private static VrmLib.Skin CreateSkin( SkinnedMeshRenderer skinnedMeshRenderer, Dictionary <GameObject, VrmLib.Node> nodes, GameObject root) { if (skinnedMeshRenderer.bones == null || skinnedMeshRenderer.bones.Length == 0) { return(null); } var skin = new VrmLib.Skin(); skin.InverseMatrices = ToBufferAccessor(skinnedMeshRenderer.sharedMesh.bindposes); if (skinnedMeshRenderer.rootBone != null) { skin.Root = nodes[skinnedMeshRenderer.rootBone.gameObject]; } skin.Joints = skinnedMeshRenderer.bones.Select(x => nodes[x.gameObject]).ToList(); return(skin); }
public static void LoadMesh(this Mesh mesh, VrmLib.Mesh src, VrmLib.Skin skin = null) { mesh.vertices = src.VertexBuffer.Positions.GetSpan <Vector3>().ToArray(); mesh.normals = src.VertexBuffer.Normals?.GetSpan <Vector3>().ToArray(); mesh.uv = src.VertexBuffer.TexCoords?.GetSpan <Vector2>().ToArray(); mesh.colors = src.VertexBuffer.Colors?.GetSpan <Color>().ToArray(); if (src.VertexBuffer.Weights != null && src.VertexBuffer.Joints != null) { var boneWeights = new BoneWeight[mesh.vertexCount]; if (src.VertexBuffer.Weights.Count != mesh.vertexCount || src.VertexBuffer.Joints.Count != mesh.vertexCount) { throw new ArgumentException(); } var weights = src.VertexBuffer.Weights.GetSpan <Vector4>(); var joints = src.VertexBuffer.Joints.GetSpan <VrmLib.SkinJoints>(); if (skin != null) { mesh.bindposes = skin.InverseMatrices.GetSpan <Matrix4x4>().ToArray(); } for (int i = 0; i < weights.Length; ++i) { var w = weights[i]; boneWeights[i].weight0 = w.x; boneWeights[i].weight1 = w.y; boneWeights[i].weight2 = w.z; boneWeights[i].weight3 = w.w; } for (int i = 0; i < joints.Length; ++i) { var j = joints[i]; boneWeights[i].boneIndex0 = j.Joint0; boneWeights[i].boneIndex1 = j.Joint1; boneWeights[i].boneIndex2 = j.Joint2; boneWeights[i].boneIndex3 = j.Joint3; } mesh.boneWeights = boneWeights; } mesh.subMeshCount = src.Submeshes.Count; #if UNITY_2019 var triangles = src.IndexBuffer.GetAsIntArray(); mesh.triangles = triangles; var flags = MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontResetBoneBounds; for (int i = 0; i < src.Submeshes.Count; ++i) { var submesh = src.Submeshes[i]; mesh.SetSubMesh(i, new SubMeshDescriptor { indexStart = submesh.Offset, indexCount = submesh.DrawCount, }, flags); } #else var triangles = src.IndexBuffer.GetAsIntList(); for (int i = 0; i < src.Submeshes.Count; ++i) { var submesh = src.Submeshes[i]; mesh.SetTriangles(triangles.GetRange(submesh.Offset, submesh.DrawCount), i); } #endif foreach (var morphTarget in src.MorphTargets) { var positions = morphTarget.VertexBuffer.Positions != null ? morphTarget.VertexBuffer.Positions.GetSpan <Vector3>().ToArray() : new Vector3[mesh.vertexCount] // dummy ; mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, positions, null, null); mesh.RecalculateBounds(); mesh.RecalculateTangents(); } }
/// <summary> /// VrmLib.Mesh => UnityEngine.Mesh /// </summary> /// <param name="mesh"></param> /// <param name="src"></param> /// <param name="skin"></param> public static UnityEngine.Mesh LoadSharedMesh(VrmLib.Mesh src, VrmLib.Skin skin = null) { // submesh 方式 var mesh = new UnityEngine.Mesh(); mesh.vertices = src.VertexBuffer.Positions.GetSpan <Vector3>().ToArray(); mesh.normals = src.VertexBuffer.Normals?.GetSpan <Vector3>().ToArray(); mesh.uv = src.VertexBuffer.TexCoords?.GetSpan <Vector2>().ToArray(); mesh.colors = src.VertexBuffer.Colors?.GetSpan <Color>().ToArray(); if (src.VertexBuffer.Weights != null && src.VertexBuffer.Joints != null) { var boneWeights = new BoneWeight[mesh.vertexCount]; if (src.VertexBuffer.Weights.Count != mesh.vertexCount || src.VertexBuffer.Joints.Count != mesh.vertexCount) { throw new ArgumentException(); } var weights = src.VertexBuffer.Weights.GetSpan <Vector4>(); var joints = src.VertexBuffer.Joints.GetSpan <VrmLib.SkinJoints>(); if (skin != null) { mesh.bindposes = skin.InverseMatrices.GetSpan <Matrix4x4>().ToArray(); } for (int i = 0; i < weights.Length; ++i) { var w = weights[i]; boneWeights[i].weight0 = w.x; boneWeights[i].weight1 = w.y; boneWeights[i].weight2 = w.z; boneWeights[i].weight3 = w.w; } for (int i = 0; i < joints.Length; ++i) { var j = joints[i]; boneWeights[i].boneIndex0 = j.Joint0; boneWeights[i].boneIndex1 = j.Joint1; boneWeights[i].boneIndex2 = j.Joint2; boneWeights[i].boneIndex3 = j.Joint3; } mesh.boneWeights = boneWeights; } mesh.subMeshCount = src.Submeshes.Count; var triangles = src.IndexBuffer.GetAsIntList(); for (int i = 0; i < src.Submeshes.Count; ++i) { var submesh = src.Submeshes[i]; mesh.SetTriangles(triangles.GetRange(submesh.Offset, submesh.DrawCount), i); } foreach (var morphTarget in src.MorphTargets) { var positions = morphTarget.VertexBuffer.Positions != null ? morphTarget.VertexBuffer.Positions.GetSpan <Vector3>().ToArray() : new Vector3[mesh.vertexCount] // dummy ; mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, positions, null, null); } mesh.RecalculateBounds(); mesh.RecalculateTangents(); return(mesh); }