/// <summary> /// VrmLib.Mesh => UnityEngine.Mesh /// </summary> /// <param name="mesh"></param> /// <param name="src"></param> /// <param name="skin"></param> public static Mesh LoadSharedMesh(VrmLib.Mesh src, Skin skin = null) { Profiler.BeginSample("MeshImporterShared.LoadSharedMesh"); var mesh = new Mesh(); var positions = src.VertexBuffer.Positions.Bytes.Reinterpret <Vector3>(1); var normals = src.VertexBuffer.Normals?.Bytes.Reinterpret <Vector3>(1) ?? default; var texCoords = src.VertexBuffer.TexCoords?.Bytes.Reinterpret <Vector2>(1) ?? default; var colors = src.VertexBuffer.Colors?.Bytes.Reinterpret <Color>(1) ?? default; var weights = src.VertexBuffer.Weights?.GetAsVector4Array() ?? default; var joints = src.VertexBuffer.Joints?.GetAsSkinJointsArray() ?? default; using (var vertices = new NativeArray <MeshVertex>(positions.Length, Allocator.TempJob)) { // JobとBindPoseの更新を並行して行う var jobHandle = new InterleaveMeshVerticesJob(vertices, positions, normals, texCoords, colors, weights, joints) .Schedule(vertices.Length, 1); JobHandle.ScheduleBatchedJobs(); // BindPoseを更新 if (weights.IsCreated && joints.IsCreated) { if (weights.Length != positions.Length || joints.Length != positions.Length) { throw new ArgumentException(); } if (skin != null) { mesh.bindposes = skin.InverseMatrices.GetSpan <Matrix4x4>().ToArray(); } } // Jobを完了 jobHandle.Complete(); // 頂点を更新 MeshVertex.SetVertexBufferParamsToMesh(mesh, vertices.Length); mesh.SetVertexBufferData(vertices, 0, 0, vertices.Length); // 出力のNativeArrayを開放 } // Indexを更新 switch (src.IndexBuffer.ComponentType) { case AccessorValueType.UNSIGNED_BYTE: { var intIndices = src.IndexBuffer.GetAsIntArray(); mesh.SetIndexBufferParams(intIndices.Length, IndexFormat.UInt32); mesh.SetIndexBufferData(intIndices, 0, 0, intIndices.Length); break; } case AccessorValueType.UNSIGNED_SHORT: { var shortIndices = src.IndexBuffer.Bytes.Reinterpret <ushort>(1); mesh.SetIndexBufferParams(shortIndices.Length, IndexFormat.UInt16); mesh.SetIndexBufferData(shortIndices, 0, 0, shortIndices.Length); break; } case AccessorValueType.UNSIGNED_INT: { var intIndices = src.IndexBuffer.Bytes.Reinterpret <uint>(1); mesh.SetIndexBufferParams(intIndices.Length, IndexFormat.UInt32); mesh.SetIndexBufferData(intIndices, 0, 0, intIndices.Length); break; } default: throw new NotImplementedException(); } // SubMeshを更新 mesh.subMeshCount = src.Submeshes.Count; for (var i = 0; i < src.Submeshes.Count; ++i) { var subMesh = src.Submeshes[i]; mesh.SetSubMesh(i, new SubMeshDescriptor(subMesh.Offset, subMesh.DrawCount)); } // MorphTargetを更新 foreach (var morphTarget in src.MorphTargets) { var morphTargetPositions = morphTarget.VertexBuffer.Positions != null ? morphTarget.VertexBuffer.Positions.GetSpan <Vector3>().ToArray() : new Vector3[mesh.vertexCount] // dummy ; mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, morphTargetPositions, null, null); } // 各種パラメーターを再計算 mesh.RecalculateBounds(); mesh.RecalculateTangents(); if (src.VertexBuffer.Normals == null) { mesh.RecalculateNormals(); } Profiler.EndSample(); return(mesh); }