mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-09-07 19:38:13 -05:00
UniVRM10のVertexの更新をNew Mesh APIに変更
This commit is contained in:
@@ -2,6 +2,7 @@ using System;
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namespace UniGLTF
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{
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[Serializable]
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public struct SkinJoints : IEquatable<SkinJoints>
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{
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public ushort Joint0;
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65
Assets/VRM10/Runtime/IO/Model/InterleaveMeshVerticesJob.cs
Normal file
65
Assets/VRM10/Runtime/IO/Model/InterleaveMeshVerticesJob.cs
Normal file
@@ -0,0 +1,65 @@
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using UniGLTF;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs;
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using UnityEngine;
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#if ENABLE_VRM10_BURST
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using Unity.Burst;
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#endif
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namespace UniVRM10
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{
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#if ENABLE_VRM10_BURST
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[BurstCompile]
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#endif
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internal struct InterleaveMeshVerticesJob : IJobParallelFor
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{
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[WriteOnly] private NativeArray<MeshVertex> _vertices;
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[ReadOnly] private readonly NativeArray<Vector3> _positions;
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// default値を許容する
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[ReadOnly, NativeDisableContainerSafetyRestriction] private readonly NativeArray<Vector3> _normals;
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[ReadOnly, NativeDisableContainerSafetyRestriction] private readonly NativeArray<Vector2> _texCoords;
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[ReadOnly, NativeDisableContainerSafetyRestriction] private readonly NativeArray<Color> _colors;
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[ReadOnly, NativeDisableContainerSafetyRestriction] private readonly NativeArray<Vector4> _weights;
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[ReadOnly, NativeDisableContainerSafetyRestriction] private readonly NativeArray<SkinJoints> _joints;
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public InterleaveMeshVerticesJob(
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NativeArray<MeshVertex> vertices,
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NativeArray<Vector3> positions,
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NativeArray<Vector3> normals = default,
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NativeArray<Vector2> texCoords = default,
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NativeArray<Color> colors = default,
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NativeArray<Vector4> weights = default,
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NativeArray<SkinJoints> joints = default)
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{
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_vertices = vertices;
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_positions = positions;
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_normals = normals;
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_texCoords = texCoords;
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_colors = colors;
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_weights = weights;
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_joints = joints;
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}
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public void Execute(int index)
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{
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_vertices[index] = new MeshVertex(
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_positions[index],
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_normals.IsCreated ? _normals[index] : Vector3.zero,
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_texCoords.IsCreated ? _texCoords[index] : Vector2.zero,
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_colors.IsCreated ? _colors[index] : Color.white,
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_joints.IsCreated ? _joints[index].Joint0 : (ushort)0,
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_joints.IsCreated ? _joints[index].Joint1 : (ushort)0,
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_joints.IsCreated ? _joints[index].Joint2 : (ushort)0,
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_joints.IsCreated ? _joints[index].Joint3 : (ushort)0,
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_weights.IsCreated ? _weights[index].x : 0,
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_weights.IsCreated ? _weights[index].y : 0,
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_weights.IsCreated ? _weights[index].z : 0,
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_weights.IsCreated ? _weights[index].w : 0
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);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 01d2fcab0a3941fa9cf2e4f1a641105b
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timeCreated: 1636688648
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@@ -1,6 +1,9 @@
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using System;
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using UniGLTF;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Profiling;
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namespace UniVRM10
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{
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@@ -12,55 +15,63 @@ namespace UniVRM10
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/// <param name="mesh"></param>
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/// <param name="src"></param>
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/// <param name="skin"></param>
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public static UnityEngine.Mesh LoadSharedMesh(VrmLib.Mesh src, VrmLib.Skin skin = null)
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public static Mesh LoadSharedMesh(VrmLib.Mesh src, VrmLib.Skin skin = null)
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{
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// submesh 方式
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var mesh = new UnityEngine.Mesh();
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if (src.IndexBuffer.Count > UInt16.MaxValue)
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Profiler.BeginSample("MeshImporter.LoadSharedMesh");
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var mesh = new Mesh();
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if (src.IndexBuffer.Count > ushort.MaxValue)
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{
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mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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}
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mesh.vertices = src.VertexBuffer.Positions.GetSpan<Vector3>().ToArray();
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mesh.normals = src.VertexBuffer.Normals?.GetSpan<Vector3>().ToArray();
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mesh.uv = src.VertexBuffer.TexCoords?.GetSpan<Vector2>().ToArray();
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mesh.colors = src.VertexBuffer.Colors?.GetSpan<Color>().ToArray();
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if (src.VertexBuffer.Weights != null && src.VertexBuffer.Joints != null)
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var positions = src.VertexBuffer.Positions.GetNativeArray<Vector3>(Allocator.TempJob);
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var normals = src.VertexBuffer.Normals?.GetNativeArray<Vector3>(Allocator.TempJob) ?? default;
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var texCoords = src.VertexBuffer.TexCoords?.GetNativeArray<Vector2>(Allocator.TempJob) ?? default;
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var colors = src.VertexBuffer.Colors?.GetNativeArray<Color>(Allocator.TempJob) ?? default;
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var weights = src.VertexBuffer.Weights?.GetNativeArray<Vector4>(Allocator.TempJob) ?? default;
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var joints = src.VertexBuffer.Joints?.GetNativeArray<SkinJoints>(Allocator.TempJob) ?? default;
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var vertices = new NativeArray<MeshVertex>(positions.Length, Allocator.TempJob);
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// JobとBindPoseの更新を並行して行う
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var jobHandle =
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new InterleaveMeshVerticesJob(vertices, positions, normals, texCoords, colors, weights, joints)
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.Schedule(vertices.Length, 1);
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if (weights.IsCreated && joints.IsCreated)
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{
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var boneWeights = new BoneWeight[mesh.vertexCount];
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if (src.VertexBuffer.Weights.Count != mesh.vertexCount || src.VertexBuffer.Joints.Count != mesh.vertexCount)
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if (weights.Length != positions.Length || joints.Length != positions.Length)
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{
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throw new ArgumentException();
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}
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var weights = src.VertexBuffer.Weights.GetSpan<Vector4>();
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var joints = src.VertexBuffer.Joints.GetSpan<SkinJoints>();
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if (skin != null)
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{
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mesh.bindposes = skin.InverseMatrices.GetSpan<Matrix4x4>().ToArray();
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}
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for (int i = 0; i < weights.Length; ++i)
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{
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var w = weights[i];
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boneWeights[i].weight0 = w.x;
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boneWeights[i].weight1 = w.y;
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boneWeights[i].weight2 = w.z;
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boneWeights[i].weight3 = w.w;
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}
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for (int i = 0; i < joints.Length; ++i)
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{
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var j = joints[i];
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boneWeights[i].boneIndex0 = j.Joint0;
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boneWeights[i].boneIndex1 = j.Joint1;
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boneWeights[i].boneIndex2 = j.Joint2;
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boneWeights[i].boneIndex3 = j.Joint3;
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}
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mesh.boneWeights = boneWeights;
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}
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// Jobを完了
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jobHandle.Complete();
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// 入力のNativeArrayを開放
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positions.Dispose();
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if (normals.IsCreated) normals.Dispose();
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if (texCoords.IsCreated) texCoords.Dispose();
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if (colors.IsCreated) colors.Dispose();
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if (weights.IsCreated) weights.Dispose();
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if (joints.IsCreated) joints.Dispose();
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// 頂点を更新
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MeshVertex.SetVertexBufferParamsToMesh(mesh, vertices.Length);
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mesh.SetVertexBufferData(vertices, 0, 0, vertices.Length);
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// 出力のNativeArrayを開放
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vertices.Dispose();
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// submesh 方式
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mesh.subMeshCount = src.Submeshes.Count;
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var triangles = src.IndexBuffer.GetAsIntList();
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for (int i = 0; i < src.Submeshes.Count; ++i)
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for (var i = 0; i < src.Submeshes.Count; ++i)
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{
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var submesh = src.Submeshes[i];
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mesh.SetTriangles(triangles.GetRange(submesh.Offset, submesh.DrawCount), i);
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@@ -68,16 +79,18 @@ namespace UniVRM10
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foreach (var morphTarget in src.MorphTargets)
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{
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var positions =
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var morphTargetPositions =
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morphTarget.VertexBuffer.Positions != null
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? morphTarget.VertexBuffer.Positions.GetSpan<Vector3>().ToArray()
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: new Vector3[mesh.vertexCount] // dummy
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;
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mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, positions, null, null);
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mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, morphTargetPositions, null, null);
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}
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mesh.RecalculateBounds();
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mesh.RecalculateTangents();
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Profiler.EndSample();
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return mesh;
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}
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@@ -2,6 +2,8 @@ using System.Collections.Generic;
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using System.Linq;
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using UniGLTF;
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using UnityEngine;
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using UnityEngine.Profiling;
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using Mesh = VrmLib.Mesh;
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namespace UniVRM10
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{
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@@ -9,6 +11,8 @@ namespace UniVRM10
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{
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public static UnityEngine.Mesh LoadDivided(VrmLib.MeshGroup src)
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{
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Profiler.BeginSample("MeshImporterDivided.LoadDivided");
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var dst = new UnityEngine.Mesh();
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if (src.Meshes.Sum(x => x.IndexBuffer.Count) > ushort.MaxValue)
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{
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@@ -23,32 +27,30 @@ namespace UniVRM10
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var normals = new List<Vector3>(vertexCount);
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var uv = new List<Vector2>(vertexCount);
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var boneWeights = new List<BoneWeight>(vertexCount);
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for (int meshIndex = 0; meshIndex < src.Meshes.Count; ++meshIndex)
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foreach (var mesh in src.Meshes)
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{
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var mesh = src.Meshes[meshIndex];
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positions.AddRange(mesh.VertexBuffer.Positions.GetSpan<Vector3>());
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normals.AddRange(mesh.VertexBuffer.Normals.GetSpan<Vector3>());
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uv.AddRange(mesh.VertexBuffer.TexCoords.GetSpan<Vector2>());
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if (src.Skin != null)
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if (src.Skin == null) continue;
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var joints = mesh.VertexBuffer.Joints.GetSpan<SkinJoints>();
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var weights = mesh.VertexBuffer.Weights.GetSpan<Vector4>();
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for (var i = 0; i < mesh.VertexBuffer.Count; ++i)
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{
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var j = mesh.VertexBuffer.Joints.GetSpan<SkinJoints>();
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var w = mesh.VertexBuffer.Weights.GetSpan<Vector4>();
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for (int i = 0; i < mesh.VertexBuffer.Count; ++i)
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var joint = joints[i];
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var weight = weights[i];
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boneWeights.Add(new BoneWeight
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{
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var jj = j[i];
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var ww = w[i];
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boneWeights.Add(new BoneWeight
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{
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boneIndex0 = jj.Joint0,
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boneIndex1 = jj.Joint1,
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boneIndex2 = jj.Joint2,
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boneIndex3 = jj.Joint3,
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weight0 = ww.x,
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weight1 = ww.y,
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weight2 = ww.z,
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weight3 = ww.w,
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});
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}
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boneIndex0 = joint.Joint0,
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boneIndex1 = joint.Joint1,
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boneIndex2 = joint.Joint2,
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boneIndex3 = joint.Joint3,
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weight0 = weight.x,
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weight1 = weight.y,
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weight2 = weight.z,
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weight3 = weight.w,
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});
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}
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}
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@@ -74,7 +76,7 @@ namespace UniVRM10
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//
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dst.subMeshCount = src.Meshes.Count;
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var offset = 0;
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for (int meshIndex = 0; meshIndex < src.Meshes.Count; ++meshIndex)
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for (var meshIndex = 0; meshIndex < src.Meshes.Count; ++meshIndex)
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{
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var mesh = src.Meshes[meshIndex];
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var indices = mesh.IndexBuffer.GetAsIntArray().Select(x => offset + x).ToArray();
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@@ -89,12 +91,12 @@ namespace UniVRM10
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// blendshape
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//
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var blendShapeCount = src.Meshes[0].MorphTargets.Count;
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for (int i = 0; i < blendShapeCount; ++i)
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for (var i = 0; i < blendShapeCount; ++i)
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{
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positions.Clear();
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normals.Clear();
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var name = src.Meshes[0].MorphTargets[i].Name;
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for (int meshIndex = 0; meshIndex < src.Meshes.Count; ++meshIndex)
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for (var meshIndex = 0; meshIndex < src.Meshes.Count; ++meshIndex)
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{
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var morphTarget = src.Meshes[meshIndex].MorphTargets[i];
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positions.AddRange(morphTarget.VertexBuffer.Positions.GetSpan<Vector3>());
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@@ -111,6 +113,8 @@ namespace UniVRM10
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dst.AddBlendShapeFrame(name, 100.0f, positions.ToArray(), normals.ToArray(), null);
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}
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Profiler.EndSample();
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return dst;
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}
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}
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70
Assets/VRM10/Runtime/IO/Model/MeshVertex.cs
Normal file
70
Assets/VRM10/Runtime/IO/Model/MeshVertex.cs
Normal file
@@ -0,0 +1,70 @@
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using System.Runtime.InteropServices;
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using UnityEditor.UI;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UniVRM10
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{
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/// <summary>
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/// インターリーブされたメッシュの頂点情報を表す構造体
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/// そのままGPUにアップロードされる
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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internal readonly struct MeshVertex
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{
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private readonly Vector3 _position;
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private readonly Vector3 _normal;
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private readonly Color _color;
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private readonly Vector2 _texCoord;
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private readonly float _boneWeight0;
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private readonly float _boneWeight1;
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private readonly float _boneWeight2;
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private readonly float _boneWeight3;
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private readonly ushort _boneIndex0;
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private readonly ushort _boneIndex1;
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private readonly ushort _boneIndex2;
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private readonly ushort _boneIndex3;
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public MeshVertex(
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Vector3 position,
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Vector3 normal,
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Vector2 texCoord,
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Color color,
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ushort boneIndex0,
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ushort boneIndex1,
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ushort boneIndex2,
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ushort boneIndex3,
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float boneWeight0,
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float boneWeight1,
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float boneWeight2,
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float boneWeight3)
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{
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_position = position;
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_normal = normal;
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_texCoord = texCoord;
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_color = color;
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_boneIndex0 = boneIndex0;
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_boneIndex1 = boneIndex1;
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_boneIndex2 = boneIndex2;
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_boneIndex3 = boneIndex3;
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_boneWeight0 = boneWeight0;
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_boneWeight1 = boneWeight1;
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_boneWeight2 = boneWeight2;
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_boneWeight3 = boneWeight3;
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}
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private static readonly VertexAttributeDescriptor[] vertexAttributeDescriptor = {
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new VertexAttributeDescriptor(VertexAttribute.Position),
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new VertexAttributeDescriptor(VertexAttribute.Normal),
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new VertexAttributeDescriptor(VertexAttribute.Color, dimension: 4),
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new VertexAttributeDescriptor(VertexAttribute.TexCoord0, dimension: 2),
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new VertexAttributeDescriptor(VertexAttribute.BlendWeight, dimension: 4),
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new VertexAttributeDescriptor(VertexAttribute.BlendIndices, VertexAttributeFormat.UInt16, 4),
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};
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public static void SetVertexBufferParamsToMesh(Mesh mesh, int length)
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{
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mesh.SetVertexBufferParams(length, vertexAttributeDescriptor);
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}
|
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}
|
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}
|
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3
Assets/VRM10/Runtime/IO/Model/MeshVertex.cs.meta
Normal file
3
Assets/VRM10/Runtime/IO/Model/MeshVertex.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78c70746c10e46bc97de0a7afedb23c7
|
||||
timeCreated: 1636625951
|
||||
@@ -8,7 +8,8 @@
|
||||
"GUID:bce005214fa49654d93927908c15b1f2",
|
||||
"GUID:0aaf403bd13871a44b7127aef2695ff8",
|
||||
"GUID:b7aa47b240b57de44a4b2021c143c9bf",
|
||||
"GUID:f2ca1407928ebdc4bbe7765cc278be44"
|
||||
"GUID:f2ca1407928ebdc4bbe7765cc278be44",
|
||||
"GUID:2665a8d13d1b3f18800f46e256720795"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
@@ -17,6 +18,12 @@
|
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"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
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"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.burst",
|
||||
"expression": "0.0.1",
|
||||
"define": "ENABLE_VRM10_BURST"
|
||||
}
|
||||
],
|
||||
"noEngineReferences": false
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||||
}
|
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@@ -4,6 +4,8 @@ using System.Linq;
|
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using System.Numerics;
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using System.Runtime.InteropServices;
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using UniGLTF;
|
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
|
||||
|
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namespace VrmLib
|
||||
{
|
||||
@@ -103,6 +105,25 @@ namespace VrmLib
|
||||
return SpanLike.Wrap<T>(Bytes);
|
||||
}
|
||||
|
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/// <summary>
|
||||
/// バッファをNativeArrayに変換して返す
|
||||
/// 開放の責務は使い手側にある点に注意
|
||||
/// </summary>
|
||||
public unsafe NativeArray<T> GetNativeArray<T>(Allocator allocator, bool checkStride = true) where T : struct
|
||||
{
|
||||
if (checkStride && Marshal.SizeOf(typeof(T)) != Stride)
|
||||
{
|
||||
throw new Exception("different sizeof(T) with stride");
|
||||
}
|
||||
|
||||
fixed (byte* byteArray = Bytes.Array)
|
||||
{
|
||||
var nativeArray = new NativeArray<T>(Bytes.Count / Marshal.SizeOf<T>(), allocator);
|
||||
UnsafeUtility.MemCpy(nativeArray.GetUnsafePtr(), byteArray + Bytes.Offset, Bytes.Count);
|
||||
return nativeArray;
|
||||
}
|
||||
}
|
||||
|
||||
public void Assign<T>(T[] values) where T : struct
|
||||
{
|
||||
if (Marshal.SizeOf(typeof(T)) != Stride)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"allowUnsafeCode": true,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": false,
|
||||
|
||||
Reference in New Issue
Block a user