remove unused

This commit is contained in:
ousttrue 2024-11-01 19:19:52 +09:00
parent 67f2bdf49c
commit 1584ca90d5
7 changed files with 1 additions and 499 deletions

View File

@ -3,7 +3,6 @@ using System.Collections.Generic;
using System.Linq;
using UniGLTF.Extensions.VRMC_vrm;
using UnityEngine;
using VrmLib;
namespace UniVRM10
{

View File

@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using VrmLib;
namespace UniVRM10
{

View File

@ -1,307 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using VrmLib;
using Mesh = UnityEngine.Mesh;
namespace UniVRM10
{
public static class MeshImporterDivided
{
public static Mesh LoadDivided(MeshGroup meshGroup)
{
Profiler.BeginSample("MeshImporterDivided.LoadDivided");
var vertexCount = meshGroup.Meshes.Sum(mesh => mesh.VertexBuffer.Count);
var indexCount = meshGroup.Meshes.Sum(mesh => mesh.IndexBuffer.Count);
var resultMesh = new Mesh();
// 頂点バッファ・BindPoseを構築して更新
UpdateVerticesAndBindPose(meshGroup, vertexCount, resultMesh);
// インデックスバッファを構築して更新
UpdateIndices(meshGroup, vertexCount, indexCount, resultMesh);
// SubMeshを更新
resultMesh.subMeshCount = meshGroup.Meshes.Count;
var indexOffset = 0;
for (var i = 0; i < meshGroup.Meshes.Count; ++i)
{
var mesh = meshGroup.Meshes[i];
resultMesh.SetSubMesh(i, new SubMeshDescriptor(indexOffset, mesh.IndexBuffer.Count));
indexOffset += mesh.IndexBuffer.Count;
}
// 各種データを再構築
resultMesh.RecalculateBounds();
resultMesh.RecalculateTangents();
if (meshGroup.Meshes.Any(mesh => mesh.VertexBuffer.Normals == null))
{
resultMesh.RecalculateNormals();
}
// BlendShapeを更新
var blendShapeCount = meshGroup.Meshes[0].MorphTargets.Count;
for (var i = 0; i < blendShapeCount; ++i)
{
var positionsCount = 0;
var normalsCount = 0;
foreach (var mesh in meshGroup.Meshes)
{
var morphTarget = mesh.MorphTargets[i];
positionsCount += morphTarget.VertexBuffer.Positions.Count;
normalsCount += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
}
using (var blendShapePositions = new NativeArray<Vector3>(positionsCount, Allocator.Temp))
using (var blendShapeNormals = new NativeArray<Vector3>(normalsCount, Allocator.Temp))
{
var blendShapePositionOffset = 0;
var blendShapeNormalOffset = 0;
foreach (var mesh in meshGroup.Meshes)
{
var morphTarget = mesh.MorphTargets[i];
NativeArray<Vector3>.Copy(
morphTarget.VertexBuffer.Positions.Bytes.Reinterpret<Vector3>(1),
blendShapePositions.GetSubArray(blendShapePositionOffset, morphTarget.VertexBuffer.Positions.Count));
if (morphTarget.VertexBuffer.Normals != null)
{
// nullならdefault(0)のまま
NativeArray<Vector3>.Copy(
morphTarget.VertexBuffer.Normals.Bytes.Reinterpret<Vector3>(1),
blendShapeNormals.GetSubArray(blendShapeNormalOffset, morphTarget.VertexBuffer.Normals.Count));
}
blendShapePositionOffset += morphTarget.VertexBuffer.Positions.Count;
blendShapeNormalOffset += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
}
resultMesh.AddBlendShapeFrame(meshGroup.Meshes[0].MorphTargets[i].Name,
100.0f,
blendShapePositions.ToArray(),
blendShapeNormals.ToArray(),
null);
}
}
Profiler.EndSample();
return resultMesh;
}
/// <summary>
/// インデックスバッファを更新する
/// MEMO: 出力に対するushortを考慮することをやめればかなりシンプルに書ける
/// </summary>
private static void UpdateIndices(MeshGroup meshGroup, int vertexCount, int indexCount, Mesh resultMesh)
{
Profiler.BeginSample("MeshImporterDivided.UpdateIndices");
JobHandle jobHandle = default;
var disposables = new List<IDisposable>();
//
// https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_accessor_componenttype
//
if (vertexCount < ushort.MaxValue)
{
// vertex buffer への index が ushort に収まる
var indices = new NativeArray<ushort>(indexCount, Allocator.TempJob);
disposables.Add(indices);
var indexOffset = 0;
var vertexOffset = 0;
foreach (var mesh in meshGroup.Meshes)
{
switch (mesh.IndexBuffer.ComponentType)
{
case AccessorValueType.BYTE:
case AccessorValueType.UNSIGNED_BYTE:
case AccessorValueType.FLOAT:
throw new NotImplementedException($"{mesh.IndexBuffer.ComponentType}");
case AccessorValueType.SHORT:
case AccessorValueType.UNSIGNED_SHORT:
{
// unsigned short -> unsigned short
var source = mesh.IndexBuffer.Bytes.Reinterpret<ushort>(1);
jobHandle = new CopyIndicesJobs.Ushort2Ushort(
(ushort)vertexOffset,
new NativeSlice<ushort>(source),
new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
case AccessorValueType.UNSIGNED_INT:
{
// unsigned int -> unsigned short
var source = mesh.IndexBuffer.Bytes.Reinterpret<uint>(1);
jobHandle = new CopyIndicesJobs.Uint2Ushort(
(ushort)vertexOffset,
source,
new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
default:
throw new ArgumentException($"unknown index buffer type: {mesh.IndexBuffer.ComponentType}");
}
vertexOffset += mesh.VertexBuffer.Count;
indexOffset += mesh.IndexBuffer.Count;
}
jobHandle.Complete();
resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt16);
resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
}
else
{
// vertex buffer への index が ushort を超える
var indices = new NativeArray<uint>(indexCount, Allocator.TempJob);
disposables.Add(indices);
var indexOffset = 0;
var vertexOffset = 0;
foreach (var mesh in meshGroup.Meshes)
{
switch (mesh.IndexBuffer.ComponentType)
{
case AccessorValueType.BYTE:
case AccessorValueType.UNSIGNED_BYTE:
case AccessorValueType.FLOAT:
throw new NotImplementedException($"{mesh.IndexBuffer.ComponentType}");
case AccessorValueType.SHORT:
case AccessorValueType.UNSIGNED_SHORT:
{
// unsigned short -> unsigned int
var source = mesh.IndexBuffer.Bytes.Reinterpret<ushort>(1);
jobHandle = new CopyIndicesJobs.Ushort2Uint(
(uint)vertexOffset,
source,
new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
case AccessorValueType.UNSIGNED_INT:
{
// unsigned int -> unsigned int
var source = mesh.IndexBuffer.Bytes.Reinterpret<uint>(1);
jobHandle = new CopyIndicesJobs.UInt2UInt(
(uint)vertexOffset,
source,
new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
break;
}
default:
throw new ArgumentException($"unknown index buffer type: {mesh.IndexBuffer.ComponentType}");
}
vertexOffset += mesh.VertexBuffer.Count;
indexOffset += mesh.IndexBuffer.Count;
}
jobHandle.Complete();
resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt32);
resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
}
foreach (var disposable in disposables)
{
disposable.Dispose();
}
Profiler.EndSample();
}
/// <summary>
/// メッシュの頂点情報の更新を行う際、MainThreadが空くため、その間にBindPoseの更新も行う
/// </summary>
private static void UpdateVerticesAndBindPose(
MeshGroup meshGroup,
int vertexCount,
Mesh resultMesh)
{
Profiler.BeginSample("MeshImporterDivided.UpdateVerticesAndBindPose");
var disposables = new List<IDisposable>();
// JobのSchedule
var vertices0 = new NativeArray<MeshVertex0>(vertexCount, Allocator.TempJob);
var vertices1 = new NativeArray<MeshVertex1>(vertexCount, Allocator.TempJob);
var vertices2 = new NativeArray<MeshVertex2>(vertexCount, Allocator.TempJob);
disposables.Add(vertices0);
disposables.Add(vertices1);
disposables.Add(vertices2);
var indexOffset = 0;
JobHandle interleaveVertexJob = default;
foreach (var mesh in meshGroup.Meshes)
{
var positions = mesh.VertexBuffer.Positions.Bytes.Reinterpret<Vector3>(1);
var normals = mesh.VertexBuffer.Normals?.Bytes.Reinterpret<Vector3>(1) ?? default;
var texCoords = mesh.VertexBuffer.TexCoords?.Bytes.Reinterpret<Vector2>(1) ?? default;
var weights = mesh.VertexBuffer.Weights?.GetAsVector4Array() ?? default;
var joints = mesh.VertexBuffer.Joints?.GetAsSkinJointsArray() ?? default;
interleaveVertexJob = new InterleaveMeshVerticesJob(
new NativeSlice<MeshVertex0>(vertices0, indexOffset, mesh.VertexBuffer.Count),
new NativeSlice<MeshVertex1>(vertices1, indexOffset, mesh.VertexBuffer.Count),
new NativeSlice<MeshVertex2>(vertices2, indexOffset, mesh.VertexBuffer.Count),
positions,
normals,
texCoords,
default,
weights,
joints)
.Schedule(mesh.VertexBuffer.Count, 1, interleaveVertexJob);
indexOffset += mesh.VertexBuffer.Count;
}
JobHandle.ScheduleBatchedJobs();
// 並行してBindposeの更新を行う
if (meshGroup.Skin != null)
{
resultMesh.bindposes = meshGroup.Skin.InverseMatrices.GetSpan<Matrix4x4>().ToArray();
}
// Jobを完了
interleaveVertexJob.Complete();
// VertexBufferを設定
MeshVertexUtility.SetVertexBufferParamsToMesh(resultMesh, vertexCount);
resultMesh.SetVertexBufferData(vertices0, 0, 0, vertexCount);
resultMesh.SetVertexBufferData(vertices1, 0, 0, vertexCount, 1);
resultMesh.SetVertexBufferData(vertices2, 0, 0, vertexCount, 2);
// 各種バッファを破棄
foreach (var disposable in disposables)
{
disposable.Dispose();
}
Profiler.EndSample();
}
}
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: ad9d3d36855421b4b980aeaedcb3c2a3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,150 +0,0 @@
using System;
using UniGLTF;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using VrmLib;
using Mesh = UnityEngine.Mesh;
namespace UniVRM10
{
public static class MeshImporterShared
{
/// <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;
NativeArray<Color> colors = default;
if (src.VertexBuffer.Colors is BufferAccessor colorBuffer)
{
if (colorBuffer.ComponentType == AccessorValueType.FLOAT && colorBuffer.AccessorType == AccessorVectorType.VEC4)
{
colors = colorBuffer.Bytes.Reinterpret<Color>(1);
}
else
{
Debug.LogWarning($"COLOR_0: {colorBuffer.ComponentType}.{colorBuffer.AccessorType} not supported. skip.");
}
}
var weights = src.VertexBuffer.Weights?.GetAsVector4Array() ?? default;
var joints = src.VertexBuffer.Joints?.GetAsSkinJointsArray() ?? default;
using (var vertices0 = new NativeArray<MeshVertex0>(positions.Length, Allocator.TempJob))
using (var vertices1 = new NativeArray<MeshVertex1>(positions.Length, Allocator.TempJob))
using (var vertices2 = new NativeArray<MeshVertex2>(positions.Length, Allocator.TempJob))
{
// JobとBindPoseの更新を並行して行う
var jobHandle =
new InterleaveMeshVerticesJob(
vertices0,
vertices1,
vertices2,
positions,
normals,
texCoords,
colors,
weights,
joints
)
.Schedule(vertices0.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
MeshVertexUtility.SetVertexBufferParamsToMesh(mesh, vertices0.Length);
mesh.SetVertexBufferData(vertices0, 0, 0, vertices0.Length);
mesh.SetVertexBufferData(vertices1, 0, 0, vertices0.Length, 1);
mesh.SetVertexBufferData(vertices2, 0, 0, vertices0.Length, 2);
// 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;
}
}
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: b89fda8f5e4dc994f8e91c7d1e473c35
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,8 +1,5 @@
using System;
using System.IO;
using System.IO;
using UnityEngine;
using VrmLib;
using UniGLTF;
namespace UniVRM10.Sample
@ -38,18 +35,5 @@ namespace UniVRM10.Sample
Debug.Log($"write : {path}");
File.WriteAllBytes(path, exportedBytes);
}
static void Printmatrices(Model model)
{
var matrices = model.Skins[0].InverseMatrices.GetSpan<System.Numerics.Matrix4x4>();
var sb = new System.Text.StringBuilder();
for (int i = 0; i < matrices.Length; ++i)
{
var m = matrices[i];
sb.AppendLine($"#{i:00}[{m.M11:.00}, {m.M12:.00}, {m.M13:.00}, {m.M14:.00}][{m.M21:.00}, {m.M22:.00}, {m.M23:.00}, {m.M24:.00}][{m.M31:.00}, {m.M32:.00}, {m.M33:.00}, {m.M34:.00}][{m.M41:.00}, {m.M42:.00}, {m.M43:.00}, {m.M44:.00}]");
}
Debug.Log(sb.ToString());
}
}
}