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Merge pull request #1372 from notargs/refactor_meshcontext
MeshContextのListをIReadOnlyListに変更・その他フォーマット
This commit is contained in:
@@ -1,83 +1,57 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using UnityEngine;
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namespace UniGLTF
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{
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public class MeshContext
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{
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[Serializable, StructLayout(LayoutKind.Sequential, Pack = 1)]
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struct Float4
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private readonly List<Vector3> _positions = new List<Vector3>();
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private readonly List<Vector3> _normals = new List<Vector3>();
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[Obsolete] private readonly List<Vector4> _tangents = new List<Vector4>();
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private readonly List<Vector2> _uv = new List<Vector2>();
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private readonly List<Vector2> _uv2 = new List<Vector2>();
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private readonly List<Color> _colors = new List<Color>();
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private readonly List<BoneWeight> _boneWeights = new List<BoneWeight>();
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private readonly List<int[]> _subMeshes = new List<int[]>();
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private readonly List<int> _materialIndices = new List<int>();
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private readonly List<BlendShape> _blendShapes = new List<BlendShape>();
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public IReadOnlyList<Vector3> Positions => _positions;
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public IReadOnlyList<Vector3> Normals => _normals;
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[Obsolete] public IReadOnlyList<Vector4> Tangetns => _tangents;
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public IReadOnlyList<Vector2> UV => _uv;
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public IReadOnlyList<Vector2> UV2 => _uv2;
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public IReadOnlyList<Color> Colors => _colors;
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public IReadOnlyList<BoneWeight> BoneWeights => _boneWeights;
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public IReadOnlyList<int[]> SubMeshes => _subMeshes;
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public IReadOnlyList<int> MaterialIndices => _materialIndices;
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public IReadOnlyList<BlendShape> BlendShapes => _blendShapes;
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public string Name { get; }
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private BlendShape GetOrCreateBlendShape(int i)
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{
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public float x;
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public float y;
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public float z;
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public float w;
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public Float4 One()
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if (i < _blendShapes.Count && _blendShapes[i] != null)
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{
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var sum = x + y + z + w;
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var f = 1.0f / sum;
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return new Float4
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{
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x = x * f,
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y = y * f,
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z = z * f,
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w = w * f,
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};
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}
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}
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string m_name;
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public string name => m_name;
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readonly List<Vector3> m_positions = new List<Vector3>();
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public List<Vector3> Positions => m_positions;
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readonly List<Vector3> m_normals = new List<Vector3>();
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public List<Vector3> Normals => m_normals;
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[Obsolete]
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readonly List<Vector4> m_tangents = new List<Vector4>();
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[Obsolete]
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public List<Vector4> Tangetns => m_tangents;
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readonly List<Vector2> m_uv = new List<Vector2>();
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public List<Vector2> UV => m_uv;
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readonly List<Vector2> m_uv2 = new List<Vector2>();
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public List<Vector2> UV2 => m_uv2;
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readonly List<Color> m_colors = new List<Color>();
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public List<Color> Colors => m_colors;
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readonly List<BoneWeight> m_boneWeights = new List<BoneWeight>();
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public List<BoneWeight> BoneWeights => m_boneWeights;
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readonly List<int[]> m_subMeshes = new List<int[]>();
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public List<int[]> SubMeshes => m_subMeshes;
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readonly List<int> m_materialIndices = new List<int>();
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public List<int> MaterialIndices => m_materialIndices;
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readonly List<BlendShape> m_blendShapes = new List<BlendShape>();
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public List<BlendShape> BlendShapes => m_blendShapes;
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BlendShape GetOrCreateBlendShape(int i)
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{
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if (i < m_blendShapes.Count && m_blendShapes[i] != null)
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{
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return m_blendShapes[i];
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return _blendShapes[i];
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}
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while (m_blendShapes.Count <= i)
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while (_blendShapes.Count <= i)
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{
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m_blendShapes.Add(null);
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_blendShapes.Add(null);
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}
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var blendShape = new BlendShape(i.ToString());
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m_blendShapes[i] = blendShape;
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_blendShapes[i] = blendShape;
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return blendShape;
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}
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@@ -85,9 +59,10 @@ namespace UniGLTF
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{
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if (string.IsNullOrEmpty(name))
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{
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name = string.Format("UniGLTF import#{0}", meshIndex);
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name = $"UniGLTF import#{meshIndex}";
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}
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m_name = name;
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this.Name = name;
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}
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/// <summary>
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@@ -96,25 +71,27 @@ namespace UniGLTF
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/// <param name="list"></param>
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/// <param name="fillLength"></param>
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/// <typeparam name="T"></typeparam>
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static void FillZero<T>(IList<T> list, int fillLength)
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private static void FillZero<T>(ICollection<T> list, int fillLength)
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{
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if (list.Count > fillLength)
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{
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throw new Exception("Impossible");
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}
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while (list.Count < fillLength)
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{
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list.Add(default);
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}
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}
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public static BoneWeight NormalizeBoneWeight(BoneWeight src)
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private static BoneWeight NormalizeBoneWeight(BoneWeight src)
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{
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var sum = src.weight0 + src.weight1 + src.weight2 + src.weight3;
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if (sum == 0)
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{
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return src;
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}
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var f = 1.0f / sum;
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src.weight0 *= f;
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src.weight1 *= f;
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@@ -136,13 +113,13 @@ namespace UniGLTF
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{
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foreach (var prim in gltfMesh.primitives)
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{
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var indexOffset = m_positions.Count;
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var indexOffset = _positions.Count;
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var indexBuffer = prim.indices;
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// position は必ずある
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var positions = data.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION);
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m_positions.AddRange(positions.Select(inverter.InvertVector3));
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var fillLength = m_positions.Count;
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_positions.AddRange(positions.Select(inverter.InvertVector3));
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var fillLength = _positions.Count;
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// normal
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if (prim.attributes.NORMAL != -1)
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@@ -152,8 +129,9 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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m_normals.AddRange(normals.Select(inverter.InvertVector3));
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FillZero(m_normals, fillLength);
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_normals.AddRange(normals.Select(inverter.InvertVector3));
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FillZero(_normals, fillLength);
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}
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// uv
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@@ -164,18 +142,19 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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if (data.GLTF.IsGeneratedUniGLTFAndOlder(1, 16))
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{
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#pragma warning disable 0612
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// backward compatibility
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m_uv.AddRange(uvs.Select(x => x.ReverseY()));
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FillZero(m_uv, fillLength);
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_uv.AddRange(uvs.Select(x => x.ReverseY()));
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FillZero(_uv, fillLength);
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#pragma warning restore 0612
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}
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else
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{
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m_uv.AddRange(uvs.Select(x => x.ReverseUV()));
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FillZero(m_uv, fillLength);
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_uv.AddRange(uvs.Select(x => x.ReverseUV()));
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FillZero(_uv, fillLength);
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}
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}
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@@ -187,8 +166,9 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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m_uv2.AddRange(uvs.Select(x => x.ReverseUV()));
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FillZero(m_uv2, fillLength);
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_uv2.AddRange(uvs.Select(x => x.ReverseUV()));
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FillZero(_uv2, fillLength);
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}
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// color
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@@ -199,8 +179,9 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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m_colors.AddRange(colors);
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FillZero(m_colors, fillLength);
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_colors.AddRange(colors);
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FillZero(_colors, fillLength);
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}
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// skin
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@@ -212,11 +193,13 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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if (weightsLength != positions.Length)
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{
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throw new Exception("different length");
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}
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for (int j = 0; j < jointsLength; ++j)
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for (var j = 0; j < jointsLength; ++j)
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{
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var bw = new BoneWeight();
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@@ -237,15 +220,16 @@ namespace UniGLTF
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bw = NormalizeBoneWeight(bw);
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m_boneWeights.Add(bw);
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_boneWeights.Add(bw);
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}
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FillZero(m_boneWeights, fillLength);
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FillZero(_boneWeights, fillLength);
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}
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// blendshape
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if (prim.targets != null && prim.targets.Count > 0)
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{
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for (int i = 0; i < prim.targets.Count; ++i)
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for (var i = 0; i < prim.targets.Count; ++i)
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{
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var primTarget = prim.targets[i];
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var blendShape = GetOrCreateBlendShape(i);
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@@ -256,9 +240,11 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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blendShape.Positions.AddRange(array.Select(inverter.InvertVector3).ToArray());
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FillZero(blendShape.Positions, fillLength);
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}
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if (primTarget.NORMAL != -1)
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{
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var array = data.GetArrayFromAccessor<Vector3>(primTarget.NORMAL);
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@@ -266,9 +252,11 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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blendShape.Normals.AddRange(array.Select(inverter.InvertVector3).ToArray());
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FillZero(blendShape.Normals, fillLength);
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}
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if (primTarget.TANGENT != -1)
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{
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var array = data.GetArrayFromAccessor<Vector3>(primTarget.TANGENT);
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@@ -276,6 +264,7 @@ namespace UniGLTF
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{
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throw new Exception("different length");
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}
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blendShape.Tangents.AddRange(array.Select(inverter.InvertVector3).ToArray());
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FillZero(blendShape.Tangents, fillLength);
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}
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@@ -285,17 +274,18 @@ namespace UniGLTF
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var indices =
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(indexBuffer >= 0)
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? data.GetIndices(indexBuffer)
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: TriangleUtil.FlipTriangle(Enumerable.Range(0, m_positions.Count)).ToArray() // without index array
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: TriangleUtil.FlipTriangle(Enumerable.Range(0, _positions.Count))
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.ToArray() // without index array
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;
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for (int i = 0; i < indices.Length; ++i)
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for (var i = 0; i < indices.Length; ++i)
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{
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indices[i] += indexOffset;
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}
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m_subMeshes.Add(indices);
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_subMeshes.Add(indices);
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// material
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m_materialIndices.Add(prim.material);
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_materialIndices.Add(prim.material);
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}
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}
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@@ -312,12 +302,14 @@ namespace UniGLTF
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{
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// 同じVertexBufferを共有しているので先頭のモノを使う
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var prim = gltfMesh.primitives.First();
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m_positions.AddRange(data.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION).SelectInplace(inverter.InvertVector3));
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_positions.AddRange(data.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION)
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.SelectInplace(inverter.InvertVector3));
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// normal
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if (prim.attributes.NORMAL != -1)
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{
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m_normals.AddRange(data.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL).SelectInplace(inverter.InvertVector3));
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_normals.AddRange(data.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL)
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.SelectInplace(inverter.InvertVector3));
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}
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#if false
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@@ -335,42 +327,48 @@ namespace UniGLTF
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{
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#pragma warning disable 0612
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// backward compatibility
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m_uv.AddRange(data.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseY()));
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_uv.AddRange(data.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0)
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.SelectInplace(x => x.ReverseY()));
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#pragma warning restore 0612
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}
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else
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{
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m_uv.AddRange(data.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseUV()));
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_uv.AddRange(data.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0)
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.SelectInplace(x => x.ReverseUV()));
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}
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}
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// uv2
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if (prim.attributes.TEXCOORD_1 != -1)
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{
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m_uv2.AddRange(data.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1).SelectInplace(x => x.ReverseUV()));
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_uv2.AddRange(data.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1)
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.SelectInplace(x => x.ReverseUV()));
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}
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// color
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if (prim.attributes.COLOR_0 != -1)
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{
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if (data.GLTF.accessors[prim.attributes.COLOR_0].TypeCount == 3)
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switch (data.GLTF.accessors[prim.attributes.COLOR_0].TypeCount)
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{
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var vec3Color = data.GetArrayFromAccessor<Vector3>(prim.attributes.COLOR_0);
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m_colors.AddRange(new Color[vec3Color.Length]);
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for (int i = 0; i < vec3Color.Length; i++)
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case 3:
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{
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Vector3 color = vec3Color[i];
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m_colors[i] = new Color(color.x, color.y, color.z);
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var vec3Color = data.GetArrayFromAccessor<Vector3>(prim.attributes.COLOR_0);
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_colors.AddRange(new Color[vec3Color.Length]);
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for (var i = 0; i < vec3Color.Length; i++)
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{
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var color = vec3Color[i];
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_colors[i] = new Color(color.x, color.y, color.z);
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}
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break;
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}
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}
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else if (data.GLTF.accessors[prim.attributes.COLOR_0].TypeCount == 4)
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{
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m_colors.AddRange(data.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
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}
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else
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{
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throw new NotImplementedException(string.Format("unknown color type {0}", data.GLTF.accessors[prim.attributes.COLOR_0].type));
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case 4:
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_colors.AddRange(data.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
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break;
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default:
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throw new NotImplementedException(
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$"unknown color type {data.GLTF.accessors[prim.attributes.COLOR_0].type}");
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}
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}
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@@ -380,7 +378,7 @@ namespace UniGLTF
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var (joints0, jointsLength) = JointsAccessor.GetAccessor(data, prim.attributes.JOINTS_0);
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var (weights0, weightsLength) = WeightsAccessor.GetAccessor(data, prim.attributes.WEIGHTS_0);
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for (int j = 0; j < jointsLength; ++j)
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for (var j = 0; j < jointsLength; ++j)
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{
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var bw = new BoneWeight();
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@@ -401,30 +399,32 @@ namespace UniGLTF
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bw = NormalizeBoneWeight(bw);
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m_boneWeights.Add(bw);
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_boneWeights.Add(bw);
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}
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}
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// blendshape
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if (prim.targets != null && prim.targets.Count > 0)
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{
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m_blendShapes.AddRange(prim.targets.Select((x, i) => new BlendShape(i.ToString())));
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_blendShapes.AddRange(prim.targets.Select((x, i) => new BlendShape(i.ToString())));
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for (int i = 0; i < prim.targets.Count; ++i)
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{
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//var name = string.Format("target{0}", i++);
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var primTarget = prim.targets[i];
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var blendShape = m_blendShapes[i];
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var blendShape = _blendShapes[i];
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if (primTarget.POSITION != -1)
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{
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blendShape.Positions.Assign(
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data.GetArrayFromAccessor<Vector3>(primTarget.POSITION), inverter.InvertVector3);
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}
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if (primTarget.NORMAL != -1)
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{
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blendShape.Normals.Assign(
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data.GetArrayFromAccessor<Vector3>(primTarget.NORMAL), inverter.InvertVector3);
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}
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if (primTarget.TANGENT != -1)
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{
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blendShape.Tangents.Assign(
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@@ -438,41 +438,41 @@ namespace UniGLTF
|
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{
|
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if (prim.indices == -1)
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{
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m_subMeshes.Add(TriangleUtil.FlipTriangle(Enumerable.Range(0, m_positions.Count)).ToArray());
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_subMeshes.Add(TriangleUtil.FlipTriangle(Enumerable.Range(0, _positions.Count)).ToArray());
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}
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else
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{
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var indices = data.GetIndices(prim.indices);
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m_subMeshes.Add(indices);
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||||
_subMeshes.Add(indices);
|
||||
}
|
||||
|
||||
// material
|
||||
m_materialIndices.Add(prim.material);
|
||||
_materialIndices.Add(prim.material);
|
||||
}
|
||||
}
|
||||
|
||||
public void RenameBlendShape(glTFMesh gltfMesh)
|
||||
{
|
||||
if (gltf_mesh_extras_targetNames.TryGet(gltfMesh, out List<string> targetNames))
|
||||
if (!gltf_mesh_extras_targetNames.TryGet(gltfMesh, out var targetNames)) return;
|
||||
for (var i = 0; i < BlendShapes.Count; i++)
|
||||
{
|
||||
for (var i = 0; i < BlendShapes.Count; i++)
|
||||
if (i >= targetNames.Count)
|
||||
{
|
||||
if (i >= targetNames.Count)
|
||||
{
|
||||
Debug.LogWarning($"invalid primitive.extras.targetNames length");
|
||||
break;
|
||||
}
|
||||
BlendShapes[i].Name = targetNames[i];
|
||||
Debug.LogWarning($"invalid primitive.extras.targetNames length");
|
||||
break;
|
||||
}
|
||||
|
||||
BlendShapes[i].Name = targetNames[i];
|
||||
}
|
||||
}
|
||||
|
||||
static void Truncate<T>(List<T> list, int maxIndex)
|
||||
private static void Truncate<T>(List<T> list, int maxIndex)
|
||||
{
|
||||
if (list == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var count = maxIndex + 1;
|
||||
if (list.Count > count)
|
||||
{
|
||||
@@ -481,6 +481,15 @@ namespace UniGLTF
|
||||
}
|
||||
}
|
||||
|
||||
public void AddDefaultMaterial()
|
||||
{
|
||||
if (!_materialIndices.Any())
|
||||
{
|
||||
// add default material
|
||||
_materialIndices.Add(0);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// https://github.com/vrm-c/UniVRM/issues/610
|
||||
//
|
||||
@@ -488,17 +497,17 @@ namespace UniGLTF
|
||||
//
|
||||
public void DropUnusedVertices()
|
||||
{
|
||||
var maxIndex = m_subMeshes.SelectMany(x => x).Max();
|
||||
Truncate(m_positions, maxIndex);
|
||||
Truncate(m_normals, maxIndex);
|
||||
Truncate(m_uv, maxIndex);
|
||||
Truncate(m_uv2, maxIndex);
|
||||
Truncate(m_colors, maxIndex);
|
||||
Truncate(m_boneWeights, maxIndex);
|
||||
#if false
|
||||
var maxIndex = _subMeshes.SelectMany(x => x).Max();
|
||||
Truncate(_positions, maxIndex);
|
||||
Truncate(_normals, maxIndex);
|
||||
Truncate(_uv, maxIndex);
|
||||
Truncate(_uv2, maxIndex);
|
||||
Truncate(_colors, maxIndex);
|
||||
Truncate(_boneWeights, maxIndex);
|
||||
#if false
|
||||
Truncate(m_tangents, maxIndex);
|
||||
#endif
|
||||
foreach (var blendshape in m_blendShapes)
|
||||
foreach (var blendshape in _blendShapes)
|
||||
{
|
||||
Truncate(blendshape.Positions, maxIndex);
|
||||
Truncate(blendshape.Normals, maxIndex);
|
||||
|
||||
@@ -9,9 +9,9 @@ namespace UniGLTF
|
||||
{
|
||||
public class MeshImporter
|
||||
{
|
||||
const float FRAME_WEIGHT = 100.0f;
|
||||
private const float FrameWeight = 100.0f;
|
||||
|
||||
static bool HasSharedVertexBuffer(glTFMesh gltfMesh)
|
||||
private static bool HasSharedVertexBuffer(glTFMesh gltfMesh)
|
||||
{
|
||||
glTFAttributes lastAttributes = null;
|
||||
var sharedAttributes = true;
|
||||
@@ -25,6 +25,7 @@ namespace UniGLTF
|
||||
|
||||
lastAttributes = prim.attributes;
|
||||
}
|
||||
|
||||
return sharedAttributes;
|
||||
}
|
||||
|
||||
@@ -49,25 +50,23 @@ namespace UniGLTF
|
||||
return meshContext;
|
||||
}
|
||||
|
||||
static (Mesh, bool) _BuildMesh(MeshContext meshContext)
|
||||
private static (Mesh, bool) _BuildMesh(MeshContext meshContext)
|
||||
{
|
||||
if (!meshContext.MaterialIndices.Any())
|
||||
{
|
||||
// add default material
|
||||
meshContext.MaterialIndices.Add(0);
|
||||
}
|
||||
meshContext.AddDefaultMaterial();
|
||||
|
||||
//Debug.Log(prims.ToJson());
|
||||
var mesh = new Mesh();
|
||||
mesh.name = meshContext.name;
|
||||
var mesh = new Mesh
|
||||
{
|
||||
name = meshContext.Name
|
||||
};
|
||||
|
||||
if (meshContext.Positions.Count > UInt16.MaxValue)
|
||||
if (meshContext.Positions.Count > ushort.MaxValue)
|
||||
{
|
||||
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
||||
}
|
||||
|
||||
mesh.vertices = meshContext.Positions.ToArray();
|
||||
bool recalculateNormals = false;
|
||||
var recalculateNormals = false;
|
||||
if (meshContext.Normals != null && meshContext.Normals.Count > 0)
|
||||
{
|
||||
mesh.normals = meshContext.Normals.ToArray();
|
||||
@@ -81,12 +80,13 @@ namespace UniGLTF
|
||||
{
|
||||
mesh.uv = meshContext.UV.ToArray();
|
||||
}
|
||||
|
||||
if (meshContext.UV2.Count == mesh.vertexCount)
|
||||
{
|
||||
mesh.uv2 = meshContext.UV2.ToArray();
|
||||
}
|
||||
|
||||
bool recalculateTangents = true;
|
||||
var recalculateTangents = true;
|
||||
#if UNIGLTF_IMPORT_TANGENTS
|
||||
if (meshContext.Tangents.Length > 0)
|
||||
{
|
||||
@@ -99,12 +99,14 @@ namespace UniGLTF
|
||||
{
|
||||
mesh.colors = meshContext.Colors.ToArray();
|
||||
}
|
||||
|
||||
if (meshContext.BoneWeights.Count > 0)
|
||||
{
|
||||
mesh.boneWeights = meshContext.BoneWeights.ToArray();
|
||||
}
|
||||
|
||||
mesh.subMeshCount = meshContext.SubMeshes.Count;
|
||||
for (int i = 0; i < meshContext.SubMeshes.Count; ++i)
|
||||
for (var i = 0; i < meshContext.SubMeshes.Count; ++i)
|
||||
{
|
||||
mesh.SetTriangles(meshContext.SubMeshes[i], i);
|
||||
}
|
||||
@@ -117,7 +119,8 @@ namespace UniGLTF
|
||||
return (mesh, recalculateTangents);
|
||||
}
|
||||
|
||||
static async Task BuildBlendShapeAsync(IAwaitCaller awaitCaller, Mesh mesh, MeshContext meshContext, BlendShape blendShape, Vector3[] emptyVertices)
|
||||
private static async Task BuildBlendShapeAsync(IAwaitCaller awaitCaller, Mesh mesh, BlendShape blendShape,
|
||||
Vector3[] emptyVertices)
|
||||
{
|
||||
Vector3[] positions = null;
|
||||
Vector3[] normals = null;
|
||||
@@ -132,31 +135,35 @@ namespace UniGLTF
|
||||
{
|
||||
if (blendShape.Positions.Count == mesh.vertexCount)
|
||||
{
|
||||
mesh.AddBlendShapeFrame(blendShape.Name, FRAME_WEIGHT,
|
||||
mesh.AddBlendShapeFrame(blendShape.Name, FrameWeight,
|
||||
blendShape.Positions.ToArray(),
|
||||
normals.Length == mesh.vertexCount && normals.Length == positions.Length ? normals : null,
|
||||
null
|
||||
);
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarningFormat("May be partial primitive has blendShape. Require separate mesh or extend blend shape, but not implemented: {0}", blendShape.Name);
|
||||
Debug.LogWarningFormat(
|
||||
"May be partial primitive has blendShape. Require separate mesh or extend blend shape, but not implemented: {0}",
|
||||
blendShape.Name);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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,
|
||||
mesh.AddBlendShapeFrame(blendShape.Name, FrameWeight,
|
||||
emptyVertices,
|
||||
null,
|
||||
null
|
||||
);
|
||||
);
|
||||
}
|
||||
|
||||
Profiler.EndSample();
|
||||
}
|
||||
|
||||
public static async Task<MeshWithMaterials> BuildMeshAsync(IAwaitCaller awaitCaller, Func<int, Material> ctx, MeshContext meshContext)
|
||||
public static async Task<MeshWithMaterials> BuildMeshAsync(IAwaitCaller awaitCaller, Func<int, Material> ctx,
|
||||
MeshContext meshContext)
|
||||
{
|
||||
Profiler.BeginSample("MeshImporter._BuildMesh");
|
||||
var (mesh, recalculateTangents) = _BuildMesh(meshContext);
|
||||
@@ -182,7 +189,7 @@ namespace UniGLTF
|
||||
var emptyVertices = new Vector3[mesh.vertexCount];
|
||||
foreach (var blendShape in meshContext.BlendShapes)
|
||||
{
|
||||
await BuildBlendShapeAsync(awaitCaller, mesh, meshContext, blendShape, emptyVertices);
|
||||
await BuildBlendShapeAsync(awaitCaller, mesh, blendShape, emptyVertices);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -193,4 +200,4 @@ namespace UniGLTF
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user