コード整理。古い #if を削除。同じ処理を関数に切り出し

This commit is contained in:
ousttrue
2020-11-13 18:56:16 +09:00
parent 9551f08cb0
commit 7113899644

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@@ -39,19 +39,37 @@ namespace UniGLTF
string m_name;
public string name => m_name;
public readonly List<Vector3> positions = new List<Vector3>();
public readonly List<Vector3> normals = new List<Vector3>();
readonly List<Vector3> m_positions = new List<Vector3>();
public List<Vector3> Positions => m_positions;
readonly List<Vector3> m_normals = new List<Vector3>();
public List<Vector3> Normals => m_normals;
[Obsolete]
public readonly List<Vector4> tangents = new List<Vector4>();
readonly List<Vector4> m_tangents = new List<Vector4>();
[Obsolete]
public List<Vector4> Tangetns => m_tangents;
public readonly List<Vector2> uv = new List<Vector2>();
public readonly List<Vector2> uv2 = new List<Vector2>();
public readonly List<Color> colors = new List<Color>();
public readonly List<BoneWeight> boneWeights = new List<BoneWeight>();
public readonly List<int[]> subMeshes = new List<int[]>();
public readonly List<int> materialIndices = new List<int>();
public readonly List<BlendShape> blendShapes = new List<BlendShape>();
readonly List<Vector2> m_uv = new List<Vector2>();
public List<Vector2> UV => m_uv;
readonly List<Vector2> m_uv2 = new List<Vector2>();
public List<Vector2> UV2 => m_uv2;
readonly List<Color> m_colors = new List<Color>();
public List<Color> Colors => m_colors;
readonly List<BoneWeight> m_boneWeights = new List<BoneWeight>();
public List<BoneWeight> BoneWeights => m_boneWeights;
readonly List<int[]> m_subMeshes = new List<int[]>();
public List<int[]> SubMeshes => m_subMeshes;
readonly List<int> m_materialIndices = new List<int>();
public List<int> MaterialIndices => m_materialIndices;
readonly List<BlendShape> m_blendShapes = new List<BlendShape>();
public List<BlendShape> BlendShapes => m_blendShapes;
public MeshContext(string name, int meshIndex)
{
@@ -62,6 +80,178 @@ namespace UniGLTF
m_name = name;
}
void CheckHasSameMorphTargetAttributes(glTFMesh gltfMesh)
{
var targets = gltfMesh.primitives[0].targets;
for (int i = 1; i < gltfMesh.primitives.Count; ++i)
{
if (!gltfMesh.primitives[i].targets.SequenceEqual(targets))
{
//
// 各 primitive の morphTarget の内容が違うことは許容しない
//
throw new NotImplementedException(string.Format("different targets: {0} with {1}",
gltfMesh.primitives[i],
targets));
}
}
}
void FillZero<T>(IList<T> list)
{
if (list.Count != m_positions.Count)
{
throw new NotImplementedException();
}
}
/// <summary>
/// 各 primitive の attribute の要素が同じでない。=> uv が有るものと無いものが混在するなど
/// glTF 的にはありうる。
///
/// primitive を独立した(Independent) Mesh として扱いこれを連結する。
/// </summary>
/// <param name="ctx"></param>
/// <param name="gltfMesh"></param>
/// <returns></returns>
public void ImportMeshIndependentVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh)
{
CheckHasSameMorphTargetAttributes(gltfMesh);
foreach (var prim in gltfMesh.primitives)
{
var indexOffset = m_positions.Count;
var indexBuffer = prim.indices;
// position は必ずある
var positionCount = m_positions.Count;
m_positions.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
positionCount = m_positions.Count - positionCount;
// normal
if (prim.attributes.NORMAL != -1)
{
FillZero(m_normals);
m_normals.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
}
#if false
if (prim.attributes.TANGENT != -1)
{
FillZero(tangetns);
tangents.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
}
#endif
// uv
if (prim.attributes.TEXCOORD_0 != -1)
{
FillZero(m_uv);
if (ctx.IsGeneratedUniGLTFAndOlder(1, 16))
{
#pragma warning disable 0612
// backward compatibility
m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
#pragma warning restore 0612
}
else
{
m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV()));
}
}
// uv2
if (prim.attributes.TEXCOORD_1 != -1)
{
FillZero(m_uv2);
m_uv2.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1).Select(x => x.ReverseUV()));
}
// color
if (prim.attributes.COLOR_0 != -1)
{
FillZero(m_colors);
m_colors.AddRange(ctx.GLTF.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
}
// skin
if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
{
FillZero(m_boneWeights);
var joints0 = ctx.GLTF.GetArrayFromAccessor<UShort4>(prim.attributes.JOINTS_0); // uint4
var weights0 = ctx.GLTF.GetArrayFromAccessor<Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();
for (int j = 0; j < joints0.Length; ++j)
{
var bw = new BoneWeight();
bw.boneIndex0 = joints0[j].x;
bw.weight0 = weights0[j].x;
bw.boneIndex1 = joints0[j].y;
bw.weight1 = weights0[j].y;
bw.boneIndex2 = joints0[j].z;
bw.weight2 = weights0[j].z;
bw.boneIndex3 = joints0[j].w;
bw.weight3 = weights0[j].w;
m_boneWeights.Add(bw);
}
}
// blendshape
if (prim.targets != null && prim.targets.Count > 0)
{
for (int i = 0; i < prim.targets.Count; ++i)
{
//var name = string.Format("target{0}", i++);
var primTarget = prim.targets[i];
var blendShape = new BlendShape(!string.IsNullOrEmpty(prim.extras.targetNames[i])
? prim.extras.targetNames[i]
: i.ToString())
;
if (primTarget.POSITION != -1)
{
FillZero(blendShape.Positions);
blendShape.Positions.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
}
if (primTarget.NORMAL != -1)
{
FillZero(blendShape.Normals);
blendShape.Normals.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
}
if (primTarget.TANGENT != -1)
{
FillZero(blendShape.Tangents);
blendShape.Tangents.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
}
m_blendShapes.Add(blendShape);
}
}
var indices =
(indexBuffer >= 0)
? ctx.GLTF.GetIndices(indexBuffer)
: TriangleUtil.FlipTriangle(Enumerable.Range(0, m_positions.Count)).ToArray() // without index array
;
for (int i = 0; i < indices.Length; ++i)
{
indices[i] += indexOffset;
}
m_subMeshes.Add(indices);
// material
m_materialIndices.Add(prim.material);
}
}
/// <summary>
/// mesh.extras.targetNames が存在する => UniVRMでエクスポートしたものであると仮定
///
@@ -89,22 +279,22 @@ namespace UniGLTF
for (var i = 0; i < targetNames.Count; i++)
{
var blendShape = new BlendShape(!string.IsNullOrEmpty(targetNames[i]) ? targetNames[i] : i.ToString());
blendShapes.Add(blendShape);
m_blendShapes.Add(blendShape);
}
foreach (var prim in gltfMesh.primitives)
{
var indexOffset = positions.Count;
var indexOffset = m_positions.Count;
var indexBuffer = prim.indices;
var positionCount = positions.Count;
positions.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
positionCount = positions.Count - positionCount;
var positionCount = m_positions.Count;
m_positions.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
positionCount = m_positions.Count - positionCount;
// normal
if (prim.attributes.NORMAL != -1)
{
normals.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
m_normals.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
}
#if false
@@ -122,30 +312,30 @@ namespace UniGLTF
{
#pragma warning disable 0612
// backward compatibility
uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
#pragma warning restore 0612
}
else
{
uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV()));
m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV()));
}
}
else
{
// for inconsistent attributes in primitives
uv.AddRange(new Vector2[positionCount]);
m_uv.AddRange(new Vector2[positionCount]);
}
// uv1
if (prim.attributes.TEXCOORD_1 != -1)
{
uv2.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1).Select(x => x.ReverseUV()));
m_uv2.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1).Select(x => x.ReverseUV()));
}
// color
if (prim.attributes.COLOR_0 != -1)
{
colors.AddRange(ctx.GLTF.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
m_colors.AddRange(ctx.GLTF.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
}
// skin
@@ -170,7 +360,7 @@ namespace UniGLTF
bw.boneIndex3 = joints0[j].w;
bw.weight3 = weights0[j].w;
boneWeights.Add(bw);
m_boneWeights.Add(bw);
}
}
@@ -182,17 +372,17 @@ namespace UniGLTF
var primTarget = prim.targets[i];
if (primTarget.POSITION != -1)
{
blendShapes[i].Positions.AddRange(
m_blendShapes[i].Positions.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
}
if (primTarget.NORMAL != -1)
{
blendShapes[i].Normals.AddRange(
m_blendShapes[i].Normals.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
}
if (primTarget.TANGENT != -1)
{
blendShapes[i].Tangents.AddRange(
m_blendShapes[i].Tangents.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
}
}
@@ -201,184 +391,32 @@ namespace UniGLTF
var indices =
(indexBuffer >= 0)
? ctx.GLTF.GetIndices(indexBuffer)
: TriangleUtil.FlipTriangle(Enumerable.Range(0, positions.Count)).ToArray() // without index array
: TriangleUtil.FlipTriangle(Enumerable.Range(0, m_positions.Count)).ToArray() // without index array
;
for (int i = 0; i < indices.Length; ++i)
{
indices[i] += indexOffset;
}
subMeshes.Add(indices);
m_subMeshes.Add(indices);
// material
materialIndices.Add(prim.material);
m_materialIndices.Add(prim.material);
}
}
/// <summary>
/// 各 primitive の attribute の要素が同じでない。=> uv が有るものと無いものが混在するなど
/// glTF 的にはありうる。
///
/// primitive を独立した(Independent) Mesh として扱いこれを連結する。
/// </summary>
/// <param name="ctx"></param>
/// <param name="gltfMesh"></param>
/// <returns></returns>
public void ImportMeshIndependentVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh)
{
var targets = gltfMesh.primitives[0].targets;
for (int i = 1; i < gltfMesh.primitives.Count; ++i)
{
if (!gltfMesh.primitives[i].targets.SequenceEqual(targets))
{
//
// 各 primitive の morphTarget の内容が違うことは許容しない
//
throw new NotImplementedException(string.Format("different targets: {0} with {1}",
gltfMesh.primitives[i],
targets));
}
}
foreach (var prim in gltfMesh.primitives)
{
var indexOffset = positions.Count;
var indexBuffer = prim.indices;
var positionCount = positions.Count;
positions.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION).Select(x => x.ReverseZ()));
positionCount = positions.Count - positionCount;
// normal
if (prim.attributes.NORMAL != -1)
{
normals.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL).Select(x => x.ReverseZ()));
}
#if false
if (prim.attributes.TANGENT != -1)
{
tangents.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector4>(prim.attributes.TANGENT).Select(x => x.ReverseZ()));
}
#endif
// uv
if (prim.attributes.TEXCOORD_0 != -1)
{
if (ctx.IsGeneratedUniGLTFAndOlder(1, 16))
{
#pragma warning disable 0612
// backward compatibility
uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY()));
#pragma warning restore 0612
}
else
{
uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV()));
}
}
else
{
// for inconsistent attributes in primitives
uv.AddRange(new Vector2[positionCount]);
}
// uv2
if (prim.attributes.TEXCOORD_1 != -1)
{
uv2.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1).Select(x => x.ReverseUV()));
}
// color
if (prim.attributes.COLOR_0 != -1)
{
colors.AddRange(ctx.GLTF.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
}
// skin
if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1)
{
var joints0 = ctx.GLTF.GetArrayFromAccessor<UShort4>(prim.attributes.JOINTS_0); // uint4
var weights0 = ctx.GLTF.GetArrayFromAccessor<Float4>(prim.attributes.WEIGHTS_0).Select(x => x.One()).ToArray();
for (int j = 0; j < joints0.Length; ++j)
{
var bw = new BoneWeight();
bw.boneIndex0 = joints0[j].x;
bw.weight0 = weights0[j].x;
bw.boneIndex1 = joints0[j].y;
bw.weight1 = weights0[j].y;
bw.boneIndex2 = joints0[j].z;
bw.weight2 = weights0[j].z;
bw.boneIndex3 = joints0[j].w;
bw.weight3 = weights0[j].w;
boneWeights.Add(bw);
}
}
// blendshape
if (prim.targets != null && prim.targets.Count > 0)
{
for (int i = 0; i < prim.targets.Count; ++i)
{
//var name = string.Format("target{0}", i++);
var primTarget = prim.targets[i];
var blendShape = new BlendShape(!string.IsNullOrEmpty(prim.extras.targetNames[i])
? prim.extras.targetNames[i]
: i.ToString())
;
if (primTarget.POSITION != -1)
{
blendShape.Positions.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray());
}
if (primTarget.NORMAL != -1)
{
blendShape.Normals.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray());
}
if (primTarget.TANGENT != -1)
{
blendShape.Tangents.AddRange(
ctx.GLTF.GetArrayFromAccessor<Vector3>(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray());
}
blendShapes.Add(blendShape);
}
}
var indices =
(indexBuffer >= 0)
? ctx.GLTF.GetIndices(indexBuffer)
: TriangleUtil.FlipTriangle(Enumerable.Range(0, positions.Count)).ToArray() // without index array
;
for (int i = 0; i < indices.Length; ++i)
{
indices[i] += indexOffset;
}
subMeshes.Add(indices);
// material
materialIndices.Add(prim.material);
}
}
// multiple submesh sharing same VertexBuffer
public void ImportMeshSharingVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh)
{
{
var prim = gltfMesh.primitives.First();
positions.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION).SelectInplace(x => x.ReverseZ()));
m_positions.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.POSITION).SelectInplace(x => x.ReverseZ()));
// normal
if (prim.attributes.NORMAL != -1)
{
normals.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL).SelectInplace(x => x.ReverseZ()));
m_normals.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.NORMAL).SelectInplace(x => x.ReverseZ()));
}
#if false
@@ -396,19 +434,19 @@ namespace UniGLTF
{
#pragma warning disable 0612
// backward compatibility
uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseY()));
m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseY()));
#pragma warning restore 0612
}
else
{
uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseUV()));
m_uv.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseUV()));
}
}
// uv2
if (prim.attributes.TEXCOORD_1 != -1)
{
uv2.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1).SelectInplace(x => x.ReverseUV()));
m_uv2.AddRange(ctx.GLTF.GetArrayFromAccessor<Vector2>(prim.attributes.TEXCOORD_1).SelectInplace(x => x.ReverseUV()));
}
// color
@@ -417,17 +455,17 @@ namespace UniGLTF
if (ctx.GLTF.accessors[prim.attributes.COLOR_0].TypeCount == 3)
{
var vec3Color = ctx.GLTF.GetArrayFromAccessor<Vector3>(prim.attributes.COLOR_0);
colors.AddRange(new Color[vec3Color.Length]);
m_colors.AddRange(new Color[vec3Color.Length]);
for (int i = 0; i < vec3Color.Length; i++)
{
Vector3 color = vec3Color[i];
colors[i] = new Color(color.x, color.y, color.z);
m_colors[i] = new Color(color.x, color.y, color.z);
}
}
else if (ctx.GLTF.accessors[prim.attributes.COLOR_0].TypeCount == 4)
{
colors.AddRange(ctx.GLTF.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
m_colors.AddRange(ctx.GLTF.GetArrayFromAccessor<Color>(prim.attributes.COLOR_0));
}
else
{
@@ -461,14 +499,14 @@ namespace UniGLTF
bw.boneIndex3 = joints0[j].w;
bw.weight3 = weights0[j].w;
boneWeights.Add(bw);
m_boneWeights.Add(bw);
}
}
// blendshape
if (prim.targets != null && prim.targets.Count > 0)
{
blendShapes.AddRange(prim.targets.Select((x, i) => new BlendShape(
m_blendShapes.AddRange(prim.targets.Select((x, i) => new BlendShape(
i < prim.extras.targetNames.Count && !string.IsNullOrEmpty(prim.extras.targetNames[i])
? prim.extras.targetNames[i]
: i.ToString())));
@@ -476,7 +514,7 @@ namespace UniGLTF
{
//var name = string.Format("target{0}", i++);
var primTarget = prim.targets[i];
var blendShape = blendShapes[i];
var blendShape = m_blendShapes[i];
if (primTarget.POSITION != -1)
{
@@ -501,16 +539,16 @@ namespace UniGLTF
{
if (prim.indices == -1)
{
subMeshes.Add(TriangleUtil.FlipTriangle(Enumerable.Range(0, positions.Count)).ToArray());
m_subMeshes.Add(TriangleUtil.FlipTriangle(Enumerable.Range(0, m_positions.Count)).ToArray());
}
else
{
var indices = ctx.GLTF.GetIndices(prim.indices);
subMeshes.Add(indices);
m_subMeshes.Add(indices);
}
// material
materialIndices.Add(prim.material);
m_materialIndices.Add(prim.material);
}
}
}
@@ -553,335 +591,157 @@ namespace UniGLTF
return meshContext;
}
public static MeshWithMaterials BuildMesh(ImporterContext ctx, MeshImporter.MeshContext meshContext)
static (Mesh, bool) _BuildMesh(MeshImporter.MeshContext meshContext)
{
if (!meshContext.materialIndices.Any())
if (!meshContext.MaterialIndices.Any())
{
meshContext.materialIndices.Add(0);
// add default material
meshContext.MaterialIndices.Add(0);
}
//Debug.Log(prims.ToJson());
var mesh = new Mesh();
mesh.name = meshContext.name;
if (meshContext.positions.Count > UInt16.MaxValue)
if (meshContext.Positions.Count > 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.ToArray();
mesh.vertices = meshContext.Positions.ToArray();
bool recalculateNormals = false;
if (meshContext.normals != null && meshContext.normals.Count > 0)
if (meshContext.Normals != null && meshContext.Normals.Count > 0)
{
mesh.normals = meshContext.normals.ToArray();
mesh.normals = meshContext.Normals.ToArray();
}
else
{
recalculateNormals = true;
}
if (meshContext.uv != null && meshContext.uv.Count == mesh.vertexCount)
if (meshContext.UV.Count == mesh.vertexCount)
{
mesh.uv = meshContext.uv.ToArray();
mesh.uv = meshContext.UV.ToArray();
}
if (meshContext.uv2 != null && meshContext.uv2.Count == mesh.vertexCount)
if (meshContext.UV2.Count == mesh.vertexCount)
{
mesh.uv2 = meshContext.uv2.ToArray();
mesh.uv2 = meshContext.UV2.ToArray();
}
bool recalculateTangents = true;
#if UNIGLTF_IMPORT_TANGENTS
if (meshContext.tangents != null && meshContext.tangents.Length > 0)
if (meshContext.Tangents.Length > 0)
{
mesh.tangents = meshContext.tangents;
mesh.tangents = meshContext.Tangents.ToArray();
recalculateTangents = false;
}
#endif
if (meshContext.colors != null && meshContext.colors.Count == mesh.vertexCount)
if (meshContext.Colors.Count == mesh.vertexCount)
{
mesh.colors = meshContext.colors.ToArray();
mesh.colors = meshContext.Colors.ToArray();
}
if (meshContext.boneWeights != null && meshContext.boneWeights.Count > 0)
if (meshContext.BoneWeights.Count > 0)
{
mesh.boneWeights = meshContext.boneWeights.ToArray();
mesh.boneWeights = meshContext.BoneWeights.ToArray();
}
mesh.subMeshCount = meshContext.subMeshes.Count;
for (int i = 0; i < meshContext.subMeshes.Count; ++i)
mesh.subMeshCount = meshContext.SubMeshes.Count;
for (int i = 0; i < meshContext.SubMeshes.Count; ++i)
{
mesh.SetTriangles(meshContext.subMeshes[i], i);
mesh.SetTriangles(meshContext.SubMeshes[i], i);
}
if (recalculateNormals)
{
mesh.RecalculateNormals();
}
return (mesh, recalculateTangents);
}
static void BuildBlendShape(Mesh mesh, MeshContext meshContext, BlendShape blendShape, Vector3[] emptyVertices)
{
if (blendShape.Positions.Count > 0)
{
if (blendShape.Positions.Count == mesh.vertexCount)
{
mesh.AddBlendShapeFrame(blendShape.Name, FRAME_WEIGHT,
blendShape.Positions.ToArray(),
(meshContext.Normals.Count == 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
{
// 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
);
}
}
public static MeshWithMaterials BuildMesh(ImporterContext ctx, MeshImporter.MeshContext meshContext)
{
var (mesh, recalculateTangents) = _BuildMesh(meshContext);
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()
Materials = meshContext.MaterialIndices.Select(x => ctx.GetMaterial(x)).ToArray()
};
if (meshContext.blendShapes != null)
if (meshContext.BlendShapes.Count > 0)
{
Vector3[] emptyVertices = null;
foreach (var blendShape in meshContext.blendShapes)
var emptyVertices = new Vector3[mesh.vertexCount];
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.Count == 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
);
}
BuildBlendShape(mesh, meshContext, blendShape, emptyVertices);
}
}
return result;
}
public static IEnumerator BuildMeshCoroutine(ImporterContext ctx, MeshImporter.MeshContext meshContext)
{
if (!meshContext.materialIndices.Any())
{
meshContext.materialIndices.Add(0);
}
var (mesh, recalculateTangents) = _BuildMesh(meshContext);
var mesh = new Mesh();
mesh.name = meshContext.name;
if (meshContext.positions.Count > 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.ToArray();
bool recalculateNormals = false;
if (meshContext.normals != null && meshContext.normals.Count == mesh.vertexCount)
{
mesh.normals = meshContext.normals.ToArray();
}
else
{
recalculateNormals = true;
}
if (meshContext.uv != null && meshContext.uv.Count == mesh.vertexCount)
{
mesh.uv = meshContext.uv.ToArray();
}
bool recalculateTangents = true;
#if UNIGLTF_IMPORT_TANGENTS
if (meshContext.tangents != null && meshContext.tangents.Count == mesh.vertexCount)
{
mesh.tangents = meshContext.tangents.ToArray();
recalculateTangents = false;
}
#endif
if (meshContext.colors != null && meshContext.colors.Count == mesh.vertexCount)
{
mesh.colors = meshContext.colors.ToArray();
}
if (meshContext.boneWeights != null && meshContext.boneWeights.Count == mesh.vertexCount)
{
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
yield return null;
mesh.RecalculateTangents();
yield return null;
#else
CalcTangents(mesh);
#endif
}
var result = new MeshWithMaterials
{
Mesh = mesh,
Materials = meshContext.materialIndices.Select(x => ctx.GetMaterial(x)).ToArray()
Materials = meshContext.MaterialIndices.Select(x => ctx.GetMaterial(x)).ToArray()
};
yield return null;
if (meshContext.blendShapes != null)
if (meshContext.BlendShapes.Count > 0)
{
Vector3[] emptyVertices = null;
foreach (var blendShape in meshContext.blendShapes)
var emptyVertices = new Vector3[mesh.vertexCount];
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.Count == mesh.vertexCount && blendShape.Normals.Count() == blendShape.Positions.Count()) ? blendShape.Normals.ToArray() : null,
null
);
yield return 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
);
yield return null;
}
BuildBlendShape(mesh, meshContext, blendShape, emptyVertices);
}
}
yield return result;
}
/// <summary>
/// Meshの法線を元にタンジェントを計算する。
/// </summary>
/// <param name="mesh">メッシュ</param>
/// <returns>タンジェント</returns>
public static void CalcTangents(Mesh mesh)
{
int vertexCount = mesh.vertexCount;
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector2[] texcoords = mesh.uv;
int[] triangles = mesh.triangles;
int triangleCount = triangles.Length / 3;
Vector4[] tangents = new Vector4[vertexCount];
Vector3[] tan1 = new Vector3[vertexCount];
Vector3[] tan2 = new Vector3[vertexCount];
int tri = 0;
for (int i = 0; i < (triangleCount); i++)
{
int i1 = triangles[tri];
int i2 = triangles[tri + 1];
int i3 = triangles[tri + 2];
Vector3 v1 = vertices[i1];
Vector3 v2 = vertices[i2];
Vector3 v3 = vertices[i3];
Vector2 w1 = texcoords[i1];
Vector2 w2 = texcoords[i2];
Vector2 w3 = texcoords[i3];
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float r = 1.0f / (s1 * t2 - s2 * t1);
Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
tan1[i1] += sdir;
tan1[i2] += sdir;
tan1[i3] += sdir;
tan2[i1] += tdir;
tan2[i2] += tdir;
tan2[i3] += tdir;
tri += 3;
}
for (int i = 0; i < (vertexCount); i++)
{
Vector3 n = normals[i];
Vector3 t = tan1[i];
// Gram-Schmidt orthogonalize
Vector3.OrthoNormalize(ref n, ref t);
tangents[i].x = t.x;
tangents[i].y = t.y;
tangents[i].z = t.z;
// Calculate handedness
tangents[i].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
}
mesh.tangents = tangents;
}
}
}