColor(builder, mesh.colors[i].a, mesh.colors[i].b, mesh.colors[i].g, mesh.colors[i].r);},
                    (vo) => { Schema.Mesh.AddColors(builder, vo);                                  }
                    ),
                // colors32
                new MeshComponent(
                    () =>   { return((mesh.colors32 != null) && (mesh.colors.Length > 0));         },
                    () =>   { Schema.Mesh.StartColors32Vector(builder, mesh.vertexCount);          },
                    (i) =>  { Schema.Color32.CreateColor32(builder, mesh.colors32[i].a, mesh.colors32[i].b, mesh.colors32[i].g, mesh.colors32[i].r);},
                    (vo) => { Schema.Mesh.AddColors32(builder, vo);                                }
                    ),
                // BoneWeigths
                new MeshComponent(
                    () =>   { return((mesh.boneWeights != null) && (mesh.boneWeights.Length > 0)); },
                    () =>   { Schema.Mesh.StartBoneWeightsVector(builder, mesh.vertexCount);       },
                    (i) =>  { Schema.BoneWeight.CreateBoneWeight(builder,
                                                                 mesh.boneWeights[i].boneIndex0, mesh.boneWeights[i].boneIndex1, mesh.boneWeights[i].boneIndex2, mesh.boneWeights[i].boneIndex3,
                                                                 mesh.boneWeights[i].weight0, mesh.boneWeights[i].weight1, mesh.boneWeights[i].weight2, mesh.boneWeights[i].weight3
                                                                 ); },
                    (vo) => { Schema.Mesh.AddBoneWeights(builder, vo);                             }
                    )
            };

            int componentCount = components.Length;

            VectorOffset[] vectorOffsets = new VectorOffset[componentCount];
            for (int c = 0; c < componentCount; c++)
            {
                if (components[c].funcExist())
                {
                    components[c].actStart();
                    for (int i = mesh.vertexCount - 1; i >= 0; i--) // 添加时顺序颠倒。
                    {
                        components[c].actElem(i);                   // 结构vector不需要AddOffset
                    }
                    vectorOffsets[c] = builder.EndVector();
                }
            }

            // 创建 Submesh
            Offset <SubMesh>[] offSubmeshes = new Offset <SubMesh> [mesh.subMeshCount];
            uint offset = 0;

            for (int i = 0; i < mesh.subMeshCount; i++)
            {
                int[] _is = mesh.GetIndices(i);
                offSubmeshes[i] = SubMesh.CreateSubMesh(builder, offset, (uint)_is.Length, (Schema.MeshTopology)mesh.GetTopology(i));
                offset         += (uint)_is.Length;
            }
            // 网格所涉及到的骨骼
            StringOffset[] offJoints = new StringOffset[bones.Length];
            for (int i = 0; i < bones.Length; i++)
            {
                offJoints[i] = builder.CreateString(bones[i].name);
            }
            // BindPoses
            Schema.Mesh.StartBindposesVector(builder, mesh.bindposes.Length);
            for (int i = mesh.bindposes.Length - 1; i >= 0; i--)
            {
                Matrix4x4 m = mesh.bindposes[i];
                Matrix16.CreateMatrix16(builder,
                                        m.m00, m.m01, m.m02, m.m03,
                                        m.m10, m.m11, m.m12, m.m13,
                                        m.m20, m.m21, m.m22, m.m23,
                                        m.m30, m.m31, m.m32, m.m33
                                        );
            }
            VectorOffset vecBindPoses = builder.EndVector();

            // 三角面索引数据  标量数组可以直接添加。
            VectorOffset vecTrangles = Schema.Mesh.CreateTrianglesVector(builder, mesh.triangles);
            // Submesh 数据
            VectorOffset vecSubmeshes = Schema.Mesh.CreateSubmeshesVector(builder, offSubmeshes);
            // 涉及到的骨骼
            VectorOffset vecJoints = Schema.Mesh.CreateJointsVector(builder, offJoints);

            // 放入Mesh
            Schema.Mesh.StartMesh(builder);
            // 顶点数据
            for (int c = 0; c < componentCount; c++)
            {
                if (components[c].funcExist())
                {
                    components[c].actAdd(vectorOffsets[c]);
                }
            }
            Schema.Mesh.AddTriangles(builder, vecTrangles);
            Schema.Mesh.AddSubmeshes(builder, vecSubmeshes);
            Schema.Mesh.AddJoints(builder, vecJoints);
            Schema.Mesh.AddBindposes(builder, vecBindPoses);

            // 边界
            Vector3 min = mesh.bounds.min;
            Vector3 max = mesh.bounds.max;

            Schema.Mesh.AddBound(builder, Schema.Bound.CreateBound(builder, min.x, min.y, min.z, max.x, max.y, max.z));
            Offset <Schema.Mesh> offMesh = Schema.Mesh.EndMesh(builder);

            builder.Finish(offMesh.Value);
            return(builder.DataBuffer);
        }