Пример #1
0
        static MeshWithMaterials ImportMesh(glTF gltf, int meshIndex, glTFMesh gltfMesh,
                                            List <Material> materials,
                                            GetBlendShapeName getBlendShapeName
                                            )
        {
            glTFAttributes lastAttributes   = null;
            var            sharedAttributes = true;

            foreach (var prim in gltfMesh.primitives)
            {
                if (lastAttributes != null && !prim.attributes.Equals(lastAttributes))
                {
                    sharedAttributes = false;
                    break;
                }
                lastAttributes = prim.attributes;
            }

            var positions       = new List <Vector3>();
            var normals         = new List <Vector3>();
            var tangents        = new List <Vector4>();
            var colors          = new List <Vector4>();
            var uv              = new List <Vector2>();
            var boneWeights     = new List <BoneWeight>();
            var subMeshes       = new List <int[]>();
            var materialIndices = new List <int>();

            BlendShape[] blendShapes = null;

            if (sharedAttributes)
            {
                // multiple submesh sharing same VertexBuffer
                {
                    var prim = gltfMesh.primitives.First();
                    positions.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));

                    // normal
                    if (prim.attributes.NORMAL != -1)
                    {
                        normals.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
                    }

                    // tangent
                    if (prim.attributes.TANGENT != -1)
                    {
                        tangents.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
                    }

                    // vertex color
                    if (prim.attributes.COLOR_0 != -1)
                    {
                        colors.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.COLOR_0));
                    }

                    // uv
                    if (prim.attributes.TEXCOORD_0 != -1)
                    {
                        uv.AddRange(gltf.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
                    }
                    else
                    {
                        // for inconsistent attributes in primitives
                        uv.AddRange(new Vector2[positions.Count]);
                    }

                    // skin
                    if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                    {
                        var joints0  = gltf.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                        var weights0 = gltf.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();

                        for (int j = 0; j < joints0.Length; ++j)
                        {
                            var bw = new BoneWeight();

                            bw.boneIndex0 = joints0[j].x;
                            bw.weight0    = weights0[j].x;

                            bw.boneIndex1 = joints0[j].y;
                            bw.weight1    = weights0[j].y;

                            bw.boneIndex2 = joints0[j].z;
                            bw.weight2    = weights0[j].z;

                            bw.boneIndex3 = joints0[j].w;
                            bw.weight3    = weights0[j].w;

                            boneWeights.Add(bw);
                        }
                    }

                    // blendshape
                    if (prim.targets != null && prim.targets.Count > 0)
                    {
                        if (blendShapes == null)
                        {
                            blendShapes = prim.targets.Select((x, i) => new BlendShape(getBlendShapeName(meshIndex, i))).ToArray();
                        }
                        for (int i = 0; i < prim.targets.Count; ++i)
                        {
                            //var name = string.Format("target{0}", i++);
                            var primTarget = prim.targets[i];
                            var blendShape = blendShapes[i];

                            if (primTarget.POSITION != -1)
                            {
                                blendShape.Positions.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.NORMAL != -1)
                            {
                                blendShape.Normals.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.TANGENT != -1)
                            {
                                blendShape.Tangents.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
                            }
                        }
                    }
                }

                foreach (var prim in gltfMesh.primitives)
                {
                    var indices = gltf.GetIndices(prim.indices).Select(x => x).ToArray();
                    subMeshes.Add(indices);

                    // material
                    materialIndices.Add(prim.material);
                }
            }
            else
            {
                // multiple submMesh is not sharing a VertexBuffer.
                // each subMesh use a independent VertexBuffer.

                var targets = gltfMesh.primitives[0].targets;
                for (int i = 1; i < gltfMesh.primitives.Count; ++i)
                {
                    if (!gltfMesh.primitives[i].targets.SequenceEqual(targets))
                    {
                        throw new NotImplementedException(string.Format("diffirent targets: {0} with {1}",
                                                                        gltfMesh.primitives[i],
                                                                        targets));
                    }
                }

                foreach (var prim in gltfMesh.primitives)
                {
                    var indexOffset = positions.Count;
                    var indexBuffer = prim.indices;

                    var positionCount = positions.Count;
                    positions.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
                    positionCount = positions.Count - positionCount;

                    // normal
                    if (prim.attributes.NORMAL != -1)
                    {
                        normals.AddRange(gltf.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
                    }

                    if (prim.attributes.TANGENT != -1)
                    {
                        tangents.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
                    }

                    // vertex color
                    if (prim.attributes.COLOR_0 != -1)
                    {
                        colors.AddRange(gltf.GetArrayFromAccessor <Vector4>(prim.attributes.COLOR_0));
                    }

                    // uv
                    if (prim.attributes.TEXCOORD_0 != -1)
                    {
                        uv.AddRange(gltf.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
                    }
                    else
                    {
                        // for inconsistent attributes in primitives
                        uv.AddRange(new Vector2[positionCount]);
                    }

                    // skin
                    if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                    {
                        var joints0  = gltf.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                        var weights0 = gltf.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();

                        for (int j = 0; j < joints0.Length; ++j)
                        {
                            var bw = new BoneWeight();

                            bw.boneIndex0 = joints0[j].x;
                            bw.weight0    = weights0[j].x;

                            bw.boneIndex1 = joints0[j].y;
                            bw.weight1    = weights0[j].y;

                            bw.boneIndex2 = joints0[j].z;
                            bw.weight2    = weights0[j].z;

                            bw.boneIndex3 = joints0[j].w;
                            bw.weight3    = weights0[j].w;

                            boneWeights.Add(bw);
                        }
                    }

                    // blendshape
                    if (prim.targets != null && prim.targets.Count > 0)
                    {
                        if (blendShapes == null)
                        {
                            blendShapes = prim.targets.Select((x, i) => new BlendShape(i.ToString())).ToArray();
                        }
                        for (int i = 0; i < prim.targets.Count; ++i)
                        {
                            //var name = string.Format("target{0}", i++);
                            var primTarget = prim.targets[i];
                            var blendShape = blendShapes[i];

                            if (primTarget.POSITION != -1)
                            {
                                blendShape.Positions.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.NORMAL != -1)
                            {
                                blendShape.Normals.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.TANGENT != -1)
                            {
                                blendShape.Tangents.AddRange(
                                    gltf.GetArrayFromAccessor <Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
                            }
                        }
                    }

                    var indices =
                        (indexBuffer >= 0)
                     ? gltf.GetIndices(indexBuffer).Select(x => x + indexOffset).ToArray()
                     : TriangleUtil.FlipTriangle(Enumerable.Range(0, positions.Count)).ToArray() // without index array
                    ;
                    subMeshes.Add(indices);

                    // material
                    materialIndices.Add(prim.material);
                }
            }
            if (!materialIndices.Any())
            {
                materialIndices.Add(0);
            }

            //Debug.Log(prims.ToJson());
            var mesh = new Mesh();

            mesh.name = gltfMesh.name;

            if (positions.Count > UInt16.MaxValue)
            {
#if UNITY_2017_3_OR_NEWER
                mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
#else
                Debug.LogWarningFormat("vertices {0} exceed 65535. not implemented. Unity2017.3 supports large mesh", positions.Count);
#endif
            }

            mesh.vertices = positions.ToArray();
            if (normals.Any())
            {
                mesh.normals = normals.ToArray();
            }
            else
            {
                mesh.RecalculateNormals();
            }
            if (tangents.Any())
            {
                mesh.tangents = tangents.ToArray();
            }
            else
            {
                mesh.RecalculateTangents();
            }
            if (colors.Any())
            {
                mesh.colors = colors.ConvertAll(x => new Color(x.x, x.y, x.z, 1f)).ToArray();
            }
            if (uv.Any())
            {
                mesh.uv = uv.ToArray();
            }
            if (boneWeights.Any())
            {
                mesh.boneWeights = boneWeights.ToArray();
            }
            mesh.subMeshCount = subMeshes.Count;
            for (int i = 0; i < subMeshes.Count; ++i)
            {
                mesh.SetTriangles(subMeshes[i], i);
            }
            var result = new MeshWithMaterials
            {
                Mesh      = mesh,
                Materials = materialIndices.Select(x => materials[x]).ToArray()
            };

            List <Material> matList = result.Materials.ToList();
            matList.RemoveAll(x => x == null);
            result.Materials = matList.ToArray();

            if (blendShapes != null)
            {
                foreach (var blendShape in blendShapes)
                {
                    if (blendShape.Positions.Count > 0)
                    {
                        if (blendShape.Positions.Count == mesh.vertexCount)
                        {
                            mesh.AddBlendShapeFrame(blendShape.Name, FRAME_WEIGHT,
                                                    blendShape.Positions.ToArray(),
                                                    normals.Count == mesh.vertexCount ? blendShape.Normals.ToArray() : null,
                                                    null
                                                    );
                        }
                        else
                        {
                            Debug.LogWarningFormat("May be partial primitive has blendShape. Rquire separete mesh or extend blend shape, but not implemented: {0}", blendShape.Name);
                        }
                    }
                }
            }

            return(result);
        }
Пример #2
0
    public static bool CutTriangleMeshFast(Mesh[] outputMeshes, Mesh sourceMesh, Transform objectTransform, Transform planeTransform, bool cap)
    {
        float epsilon = 0.00001f;

        hashCheck           = new Dictionary <Vector3, int>();
        debugPolyLoop       = new List <Vector3>();
        debugEdgePoints     = new List <Vector3>();
        debugEdges          = new List <Vector3[]>();
        debugLoopEdgePoints = new List <Vector3[]>();

        int originalVertexCount = sourceMesh.vertexCount;

        Vector3[] originalVertices = sourceMesh.vertices;

        int originalIndexCount = sourceMesh.triangles.Length;

        int[] originalIndices = sourceMesh.triangles;

        Vector3 centre       = objectTransform.transform.InverseTransformPoint(planeTransform.position);
        Vector3 up           = objectTransform.transform.InverseTransformDirection(planeTransform.up);
        Plane   cuttingPlane = new Plane(up, centre);

        int totalIndexCount  = originalIndexCount;
        int totalVertexCount = originalVertexCount;

        int indexBufferCountA  = 0;
        int vertexBufferCountA = 0;

        Vector3[] vertexBufferA = new Vector3[totalVertexCount * 10];
        int[]     indexBufferA  = new int[originalIndexCount * 10];

        int indexBufferCountB  = 0;
        int vertexBufferCountB = 0;

        Vector3[] vertexBufferB = new Vector3[totalVertexCount * 10];
        int[]     indexBufferB  = new int[originalIndexCount * 10];

        Vector3[] points     = new Vector3[3];
        int[]     triIndices = new int[3];

        for (int i = 0; i < totalIndexCount; i += 3)
        {
            triIndices[0] = originalIndices[i];
            triIndices[1] = originalIndices[i + 1];
            triIndices[2] = originalIndices[i + 2];

            points[0] = originalVertices[triIndices[0]];
            points[1] = originalVertices[triIndices[1]];
            points[2] = originalVertices[triIndices[2]];

            int[]     newTris;
            Vector3[] newPoints;

            ClassificationUtil.Classification side;
            TriangleUtil.SplitTriangleWithPlane(
                ref totalVertexCount,
                points,
                triIndices,
                cuttingPlane,
                epsilon,
                out side,
                cap,
                out newTris,
                out newPoints);

            // Slice the triangle then classify which side it's on
            if (newTris != null)
            {
                for (int j = 0; j < newTris.Length; j += 3)
                {
                    ClassificationUtil.Classification[] classes;
                    ClassificationUtil.Classification   triClass = ClassificationUtil.ClassifyPoints(
                        new Vector3[] { newPoints[j + 0], newPoints[j + 1], newPoints[j + 2] },
                        cuttingPlane,
                        out classes,
                        epsilon);

                    //Debug.DrawLine(newPoints[j + 0], newPoints[j + 1]);
                    //Debug.DrawLine(newPoints[j + 1], newPoints[j + 2]);
                    //Debug.DrawLine(newPoints[j + 2], newPoints[j + 0]);

                    if (triClass == ClassificationUtil.Classification.FRONT)
                    {
                        indexBufferA[indexBufferCountA++]   = newTris[j + 0];
                        indexBufferA[indexBufferCountA++]   = newTris[j + 1];
                        indexBufferA[indexBufferCountA++]   = newTris[j + 2];
                        vertexBufferA[vertexBufferCountA++] = newPoints[j + 0];
                        vertexBufferA[vertexBufferCountA++] = newPoints[j + 1];
                        vertexBufferA[vertexBufferCountA++] = newPoints[j + 2];
                    }
                    else if (triClass == ClassificationUtil.Classification.BACK)
                    {
                        indexBufferB[indexBufferCountB++]   = newTris[j + 0];
                        indexBufferB[indexBufferCountB++]   = newTris[j + 1];
                        indexBufferB[indexBufferCountB++]   = newTris[j + 2];
                        vertexBufferB[vertexBufferCountB++] = newPoints[j + 0];
                        vertexBufferB[vertexBufferCountB++] = newPoints[j + 1];
                        vertexBufferB[vertexBufferCountB++] = newPoints[j + 2];
                    }
                }
            }
            else
            {
                ClassificationUtil.Classification[] classes;
                ClassificationUtil.Classification   triClass = ClassificationUtil.ClassifyPoints(
                    new Vector3[] { points[0], points[1], points[2] },
                    cuttingPlane,
                    out classes,
                    epsilon);

                //Debug.DrawLine(points[0], points[1], Color.red);
                //Debug.DrawLine(points[1], points[2], Color.red);
                //Debug.DrawLine(points[2], points[0], Color.red);

                if (triClass == ClassificationUtil.Classification.FRONT)
                {
                    indexBufferA[indexBufferCountA++]   = triIndices[0];
                    indexBufferA[indexBufferCountA++]   = triIndices[1];
                    indexBufferA[indexBufferCountA++]   = triIndices[2];
                    vertexBufferA[vertexBufferCountA++] = points[0];
                    vertexBufferA[vertexBufferCountA++] = points[1];
                    vertexBufferA[vertexBufferCountA++] = points[2];
                }
                else if (triClass == ClassificationUtil.Classification.BACK)
                {
                    indexBufferB[indexBufferCountB++]   = triIndices[0];
                    indexBufferB[indexBufferCountB++]   = triIndices[1];
                    indexBufferB[indexBufferCountB++]   = triIndices[2];
                    vertexBufferB[vertexBufferCountB++] = points[0];
                    vertexBufferB[vertexBufferCountB++] = points[1];
                    vertexBufferB[vertexBufferCountB++] = points[2];
                }
            }
        }

        if (indexBufferCountA > 0)
        {
            SortMesh(outputMeshes[0], indexBufferA, vertexBufferA, indexBufferCountA, false);
        }
        if (indexBufferCountB > 0)
        {
            SortMesh(outputMeshes[1], indexBufferB, vertexBufferB, indexBufferCountB, true);
        }
        return(true);
    }
Пример #3
0
        // multiple submMesh is not sharing a VertexBuffer.
        // each subMesh use a independent VertexBuffer.
        private static MeshContext _ImportMeshIndependentVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh)
        {
            //Debug.LogWarning("_ImportMeshIndependentVertexBuffer");

            var targets = gltfMesh.primitives[0].targets;

            for (int i = 1; i < gltfMesh.primitives.Count; ++i)
            {
                if (!gltfMesh.primitives[i].targets.SequenceEqual(targets))
                {
                    throw new NotImplementedException(string.Format("diffirent targets: {0} with {1}",
                                                                    gltfMesh.primitives[i],
                                                                    targets));
                }
            }

            var positions   = new List <Vector3>();
            var normals     = new List <Vector3>();
            var tangents    = new List <Vector4>();
            var uv          = new List <Vector2>();
            var colors      = new List <Color>();
            var meshContext = new MeshContext();

            foreach (var prim in gltfMesh.primitives)
            {
                var indexOffset = positions.Count;
                var indexBuffer = prim.indices;

                var positionCount = positions.Count;
                positions.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
                positionCount = positions.Count - positionCount;

                // normal
                if (prim.attributes.NORMAL != -1)
                {
                    normals.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
                }

                if (prim.attributes.TANGENT != -1)
                {
                    tangents.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
                }

                // uv
                if (prim.attributes.TEXCOORD_0 != -1)
                {
                    if (ctx.IsGeneratedUniGLTFAndOlder(1, 16))
                    {
#pragma warning disable 0612
                        // backward compatibility
                        uv.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
#pragma warning restore 0612
                    }
                    else
                    {
                        uv.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV()));
                    }
                }
                else
                {
                    // for inconsistent attributes in primitives
                    uv.AddRange(new Vector2[positionCount]);
                }

                // color
                if (prim.attributes.COLOR_0 != -1)
                {
                    colors.AddRange(ctx.GLTF.GetArrayFromAccessor <Color>(prim.attributes.COLOR_0));
                }

                // skin
                if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                {
                    var joints0  = ctx.GLTF.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                    var weights0 = ctx.GLTF.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();

                    for (int j = 0; j < joints0.Length; ++j)
                    {
                        var bw = new BoneWeight();

                        bw.boneIndex0 = joints0[j].x;
                        bw.weight0    = weights0[j].x;

                        bw.boneIndex1 = joints0[j].y;
                        bw.weight1    = weights0[j].y;

                        bw.boneIndex2 = joints0[j].z;
                        bw.weight2    = weights0[j].z;

                        bw.boneIndex3 = joints0[j].w;
                        bw.weight3    = weights0[j].w;

                        meshContext.boneWeights.Add(bw);
                    }
                }

                // blendshape
                if (prim.targets != null && prim.targets.Count > 0)
                {
                    for (int i = 0; i < prim.targets.Count; ++i)
                    {
                        //var name = string.Format("target{0}", i++);
                        var primTarget = prim.targets[i];
                        var blendShape = new BlendShape(!string.IsNullOrEmpty(prim.extras.targetNames[i])
                            ? prim.extras.targetNames[i]
                            : i.ToString())
                        ;
                        if (primTarget.POSITION != -1)
                        {
                            blendShape.Positions.AddRange(
                                ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
                        }
                        if (primTarget.NORMAL != -1)
                        {
                            blendShape.Normals.AddRange(
                                ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
                        }
                        if (primTarget.TANGENT != -1)
                        {
                            blendShape.Tangents.AddRange(
                                ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
                        }
                        meshContext.blendShapes.Add(blendShape);
                    }
                }

                var indices =
                    (indexBuffer >= 0)
                 ? ctx.GLTF.GetIndices(indexBuffer)
                 : TriangleUtil.FlipTriangle(Enumerable.Range(0, meshContext.positions.Length)).ToArray() // without index array
                ;
                for (int i = 0; i < indices.Length; ++i)
                {
                    indices[i] += indexOffset;
                }

                meshContext.subMeshes.Add(indices);

                // material
                meshContext.materialIndices.Add(prim.material);
            }

            meshContext.positions = positions.ToArray();
            meshContext.normals   = normals.ToArray();
            meshContext.tangents  = tangents.ToArray();
            meshContext.uv        = uv.ToArray();

            return(meshContext);
        }
Пример #4
0
        // multiple submesh sharing same VertexBuffer
        private static MeshContext _ImportMeshSharingVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh)
        {
            var context = new MeshContext();

            {
                var prim = gltfMesh.primitives.First();
                context.positions = ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).SelectInplace(x => x.ReverseZ());

                // normal
                if (prim.attributes.NORMAL != -1)
                {
                    context.normals = ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).SelectInplace(x => x.ReverseZ());
                }

                // tangent
                if (prim.attributes.TANGENT != -1)
                {
                    context.tangents = ctx.GLTF.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).SelectInplace(x => x.ReverseZ());
                }

                // uv
                if (prim.attributes.TEXCOORD_0 != -1)
                {
                    if (ctx.IsGeneratedUniGLTFAndOlder(1, 16))
                    {
#pragma warning disable 0612
                        // backward compatibility
                        context.uv = ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseY());
#pragma warning restore 0612
                    }
                    else
                    {
                        context.uv = ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseUV());
                    }
                }
                else
                {
                    // for inconsistent attributes in primitives
                    context.uv = new Vector2[context.positions.Length];
                }

                // color
                if (prim.attributes.COLOR_0 != -1)
                {
                    context.colors = ctx.GLTF.GetArrayFromAccessor <Color>(prim.attributes.COLOR_0);
                }

                // skin
                if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                {
                    var joints0  = ctx.GLTF.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                    var weights0 = ctx.GLTF.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0);
                    for (int i = 0; i < weights0.Length; ++i)
                    {
                        weights0[i] = weights0[i].One();
                    }

                    for (int j = 0; j < joints0.Length; ++j)
                    {
                        var bw = new BoneWeight();

                        bw.boneIndex0 = joints0[j].x;
                        bw.weight0    = weights0[j].x;

                        bw.boneIndex1 = joints0[j].y;
                        bw.weight1    = weights0[j].y;

                        bw.boneIndex2 = joints0[j].z;
                        bw.weight2    = weights0[j].z;

                        bw.boneIndex3 = joints0[j].w;
                        bw.weight3    = weights0[j].w;

                        context.boneWeights.Add(bw);
                    }
                }

                // blendshape
                if (prim.targets != null && prim.targets.Count > 0)
                {
                    context.blendShapes.AddRange(prim.targets.Select((x, i) => new BlendShape(
                                                                         i < prim.extras.targetNames.Count && !string.IsNullOrEmpty(prim.extras.targetNames[i])
                        ? prim.extras.targetNames[i]
                        : i.ToString())));
                    for (int i = 0; i < prim.targets.Count; ++i)
                    {
                        //var name = string.Format("target{0}", i++);
                        var primTarget = prim.targets[i];
                        var blendShape = context.blendShapes[i];

                        if (primTarget.POSITION != -1)
                        {
                            blendShape.Positions.Assign(
                                ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.POSITION), x => x.ReverseZ());
                        }
                        if (primTarget.NORMAL != -1)
                        {
                            blendShape.Normals.Assign(
                                ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.NORMAL), x => x.ReverseZ());
                        }
                        if (primTarget.TANGENT != -1)
                        {
                            blendShape.Tangents.Assign(
                                ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.TANGENT), x => x.ReverseZ());
                        }
                    }
                }
            }

            foreach (var prim in gltfMesh.primitives)
            {
                if (prim.indices == -1)
                {
                    context.subMeshes.Add(TriangleUtil.FlipTriangle(Enumerable.Range(0, context.positions.Length)).ToArray());
                }
                else
                {
                    var indices = ctx.GLTF.GetIndices(prim.indices);
                    context.subMeshes.Add(indices);
                }

                // material
                context.materialIndices.Add(prim.material);
            }

            return(context);
        }
Пример #5
0
            /// <summary>
            ///
            /// 各primitiveが同じ attribute を共有している場合専用のローダー。
            ///
            /// </summary>
            /// <param name="ctx"></param>
            /// <param name="gltfMesh"></param>
            /// <returns></returns>
            public void ImportMeshSharingVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh)
            {
                {
                    //  同じVertexBufferを共有しているので先頭のモノを使う
                    var prim = gltfMesh.primitives.First();
                    m_positions.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).SelectInplace(x => x.ReverseZ()));

                    // normal
                    if (prim.attributes.NORMAL != -1)
                    {
                        m_normals.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).SelectInplace(x => x.ReverseZ()));
                    }

#if false
                    // tangent
                    if (prim.attributes.TANGENT != -1)
                    {
                        tangents.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).SelectInplace(x => x.ReverseZ()));
                    }
#endif

                    // uv
                    if (prim.attributes.TEXCOORD_0 != -1)
                    {
                        if (ctx.IsGeneratedUniGLTFAndOlder(1, 16))
                        {
#pragma warning disable 0612
                            // backward compatibility
                            m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseY()));
#pragma warning restore 0612
                        }
                        else
                        {
                            m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseUV()));
                        }
                    }

                    // uv2
                    if (prim.attributes.TEXCOORD_1 != -1)
                    {
                        m_uv2.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_1).SelectInplace(x => x.ReverseUV()));
                    }

                    // color
                    if (prim.attributes.COLOR_0 != -1)
                    {
                        if (ctx.GLTF.accessors[prim.attributes.COLOR_0].TypeCount == 3)
                        {
                            var vec3Color = ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.COLOR_0);
                            m_colors.AddRange(new Color[vec3Color.Length]);

                            for (int i = 0; i < vec3Color.Length; i++)
                            {
                                Vector3 color = vec3Color[i];
                                m_colors[i] = new Color(color.x, color.y, color.z);
                            }
                        }
                        else if (ctx.GLTF.accessors[prim.attributes.COLOR_0].TypeCount == 4)
                        {
                            m_colors.AddRange(ctx.GLTF.GetArrayFromAccessor <Color>(prim.attributes.COLOR_0));
                        }
                        else
                        {
                            throw new NotImplementedException(string.Format("unknown color type {0}", ctx.GLTF.accessors[prim.attributes.COLOR_0].type));
                        }
                    }

                    // skin
                    if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                    {
                        var joints0  = ctx.GLTF.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                        var weights0 = ctx.GLTF.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0);
                        for (int i = 0; i < weights0.Length; ++i)
                        {
                            weights0[i] = weights0[i].One();
                        }

                        for (int j = 0; j < joints0.Length; ++j)
                        {
                            var bw = new BoneWeight();

                            bw.boneIndex0 = joints0[j].x;
                            bw.weight0    = weights0[j].x;

                            bw.boneIndex1 = joints0[j].y;
                            bw.weight1    = weights0[j].y;

                            bw.boneIndex2 = joints0[j].z;
                            bw.weight2    = weights0[j].z;

                            bw.boneIndex3 = joints0[j].w;
                            bw.weight3    = weights0[j].w;

                            m_boneWeights.Add(bw);
                        }
                    }

                    // blendshape
                    if (prim.targets != null && prim.targets.Count > 0)
                    {
                        m_blendShapes.AddRange(prim.targets.Select((x, i) => new BlendShape(i.ToString())));
                        for (int i = 0; i < prim.targets.Count; ++i)
                        {
                            //var name = string.Format("target{0}", i++);
                            var primTarget = prim.targets[i];
                            var blendShape = m_blendShapes[i];

                            if (primTarget.POSITION != -1)
                            {
                                blendShape.Positions.Assign(
                                    ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.POSITION), x => x.ReverseZ());
                            }
                            if (primTarget.NORMAL != -1)
                            {
                                blendShape.Normals.Assign(
                                    ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.NORMAL), x => x.ReverseZ());
                            }
                            if (primTarget.TANGENT != -1)
                            {
                                blendShape.Tangents.Assign(
                                    ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.TANGENT), x => x.ReverseZ());
                            }
                        }
                    }
                }

                foreach (var prim in gltfMesh.primitives)
                {
                    if (prim.indices == -1)
                    {
                        m_subMeshes.Add(TriangleUtil.FlipTriangle(Enumerable.Range(0, m_positions.Count)).ToArray());
                    }
                    else
                    {
                        var indices = ctx.GLTF.GetIndices(prim.indices);
                        m_subMeshes.Add(indices);
                    }

                    // material
                    m_materialIndices.Add(prim.material);
                }
            }
Пример #6
0
        static glTFMesh ExportPrimitives(glTF gltf, int bufferIndex,
                                         string rendererName,
                                         Mesh mesh, Material[] materials,
                                         List <Material> unityMaterials)
        {
            var positions             = mesh.vertices.Select(y => y.ReverseZ()).ToArray();
            var positionAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, positions, glBufferTarget.ARRAY_BUFFER);

            gltf.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
            gltf.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();

            var normalAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.normals.Select(y => y.normalized.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);

#if GLTF_EXPORT_TANGENTS
            var tangentAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.tangents.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
#endif
            var uvAccessorIndex0 = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.uv.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var uvAccessorIndex1 = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.uv2.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var colorAccessorIndex = -1;

            var vColorState = MeshExportInfo.DetectVertexColor(mesh, materials);
            if (vColorState == MeshExportInfo.VertexColorState.ExistsAndIsUsed || // VColor使っている
                vColorState == MeshExportInfo.VertexColorState.ExistsAndMixed // VColorを使っているところと使っていないところが混在(とりあえずExportする)
                )
            {
                // UniUnlit で Multiply 設定になっている
                colorAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.colors, glBufferTarget.ARRAY_BUFFER);
            }

            var boneweights         = mesh.boneWeights;
            var weightAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new Vector4(y.weight0, y.weight1, y.weight2, y.weight3)).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var jointsAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new UShort4((ushort)y.boneIndex0, (ushort)y.boneIndex1, (ushort)y.boneIndex2, (ushort)y.boneIndex3)).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var attributes = new glTFAttributes
            {
                POSITION = positionAccessorIndex,
            };
            if (normalAccessorIndex != -1)
            {
                attributes.NORMAL = normalAccessorIndex;
            }
#if GLTF_EXPORT_TANGENTS
            if (tangentAccessorIndex != -1)
            {
                attributes.TANGENT = tangentAccessorIndex;
            }
#endif
            if (uvAccessorIndex0 != -1)
            {
                attributes.TEXCOORD_0 = uvAccessorIndex0;
            }
            if (uvAccessorIndex1 != -1)
            {
                attributes.TEXCOORD_1 = uvAccessorIndex1;
            }
            if (colorAccessorIndex != -1)
            {
                attributes.COLOR_0 = colorAccessorIndex;
            }
            if (weightAccessorIndex != -1)
            {
                attributes.WEIGHTS_0 = weightAccessorIndex;
            }
            if (jointsAccessorIndex != -1)
            {
                attributes.JOINTS_0 = jointsAccessorIndex;
            }

            var gltfMesh = new glTFMesh(mesh.name);
            for (int j = 0; j < mesh.subMeshCount; ++j)
            {
                var indices = TriangleUtil.FlipTriangle(mesh.GetIndices(j)).Select(y => (uint)y).ToArray();
                var indicesAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, indices, glBufferTarget.ELEMENT_ARRAY_BUFFER);

                if (j >= materials.Length)
                {
                    Debug.LogWarningFormat("{0}.materials is not enough", rendererName);
                    break;
                }

                gltfMesh.primitives.Add(new glTFPrimitives
                {
                    attributes = attributes,
                    indices    = indicesAccessorIndex,
                    mode       = 4, // triangles ?
                    material   = unityMaterials.IndexOf(materials[j])
                });
            }
            return(gltfMesh);
        }
Пример #7
0
            /// <summary>
            /// 各 primitive の attribute の要素が同じでない。=> uv が有るものと無いものが混在するなど
            /// glTF 的にはありうる。
            ///
            /// primitive を独立した(Independent) Mesh として扱いこれを連結する。
            /// </summary>
            /// <param name="ctx"></param>
            /// <param name="gltfMesh"></param>
            /// <returns></returns>
            public void ImportMeshIndependentVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh)
            {
                foreach (var prim in gltfMesh.primitives)
                {
                    var indexOffset = m_positions.Count;
                    var indexBuffer = prim.indices;

                    // position は必ずある
                    var positionCount = m_positions.Count;
                    m_positions.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
                    positionCount = m_positions.Count - positionCount;

                    // normal
                    if (prim.attributes.NORMAL != -1)
                    {
                        FillZero(m_normals);
                        m_normals.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
                    }

#if false
                    if (prim.attributes.TANGENT != -1)
                    {
                        FillZero(tangetns);
                        tangents.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
                    }
#endif

                    // uv
                    if (prim.attributes.TEXCOORD_0 != -1)
                    {
                        FillZero(m_uv);
                        if (ctx.IsGeneratedUniGLTFAndOlder(1, 16))
                        {
#pragma warning disable 0612
                            // backward compatibility
                            m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
#pragma warning restore 0612
                        }
                        else
                        {
                            m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV()));
                        }
                    }

                    // uv2
                    if (prim.attributes.TEXCOORD_1 != -1)
                    {
                        FillZero(m_uv2);
                        m_uv2.AddRange(ctx.GLTF.GetArrayFromAccessor <Vector2>(prim.attributes.TEXCOORD_1).Select(x => x.ReverseUV()));
                    }

                    // color
                    if (prim.attributes.COLOR_0 != -1)
                    {
                        FillZero(m_colors);
                        m_colors.AddRange(ctx.GLTF.GetArrayFromAccessor <Color>(prim.attributes.COLOR_0));
                    }

                    // skin
                    if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
                    {
                        FillZero(m_boneWeights);

                        var joints0  = ctx.GLTF.GetArrayFromAccessor <UShort4>(prim.attributes.JOINTS_0); // uint4
                        var weights0 = ctx.GLTF.GetArrayFromAccessor <Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();

                        for (int j = 0; j < joints0.Length; ++j)
                        {
                            var bw = new BoneWeight();

                            bw.boneIndex0 = joints0[j].x;
                            bw.weight0    = weights0[j].x;

                            bw.boneIndex1 = joints0[j].y;
                            bw.weight1    = weights0[j].y;

                            bw.boneIndex2 = joints0[j].z;
                            bw.weight2    = weights0[j].z;

                            bw.boneIndex3 = joints0[j].w;
                            bw.weight3    = weights0[j].w;

                            m_boneWeights.Add(bw);
                        }
                    }

                    // blendshape
                    if (prim.targets != null && prim.targets.Count > 0)
                    {
                        for (int i = 0; i < prim.targets.Count; ++i)
                        {
                            var primTarget = prim.targets[i];
                            var blendShape = new BlendShape(i.ToString());
                            if (primTarget.POSITION != -1)
                            {
                                FillZero(blendShape.Positions);
                                blendShape.Positions.AddRange(
                                    ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.NORMAL != -1)
                            {
                                FillZero(blendShape.Normals);
                                blendShape.Normals.AddRange(
                                    ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
                            }
                            if (primTarget.TANGENT != -1)
                            {
                                FillZero(blendShape.Tangents);
                                blendShape.Tangents.AddRange(
                                    ctx.GLTF.GetArrayFromAccessor <Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
                            }
                            m_blendShapes.Add(blendShape);
                        }
                    }

                    var indices =
                        (indexBuffer >= 0)
                     ? ctx.GLTF.GetIndices(indexBuffer)
                     : TriangleUtil.FlipTriangle(Enumerable.Range(0, m_positions.Count)).ToArray() // without index array
                    ;
                    for (int i = 0; i < indices.Length; ++i)
                    {
                        indices[i] += indexOffset;
                    }

                    m_subMeshes.Add(indices);

                    // material
                    m_materialIndices.Add(prim.material);
                }
            }
Пример #8
0
        public static Exported FromGameObject(glTF gltf, GameObject go)
        {
            var bytesBuffer = new ArrayByteBuffer();
            var bufferIndex = gltf.AddBuffer(bytesBuffer);

            var unityNodes = go.transform.Traverse()
                             .Skip(1) // exclude root object for the symmetry with the importer
                             .ToList();

            #region Material
            var unityMaterials = unityNodes.SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList();
            var unityTextures  = unityMaterials.SelectMany(x => x.GetTextures()).Where(x => x != null).Distinct().ToList();

            for (int i = 0; i < unityTextures.Count; ++i)
            {
                var texture = unityTextures[i];
                ExportTexture(gltf, bufferIndex, texture);
            }

            gltf.materials = unityMaterials.Select(x => ExportMaterial(x, unityTextures)).ToList();
            #endregion

            #region Meshes
            var unityMeshes = unityNodes
                              .Select(x => new MeshWithRenderer
            {
                Mesh       = x.GetSharedMesh(),
                Rendererer = x.GetComponent <Renderer>(),
            })
                              .Where(x => x.Mesh != null)
                              .ToList();
            for (int i = 0; i < unityMeshes.Count; ++i)
            {
                var x         = unityMeshes[i];
                var mesh      = x.Mesh;
                var materials = x.Rendererer.sharedMaterials;

                var positions             = mesh.vertices.Select(y => y.ReverseZ()).ToArray();
                var positionAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, positions, glBufferTarget.ARRAY_BUFFER);
                gltf.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
                gltf.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();

                var normalAccessorIndex  = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.normals.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
                var tangentAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.tangents.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
                var uvAccessorIndex      = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.uv.Select(y => y.ReverseY()).ToArray(), glBufferTarget.ARRAY_BUFFER);

                var boneweights         = mesh.boneWeights;
                var weightAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new Vector4(y.weight0, y.weight1, y.weight2, y.weight3)).ToArray(), glBufferTarget.ARRAY_BUFFER);
                var jointsAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new UShort4((ushort)y.boneIndex0, (ushort)y.boneIndex1, (ushort)y.boneIndex2, (ushort)y.boneIndex3)).ToArray(), glBufferTarget.ARRAY_BUFFER);

                var attributes = new glTFAttributes
                {
                    POSITION = positionAccessorIndex,
                };
                if (normalAccessorIndex != -1)
                {
                    attributes.NORMAL = normalAccessorIndex;
                }
                if (tangentAccessorIndex != -1)
                {
                    attributes.TANGENT = tangentAccessorIndex;
                }
                if (uvAccessorIndex != -1)
                {
                    attributes.TEXCOORD_0 = uvAccessorIndex;
                }
                if (weightAccessorIndex != -1)
                {
                    attributes.WEIGHTS_0 = weightAccessorIndex;
                }
                if (jointsAccessorIndex != -1)
                {
                    attributes.JOINTS_0 = jointsAccessorIndex;
                }

                gltf.meshes.Add(new glTFMesh(mesh.name));

                for (int j = 0; j < mesh.subMeshCount; ++j)
                {
                    var indices = TriangleUtil.FlipTriangle(mesh.GetIndices(j)).Select(y => (uint)y).ToArray();
                    var indicesAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, indices, glBufferTarget.ELEMENT_ARRAY_BUFFER);

                    gltf.meshes.Last().primitives.Add(new glTFPrimitives
                    {
                        attributes = attributes,
                        indices    = indicesAccessorIndex,
                        mode       = 4, // triangels ?
                        material   = unityMaterials.IndexOf(materials[j])
                    });
                }

                if (mesh.blendShapeCount > 0)
                {
                    for (int j = 0; j < mesh.blendShapeCount; ++j)
                    {
                        var blendShapeVertices = mesh.vertices;
                        var blendShpaeNormals  = mesh.normals;
                        var blendShapeTangents = mesh.tangents.Select(y => (Vector3)y).ToArray();
                        var k = mesh.GetBlendShapeFrameCount(j);
                        mesh.GetBlendShapeFrameVertices(j, k - 1, blendShapeVertices, blendShpaeNormals, null);

                        var blendShapePositionAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex,
                                                                                                   blendShapeVertices.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
                        var blendShapeNormalAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex,
                                                                                                 blendShpaeNormals.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
                        var blendShapeTangentAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex,
                                                                                                  blendShapeTangents.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
                        //
                        // first primitive has whole blendShape
                        //
                        gltf.meshes.Last().primitives[0].targets.Add(new gltfMorphTarget
                        {
                            extra = new extraName
                            {
                                name = mesh.GetBlendShapeName(j)
                            },
                            POSITION = blendShapePositionAccessorIndex,
                            NORMAL   = blendShapeNormalAccessorIndex,
                            TANGENT  = blendShapeTangentAccessorIndex,
                        });
                    }
                }
            }
            #endregion

            #region Skins
            var unitySkins = unityNodes
                             .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x => x != null)
                             .ToList();
            gltf.nodes  = unityNodes.Select(x => ExportNode(x, unityNodes, unityMeshes.Select(y => y.Mesh).ToList(), unitySkins)).ToList();
            gltf.scenes = new List <gltfScene>
            {
                new gltfScene
                {
                    nodes = go.transform.GetChildren().Select(x => unityNodes.IndexOf(x)).ToArray(),
                }
            };

            foreach (var x in unitySkins)
            {
                var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray();
                var accessor = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);

                var skin = new glTFSkin
                {
                    inverseBindMatrices = accessor,
                    joints   = x.bones.Select(y => unityNodes.IndexOf(y)).ToArray(),
                    skeleton = unityNodes.IndexOf(x.rootBone),
                };
                var skinIndex = gltf.skins.Count;
                gltf.skins.Add(skin);

                foreach (var z in unityNodes.Where(y => y.Has(x)))
                {
                    var nodeIndex = unityNodes.IndexOf(z);
                    gltf.nodes[nodeIndex].skin = skinIndex;
                }
            }
            #endregion

#if UNITY_EDITOR
            #region Animations
            var animation = go.GetComponent <Animation>();
            if (animation != null)
            {
                foreach (AnimationState state in animation)
                {
                    var animationWithCurve = ExportAnimation(state.clip, go.transform, unityNodes);

                    foreach (var kv in animationWithCurve.SamplerMap)
                    {
                        var sampler = animationWithCurve.Animation.samplers[kv.Key];

                        var inputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input);
                        sampler.input = inputAccessorIndex;

                        var outputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output);
                        sampler.output = outputAccessorIndex;

                        // modify accessors
                        var outputAccessor = gltf.accessors[outputAccessorIndex];
                        var channel        = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
                        switch (glTFAnimationTarget.GetElementCount(channel.target.path))
                        {
                        case 3:
                            outputAccessor.type   = "VEC3";
                            outputAccessor.count /= 3;
                            break;

                        case 4:
                            outputAccessor.type   = "VEC4";
                            outputAccessor.count /= 4;
                            break;

                        default:
                            throw new NotImplementedException();
                        }
                    }

                    gltf.animations.Add(animationWithCurve.Animation);
                }
            }
            #endregion
#endif

            // glb buffer
            gltf.buffers[bufferIndex].UpdateByteLength();

            return(new Exported
            {
                Meshes = unityMeshes,
                Nodes = unityNodes.Select(x => x.transform).ToList(),
                Materials = unityMaterials,
                Textures = unityTextures,
            });
        }
Пример #9
0
    public List <PathNode> FindCenterPointPath(Vector3 start, Vector3 end)
    {
        //标记开始结束点
        startVertex = FindNodeByPoint(start);
        endVertex   = FindNodeByPoint(end);

        if (startVertex == null && endVertex == null)
        {
            return(null);
        }
        else if (startVertex == null)
        {
            startVertex = FindNearestNode(start);
        }
        else if (endVertex == null)
        {
            endVertex = FindNearestNode(end);
        }

        PathNode startNode = new PathNode();

        startNode.node = startVertex;
        PathNode endNode = new PathNode();

        endNode.node = endVertex;

        //如果起点和终点在同一个三角形中,则返回一个节点
        if (startVertex.center == endVertex.center)
        {
            pathList.Clear();
            pathList.Add(startNode);
            return(pathList);
        }
        //如果起点和终点在两个相邻的三角形中,则返回二个节点
        else if (TriangleUtil.GetTwoPointsInTwoPath(startNode, endNode) != null)
        {
            pathList.Clear();
            pathList.Add(startNode);
            pathList.Add(endNode);
            return(pathList);
        }

        List <PathNode> openList = new List <PathNode>();

        closeList = new List <PathNode>();


        PathNode path = new PathNode();

        path.node = startVertex;
        path.dis  = 0;

        closeList.Add(path);

        FindNextPath(path, endVertex, openList, closeList);

        //记录并显示路径
        if (showProcessPath)
        {
            ShowProcessPath();
        }
        else
        {
            ShowCenterPath();
        }
        return(pathList);
    }
Пример #10
0
        static glTFMesh ExportPrimitives(glTF gltf, int bufferIndex,
                                         string rendererName,
                                         Mesh mesh, Material[] materials,
                                         List <Material> unityMaterials)
        {
            var positions             = mesh.vertices.Select(y => y.ReverseZ()).ToArray();
            var positionAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, positions, glBufferTarget.ARRAY_BUFFER);

            gltf.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
            gltf.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();

            var normalAccessorIndex  = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.normals.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var tangentAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.tangents.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var uvAccessorIndex      = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.uv.Select(y => y.ReverseY()).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var colorAccessorIndex   = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.colors, glBufferTarget.ARRAY_BUFFER);

            var boneweights         = mesh.boneWeights;
            var weightAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new Vector4(y.weight0, y.weight1, y.weight2, y.weight3)).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var jointsAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new UShort4((ushort)y.boneIndex0, (ushort)y.boneIndex1, (ushort)y.boneIndex2, (ushort)y.boneIndex3)).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var attributes = new glTFAttributes
            {
                POSITION = positionAccessorIndex,
            };

            if (normalAccessorIndex != -1)
            {
                attributes.NORMAL = normalAccessorIndex;
            }
            if (tangentAccessorIndex != -1)
            {
                attributes.TANGENT = tangentAccessorIndex;
            }
            if (uvAccessorIndex != -1)
            {
                attributes.TEXCOORD_0 = uvAccessorIndex;
            }
            if (colorAccessorIndex != -1)
            {
                attributes.COLOR_0 = colorAccessorIndex;
            }
            if (weightAccessorIndex != -1)
            {
                attributes.WEIGHTS_0 = weightAccessorIndex;
            }
            if (jointsAccessorIndex != -1)
            {
                attributes.JOINTS_0 = jointsAccessorIndex;
            }

            var gltfMesh = new glTFMesh(mesh.name);

            for (int j = 0; j < mesh.subMeshCount; ++j)
            {
                var indices = TriangleUtil.FlipTriangle(mesh.GetIndices(j)).Select(y => (uint)y).ToArray();
                var indicesAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, indices, glBufferTarget.ELEMENT_ARRAY_BUFFER);

                if (j >= materials.Length)
                {
                    Debug.LogWarningFormat("{0}.materials is not enough", rendererName);
                    break;
                }

                gltfMesh.primitives.Add(new glTFPrimitives
                {
                    attributes = attributes,
                    indices    = indicesAccessorIndex,
                    mode       = 4, // triangels ?
                    material   = unityMaterials.IndexOf(materials[j])
                });
            }
            return(gltfMesh);
        }
Пример #11
0
    public static bool CutTriangleMesh(Mesh[] outputMeshes, Mesh sourceMesh, Plane cuttingPlane, Transform transform, Transform rotation, bool cap)
    {
        float epsilon = 0.00001f;

        debugPolyLoop       = new List <Vector3>();
        debugEdgePoints     = new List <Vector3>();
        debugEdges          = new List <Vector3[]>();
        debugLoopEdgePoints = new List <Vector3[]>();

        int vertCount = sourceMesh.vertexCount;

        Vector3[]           verts    = sourceMesh.vertices;
        Triangle3D.Vertex[] allVerts = new Triangle3D.Vertex[vertCount];
        for (int i = 0; i < vertCount; i++)
        {
            allVerts[i] = new Triangle3D.Vertex(transform.TransformPoint(verts[i]));
        }

        List <Triangle3D.Vertex> allVertList = new List <Triangle3D.Vertex>();

        Vector2[] originalUVs      = sourceMesh.uv;
        Vector3[] originalNormals  = sourceMesh.normals;
        Vector4[] originalTangents = sourceMesh.tangents;

        int triCount = sourceMesh.triangles.Length / 3;

        Triangle3D[] originalTriangles = new Triangle3D[triCount];

        int offset = 0;

        for (int j = 0; j < sourceMesh.subMeshCount; j++)
        {
            uint  triOffset       = 0;
            int[] subMeshIndices  = sourceMesh.GetTriangles(j);
            int   subMeshTriCount = subMeshIndices.Length / 3;

            for (int i = 0; i < subMeshTriCount; i++)
            {
                int idx0 = subMeshIndices[triOffset + 0];
                int idx1 = subMeshIndices[triOffset + 1];
                int idx2 = subMeshIndices[triOffset + 2];


                originalTriangles[offset++] = new Triangle3D(allVertList, new Triangle3D.Vertex[] { allVerts[idx0], allVerts[idx1], allVerts[idx2] }, new Vector3[] { originalNormals[idx0], originalNormals[idx1], originalNormals[idx2] }, new Vector2[] { originalUVs[idx0], originalUVs[idx1], originalUVs[idx2] }, new Vector4[] { originalTangents[idx0], originalTangents[idx1], originalTangents[idx2] }, new int[] { subMeshIndices[triOffset + 0], subMeshIndices[triOffset + 1], subMeshIndices[triOffset + 2] }, j);

                triOffset += 3;
            }
        }

        if (originalTriangles.Length > 0)
        {
            int          processedTriCount = 0;
            Triangle3D[] processedTris     = new Triangle3D[originalTriangles.Length * 3];

            ClassificationUtil.Classification prevSide = ClassificationUtil.Classification.UNDEFINED;
            foreach (Triangle3D originalTriangle in originalTriangles)
            {
                ClassificationUtil.Classification side;
                Triangle3D[] splitTriangles = TriangleUtil.SplitTriangleWithPlane(originalTriangle, cuttingPlane, epsilon, out side, cap);
                if (prevSide != ClassificationUtil.Classification.UNDEFINED && prevSide != side)
                {
                }
                prevSide = side;
                if (splitTriangles != null)
                {
                    // Triangle was cut
                    foreach (Triangle3D splitTriangle in splitTriangles)
                    {
                        processedTris[processedTriCount] = splitTriangle;
                        processedTriCount++;
                    }
                }

                else
                {
                    // Triangle was not cut
                    processedTris[processedTriCount] = originalTriangle;
                    processedTriCount++;
                }
            }

            int          triangleBucketACount = 0;
            int          triangleBucketBCount = 0;
            Triangle3D[] triangleBucketA      = new Triangle3D[processedTriCount];
            Triangle3D[] triangleBucketB      = new Triangle3D[processedTriCount];
            for (int i = 0; i < processedTriCount; i++)
            {
                ClassificationUtil.Classification[] classes;
                ClassificationUtil.Classification   triClass = ClassificationUtil.ClassifyPoints(processedTris[i].pos, cuttingPlane, out classes, epsilon);

                if (triClass == ClassificationUtil.Classification.FRONT)
                {
                    triangleBucketA[triangleBucketACount++] = processedTris[i];
                }

                else if (triClass == ClassificationUtil.Classification.BACK)
                {
                    triangleBucketB[triangleBucketBCount++] = processedTris[i];
                }
            }

            if (triangleBucketACount == 0 || triangleBucketBCount == 0)
            {
                return(false);
            }

            List <Triangle3D>        totalCapTriBucket  = new List <Triangle3D>();
            List <Triangle3D.Vertex> totalCapVertBucket = new List <Triangle3D.Vertex>();

            while (cap && debugEdges.Count > 2)
            {
                List <Triangle3D>        capTriBucket  = new List <Triangle3D>();
                List <Triangle3D.Vertex> capVertBucket = new List <Triangle3D.Vertex>();

                Triangle3D.Vertex[] sortedVerts = GetPolyLoop(ref debugEdges);

                if (sortedVerts != null)
                {
                    CapMesh(out capTriBucket, out capVertBucket, sortedVerts, transform, rotation, totalCapTriBucket.Count);
                }

                if (capVertBucket.Count > 2)
                {
                    for (int i = 0; i < capVertBucket.Count - 1; i++)
                    {
                        Debug.DrawLine(transform.TransformPoint(capVertBucket[i].pos), transform.TransformPoint(capVertBucket[i + 1].pos));
                    }
                    Debug.DrawLine(transform.TransformPoint(capVertBucket[capVertBucket.Count - 1].pos), transform.TransformPoint(capVertBucket[0].pos));
                }

                totalCapTriBucket.AddRange(capTriBucket);
                totalCapVertBucket.AddRange(capVertBucket);
            }

            if (triangleBucketACount > 0)
            {
                SortMesh(outputMeshes[0], triangleBucketA, triangleBucketACount, transform, totalCapTriBucket, totalCapVertBucket, false);
            }
            if (triangleBucketBCount > 0)
            {
                SortMesh(outputMeshes[1], triangleBucketB, triangleBucketBCount, transform, totalCapTriBucket, totalCapVertBucket, true);
            }
            return(true);
        }

        else
        {
            Debug.Log("source geometry empty");
            return(false);
        }
    }