Merge pull request #521 from ousttrue/rebase_runtimeMeshIntegrator

Squashed commit of the following:
This commit is contained in:
ousttrue 2020-08-25 17:21:32 +09:00 committed by GitHub
commit a4824dcf60
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 697 additions and 476 deletions

View File

@ -57,6 +57,11 @@ namespace UniGLTF
}
}
public string FileName
{
get { return Path.GetFileName(Value); }
}
public string FileNameWithoutExtension
{
get { return Path.GetFileNameWithoutExtension(Value); }

View File

@ -168,11 +168,7 @@ namespace VRM
// save mesh to Assets
var assetPath = string.Format("{0}{1}", go.name, ASSET_SUFFIX);
#if UNITY_2018_2_OR_NEWER
var prefab = PrefabUtility.GetCorrespondingObjectFromSource(go);
#else
var prefab = PrefabUtility.GetPrefabParent(go);
#endif
var prefab = SkinnedMeshUtility.GetPrefab(go);
if (prefab != null)
{
var prefabPath = AssetDatabase.GetAssetPath(prefab);

View File

@ -1,461 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace VRM
{
/// <summary>
/// 複数のメッシュをまとめる
/// </summary>
[DisallowMultipleComponent]
public static class MeshIntegrator
{
const string MENU_KEY = SkinnedMeshUtility.MENU_KEY + "MeshIntegrator";
const string ASSET_SUFFIX = ".mesh.asset";
const string ASSET_WITH_BLENDSHAPE_SUFFIX = ".blendshape.asset";
[MenuItem(MENU_KEY, true, SkinnedMeshUtility.MENU_PRIORITY)]
private static bool ExportValidate()
{
return Selection.activeObject != null && Selection.activeObject is GameObject;
}
[MenuItem(MENU_KEY, false, SkinnedMeshUtility.MENU_PRIORITY)]
private static void ExportFromMenu()
{
var go = Selection.activeObject as GameObject;
Integrate(go);
}
public static SkinnedMeshRenderer Integrate(GameObject go)
{
var without_blendshape = _Integrate(go, false);
if (without_blendshape == null)
{
return null;
}
// save mesh to Assets
var assetPath = string.Format("{0}{1}", go.name, ASSET_SUFFIX);
#if UNITY_2018_2_OR_NEWER
var prefab = PrefabUtility.GetCorrespondingObjectFromSource(go);
#else
var prefab = PrefabUtility.GetPrefabParent(go);
#endif
if (prefab != null)
{
var prefabPath = AssetDatabase.GetAssetPath(prefab);
assetPath = string.Format("{0}/{1}_{2}{3}",
Path.GetDirectoryName(prefabPath),
Path.GetFileNameWithoutExtension(prefabPath),
go.name,
ASSET_SUFFIX
);
}
else
{
assetPath = string.Format("Assets/{0}{1}", go.name, ASSET_SUFFIX);
}
Debug.LogFormat("CreateAsset: {0}", assetPath);
AssetDatabase.CreateAsset(without_blendshape.sharedMesh, assetPath);
return without_blendshape;
}
struct SubMesh
{
public List<int> Indices;
public Material Material;
}
class BlendShape
{
public int VertexOffset;
public string Name;
public float FrameWeight;
public Vector3[] Positions;
public Vector3[] Normals;
public Vector3[] Tangents;
}
class Integrator
{
// public List<SkinnedMeshRenderer> Renderers { get; private set; }
public List<Vector3> Positions { get; private set; }
public List<Vector3> Normals { get; private set; }
public List<Vector2> UV { get; private set; }
public List<Vector4> Tangents { get; private set; }
public List<BoneWeight> BoneWeights { get; private set; }
public List<SubMesh> SubMeshes
{
get;
private set;
}
public List<Matrix4x4> BindPoses { get; private set; }
public List<Transform> Bones { get; private set; }
public List<BlendShape> BlendShapes { get; private set; }
public void AddBlendShapesToMesh(Mesh mesh)
{
Dictionary<string, BlendShape> map = new Dictionary<string, BlendShape>();
foreach (var x in BlendShapes)
{
BlendShape bs = null;
if (!map.TryGetValue(x.Name, out bs))
{
bs = new BlendShape();
bs.Positions = Positions.ToArray();
bs.Normals = Normals.ToArray();
bs.Tangents = Tangents.Select(y => (Vector3)y).ToArray();
bs.Name = x.Name;
bs.FrameWeight = x.FrameWeight;
map.Add(x.Name, bs);
}
var j = x.VertexOffset;
for (int i = 0; i < x.Positions.Length; ++i, ++j)
{
bs.Positions[j] = x.Positions[i];
bs.Normals[j] = x.Normals[i];
bs.Tangents[j] = x.Tangents[i];
}
}
foreach (var kv in map)
{
//Debug.LogFormat("AddBlendShapeFrame: {0}", kv.Key);
mesh.AddBlendShapeFrame(kv.Key, kv.Value.FrameWeight,
kv.Value.Positions, kv.Value.Normals, kv.Value.Tangents);
}
}
public Integrator()
{
// Renderers = new List<SkinnedMeshRenderer>();
Positions = new List<Vector3>();
Normals = new List<Vector3>();
UV = new List<Vector2>();
Tangents = new List<Vector4>();
BoneWeights = new List<BoneWeight>();
SubMeshes = new List<SubMesh>();
BindPoses = new List<Matrix4x4>();
Bones = new List<Transform>();
BlendShapes = new List<BlendShape>();
}
static BoneWeight AddBoneIndexOffset(BoneWeight bw, int boneIndexOffset)
{
if (bw.weight0 > 0) bw.boneIndex0 += boneIndexOffset;
if (bw.weight1 > 0) bw.boneIndex1 += boneIndexOffset;
if (bw.weight2 > 0) bw.boneIndex2 += boneIndexOffset;
if (bw.weight3 > 0) bw.boneIndex3 += boneIndexOffset;
return bw;
}
public void Push(MeshRenderer renderer)
{
var meshFilter = renderer.GetComponent<MeshFilter>();
if (meshFilter == null)
{
Debug.LogWarningFormat("{0} has no mesh filter", renderer.name);
return;
}
var mesh = meshFilter.sharedMesh;
if (mesh == null)
{
Debug.LogWarningFormat("{0} has no mesh", renderer.name);
return;
}
var indexOffset = Positions.Count;
var boneIndexOffset = Bones.Count;
Positions.AddRange(mesh.vertices
.Select(x => renderer.transform.TransformPoint(x))
);
Normals.AddRange(mesh.normals
.Select(x => renderer.transform.TransformVector(x))
);
UV.AddRange(mesh.uv);
Tangents.AddRange(mesh.tangents
.Select(t =>
{
var v = renderer.transform.TransformVector(t.x, t.y, t.z);
return new Vector4(v.x, v.y, v.z, t.w);
})
);
var self = renderer.transform;
var bone = self.parent;
if (bone == null)
{
Debug.LogWarningFormat("{0} is root gameobject.", self.name);
return;
}
var bindpose = bone.worldToLocalMatrix;
BoneWeights.AddRange(Enumerable.Range(0, mesh.vertices.Length)
.Select(x => new BoneWeight()
{
boneIndex0 = Bones.Count,
weight0 = 1,
})
);
BindPoses.Add(bindpose);
Bones.Add(bone);
for (int i = 0; i < mesh.subMeshCount; ++i)
{
var indices = mesh.GetIndices(i).Select(x => x + indexOffset);
var mat = renderer.sharedMaterials[i];
var sameMaterialSubMeshIndex = SubMeshes.FindIndex(x => ReferenceEquals(x.Material, mat));
if (sameMaterialSubMeshIndex >= 0)
{
SubMeshes[sameMaterialSubMeshIndex].Indices.AddRange(indices);
}
else
{
SubMeshes.Add(new SubMesh
{
Indices = indices.ToList(),
Material = mat,
});
}
}
}
public void Push(SkinnedMeshRenderer renderer)
{
var mesh = renderer.sharedMesh;
if (mesh == null)
{
Debug.LogWarningFormat("{0} has no mesh", renderer.name);
return;
}
// Renderers.Add(renderer);
var indexOffset = Positions.Count;
var boneIndexOffset = Bones.Count;
Positions.AddRange(mesh.vertices);
Normals.AddRange(mesh.normals);
UV.AddRange(mesh.uv);
Tangents.AddRange(mesh.tangents);
if (mesh.vertexCount == mesh.boneWeights.Length)
{
BoneWeights.AddRange(mesh.boneWeights.Select(x => AddBoneIndexOffset(x, boneIndexOffset)).ToArray());
}
else
{
BoneWeights.AddRange(Enumerable.Range(0, mesh.vertexCount).Select(x => new BoneWeight()).ToArray());
}
BindPoses.AddRange(mesh.bindposes);
Bones.AddRange(renderer.bones);
for (int i = 0; i < mesh.subMeshCount; ++i)
{
var indices = mesh.GetIndices(i).Select(x => x + indexOffset);
var mat = renderer.sharedMaterials[i];
var sameMaterialSubMeshIndex = SubMeshes.FindIndex(x => ReferenceEquals(x.Material, mat));
if (sameMaterialSubMeshIndex >= 0)
{
SubMeshes[sameMaterialSubMeshIndex].Indices.AddRange(indices);
}
else
{
SubMeshes.Add(new SubMesh
{
Indices = indices.ToList(),
Material = mat,
});
}
}
for (int i = 0; i < mesh.blendShapeCount; ++i)
{
var positions = (Vector3[])mesh.vertices.Clone();
var normals = (Vector3[])mesh.normals.Clone();
var tangents = mesh.tangents.Select(x => (Vector3)x).ToArray();
mesh.GetBlendShapeFrameVertices(i, 0, positions, normals, tangents);
BlendShapes.Add(new BlendShape
{
VertexOffset = indexOffset,
FrameWeight = mesh.GetBlendShapeFrameWeight(i, 0),
Name = mesh.GetBlendShapeName(i),
Positions = positions,
Normals = normals,
Tangents = tangents,
});
}
}
}
static IEnumerable<Transform> Traverse(Transform parent)
{
if (parent.gameObject.activeSelf)
{
yield return parent;
foreach (Transform child in parent)
{
foreach (var x in Traverse(child))
{
yield return x;
}
}
}
}
static public IEnumerable<SkinnedMeshRenderer> EnumerateRenderer(Transform root, bool hasBlendShape)
{
foreach (var x in Traverse(root))
{
var renderer = x.GetComponent<SkinnedMeshRenderer>();
if (renderer != null)
{
if (renderer.sharedMesh != null)
{
if (renderer.gameObject.activeSelf)
{
if (renderer.sharedMesh.blendShapeCount > 0 == hasBlendShape)
{
yield return renderer;
}
}
}
}
}
}
static IEnumerable<MeshRenderer> EnumerateMeshRenderer(Transform root)
{
foreach (var x in Traverse(root))
{
var renderer = x.GetComponent<MeshRenderer>();
if (renderer != null)
{
var filter = x.GetComponent<MeshFilter>();
if (filter != null && filter.sharedMesh != null && renderer.gameObject.activeSelf)
{
yield return renderer;
}
}
}
}
static IEnumerable<Transform> Ancestors(Transform self)
{
yield return self;
if (self.parent != null)
{
foreach (var x in Ancestors(self.parent))
{
yield return x;
}
}
}
static SkinnedMeshRenderer _Integrate(GameObject go, bool hasBlendShape)
{
var meshNode = new GameObject();
if (hasBlendShape)
{
meshNode.name = "MeshIntegrator(BlendShape)";
}
else
{
meshNode.name = "MeshIntegrator";
}
meshNode.transform.SetParent(go.transform, false);
var renderers = EnumerateRenderer(go.transform, hasBlendShape).ToArray();
// Root objectを選出する
var root = renderers.Select(x => x.rootBone != null ? x.rootBone : x.transform)
.Select(x => Ancestors(x).Reverse().ToArray())
.Aggregate((a, b) =>
{
int i = 0;
for(; i<a.Length && i<b.Length; ++i)
{
if (a[i] != b[i])
{
break;
}
}
return a.Take(i).ToArray();
})
.Last()
;
Debug.LogFormat("root bone: {0}", root.name);
// レンダラから情報を集める
var integrator = new Integrator();
foreach(var x in renderers)
{
integrator.Push(x);
}
foreach (var meshRenderer in EnumerateMeshRenderer(go.transform))
{
integrator.Push(meshRenderer);
}
var mesh = new Mesh();
mesh.name = "integrated";
if (integrator.Positions.Count > ushort.MaxValue)
{
#if UNITY_2017_3_OR_NEWER
Debug.LogFormat("exceed 65535 vertices: {0}", integrator.Positions.Count);
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
#else
throw new NotImplementedException(String.Format("exceed 65535 vertices: {0}", integrator.Positions.Count.ToString()));
#endif
}
mesh.vertices = integrator.Positions.ToArray();
mesh.normals = integrator.Normals.ToArray();
mesh.uv = integrator.UV.ToArray();
mesh.tangents = integrator.Tangents.ToArray();
mesh.boneWeights = integrator.BoneWeights.ToArray();
mesh.subMeshCount = integrator.SubMeshes.Count;
for (var i = 0; i < integrator.SubMeshes.Count; ++i)
{
mesh.SetIndices(integrator.SubMeshes[i].Indices.ToArray(), MeshTopology.Triangles, i);
}
mesh.bindposes = integrator.BindPoses.ToArray();
if (hasBlendShape)
{
integrator.AddBlendShapesToMesh(mesh);
}
var integrated = meshNode.AddComponent<SkinnedMeshRenderer>();
integrated.sharedMesh = mesh;
integrated.sharedMaterials = integrator.SubMeshes.Select(x => x.Material).ToArray();
integrated.bones = integrator.Bones.ToArray();
return integrated;
}
}
}

View File

@ -0,0 +1,161 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UniGLTF;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace VRM
{
/// <summary>
/// 複数のメッシュをまとめる
/// </summary>
[DisallowMultipleComponent]
public static class MeshIntegratorEditor
{
const string MENU_KEY = "Assets/UnityEditorScripts/MeshIntegrator";
const string ASSET_SUFFIX = ".mesh.asset";
[MenuItem(MENU_KEY, true)]
private static bool ExportValidate()
{
return Selection.activeObject != null &&
Selection.activeObject is GameObject &&
SkinnedMeshUtility.IsPrefab(Selection.activeObject);
}
[MenuItem(MENU_KEY, false)]
private static void ExportFromMenu()
{
var go = Selection.activeObject as GameObject;
Integrate(go);
}
[MenuItem("Assets/fooa", false)]
private static void Foo()
{
var go = Selection.activeObject as GameObject;
Debug.Log(SkinnedMeshUtility.IsPrefab(go));
}
public static List<MeshIntegratorUtility.MeshIntegrationResult> Integrate(GameObject prefab)
{
Undo.RecordObject(prefab, "Mesh Integration");
var instance = SkinnedMeshUtility.InstantiatePrefab(prefab);
var clips = new List<BlendShapeClip>();
var proxy = instance.GetComponent<VRMBlendShapeProxy>();
if (proxy != null && proxy.BlendShapeAvatar != null)
{
clips = proxy.BlendShapeAvatar.Clips;
}
foreach (var clip in clips)
{
Undo.RecordObject(clip, "Mesh Integration");
}
// Backup Exists
BackupVrmPrefab(prefab);
// Execute
var results = MeshIntegratorUtility.Integrate(instance, clips);
foreach (var res in results)
{
if (res.IntegratedRenderer == null) continue;
SaveMeshAsset(res.IntegratedRenderer.sharedMesh, instance, res.IntegratedRenderer.gameObject.name);
Undo.RegisterCreatedObjectUndo(res.IntegratedRenderer.gameObject, "Integrate Renderers");
}
// destroy source renderers
foreach (var res in results)
{
foreach (var renderer in res.SourceSkinnedMeshRenderers)
{
Undo.RecordObject(renderer.gameObject, "Deactivate old renderer");
renderer.gameObject.SetActive(false);
}
foreach (var renderer in res.SourceMeshRenderers)
{
Undo.RecordObject(renderer.gameObject, "Deactivate old renderer");
renderer.gameObject.SetActive(false);
}
}
// Apply to Prefab
SkinnedMeshUtility.ApplyChangesToPrefab(instance);
Object.DestroyImmediate(instance);
return results;
}
private static void BackupVrmPrefab(GameObject rootPrefab)
{
var proxy = rootPrefab.GetComponent<VRMBlendShapeProxy>();
var srcAvatar = proxy.BlendShapeAvatar;
var dstAvatar = (BlendShapeAvatar) BackupAsset(srcAvatar, rootPrefab);
var clipMapper = srcAvatar.Clips.ToDictionary(x => x, x => (BlendShapeClip) BackupAsset(x, rootPrefab));
dstAvatar.Clips = clipMapper.Values.ToList();
var dstPrefab = BackupAsset(rootPrefab, rootPrefab);
var dstInstance = SkinnedMeshUtility.InstantiatePrefab(dstPrefab);
dstInstance.GetComponent<VRMBlendShapeProxy>().BlendShapeAvatar = dstAvatar;
SkinnedMeshUtility.ApplyChangesToPrefab(dstInstance);
Object.DestroyImmediate(dstInstance);
}
private static T BackupAsset<T>(T asset, GameObject rootPrefab) where T : UnityEngine.Object
{
var srcAssetPath = UnityPath.FromAsset(asset);
var assetName = srcAssetPath.FileName;
var backupDir = "MeshIntegratorBackup";
var backupPath = UnityPath.FromAsset(rootPrefab).Parent.Child(backupDir);
backupPath.EnsureFolder();
var dstAssetPath = backupPath.Child(assetName);
AssetDatabase.CopyAsset(srcAssetPath.Value, dstAssetPath.Value);
return dstAssetPath.LoadAsset<T>();
}
private static string GetRootPrefabPath(GameObject go)
{
var prefab = SkinnedMeshUtility.IsPrefab(go) ? go : SkinnedMeshUtility.GetPrefab(go);
var assetPath = "";
if (prefab != null)
{
var prefabPath = AssetDatabase.GetAssetPath(prefab);
assetPath = string.Format("{0}/", Path.GetDirectoryName(prefabPath));
}
else
{
assetPath = string.Format("Assets/");
}
assetPath = assetPath.Replace(@"\", @"/");
return assetPath;
}
private static void SaveMeshAsset(Mesh mesh, GameObject go, string name)
{
var assetPath = Path.Combine(GetRootPrefabPath(go), string.Format("{0}{1}",
name,
ASSET_SUFFIX
));
Debug.LogFormat("CreateAsset: {0}", assetPath);
AssetDatabase.CreateAsset(mesh, assetPath);
}
}
}

View File

@ -10,6 +10,8 @@ namespace VRM
{
public class MeshIntegratorWizard : ScriptableWizard
{
const string MENU_KEY = "Assets/UnityEditorScripts/MeshIntegratorWizard";
[SerializeField]
GameObject m_root;
@ -56,9 +58,9 @@ namespace VRM
MaterialList[] m_duplicateMaterials;
[Header("Result")]
public Mesh integrated;
public MeshIntegratorUtility.MeshIntegrationResult[] integrationResults;
[MenuItem(SkinnedMeshUtility.MENU_KEY + "MeshIntegrator Wizard", priority = SkinnedMeshUtility.MENU_PRIORITY)]
[MenuItem(MENU_KEY)]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard<MeshIntegratorWizard>("MeshIntegrator", "Integrate and close window", "Integrate");
@ -122,7 +124,7 @@ namespace VRM
return;
}
m_uniqueMaterials = MeshIntegrator.EnumerateRenderer(m_root.transform, false)
m_uniqueMaterials = MeshIntegratorUtility.EnumerateSkinnedMeshRenderer(m_root.transform, false)
.SelectMany(x => x.sharedMaterials)
.Distinct()
.ToArray();
@ -148,13 +150,7 @@ namespace VRM
return;
}
var renderer = MeshIntegrator.Integrate(m_root);
if (renderer == null)
{
return;
}
integrated = renderer.sharedMesh;
integrationResults = MeshIntegratorEditor.Integrate(m_root).ToArray();
}
void OnWizardCreate()

View File

@ -1,8 +1,42 @@
using System;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace VRM
{
public static class SkinnedMeshUtility
{
public const string MENU_KEY = "GameObject/UnityEditorScripts/";
public const int MENU_PRIORITY = 11;
public static Object GetPrefab(GameObject instance)
{
#if UNITY_2018_2_OR_NEWER
return PrefabUtility.GetCorrespondingObjectFromSource(instance);
#else
return PrefabUtility.GetPrefabParent(go);
#endif
}
public static bool IsPrefab(Object instance)
{
return instance != null && PrefabUtility.GetPrefabType(instance) == PrefabType.Prefab;
}
public static void ApplyChangesToPrefab(GameObject instance)
{
var prefab = GetPrefab(instance);
if (prefab == null) return;
PrefabUtility.ReplacePrefab(instance, prefab, ReplacePrefabOptions.ConnectToPrefab);
}
public static GameObject InstantiatePrefab(GameObject prefab)
{
if (!IsPrefab(prefab)) return null;
return (GameObject) PrefabUtility.InstantiatePrefab(prefab);
}
}
}

View File

@ -0,0 +1,253 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace VRM
{
public class MeshIntegrator
{
public struct SubMesh
{
public List<int> Indices;
public Material Material;
}
public class BlendShape
{
public int VertexOffset;
public string Name;
public float FrameWeight;
public Vector3[] Positions;
public Vector3[] Normals;
public Vector3[] Tangents;
}
// public List<SkinnedMeshRenderer> Renderers { get; private set; }
public List<Vector3> Positions { get; private set; }
public List<Vector3> Normals { get; private set; }
public List<Vector2> UV { get; private set; }
public List<Vector4> Tangents { get; private set; }
public List<BoneWeight> BoneWeights { get; private set; }
public List<SubMesh> SubMeshes
{
get;
private set;
}
public List<Matrix4x4> BindPoses { get; private set; }
public List<Transform> Bones { get; private set; }
public List<BlendShape> BlendShapes { get; private set; }
public void AddBlendShapesToMesh(Mesh mesh)
{
Dictionary<string, BlendShape> map = new Dictionary<string, BlendShape>();
foreach (var x in BlendShapes)
{
BlendShape bs = null;
if (!map.TryGetValue(x.Name, out bs))
{
bs = new BlendShape();
bs.Positions = new Vector3[Positions.Count];
bs.Normals = new Vector3[Normals.Count];
bs.Tangents = new Vector3[Tangents.Count];
bs.Name = x.Name;
bs.FrameWeight = x.FrameWeight;
map.Add(x.Name, bs);
}
var j = x.VertexOffset;
for (int i = 0; i < x.Positions.Length; ++i, ++j)
{
bs.Positions[j] = x.Positions[i];
bs.Normals[j] = x.Normals[i];
bs.Tangents[j] = x.Tangents[i];
}
}
foreach (var kv in map)
{
//Debug.LogFormat("AddBlendShapeFrame: {0}", kv.Key);
mesh.AddBlendShapeFrame(kv.Key, kv.Value.FrameWeight,
kv.Value.Positions, kv.Value.Normals, kv.Value.Tangents);
}
}
public MeshIntegrator()
{
// Renderers = new List<SkinnedMeshRenderer>();
Positions = new List<Vector3>();
Normals = new List<Vector3>();
UV = new List<Vector2>();
Tangents = new List<Vector4>();
BoneWeights = new List<BoneWeight>();
SubMeshes = new List<SubMesh>();
BindPoses = new List<Matrix4x4>();
Bones = new List<Transform>();
BlendShapes = new List<BlendShape>();
}
static BoneWeight AddBoneIndexOffset(BoneWeight bw, int boneIndexOffset)
{
if (bw.weight0 > 0) bw.boneIndex0 += boneIndexOffset;
if (bw.weight1 > 0) bw.boneIndex1 += boneIndexOffset;
if (bw.weight2 > 0) bw.boneIndex2 += boneIndexOffset;
if (bw.weight3 > 0) bw.boneIndex3 += boneIndexOffset;
return bw;
}
public void Push(MeshRenderer renderer)
{
var meshFilter = renderer.GetComponent<MeshFilter>();
if (meshFilter == null)
{
Debug.LogWarningFormat("{0} has no mesh filter", renderer.name);
return;
}
var mesh = meshFilter.sharedMesh;
if (mesh == null)
{
Debug.LogWarningFormat("{0} has no mesh", renderer.name);
return;
}
var indexOffset = Positions.Count;
var boneIndexOffset = Bones.Count;
Positions.AddRange(mesh.vertices
.Select(x => renderer.transform.TransformPoint(x))
);
Normals.AddRange(mesh.normals
.Select(x => renderer.transform.TransformVector(x))
);
UV.AddRange(mesh.uv);
Tangents.AddRange(mesh.tangents
.Select(t =>
{
var v = renderer.transform.TransformVector(t.x, t.y, t.z);
return new Vector4(v.x, v.y, v.z, t.w);
})
);
var self = renderer.transform;
var bone = self.parent;
if (bone == null)
{
Debug.LogWarningFormat("{0} is root gameobject.", self.name);
return;
}
var bindpose = bone.worldToLocalMatrix;
BoneWeights.AddRange(Enumerable.Range(0, mesh.vertices.Length)
.Select(x => new BoneWeight()
{
boneIndex0 = Bones.Count,
weight0 = 1,
})
);
BindPoses.Add(bindpose);
Bones.Add(bone);
for (int i = 0; i < mesh.subMeshCount; ++i)
{
var indices = mesh.GetIndices(i).Select(x => x + indexOffset);
var mat = renderer.sharedMaterials[i];
var sameMaterialSubMeshIndex = SubMeshes.FindIndex(x => ReferenceEquals(x.Material, mat));
if (sameMaterialSubMeshIndex >= 0)
{
SubMeshes[sameMaterialSubMeshIndex].Indices.AddRange(indices);
}
else
{
SubMeshes.Add(new SubMesh
{
Indices = indices.ToList(),
Material = mat,
});
}
}
}
public void Push(SkinnedMeshRenderer renderer)
{
var mesh = renderer.sharedMesh;
if (mesh == null)
{
Debug.LogWarningFormat("{0} has no mesh", renderer.name);
return;
}
// Renderers.Add(renderer);
var indexOffset = Positions.Count;
var boneIndexOffset = Bones.Count;
Positions.AddRange(mesh.vertices);
Normals.AddRange(mesh.normals);
UV.AddRange(mesh.uv);
Tangents.AddRange(mesh.tangents);
if (mesh.vertexCount == mesh.boneWeights.Length)
{
BoneWeights.AddRange(mesh.boneWeights.Select(x => AddBoneIndexOffset(x, boneIndexOffset)).ToArray());
BindPoses.AddRange(mesh.bindposes);
Bones.AddRange(renderer.bones);
}
else
{
// Bone Count 0 の SkinnedMeshRenderer
var rigidBoneWeight = new BoneWeight
{
boneIndex0 = boneIndexOffset,
weight0 = 1f,
};
BoneWeights.AddRange(Enumerable.Range(0, mesh.vertexCount).Select(x => rigidBoneWeight).ToArray());
BindPoses.Add(renderer.transform.localToWorldMatrix);
Bones.Add(renderer.transform);
}
for (int i = 0; i < mesh.subMeshCount; ++i)
{
var indices = mesh.GetIndices(i).Select(x => x + indexOffset);
var mat = renderer.sharedMaterials[i];
var sameMaterialSubMeshIndex = SubMeshes.FindIndex(x => ReferenceEquals(x.Material, mat));
if (sameMaterialSubMeshIndex >= 0)
{
SubMeshes[sameMaterialSubMeshIndex].Indices.AddRange(indices);
}
else
{
SubMeshes.Add(new SubMesh
{
Indices = indices.ToList(),
Material = mat,
});
}
}
for (int i = 0; i < mesh.blendShapeCount; ++i)
{
var positions = (Vector3[])mesh.vertices.Clone();
var normals = (Vector3[])mesh.normals.Clone();
var tangents = mesh.tangents.Select(x => (Vector3)x).ToArray();
mesh.GetBlendShapeFrameVertices(i, 0, positions, normals, tangents);
BlendShapes.Add(new BlendShape
{
VertexOffset = indexOffset,
FrameWeight = mesh.GetBlendShapeFrameWeight(i, 0),
Name = mesh.GetBlendShapeName(i),
Positions = positions,
Normals = normals,
Tangents = tangents,
});
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 547dd57b50bf4820a570336659345084
timeCreated: 1560168946

View File

@ -0,0 +1,231 @@
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using UnityEngine;
namespace VRM
{
public static class MeshIntegratorUtility
{
[System.Serializable]
public class MeshIntegrationResult
{
public List<SkinnedMeshRenderer> SourceSkinnedMeshRenderers = new List<SkinnedMeshRenderer>();
public List<MeshRenderer> SourceMeshRenderers = new List<MeshRenderer>();
public SkinnedMeshRenderer IntegratedRenderer;
}
public static bool IntegrateRuntime(GameObject vrmRootObject)
{
if (vrmRootObject == null) return false;
var proxy = vrmRootObject.GetComponent<VRMBlendShapeProxy>();
if (proxy == null) return false;
var avatar = proxy.BlendShapeAvatar;
if (avatar == null) return false;
var clips = avatar.Clips;
var results = Integrate(vrmRootObject, clips);
if (results.Any(x => x.IntegratedRenderer == null)) return false;
foreach (var result in results)
{
foreach (var renderer in result.SourceSkinnedMeshRenderers)
{
Object.Destroy(renderer);
}
foreach (var renderer in result.SourceMeshRenderers)
{
Object.Destroy(renderer);
}
}
return true;
}
public static List<MeshIntegrationResult> Integrate(GameObject root, List<BlendShapeClip> blendshapeClips)
{
var result = new List<MeshIntegratorUtility.MeshIntegrationResult>();
var withoutBlendShape = IntegrateInternal(root, onlyBlendShapeRenderers: false);
if (withoutBlendShape.IntegratedRenderer != null)
{
result.Add(withoutBlendShape);
}
var onlyBlendShape = IntegrateInternal(root, onlyBlendShapeRenderers: true);
if (onlyBlendShape.IntegratedRenderer != null)
{
result.Add(onlyBlendShape);
FollowBlendshapeRendererChange(blendshapeClips, onlyBlendShape, root);
}
return result;
}
private static void FollowBlendshapeRendererChange(List<BlendShapeClip> clips, MeshIntegrationResult result, GameObject root)
{
if (clips == null || result == null || result.IntegratedRenderer == null || root == null) return;
var rendererDict = result.SourceSkinnedMeshRenderers
.ToDictionary(x => x.transform.RelativePathFrom(root.transform), x => x);
var dstPath = result.IntegratedRenderer.transform.RelativePathFrom(root.transform);
foreach (var clip in clips)
{
if (clip == null) continue;
for (var i = 0; i < clip.Values.Length; ++i)
{
var val = clip.Values[i];
if (rendererDict.ContainsKey(val.RelativePath))
{
var srcRenderer = rendererDict[val.RelativePath];
var name = srcRenderer.sharedMesh.GetBlendShapeName(val.Index);
var newIndex = result.IntegratedRenderer.sharedMesh.GetBlendShapeIndex(name);
val.RelativePath = dstPath;
val.Index = newIndex;
}
clip.Values[i] = val;
}
}
}
private static MeshIntegrationResult IntegrateInternal(GameObject go, bool onlyBlendShapeRenderers)
{
var result = new MeshIntegrationResult();
#if UNITY_2017_3_OR_NEWER
#else
return result;
#endif
var meshNode = new GameObject();
if (onlyBlendShapeRenderers)
{
meshNode.name = "MeshIntegrator(BlendShape)";
}
else
{
meshNode.name = "MeshIntegrator";
}
meshNode.transform.SetParent(go.transform, false);
// レンダラから情報を集める
var integrator = new MeshIntegrator();
if (onlyBlendShapeRenderers)
{
foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, true))
{
integrator.Push(x);
result.SourceSkinnedMeshRenderers.Add(x);
}
}
else
{
foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, false))
{
integrator.Push(x);
result.SourceSkinnedMeshRenderers.Add(x);
}
foreach (var x in EnumerateMeshRenderer(go.transform))
{
integrator.Push(x);
result.SourceMeshRenderers.Add(x);
}
}
var mesh = new Mesh();
mesh.name = "integrated";
if (integrator.Positions.Count > ushort.MaxValue)
{
#if UNITY_2017_3_OR_NEWER
Debug.LogFormat("exceed 65535 vertices: {0}", integrator.Positions.Count);
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
#else
throw new NotImplementedException(String.Format("exceed 65535 vertices: {0}", integrator.Positions.Count.ToString()));
#endif
}
mesh.vertices = integrator.Positions.ToArray();
mesh.normals = integrator.Normals.ToArray();
mesh.uv = integrator.UV.ToArray();
mesh.tangents = integrator.Tangents.ToArray();
mesh.boneWeights = integrator.BoneWeights.ToArray();
mesh.subMeshCount = integrator.SubMeshes.Count;
for (var i = 0; i < integrator.SubMeshes.Count; ++i)
{
mesh.SetIndices(integrator.SubMeshes[i].Indices.ToArray(), MeshTopology.Triangles, i);
}
mesh.bindposes = integrator.BindPoses.ToArray();
if (onlyBlendShapeRenderers)
{
integrator.AddBlendShapesToMesh(mesh);
}
var integrated = meshNode.AddComponent<SkinnedMeshRenderer>();
integrated.sharedMesh = mesh;
integrated.sharedMaterials = integrator.SubMeshes.Select(x => x.Material).ToArray();
integrated.bones = integrator.Bones.ToArray();
result.IntegratedRenderer = integrated;
return result;
}
public static IEnumerable<SkinnedMeshRenderer> EnumerateSkinnedMeshRenderer(Transform root, bool hasBlendShape)
{
foreach (var x in Traverse(root))
{
var renderer = x.GetComponent<SkinnedMeshRenderer>();
if (renderer != null &&
renderer.gameObject.activeInHierarchy &&
renderer.sharedMesh != null &&
renderer.enabled &&
renderer.sharedMesh.blendShapeCount > 0 == hasBlendShape)
{
yield return renderer;
}
}
}
public static IEnumerable<MeshRenderer> EnumerateMeshRenderer(Transform root)
{
foreach (var x in Traverse(root))
{
var renderer = x.GetComponent<MeshRenderer>();
var filter = x.GetComponent<MeshFilter>();
if (renderer != null &&
filter != null &&
renderer.gameObject.activeInHierarchy &&
filter.sharedMesh != null)
{
yield return renderer;
}
}
}
private static IEnumerable<Transform> Traverse(Transform parent)
{
if (parent.gameObject.activeSelf)
{
yield return parent;
foreach (Transform child in parent)
{
foreach (var x in Traverse(child))
{
yield return x;
}
}
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a982d9d30c0145038245b0214dc2f2e4
timeCreated: 1560190306