private void CreateSkeletonMesh() { NullMeshFile meshFile = new NullMeshFile(NullWorkingFlag.WF_SKELETON_MESHPIECE); bool hadNormals = mVertexNormals.Length > 0; bool hadTangents = mVertexTangents.Length > 0; bool hadColors = mVertexColors.Length > 0; bool hadUv = mVertexuvs.Length > 0; NullMeshObject meshObject = meshFile.AppendSkinObject(NullPrimitiveType.MOT_INDEXED_PRIMITIVES, mVertexTriangles.Length, mVertexPoses.Length, true, true, true); NullUVGroup uvGroup = hadUv ? meshObject.GetOrCreateUVGroup(UVType.UVT_DEFAULT, mVertexPoses.Length) : null; int vertexCount = mVertexPoses.Length; for (int i = 0; i < vertexCount; ++i) { meshObject.SetVertex(i, mVertexPoses[i]); if (hadColors) { meshObject.SetVertexColor(i, Convert(mVertexColors[i])); } if (hadTangents) { meshObject.SetTangent(i, mVertexTangents[i]); } if (hadNormals) { meshObject.SetNormal(i, mVertexNormals[i]); } if (hadUv) { uvGroup.SetUV(i, mVertexuvs[i]); } } for (int i = 0; i < mVertexTriangles.Length; i += 3) { int i1 = mVertexTriangles[i]; int i2 = mVertexTriangles[i + 1]; int i3 = mVertexTriangles[i + 2]; meshObject.SetTriangleIndex(i, new Vector3Int(i1, i2, i3)); } // 骨骼数 NullNodeTree rootNode = meshFile.GetNodeTree(); ConvertNodeTree(mRootBone, rootNode, mBindposes, mBones); // 权重绑定 NullSkeletonBinding skeletonBinding = meshFile.GetSkeletonBinding(); int pieceCount = 1; // 对应子模型,现在只限制一个子模型 skeletonBinding.SetSkeletonName(mMesh.name); skeletonBinding.SetSkeletonBindingCount(pieceCount); for (int i = 0; i < pieceCount; ++i) { NullSkeletonPiece skeletonPiece = skeletonBinding[i]; skeletonPiece.SetPieceHandle(i); ConvertSkeletonPiece(skeletonPiece, mBoneweights); } string fileName = OutPutDir + "/" + Target.name + ".hxs"; using (NullMemoryStream stream = NullMemoryStream.WriteToFile(fileName)) { meshFile.SaveToStream(stream); } }