Merge pull request #1638 from ousttrue/fix/MeshIntegrator_update

Fix/mesh integrator update
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ousttrue 2022-05-11 14:32:43 +09:00 committed by GitHub
commit b40096ccab
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16 changed files with 512 additions and 329 deletions

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@ -0,0 +1,19 @@
using UnityEditor;
using UnityEngine;
namespace UniGLTF.MeshUtility
{
[CustomEditor(typeof(MeshProcessDialog), true)]
public class BoneMeshEraserGUI : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
var skinnedMesh = serializedObject.FindProperty("_cSkinnedMesh");
EditorGUILayout.PropertyField(skinnedMesh, new GUIContent("Skinned Mesh"), true);
var list = serializedObject.FindProperty("_eraseBones");
EditorGUILayout.PropertyField(list, new GUIContent("Erase Bones"), true);
serializedObject.ApplyModifiedProperties();
}
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
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defaultReferences: []
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icon: {instanceID: 0}
userData:
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@ -1,5 +1,3 @@
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
@ -9,31 +7,13 @@ using UniGLTF.M17N;
namespace UniGLTF.MeshUtility
{
[CustomEditor(typeof(MeshProcessDialog), true)]
public class BoneMeshEraserGUI : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
var skinnedMesh = serializedObject.FindProperty("_cSkinnedMesh");
EditorGUILayout.PropertyField(skinnedMesh, new GUIContent("Skinned Mesh"), true);
var animator = serializedObject.FindProperty("_cAnimator");
EditorGUILayout.PropertyField(animator, new GUIContent("Animator"), false);
var eraseRoot = serializedObject.FindProperty("_cEraseRoot");
EditorGUILayout.PropertyField(eraseRoot, new GUIContent("Erase Root"), false);
var list = serializedObject.FindProperty("_eraseBones");
EditorGUILayout.PropertyField(list, new GUIContent("Erase Bones"), true);
serializedObject.ApplyModifiedProperties();
}
}
public class MeshProcessDialog : EditorWindow
{
enum Tabs
{
MeshSeparator,
MeshIntegrator,
StaticMeshIntegrator,
// StaticMeshIntegrator,
BoneMeshEraser,
}
private Tabs _tab;
@ -47,68 +27,25 @@ namespace UniGLTF.MeshUtility
[SerializeField]
private SkinnedMeshRenderer _cSkinnedMesh = null;
[SerializeField]
private Animator _cAnimator = null;
[SerializeField]
private Transform _cEraseRoot = null;
[SerializeField]
private BoneMeshEraser.EraseBone[] _eraseBones;
private MethodInfo _processFunction;
private bool _isInvokeSuccess = false;
GUIStyle _tabButtonStyle => "LargeButton";
GUI.ToolbarButtonSize _tabButtonSize => GUI.ToolbarButtonSize.Fixed;
private enum MeshProcessingMessages
public static void OpenWindow()
{
[LangMsg(Languages.ja, "ターゲットオブジェクト")]
[LangMsg(Languages.en, "TargetObject")]
TARGET_OBJECT,
[LangMsg(Languages.ja, "BlendShapeを含むメッシュは分割されます")]
[LangMsg(Languages.en, "Meshes containing BlendShape will be split")]
MESH_SEPARATOR,
[LangMsg(Languages.ja, "メッシュを統合します。BlendShapeを含むメッシュは独立して統合されます")]
[LangMsg(Languages.en, "Generate a single mesh. Meshes w/ BlendShape will be grouped into another one")]
MESH_INTEGRATOR,
[LangMsg(Languages.ja, "静的メッシュを一つに統合します")]
[LangMsg(Languages.en, "Integrate static meshes into one")]
STATIC_MESH_INTEGRATOR,
[LangMsg(Languages.ja, "ボーン(Erase Rootのヒエラルキー)に関連するメッシュを削除します")]
[LangMsg(Languages.en, "Eliminate meshes associated with the bones in EraseRoot hierarchy")]
BONE_MESH_ERASER,
[LangMsg(Languages.ja, "Skinned Meshを選んでください")]
[LangMsg(Languages.en, "Select a skinned mesh")]
SELECT_SKINNED_MESH,
[LangMsg(Languages.ja, "Erase Rootを選んでください")]
[LangMsg(Languages.en, "Select a erase root")]
SELECT_ERASE_ROOT,
[LangMsg(Languages.ja, "GameObjectを選んでください")]
[LangMsg(Languages.en, "Select a GameObject first")]
NO_GAMEOBJECT_SELECTED,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュが含まれていません")]
[LangMsg(Languages.en, "No skinned mesh is contained")]
NO_SKINNED_MESH,
[LangMsg(Languages.ja, "GameObjectに静的メッシュが含まれていません")]
[LangMsg(Languages.en, "No static mesh is contained")]
NO_STATIC_MESH,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュ・静的メッシュが含まれていません")]
[LangMsg(Languages.en, "Skinned/Static mesh is not contained")]
NO_MESH,
[LangMsg(Languages.ja, "ターゲットオブジェクトはVRMモデルです。`VRM0-> MeshIntegrator`を使ってください")]
[LangMsg(Languages.en, "Target object is VRM model, use `VRM0 -> MeshIntegrator` instead")]
VRM_DETECTED,
var window =
(MeshProcessDialog)EditorWindow.GetWindow(typeof(MeshProcessDialog));
window.titleContent = new GUIContent("Mesh Processing Window");
window.Show();
}
private void OnEnable()
@ -126,202 +63,64 @@ namespace UniGLTF.MeshUtility
// lang
LanguageGetter.OnGuiSelectLang();
_tab = TabBar.OnGUI(_tab, _tabButtonStyle, _tabButtonSize);
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(MeshProcessingMessages.TARGET_OBJECT.Msg(), GUILayout.MaxWidth(146.0f));
_exportTarget = (GameObject)EditorGUILayout.ObjectField(_exportTarget, typeof(GameObject), true);
EditorGUILayout.EndHorizontal();
if (_exportTarget == null && MeshUtility.IsGameObjectSelected())
{
_exportTarget = Selection.activeObject as GameObject;
}
}
// tab
_tab = TabBar.OnGUI(_tab, _tabButtonStyle, _tabButtonSize);
var processed = false;
switch (_tab)
{
case Tabs.MeshSeparator:
EditorGUILayout.LabelField(MeshProcessingMessages.MESH_SEPARATOR.Msg());
EditorGUILayout.HelpBox(MeshProcessingMessages.MESH_SEPARATOR.Msg(), MessageType.Info);
processed = TabMeshSeparator.OnGUI(_exportTarget);
break;
case Tabs.MeshIntegrator:
EditorGUILayout.LabelField(MeshProcessingMessages.MESH_INTEGRATOR.Msg());
break;
case Tabs.StaticMeshIntegrator:
EditorGUILayout.LabelField(MeshProcessingMessages.STATIC_MESH_INTEGRATOR.Msg());
EditorGUILayout.HelpBox(MeshProcessingMessages.MESH_INTEGRATOR.Msg(), MessageType.Info);
processed = TabMeshIntegrator.OnGUI(_exportTarget);
break;
// MeshIntegrator と機能が重複しているのと正常に動作しなかった
// case Tabs.StaticMeshIntegrator:
// EditorGUILayout.HelpBox(MeshProcessingMessages.STATIC_MESH_INTEGRATOR.Msg(), MessageType.Info);
// processed = TabStaticMeshIntegrator.OnGUI(_exportTarget);
// break;
case Tabs.BoneMeshEraser:
EditorGUILayout.LabelField(MeshProcessingMessages.BONE_MESH_ERASER.Msg());
break;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(MeshProcessingMessages.TARGET_OBJECT.Msg(), GUILayout.MaxWidth(146.0f));
_exportTarget = (GameObject)EditorGUILayout.ObjectField(_exportTarget, typeof(GameObject), true);
EditorGUILayout.EndHorizontal();
if (_exportTarget == null && MeshUtility.IsGameObjectSelected())
{
_exportTarget = Selection.activeObject as GameObject;
}
if (_tab == Tabs.BoneMeshEraser)
{
if (_boneMeshEraserEditor)
{
_boneMeshEraserEditor.OnInspectorGUI();
}
// any better way we can detect component change?
if (_cSkinnedMesh != _pSkinnedMesh || _cAnimator != _pAnimator || _cEraseRoot != _pEraseRoot)
{
BoneMeshEraserValidate();
}
_pSkinnedMesh = _cSkinnedMesh;
_pAnimator = _cAnimator;
_pEraseRoot = _cEraseRoot;
}
// Create Other Buttons
{
GUILayout.BeginVertical();
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Process", GUILayout.MinWidth(100)))
EditorGUILayout.HelpBox(MeshProcessingMessages.BONE_MESH_ERASER.Msg(), MessageType.Info);
if (_boneMeshEraserEditor)
{
switch (_tab)
{
case Tabs.MeshSeparator:
_isInvokeSuccess = InvokeWizardUpdate("MeshSeparator");
break;
case Tabs.MeshIntegrator:
_isInvokeSuccess = InvokeWizardUpdate("MeshIntegrator");
break;
case Tabs.StaticMeshIntegrator:
_isInvokeSuccess = InvokeWizardUpdate("StaticMeshIntegrator");
break;
case Tabs.BoneMeshEraser:
_isInvokeSuccess = InvokeWizardUpdate("BoneMeshRemover");
break;
}
if (_isInvokeSuccess)
{
Close();
GUIUtility.ExitGUI();
}
_boneMeshEraserEditor.OnInspectorGUI();
}
GUI.enabled = true;
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
// any better way we can detect component change?
if (_cSkinnedMesh != _pSkinnedMesh || _cAnimator != _pAnimator || _cEraseRoot != _pEraseRoot)
{
BoneMeshEraserValidate();
}
_pSkinnedMesh = _cSkinnedMesh;
_pAnimator = _cAnimator;
_pEraseRoot = _cEraseRoot;
processed = TabBoneMeshRemover.OnGUI(_exportTarget, _cSkinnedMesh, _eraseBones);
break;
}
EditorGUILayout.EndScrollView();
}
private bool InvokeWizardUpdate(string processFuntion)
{
const BindingFlags kInstanceInvokeFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.FlattenHierarchy;
_processFunction = GetType().GetMethod(processFuntion, kInstanceInvokeFlags);
if (_processFunction != null)
if (processed)
{
return (Boolean)_processFunction.Invoke(this, null);
}
else
{
Debug.LogError("This function has not been implemented in script");
return false;
Close();
GUIUtility.ExitGUI();
}
}
private bool GameObjectNull()
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(), "ok");
return false;
}
private bool MeshSeparator()
{
if (_exportTarget == null) return GameObjectNull();
var go = _exportTarget;
if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length > 0)
{
// copy
var outputObject = GameObject.Instantiate(go);
outputObject.name = outputObject.name + "_mesh_separation";
// 改変と asset の作成
var list = MeshUtility.SeparationProcessing(outputObject);
foreach (var (src, with, without) in list)
{
// asset の永続化
MeshUtility.SaveMesh(src, with, MeshUtility.BlendShapeLogic.WithBlendShape);
MeshUtility.SaveMesh(src, without, MeshUtility.BlendShapeLogic.WithoutBlendShape);
}
return true;
}
else
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_SKINNED_MESH.Msg(), "ok");
return false;
}
}
private bool MeshIntegrator()
{
if (_exportTarget == null) return GameObjectNull();
var go = _exportTarget;
Component[] allComponents = go.GetComponents(typeof(Component));
var keyWord = "VRMMeta";
foreach (var component in allComponents)
{
if (component == null) continue;
var sourceString = component.ToString();
if (sourceString.Contains(keyWord))
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.VRM_DETECTED.Msg(), "ok");
return false;
}
}
if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length > 0 || go.GetComponentsInChildren<MeshFilter>().Length > 0)
{
MeshUtility.MeshIntegrator(go);
return true;
}
else
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_MESH.Msg(), "ok");
return false;
}
}
private bool StaticMeshIntegrator()
{
if (_exportTarget == null) return GameObjectNull();
var go = _exportTarget;
if (go.GetComponentsInChildren<MeshFilter>().Length > 0)
{
MeshUtility.IntegrateSelected(go);
return true;
}
else
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_STATIC_MESH.Msg(), "ok");
return false;
}
}
private bool BoneMeshRemover()
{
if (_exportTarget == null) return GameObjectNull();
var go = _exportTarget;
if (_cSkinnedMesh == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.SELECT_SKINNED_MESH.Msg(), "ok");
return false;
}
else if (_cEraseRoot == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.SELECT_ERASE_ROOT.Msg(), "ok");
return false;
}
BoneMeshRemove(go);
return true;
}
private void BoneMeshEraserValidate()
{
@ -361,68 +160,5 @@ namespace UniGLTF.MeshUtility
})
.ToArray();
}
private void BoneMeshRemove(GameObject go)
{
var renderer = Remove(go);
var outputObject = GameObject.Instantiate(go);
outputObject.name = outputObject.name + "_bone_mesh_erase";
if (renderer == null)
{
return;
}
// save mesh to Assets
var assetPath = string.Format("{0}{1}", go.name, MeshUtility.ASSET_SUFFIX);
var prefab = MeshUtility.GetPrefab(go);
if (prefab != null)
{
var prefabPath = AssetDatabase.GetAssetPath(prefab);
assetPath = string.Format("{0}/{1}{2}",
Path.GetDirectoryName(prefabPath),
Path.GetFileNameWithoutExtension(prefabPath),
MeshUtility.ASSET_SUFFIX
);
}
Debug.LogFormat("CreateAsset: {0}", assetPath);
AssetDatabase.CreateAsset(renderer.sharedMesh, assetPath);
// destroy BoneMeshEraser in the source
foreach (var skinnedMesh in go.GetComponentsInChildren<SkinnedMeshRenderer>())
{
if (skinnedMesh.gameObject.name == BoneMeshEraserWizard.BONE_MESH_ERASER_NAME)
{
GameObject.DestroyImmediate(skinnedMesh.gameObject);
}
}
// destroy the original mesh in the copied GameObject
foreach (var skinnedMesh in outputObject.GetComponentsInChildren<SkinnedMeshRenderer>())
{
if (skinnedMesh.sharedMesh == _cSkinnedMesh.sharedMesh)
{
GameObject.DestroyImmediate(skinnedMesh);
}
}
}
private SkinnedMeshRenderer Remove(GameObject go)
{
var bones = _cSkinnedMesh.bones;
var eraseBones = _eraseBones
.Where(x => x.Erase)
.Select(x => Array.IndexOf(bones, x.Bone))
.ToArray();
var meshNode = new GameObject(BoneMeshEraserWizard.BONE_MESH_ERASER_NAME);
meshNode.transform.SetParent(go.transform, false);
var erased = meshNode.AddComponent<SkinnedMeshRenderer>();
erased.sharedMesh = BoneMeshEraser.CreateErasedMesh(_cSkinnedMesh.sharedMesh, eraseBones);
erased.sharedMaterials = _cSkinnedMesh.sharedMaterials;
erased.bones = _cSkinnedMesh.bones;
return erased;
}
}
}

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@ -0,0 +1,82 @@
using UniGLTF.M17N;
namespace UniGLTF.MeshUtility
{
public enum MeshProcessingMessages
{
[LangMsg(Languages.ja, "ターゲットオブジェクト")]
[LangMsg(Languages.en, "TargetObject")]
TARGET_OBJECT,
[LangMsg(Languages.ja, @"ターゲットオブジェクト下の SkinnedMeshRenderer にアタッチされたメッシュを、 BlendShape の有無で分割します。
* Asset: Mesh Asset : Original -> Original_WithBlendShape.mesh & Original_WithoutBlendShape.mesh
* Scene: Mesh BlendShape Mesh BlendShape Mesh 使 SkinnedMeshRenderer
")]
[LangMsg(Languages.en, @"Separate the mesh attached to the SkinnedMeshRenderer under the target object with or without BlendShape.
* Asset: A new Mesh Asset will be created in the same folder as the original. Example: Original-> Original_WithBlendShape.mesh & Original_WithoutBlendShape.mesh
* Scene: In the copied hierarchy, the split Mesh is replaced with a Mesh that holds the BlendShape, and a SkinnedMeshRenderer with a Mesh without BlendShape is added.
")]
MESH_SEPARATOR,
[LangMsg(Languages.ja, @"ターゲットオブジェクト下の SkinnedMeshRenderer または MeshFilter にアタッチされたメッシュをを統合します。BlendShape の有無で2つ作成されます。
* Asset: Assets/MeshIntegrated.mesh ()
* Scene: Mesh MeshIntegrator
* VRMではBlendShapeClipの統合など追加の処理が必要でるVRMの統合機能を使ってください
")]
[LangMsg(Languages.en, @"Integrates the attached mesh into the SkinnedMeshRenderer or MeshFilter under the target object. A mesh that holds BlendShape and a mesh that does not hold BlendShape are created.
* Asset: Assets/MeshIntegrated.mesh is created (note that it will be overwritten).
* Scene: In the copied hierarchy, the integrated mesh is removed. A new MeshIntegrator node is added.
* VRM requires additional processing such as BlendShapeClip integration. Use the VRM integration feature.
")]
MESH_INTEGRATOR,
// [LangMsg(Languages.ja, "静的メッシュを一つに統合します")]
// [LangMsg(Languages.en, "Integrate static meshes into one")]
// STATIC_MESH_INTEGRATOR,
[LangMsg(Languages.ja, @"指定された SkinnedMeshRenderer から、指定されたボーンに対する Weight を保持する三角形を除去します。
* Asset: Mesh Mesh
* Scene: Mesh
")]
[LangMsg(Languages.en, @"Removes the triangle that holds the weight for the specified bone from the specified SkinnedMeshRenderer.
* Assets: Save the mesh with the triangles removed in the same folder as the original mesh.
* Scene: In the copied hierarchy, it will be replaced with a Mesh with the triangles removed.
")]
BONE_MESH_ERASER,
[LangMsg(Languages.ja, "Skinned Meshを選んでください")]
[LangMsg(Languages.en, "Select a skinned mesh")]
SELECT_SKINNED_MESH,
[LangMsg(Languages.ja, "Erase Rootを選んでください")]
[LangMsg(Languages.en, "Select a erase root")]
SELECT_ERASE_ROOT,
[LangMsg(Languages.ja, "GameObjectを選んでください")]
[LangMsg(Languages.en, "Select a GameObject first")]
NO_GAMEOBJECT_SELECTED,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュが含まれていません")]
[LangMsg(Languages.en, "No skinned mesh is contained")]
NO_SKINNED_MESH,
[LangMsg(Languages.ja, "GameObjectに静的メッシュが含まれていません")]
[LangMsg(Languages.en, "No static mesh is contained")]
NO_STATIC_MESH,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュ・静的メッシュが含まれていません")]
[LangMsg(Languages.en, "Skinned/Static mesh is not contained")]
NO_MESH,
[LangMsg(Languages.ja, "ターゲットオブジェクトはVRMモデルです。`VRM0-> MeshIntegrator`を使ってください")]
[LangMsg(Languages.en, "Target object is VRM model, use `VRM0 -> MeshIntegrator` instead")]
VRM_DETECTED,
}
}

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@ -0,0 +1,11 @@
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@ -264,6 +264,10 @@ namespace UniGLTF.MeshUtility
return Selection.activeObject != null && Selection.activeObject is GameObject;
}
/// <summary>
/// from dialog
/// </summary>
/// <param name="go"></param>
public static void IntegrateSelected(GameObject go)
{
var meshWithMaterials = StaticMeshIntegrator.Integrate(go.transform);
@ -319,6 +323,11 @@ namespace UniGLTF.MeshUtility
renderer.sharedMaterials = meshWithMaterials.Materials;
}
#endif
/// <summary>
/// from dialog
/// </summary>
/// <param name="go"></param>
public static void MeshIntegrator(GameObject go)
{
MeshIntegratorUtility.Integrate(go, onlyBlendShapeRenderers: true);
@ -330,6 +339,7 @@ namespace UniGLTF.MeshUtility
var normalMeshes = outputObject.GetComponentsInChildren<MeshFilter>();
// destroy integrated meshes in the source
// ?
foreach (var skinnedMesh in go.GetComponentsInChildren<SkinnedMeshRenderer>())
{
if (skinnedMesh.sharedMesh.name == MeshIntegratorUtility.INTEGRATED_MESH_NAME ||

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@ -0,0 +1,111 @@
using System;
using System.IO;
using System.Linq;
using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;
namespace UniGLTF.MeshUtility
{
public static class TabBoneMeshRemover
{
public static bool OnGUI(GameObject _exportTarget, SkinnedMeshRenderer _cSkinnedMesh, BoneMeshEraser.EraseBone[] _eraseBones)
{
var _isInvokeSuccess = false;
GUILayout.BeginVertical();
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Process", GUILayout.MinWidth(100)))
{
_isInvokeSuccess = TabBoneMeshRemover.Execute(_exportTarget, _cSkinnedMesh, _eraseBones);
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
return _isInvokeSuccess;
}
public static bool Execute(GameObject _exportTarget, SkinnedMeshRenderer _cSkinnedMesh, BoneMeshEraser.EraseBone[] _eraseBones)
{
if (_exportTarget == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(), "ok");
return false;
}
var go = _exportTarget;
if (_cSkinnedMesh == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.SELECT_SKINNED_MESH.Msg(), "ok");
return false;
}
BoneMeshRemove(go, _cSkinnedMesh, _eraseBones);
return true;
}
private static void BoneMeshRemove(GameObject go, SkinnedMeshRenderer _cSkinnedMesh, BoneMeshEraser.EraseBone[] _eraseBones)
{
var renderer = Remove(go, _cSkinnedMesh, _eraseBones);
var outputObject = GameObject.Instantiate(go);
outputObject.name = outputObject.name + "_bone_mesh_erase";
if (renderer == null)
{
return;
}
// save mesh to Assets
var assetPath = string.Format("{0}{1}", go.name, MeshUtility.ASSET_SUFFIX);
var prefab = MeshUtility.GetPrefab(go);
if (prefab != null)
{
var prefabPath = AssetDatabase.GetAssetPath(prefab);
assetPath = string.Format("{0}/{1}{2}",
Path.GetDirectoryName(prefabPath),
Path.GetFileNameWithoutExtension(prefabPath),
MeshUtility.ASSET_SUFFIX
);
}
Debug.LogFormat("CreateAsset: {0}", assetPath);
AssetDatabase.CreateAsset(renderer.sharedMesh, assetPath);
// destroy BoneMeshEraser in the source
foreach (var skinnedMesh in go.GetComponentsInChildren<SkinnedMeshRenderer>())
{
if (skinnedMesh.gameObject.name == BoneMeshEraserWizard.BONE_MESH_ERASER_NAME)
{
GameObject.DestroyImmediate(skinnedMesh.gameObject);
}
}
// destroy the original mesh in the copied GameObject
foreach (var skinnedMesh in outputObject.GetComponentsInChildren<SkinnedMeshRenderer>())
{
if (skinnedMesh.sharedMesh == _cSkinnedMesh.sharedMesh)
{
GameObject.DestroyImmediate(skinnedMesh);
}
}
}
private static SkinnedMeshRenderer Remove(GameObject go, SkinnedMeshRenderer _cSkinnedMesh, BoneMeshEraser.EraseBone[] _eraseBones)
{
var bones = _cSkinnedMesh.bones;
var eraseBones = _eraseBones
.Where(x => x.Erase)
.Select(x => Array.IndexOf(bones, x.Bone))
.ToArray();
var meshNode = new GameObject(BoneMeshEraserWizard.BONE_MESH_ERASER_NAME);
meshNode.transform.SetParent(go.transform, false);
var erased = meshNode.AddComponent<SkinnedMeshRenderer>();
erased.sharedMesh = BoneMeshEraser.CreateErasedMesh(_cSkinnedMesh.sharedMesh, eraseBones);
erased.sharedMaterials = _cSkinnedMesh.sharedMaterials;
erased.bones = _cSkinnedMesh.bones;
return erased;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,67 @@
using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;
namespace UniGLTF.MeshUtility
{
public static class TabMeshIntegrator
{
public static bool OnGUI(GameObject _exportTarget)
{
var _isInvokeSuccess = false;
GUILayout.BeginVertical();
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Process", GUILayout.MinWidth(100)))
{
_isInvokeSuccess = TabMeshIntegrator.Execute(_exportTarget);
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
return _isInvokeSuccess;
}
static string VRM_META = "VRMMeta";
static bool HasVrm(GameObject go)
{
var allComponents = go.GetComponents(typeof(Component));
foreach (var component in allComponents)
{
if (component == null) continue;
var sourceString = component.ToString();
if (sourceString.Contains(VRM_META))
{
return true;
}
}
return false;
}
static bool Execute(GameObject _exportTarget)
{
if (_exportTarget == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(), "ok");
return false;
}
var go = _exportTarget;
if (HasVrm(go))
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.VRM_DETECTED.Msg(), "ok");
return false;
}
if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length == 0 && go.GetComponentsInChildren<MeshFilter>().Length == 0)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_MESH.Msg(), "ok");
return false;
}
MeshUtility.MeshIntegrator(go);
return true;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 65a227dcf3cb5f34085bd6829894fb64
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,59 @@
using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;
namespace UniGLTF.MeshUtility
{
/// <summary>
/// BlendShape の有無で Mesh を分割する
/// </summary>
public static class TabMeshSeparator
{
public static bool OnGUI(GameObject _exportTarget)
{
var _isInvokeSuccess = false;
GUILayout.BeginVertical();
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Process", GUILayout.MinWidth(100)))
{
_isInvokeSuccess = TabMeshSeparator.Execute(_exportTarget);
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
return _isInvokeSuccess;
}
static bool Execute(GameObject _exportTarget)
{
if (_exportTarget == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(), "ok");
return false;
}
var go = _exportTarget;
if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length == 0)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_SKINNED_MESH.Msg(), "ok");
return false;
}
// copy
var outputObject = GameObject.Instantiate(go);
outputObject.name = outputObject.name + "_mesh_separation";
// 改変と asset の作成
var list = MeshUtility.SeparationProcessing(outputObject);
foreach (var (src, with, without) in list)
{
// asset の永続化
MeshUtility.SaveMesh(src, with, MeshUtility.BlendShapeLogic.WithBlendShape);
MeshUtility.SaveMesh(src, without, MeshUtility.BlendShapeLogic.WithoutBlendShape);
}
return true;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8921d732b66ae134db97faa11eaa9b17
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,45 @@
using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;
namespace UniGLTF.MeshUtility
{
public static class TabStaticMeshIntegrator
{
public static bool OnGUI(GameObject _exportTarget)
{
var _isInvokeSuccess = false;
GUILayout.BeginVertical();
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Process", GUILayout.MinWidth(100)))
{
_isInvokeSuccess = TabStaticMeshIntegrator.Execute(_exportTarget);
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
return _isInvokeSuccess;
}
static bool Execute(GameObject _exportTarget)
{
if (_exportTarget == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(), "ok");
return false;
}
var go = _exportTarget;
if (go.GetComponentsInChildren<MeshFilter>().Length == 0)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_STATIC_MESH.Msg(), "ok");
return false;
}
MeshUtility.IntegrateSelected(go);
return true;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9701e1f6aaed8d14283243a7a50be2df
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -26,10 +26,7 @@ namespace UniGLTF
private static void ImportGltfFile() => TopMenuImplementation.ImportGltfFileToGameObject();
[MenuItem(UserMeshUtilityPrefix + "/MeshProcessing Wizard", priority = 10)]
private static void OpenMeshProcessingWindow() => TopMenuImplementation.OpenMeshProcessingWindow();
[MenuItem(UserMeshUtilityPrefix + "/Open Documents", priority = 11)]
private static void MeshUtilityDocs() => Application.OpenURL("https://vrm.dev/en/docs/univrm/gltf/mesh_utility/");
private static void OpenMeshProcessingWindow() => MeshUtility.MeshProcessDialog.OpenWindow();
#if VRM_DEVELOP
[MenuItem(DevelopmentMenuPrefix + "/Generate Serialization Code", priority = 20)]

View File

@ -8,7 +8,7 @@ namespace UniGLTF
{
public static void ExportGameObjectToGltfFile()
{
var window = (GltfExportWindow) GltfExportWindow.GetWindow(typeof(GltfExportWindow));
var window = (GltfExportWindow)GltfExportWindow.GetWindow(typeof(GltfExportWindow));
window.titleContent = new GUIContent("Gltf Exporter");
window.Show();
}
@ -92,19 +92,10 @@ namespace UniGLTF
Selection.activeObject = asset;
}
public static void OpenMeshProcessingWindow()
{
var window =
(MeshUtility.MeshProcessDialog) EditorWindow.GetWindowWithRect(typeof(MeshUtility.MeshProcessDialog),
new Rect(0, 0, 650, 500));
window.titleContent = new GUIContent("Mesh Processing Window");
window.Show();
}
public static void GenerateSerializationCode()
{
SerializerGenerator.GenerateSerializer();
DeserializerGenerator.GenerateSerializer();
}
}
}
}