Fixed blendShapeCopy before normalize for mesh without boneWeight

This commit is contained in:
ousttrue
2018-08-03 14:55:55 +09:00
parent 5a4488a5e6
commit 6fe746b08d
4 changed files with 98 additions and 4 deletions

View File

@@ -0,0 +1,64 @@
using NUnit.Framework;
using UnityEngine;
using System.Linq;
namespace VRM
{
public class MeshTests
{
public static void MeshEquals(Mesh l, Mesh r)
{
#if UNITY_2017_3_OR_NEWER
Assert.AreEqual(l.indexFormat, r.indexFormat);
#endif
Assert.True(l.vertices.SequenceEqual(r.vertices));
Assert.True(l.normals.SequenceEqual(r.normals));
Assert.True(l.tangents.SequenceEqual(r.tangents));
Assert.True(l.uv.SequenceEqual(r.uv));
Assert.True(l.uv2.SequenceEqual(r.uv2));
Assert.True(l.uv3.SequenceEqual(r.uv3));
Assert.True(l.uv4.SequenceEqual(r.uv4));
Assert.True(l.colors.SequenceEqual(r.colors));
Assert.True(l.boneWeights.SequenceEqual(r.boneWeights));
Assert.True(l.bindposes.SequenceEqual(r.bindposes));
Assert.AreEqual(l.subMeshCount, r.subMeshCount);
for (int i = 0; i < l.subMeshCount; ++i)
{
Assert.True(l.GetIndices(i).SequenceEqual(r.GetIndices(i)));
}
Assert.AreEqual(l.blendShapeCount, r.blendShapeCount);
for (int i = 0; i < l.blendShapeCount; ++i)
{
Assert.AreEqual(l.GetBlendShapeName(i), r.GetBlendShapeName(i));
Assert.AreEqual(l.GetBlendShapeFrameCount(i), r.GetBlendShapeFrameCount(i));
Assert.AreEqual(l.GetBlendShapeFrameWeight(i, 0), r.GetBlendShapeFrameWeight(i, 0));
var lv = l.vertices;
var ln = l.vertices;
var lt = l.vertices;
var rv = r.vertices;
var rn = r.vertices;
var rt = r.vertices;
l.GetBlendShapeFrameVertices(i, 0, lv, ln, lt);
r.GetBlendShapeFrameVertices(i, 0, rv, rn, rt);
Assert.True(lv.SequenceEqual(rv));
Assert.True(ln.SequenceEqual(rn));
Assert.True(lt.SequenceEqual(rt));
}
}
[Test]
public void MeshCopyTest()
{
var src = new Mesh();
src.AddBlendShapeFrame("blendShape", 100.0f, null, null, null);
var dst = src.Copy(true);
MeshEquals(src, dst);
}
}
}

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@@ -0,0 +1,12 @@
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@@ -153,7 +153,7 @@ namespace VRM
// Before bake, bind no weight bones
//Debug.LogFormat("no weight: {0}", srcMesh.name);
srcMesh = srcMesh.Copy();
srcMesh = srcMesh.Copy(true);
var bw = new BoneWeight
{
boneIndex0 = 0,
@@ -175,7 +175,7 @@ namespace VRM
}
// BakeMesh
var mesh = srcMesh.Copy();
var mesh = srcMesh.Copy(false);
mesh.name = srcMesh.name + ".baked";
srcRenderer.BakeMesh(mesh);
mesh.boneWeights = srcMesh.boneWeights; // restore weights. clear when BakeMesh
@@ -328,7 +328,7 @@ namespace VRM
// Meshに乗っているボーンの姿勢を適用する
var dstFilter = dst.gameObject.AddComponent<MeshFilter>();
var dstMesh = srcFilter.sharedMesh.Copy();
var dstMesh = srcFilter.sharedMesh.Copy(false);
dstMesh.ApplyRotationAndScale(src.localToWorldMatrix);
dstFilter.sharedMesh = dstMesh;

View File

@@ -6,7 +6,7 @@ namespace VRM
{
public static class MeshExtensions
{
public static Mesh Copy(this Mesh src)
public static Mesh Copy(this Mesh src, bool copyBlendShape)
{
var dst = new Mesh();
dst.name = src.name + "(copy)";
@@ -33,6 +33,24 @@ namespace VRM
dst.RecalculateBounds();
if (copyBlendShape)
{
var vertices = src.vertices;
var normals = src.normals;
var tangents = src.tangents.Select(x => (Vector3)x).ToArray();
for (int i = 0; i < src.blendShapeCount; ++i)
{
src.GetBlendShapeFrameVertices(i, 0, vertices, normals, tangents);
dst.AddBlendShapeFrame(
src.GetBlendShapeName(i),
src.GetBlendShapeFrameWeight(i, 0),
vertices,
normals,
tangents
);
}
}
return dst;
}