示例#1
0
        public static MeshWithMaterials BuildMesh(ImporterContext ctx, MeshImporter.MeshContext meshContext)
        {
            if (!meshContext.materialIndices.Any())
            {
                meshContext.materialIndices.Add(0);
            }

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

            mesh.name = meshContext.name;

            if (meshContext.positions.Length > 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",
                                       meshContext.positions.Length);
#endif
            }

            mesh.vertices = meshContext.positions;
            bool recalculateNormals = false;
            if (meshContext.normals != null && meshContext.normals.Length > 0)
            {
                mesh.normals = meshContext.normals;
            }
            else
            {
                recalculateNormals = true;
            }

            if (meshContext.uv != null && meshContext.uv.Length > 0)
            {
                mesh.uv = meshContext.uv;
            }

            bool recalculateTangents = true;
#if UNIGLTF_IMPORT_TANGENTS
            if (meshContext.tangents != null && meshContext.tangents.Length > 0)
            {
                mesh.tangents       = meshContext.tangents;
                recalculateTangents = false;
            }
#endif

            if (meshContext.colors != null && meshContext.colors.Length > 0)
            {
                mesh.colors = meshContext.colors;
            }
            if (meshContext.boneWeights != null && meshContext.boneWeights.Count > 0)
            {
                mesh.boneWeights = meshContext.boneWeights.ToArray();
            }
            mesh.subMeshCount = meshContext.subMeshes.Count;
            for (int i = 0; i < meshContext.subMeshes.Count; ++i)
            {
                mesh.SetTriangles(meshContext.subMeshes[i], i);
            }

            if (recalculateNormals)
            {
                mesh.RecalculateNormals();
            }
            if (recalculateTangents)
            {
#if UNITY_5_6_OR_NEWER
                mesh.RecalculateTangents();
#else
                CalcTangents(mesh);
#endif
            }

            var result = new MeshWithMaterials
            {
                Mesh      = mesh,
                Materials = meshContext.materialIndices.Select(x => ctx.GetMaterial(x)).ToArray()
            };

            if (meshContext.blendShapes != null)
            {
                Vector3[] emptyVertices = null;
                foreach (var blendShape in meshContext.blendShapes)
                {
                    if (blendShape.Positions.Count > 0)
                    {
                        if (blendShape.Positions.Count == mesh.vertexCount)
                        {
                            mesh.AddBlendShapeFrame(blendShape.Name, FRAME_WEIGHT,
                                                    blendShape.Positions.ToArray(),
                                                    (meshContext.normals != null && meshContext.normals.Length == mesh.vertexCount && blendShape.Normals.Count() == blendShape.Positions.Count()) ? blendShape.Normals.ToArray() : null,
                                                    null
                                                    );
                        }
                        else
                        {
                            Debug.LogWarningFormat("May be partial primitive has blendShape. Require separate mesh or extend blend shape, but not implemented: {0}", blendShape.Name);
                        }
                    }
                    else
                    {
                        if (emptyVertices == null)
                        {
                            emptyVertices = new Vector3[mesh.vertexCount];
                        }
                        // Debug.LogFormat("empty blendshape: {0}.{1}", mesh.name, blendShape.Name);
                        // add empty blend shape for keep blend shape index
                        mesh.AddBlendShapeFrame(blendShape.Name, FRAME_WEIGHT,
                                                emptyVertices,
                                                null,
                                                null
                                                );
                    }
                }
            }

            return(result);
        }
示例#2
0
 public void AddMeshWitMaterials(MeshWithMaterials meshWithMats)
 {
     Meshes.Add(meshWithMats);
 }