public static SkinnedMeshRenderer CreateSkinnedMeshRenderer(Animator parser, List <Material> materials, WorkspaceMesh mesh, out int[] indices, out bool[] worldCoords, out bool[] replaceSubmeshesOption) { int numUncheckedSubmeshes = 0; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { numUncheckedSubmeshes++; } } int numSubmeshes = mesh.SubmeshList.Count - numUncheckedSubmeshes; indices = new int[numSubmeshes]; worldCoords = new bool[numSubmeshes]; replaceSubmeshesOption = new bool[numSubmeshes]; List <Matrix> poseMatrices = new List <Matrix>(mesh.BoneList.Count); List <PPtr <Transform> > bones = CreateBoneList(parser.m_GameObject.instance.FindLinkedComponent(UnityClassID.Transform), mesh.BoneList, poseMatrices); SkinnedMeshRenderer sMesh = new SkinnedMeshRenderer(parser.file); int totVerts = 0, totFaces = 0; sMesh.m_Materials.Capacity = numSubmeshes; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { continue; } Material matFound = materials.Find ( delegate(Material mat) { return(mat.m_Name == submesh.Material); } ); sMesh.m_Materials.Add(new PPtr <Material>(matFound)); totVerts += submesh.VertexList.Count; totFaces += submesh.FaceList.Count; } Mesh uMesh = new Mesh(parser.file); uMesh.m_Name = mesh.Name; sMesh.m_Mesh = new PPtr <Mesh>(uMesh); sMesh.m_Bones = bones; uMesh.m_BindPose = poseMatrices; uMesh.m_BoneNameHashes = new List <uint>(poseMatrices.Count); for (int i = 0; i < mesh.BoneList.Count; i++) { string bone = mesh.BoneList[i].Name; uint hash = parser.m_Avatar.instance.BoneHash(bone); uMesh.m_BoneNameHashes.Add(hash); } uMesh.m_VertexData = new VertexData((uint)totVerts); uMesh.m_Skin = new List <BoneInfluence>(totVerts); uMesh.m_IndexBuffer = new byte[totFaces * 3 * sizeof(ushort)]; using (BinaryWriter vertWriter = new BinaryWriter(new MemoryStream(uMesh.m_VertexData.m_DataSize)), indexWriter = new BinaryWriter(new MemoryStream(uMesh.m_IndexBuffer))) { uMesh.m_LocalAABB.m_Center = new Vector3(Single.MaxValue, Single.MaxValue, Single.MaxValue); uMesh.m_LocalAABB.m_Extend = new Vector3(Single.MinValue, Single.MinValue, Single.MinValue); uMesh.m_SubMeshes = new List <SubMesh>(numSubmeshes); int vertIndex = 0; for (int i = 0, submeshIdx = 0; i < numSubmeshes; i++, submeshIdx++) { while (!mesh.isSubmeshEnabled(mesh.SubmeshList[submeshIdx])) { submeshIdx++; } SubMesh submesh = new SubMesh(); submesh.indexCount = (uint)mesh.SubmeshList[submeshIdx].FaceList.Count * 3; submesh.vertexCount = (uint)mesh.SubmeshList[submeshIdx].VertexList.Count; submesh.firstVertex = (uint)vertIndex; uMesh.m_SubMeshes.Add(submesh); indices[i] = mesh.SubmeshList[submeshIdx].Index; worldCoords[i] = mesh.SubmeshList[submeshIdx].WorldCoords; replaceSubmeshesOption[i] = mesh.isSubmeshReplacingOriginal(mesh.SubmeshList[submeshIdx]); List <ImportedVertex> vertexList = mesh.SubmeshList[submeshIdx].VertexList; Vector3 min = new Vector3(Single.MaxValue, Single.MaxValue, Single.MaxValue); Vector3 max = new Vector3(Single.MinValue, Single.MinValue, Single.MinValue); for (int str = 0; str < uMesh.m_VertexData.m_Streams.Count; str++) { StreamInfo sInfo = uMesh.m_VertexData.m_Streams[str]; if (sInfo.channelMask == 0) { continue; } for (int j = 0; j < vertexList.Count; j++) { ImportedVertex vert = vertexList[j]; for (int chn = 0; chn < uMesh.m_VertexData.m_Channels.Count; chn++) { ChannelInfo cInfo = uMesh.m_VertexData.m_Channels[chn]; if ((sInfo.channelMask & (1 << chn)) == 0) { continue; } vertWriter.BaseStream.Position = sInfo.offset + (j + submesh.firstVertex) * sInfo.stride + cInfo.offset; switch (chn) { case 0: Vector3 pos = vert.Position; pos.X *= -1; vertWriter.Write(pos); min = Vector3.Minimize(min, pos); max = Vector3.Maximize(max, pos); break; case 1: Vector3 normal = vert.Normal; normal.X *= -1; vertWriter.Write(normal); break; case 3: vertWriter.Write(vert.UV); break; case 5: Vector4 tangent = vert.Tangent; tangent.X *= -1; tangent.W *= -1; vertWriter.Write(vert.Tangent); break; } } if (sMesh.m_Bones.Count > 0 && sInfo.offset == 0 && uMesh.m_Skin.Count < totVerts) { BoneInfluence item = new BoneInfluence(); for (int k = 0; k < 4; k++) { item.boneIndex[k] = vert.BoneIndices[k] != 0xFF ? vert.BoneIndices[k] : 0; } vert.Weights.CopyTo(item.weight, 0); uMesh.m_Skin.Add(item); } } } vertIndex += (int)submesh.vertexCount; submesh.localAABB.m_Extend = max - min; submesh.localAABB.m_Center = min + submesh.localAABB.m_Extend / 2; uMesh.m_LocalAABB.m_Extend = Vector3.Maximize(uMesh.m_LocalAABB.m_Extend, max); uMesh.m_LocalAABB.m_Center = Vector3.Minimize(uMesh.m_LocalAABB.m_Center, min); List <ImportedFace> faceList = mesh.SubmeshList[submeshIdx].FaceList; submesh.firstByte = (uint)indexWriter.BaseStream.Position; for (int j = 0; j < faceList.Count; j++) { int[] vertexIndices = faceList[j].VertexIndices; indexWriter.Write((ushort)(vertexIndices[0] + submesh.firstVertex)); indexWriter.Write((ushort)(vertexIndices[2] + submesh.firstVertex)); indexWriter.Write((ushort)(vertexIndices[1] + submesh.firstVertex)); } } uMesh.m_LocalAABB.m_Extend -= uMesh.m_LocalAABB.m_Center; uMesh.m_LocalAABB.m_Center += uMesh.m_LocalAABB.m_Extend / 2; } return(sMesh); }
public static SkinnedMeshRenderer CreateSkinnedMeshRenderer(Animator parser, List<Material> materials, WorkspaceMesh mesh, Matrix meshMatrix, out int[] indices, out bool[] worldCoords, out bool[] replaceSubmeshesOption) { int numUncheckedSubmeshes = 0; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { numUncheckedSubmeshes++; } } int numSubmeshes = mesh.SubmeshList.Count - numUncheckedSubmeshes; indices = new int[numSubmeshes]; worldCoords = new bool[numSubmeshes]; replaceSubmeshesOption = new bool[numSubmeshes]; List<Matrix> poseMatrices = new List<Matrix>(mesh.BoneList.Count); Transform animatorTransform = parser.m_GameObject.instance.FindLinkedComponent(UnityClassID.Transform); List<PPtr<Transform>> bones = CreateBoneList(animatorTransform, meshMatrix, mesh.BoneList, poseMatrices); SkinnedMeshRenderer sMesh = new SkinnedMeshRenderer(parser.file); int totVerts = 0, totFaces = 0; sMesh.m_Materials.Capacity = numSubmeshes; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { continue; } Material matFound = materials.Find ( delegate(Material mat) { return mat.m_Name == submesh.Material; } ); sMesh.m_Materials.Add(new PPtr<Material>(matFound)); totVerts += submesh.VertexList.Count; totFaces += submesh.FaceList.Count; } Mesh uMesh = new Mesh(parser.file); uMesh.m_Name = mesh.Name; sMesh.m_Mesh = new PPtr<Mesh>(uMesh); sMesh.m_Bones = bones; uMesh.m_BindPose = poseMatrices; uMesh.m_BoneNameHashes = new List<uint>(poseMatrices.Count); for (int i = 0; i < mesh.BoneList.Count; i++) { string bone = mesh.BoneList[i].Name; uint hash = parser.m_Avatar.instance.BoneHash(bone); uMesh.m_BoneNameHashes.Add(hash); } uMesh.m_VertexData = new VertexData((uint)totVerts); uMesh.m_Skin = new List<BoneInfluence>(totVerts); uMesh.m_IndexBuffer = new byte[totFaces * 3 * sizeof(ushort)]; using (BinaryWriter vertWriter = new BinaryWriter(new MemoryStream(uMesh.m_VertexData.m_DataSize)), indexWriter = new BinaryWriter(new MemoryStream(uMesh.m_IndexBuffer))) { uMesh.m_LocalAABB.m_Center = new Vector3(Single.MaxValue, Single.MaxValue, Single.MaxValue); uMesh.m_LocalAABB.m_Extend = new Vector3(Single.MinValue, Single.MinValue, Single.MinValue); uMesh.m_SubMeshes = new List<SubMesh>(numSubmeshes); int vertIndex = 0; for (int i = 0, submeshIdx = 0; i < numSubmeshes; i++, submeshIdx++) { while (!mesh.isSubmeshEnabled(mesh.SubmeshList[submeshIdx])) { submeshIdx++; } SubMesh submesh = new SubMesh(); submesh.indexCount = (uint)mesh.SubmeshList[submeshIdx].FaceList.Count * 3; submesh.vertexCount = (uint)mesh.SubmeshList[submeshIdx].VertexList.Count; submesh.firstVertex = (uint)vertIndex; uMesh.m_SubMeshes.Add(submesh); indices[i] = mesh.SubmeshList[submeshIdx].Index; worldCoords[i] = mesh.SubmeshList[submeshIdx].WorldCoords; replaceSubmeshesOption[i] = mesh.isSubmeshReplacingOriginal(mesh.SubmeshList[submeshIdx]); List<ImportedVertex> vertexList = mesh.SubmeshList[submeshIdx].VertexList; Vector3 min = new Vector3(Single.MaxValue, Single.MaxValue, Single.MaxValue); Vector3 max = new Vector3(Single.MinValue, Single.MinValue, Single.MinValue); for (int str = 0; str < uMesh.m_VertexData.m_Streams.Count; str++) { StreamInfo sInfo = uMesh.m_VertexData.m_Streams[str]; if (sInfo.channelMask == 0) { continue; } for (int j = 0; j < vertexList.Count; j++) { ImportedVertex vert = vertexList[j]; for (int chn = 0; chn < uMesh.m_VertexData.m_Channels.Count; chn++) { ChannelInfo cInfo = uMesh.m_VertexData.m_Channels[chn]; if ((sInfo.channelMask & (1 << chn)) == 0) { continue; } vertWriter.BaseStream.Position = sInfo.offset + (j + submesh.firstVertex) * sInfo.stride + cInfo.offset; switch (chn) { case 0: Vector3 pos = vert.Position; pos.X *= -1; vertWriter.Write(pos); min = Vector3.Minimize(min, pos); max = Vector3.Maximize(max, pos); break; case 1: Vector3 normal = vert.Normal; normal.X *= -1; vertWriter.Write(normal); break; case 3: vertWriter.Write(vert.UV); break; case 5: Vector4 tangent = vert.Tangent; tangent.X *= -1; tangent.W *= -1; vertWriter.Write(tangent); break; } } if (sMesh.m_Bones.Count > 0 && sInfo.offset == 0 && uMesh.m_Skin.Count < totVerts) { BoneInfluence item = new BoneInfluence(); for (int k = 0; k < 4; k++) { item.boneIndex[k] = vert.BoneIndices[k] != 0xFF ? vert.BoneIndices[k] : 0; } vert.Weights.CopyTo(item.weight, 0); uMesh.m_Skin.Add(item); } } } vertIndex += (int)submesh.vertexCount; submesh.localAABB.m_Extend = max - min; submesh.localAABB.m_Center = min + submesh.localAABB.m_Extend / 2; uMesh.m_LocalAABB.m_Extend = Vector3.Maximize(uMesh.m_LocalAABB.m_Extend, max); uMesh.m_LocalAABB.m_Center = Vector3.Minimize(uMesh.m_LocalAABB.m_Center, min); List<ImportedFace> faceList = mesh.SubmeshList[submeshIdx].FaceList; submesh.firstByte = (uint)indexWriter.BaseStream.Position; for (int j = 0; j < faceList.Count; j++) { int[] vertexIndices = faceList[j].VertexIndices; indexWriter.Write((ushort)(vertexIndices[0] + submesh.firstVertex)); indexWriter.Write((ushort)(vertexIndices[2] + submesh.firstVertex)); indexWriter.Write((ushort)(vertexIndices[1] + submesh.firstVertex)); } } uMesh.m_LocalAABB.m_Extend -= uMesh.m_LocalAABB.m_Center; uMesh.m_LocalAABB.m_Center += uMesh.m_LocalAABB.m_Extend / 2; } return sMesh; }
private void ConvertMeshRenderers(List <MeshRenderer> meshList, bool skins, bool morphs) { MeshList = new List <ImportedMesh>(meshList.Count); MaterialList = new List <ImportedMaterial>(meshList.Count); TextureList = new List <ImportedTexture>(meshList.Count); MorphList = new List <ImportedMorph>(meshList.Count); foreach (MeshRenderer meshR in meshList) { Mesh mesh = Operations.GetMesh(meshR); if (mesh == null) { Report.ReportLog("skipping " + meshR.m_GameObject.instance.m_Name + " - no mesh"); continue; } ImportedMesh iMesh = new ImportedMesh(); Transform meshTransform = meshR.m_GameObject.instance.FindLinkedComponent(UnityClassID.Transform); iMesh.Name = meshTransform.GetTransformPath(); iMesh.SubmeshList = new List <ImportedSubmesh>(mesh.m_SubMeshes.Count); using (BinaryReader vertReader = new BinaryReader(new MemoryStream(mesh.m_VertexData.m_DataSize)), indexReader = new BinaryReader(new MemoryStream(mesh.m_IndexBuffer))) { for (int i = 0; i < mesh.m_SubMeshes.Count; i++) { SubMesh submesh = mesh.m_SubMeshes[i]; ImportedSubmesh iSubmesh = new ImportedSubmesh(); iSubmesh.Index = i; iSubmesh.Visible = true; Material mat = meshR.m_Materials[i].instance; ConvertMaterial(mat); iSubmesh.Material = mat.m_Name; iSubmesh.VertexList = new List <ImportedVertex>((int)submesh.vertexCount); for (int str = 0; str < mesh.m_VertexData.m_Streams.Count; str++) { StreamInfo sInfo = mesh.m_VertexData.m_Streams[str]; if (sInfo.channelMask == 0) { continue; } for (int j = 0; j < mesh.m_SubMeshes[i].vertexCount; j++) { ImportedVertex iVertex; if (iSubmesh.VertexList.Count < mesh.m_SubMeshes[i].vertexCount) { iVertex = new ImportedVertex(); iSubmesh.VertexList.Add(iVertex); } else { iVertex = iSubmesh.VertexList[j]; } for (int chn = 0; chn < mesh.m_VertexData.m_Channels.Count; chn++) { ChannelInfo cInfo = mesh.m_VertexData.m_Channels[chn]; if ((sInfo.channelMask & (1 << chn)) == 0) { continue; } vertReader.BaseStream.Position = sInfo.offset + (submesh.firstVertex + j) * sInfo.stride + cInfo.offset; switch (chn) { case 0: iVertex.Position = new SlimDX.Vector3(-vertReader.ReadSingle(), vertReader.ReadSingle(), vertReader.ReadSingle()); break; case 1: iVertex.Normal = new SlimDX.Vector3(-vertReader.ReadSingle(), vertReader.ReadSingle(), vertReader.ReadSingle()); break; case 3: iVertex.UV = new float[2] { vertReader.ReadSingle(), vertReader.ReadSingle() }; break; case 5: iVertex.Tangent = new SlimDX.Vector4(-vertReader.ReadSingle(), vertReader.ReadSingle(), vertReader.ReadSingle(), -vertReader.ReadSingle()); break; } } if (skins && iVertex.BoneIndices == null && mesh.m_Skin.Count > 0) { BoneInfluence inf = mesh.m_Skin[(int)submesh.firstVertex + j]; iVertex.BoneIndices = new byte[inf.boneIndex.Length]; for (int k = 0; k < iVertex.BoneIndices.Length; k++) { iVertex.BoneIndices[k] = (byte)inf.boneIndex[k]; } iVertex.Weights = (float[])inf.weight.Clone(); } } } int numFaces = (int)(submesh.indexCount / 3); iSubmesh.FaceList = new List <ImportedFace>(numFaces); indexReader.BaseStream.Position = submesh.firstByte; for (int j = 0; j < numFaces; j++) { ImportedFace face = new ImportedFace(); face.VertexIndices = new int[3]; face.VertexIndices[0] = indexReader.ReadUInt16() - (int)submesh.firstVertex; face.VertexIndices[2] = indexReader.ReadUInt16() - (int)submesh.firstVertex; face.VertexIndices[1] = indexReader.ReadUInt16() - (int)submesh.firstVertex; iSubmesh.FaceList.Add(face); } iMesh.SubmeshList.Add(iSubmesh); } } if (skins && meshR is SkinnedMeshRenderer) { SkinnedMeshRenderer sMesh = (SkinnedMeshRenderer)meshR; if (sMesh.m_Bones.Count >= 256) { throw new Exception("Too many bones (" + mesh.m_BindPose.Count + ")"); } if (sMesh.m_Bones.Count != mesh.m_BindPose.Count || sMesh.m_Bones.Count != mesh.m_BoneNameHashes.Count) { throw new Exception("Mismatching number of bones bind pose=" + mesh.m_BindPose.Count + " hashes=" + mesh.m_BoneNameHashes.Count + " numBones=" + sMesh.m_Bones.Count); } iMesh.BoneList = new List <ImportedBone>(sMesh.m_Bones.Count); for (int i = 0; i < sMesh.m_Bones.Count; i++) { ImportedBone bone = new ImportedBone(); uint boneHash = mesh.m_BoneNameHashes[i]; bone.Name = avatar.FindBoneName(boneHash); Matrix m = Matrix.Transpose(mesh.m_BindPose[i]); Vector3 s, t; Quaternion q; m.Decompose(out s, out q, out t); t.X *= -1; Vector3 euler = FbxUtility.QuaternionToEuler(q); euler.Y *= -1; euler.Z *= -1; q = FbxUtility.EulerToQuaternion(euler); bone.Matrix = Matrix.Scaling(s) * Matrix.RotationQuaternion(q) * Matrix.Translation(t); iMesh.BoneList.Add(bone); } } if (morphs && mesh.m_Shapes.shapes.Count > 0) { ImportedMorph morph = new ImportedMorph(); morph.Name = iMesh.Name; morph.ClipName = Operations.BlendShapeName(mesh); morph.KeyframeList = new List <ImportedMorphKeyframe>(mesh.m_Shapes.shapes.Count); for (int i = 0; i < mesh.m_Shapes.shapes.Count; i++) { ImportedMorphKeyframe keyframe = new ImportedMorphKeyframe(); keyframe.Name = Operations.BlendShapeKeyframeName(mesh, i); keyframe.VertexList = new List <ImportedVertex>((int)mesh.m_Shapes.shapes[i].vertexCount); keyframe.MorphedVertexIndices = new List <ushort>((int)mesh.m_Shapes.shapes[i].vertexCount); int lastVertIndex = (int)(mesh.m_Shapes.shapes[i].firstVertex + mesh.m_Shapes.shapes[i].vertexCount); for (int j = (int)mesh.m_Shapes.shapes[i].firstVertex; j < lastVertIndex; j++) { BlendShapeVertex morphVert = mesh.m_Shapes.vertices[j]; ImportedVertex vert = GetSourceVertex(iMesh.SubmeshList, (int)morphVert.index); ImportedVertex destVert = new ImportedVertex(); Vector3 morphPos = morphVert.vertex; morphPos.X *= -1; destVert.Position = vert.Position + morphPos; Vector3 morphNormal = morphVert.normal; morphNormal.X *= -1; destVert.Normal = morphNormal; Vector4 morphTangent = new Vector4(morphVert.tangent, 0); morphTangent.X *= -1; destVert.Tangent = morphTangent; keyframe.VertexList.Add(destVert); keyframe.MorphedVertexIndices.Add((ushort)morphVert.index); } morph.KeyframeList.Add(keyframe); } MorphList.Add(morph); } MeshList.Add(iMesh); } }