using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using UnityEngine; namespace UniGLTF { public class MeshImporter { const float FRAME_WEIGHT = 100.0f; // multiple submMesh is not sharing a VertexBuffer. // each subMesh use a independent VertexBuffer. private static MeshContext _ImportMeshIndependentVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh) { //Debug.LogWarning("_ImportMeshIndependentVertexBuffer"); var targets = gltfMesh.primitives[0].targets; for (int i = 1; i < gltfMesh.primitives.Count; ++i) { if (!gltfMesh.primitives[i].targets.SequenceEqual(targets)) { throw new NotImplementedException(string.Format("diffirent targets: {0} with {1}", gltfMesh.primitives[i], targets)); } } var positions = new List(); var normals = new List(); var tangents = new List(); var uv = new List(); var colors = new List(); var meshContext = new MeshContext(); foreach (var prim in gltfMesh.primitives) { var indexOffset = positions.Count; var indexBuffer = prim.indices; var positionCount = positions.Count; positions.AddRange(ctx.GLTF.GetArrayFromAccessor(prim.attributes.POSITION).Select(x => x.ReverseZ())); positionCount = positions.Count - positionCount; // normal if (prim.attributes.NORMAL != -1) { normals.AddRange(ctx.GLTF.GetArrayFromAccessor(prim.attributes.NORMAL).Select(x => x.ReverseZ())); } if (prim.attributes.TANGENT != -1) { tangents.AddRange(ctx.GLTF.GetArrayFromAccessor(prim.attributes.TANGENT).Select(x => x.ReverseZ())); } // uv if (prim.attributes.TEXCOORD_0 != -1) { if (ctx.IsGeneratedUniGLTFAndOlder(1, 16)) { #pragma warning disable 0612 // backward compatibility uv.AddRange(ctx.GLTF.GetArrayFromAccessor(prim.attributes.TEXCOORD_0).Select(x => x.ReverseY())); #pragma warning restore 0612 } else { uv.AddRange(ctx.GLTF.GetArrayFromAccessor(prim.attributes.TEXCOORD_0).Select(x => x.ReverseUV())); } } else { // for inconsistent attributes in primitives uv.AddRange(new Vector2[positionCount]); } // color if (prim.attributes.COLOR_0 != -1) { colors.AddRange(ctx.GLTF.GetArrayFromAccessor(prim.attributes.COLOR_0)); } // skin if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1) { var joints0 = ctx.GLTF.GetArrayFromAccessor(prim.attributes.JOINTS_0); // uint4 var weights0 = ctx.GLTF.GetArrayFromAccessor(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; meshContext.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(primTarget.POSITION).Select(x => x.ReverseZ()).ToArray()); } if (primTarget.NORMAL != -1) { blendShape.Normals.AddRange( ctx.GLTF.GetArrayFromAccessor(primTarget.NORMAL).Select(x => x.ReverseZ()).ToArray()); } if (primTarget.TANGENT != -1) { blendShape.Tangents.AddRange( ctx.GLTF.GetArrayFromAccessor(primTarget.TANGENT).Select(x => x.ReverseZ()).ToArray()); } meshContext.blendShapes.Add(blendShape); } } var indices = (indexBuffer >= 0) ? ctx.GLTF.GetIndices(indexBuffer) : TriangleUtil.FlipTriangle(Enumerable.Range(0, meshContext.positions.Length)).ToArray() // without index array ; for (int i = 0; i < indices.Length; ++i) { indices[i] += indexOffset; } meshContext.subMeshes.Add(indices); // material meshContext.materialIndices.Add(prim.material); } meshContext.positions = positions.ToArray(); meshContext.normals = normals.ToArray(); meshContext.tangents = tangents.ToArray(); meshContext.uv = uv.ToArray(); return meshContext; } // multiple submesh sharing same VertexBuffer private static MeshContext _ImportMeshSharingVertexBuffer(ImporterContext ctx, glTFMesh gltfMesh) { var context = new MeshContext(); { var prim = gltfMesh.primitives.First(); context.positions = ctx.GLTF.GetArrayFromAccessor(prim.attributes.POSITION).SelectInplace(x => x.ReverseZ()); // normal if (prim.attributes.NORMAL != -1) { context.normals = ctx.GLTF.GetArrayFromAccessor(prim.attributes.NORMAL).SelectInplace(x => x.ReverseZ()); } // tangent if (prim.attributes.TANGENT != -1) { context.tangents = ctx.GLTF.GetArrayFromAccessor(prim.attributes.TANGENT).SelectInplace(x => x.ReverseZ()); } // uv if (prim.attributes.TEXCOORD_0 != -1) { if (ctx.IsGeneratedUniGLTFAndOlder(1, 16)) { #pragma warning disable 0612 // backward compatibility context.uv = ctx.GLTF.GetArrayFromAccessor(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseY()); #pragma warning restore 0612 } else { context.uv = ctx.GLTF.GetArrayFromAccessor(prim.attributes.TEXCOORD_0).SelectInplace(x => x.ReverseUV()); } } else { // for inconsistent attributes in primitives context.uv = new Vector2[context.positions.Length]; } // color if (prim.attributes.COLOR_0 != -1) { context.colors = ctx.GLTF.GetArrayFromAccessor(prim.attributes.COLOR_0); } // skin if (prim.attributes.JOINTS_0 != -1 && prim.attributes.WEIGHTS_0 != -1) { var joints0 = ctx.GLTF.GetArrayFromAccessor(prim.attributes.JOINTS_0); // uint4 var weights0 = ctx.GLTF.GetArrayFromAccessor(prim.attributes.WEIGHTS_0); for (int i = 0; i < weights0.Length; ++i) { weights0[i] = weights0[i].One(); } 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; context.boneWeights.Add(bw); } } // blendshape if (prim.targets != null && prim.targets.Count > 0) { context.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()))); for (int i = 0; i < prim.targets.Count; ++i) { //var name = string.Format("target{0}", i++); var primTarget = prim.targets[i]; var blendShape = context.blendShapes[i]; if (primTarget.POSITION != -1) { blendShape.Positions.Assign( ctx.GLTF.GetArrayFromAccessor(primTarget.POSITION), x => x.ReverseZ()); } if (primTarget.NORMAL != -1) { blendShape.Normals.Assign( ctx.GLTF.GetArrayFromAccessor(primTarget.NORMAL), x => x.ReverseZ()); } if (primTarget.TANGENT != -1) { blendShape.Tangents.Assign( ctx.GLTF.GetArrayFromAccessor(primTarget.TANGENT), x => x.ReverseZ()); } } } } foreach (var prim in gltfMesh.primitives) { if (prim.indices == -1) { context.subMeshes.Add(TriangleUtil.FlipTriangle(Enumerable.Range(0, context.positions.Length)).ToArray()); } else { var indices = ctx.GLTF.GetIndices(prim.indices); context.subMeshes.Add(indices); } // material context.materialIndices.Add(prim.material); } return context; } [Serializable, StructLayout(LayoutKind.Sequential, Pack = 1)] struct Float4 { public float x; public float y; public float z; public float w; public Float4 One() { var sum = x + y + z + w; var f = 1.0f / sum; return new Float4 { x = x * f, y = y * f, z = z * f, w = w * f, }; } } public class MeshContext { public string name; public Vector3[] positions; public Vector3[] normals; public Vector4[] tangents; public Vector2[] uv; public Color[] colors; public List boneWeights = new List(); public List subMeshes = new List(); public List materialIndices = new List(); public List blendShapes = new List(); } public MeshContext ReadMesh(ImporterContext ctx, int meshIndex) { var gltfMesh = ctx.GLTF.meshes[meshIndex]; glTFAttributes lastAttributes = null; var sharedAttributes = true; foreach (var prim in gltfMesh.primitives) { if (lastAttributes != null && !prim.attributes.Equals(lastAttributes)) { sharedAttributes = false; break; } lastAttributes = prim.attributes; } var meshContext = sharedAttributes ? _ImportMeshSharingVertexBuffer(ctx, gltfMesh) : _ImportMeshIndependentVertexBuffer(ctx, gltfMesh) ; meshContext.name = gltfMesh.name; if (string.IsNullOrEmpty(meshContext.name)) { meshContext.name = string.Format("UniGLTF import#{0}", meshIndex); } return meshContext; } public static MeshWithMaterials BuildMesh(ImporterContext ctx, MeshImporter.MeshContext meshContext) { if (!meshContext.materialIndices.Any()) { meshContext.materialIndices.Add(0); } //Debug.Log(prims.ToJson()); var mesh = new Mesh(); mesh.name = meshContext.name; if (meshContext.positions.Length > 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; bool recalculateNormals = false; if (meshContext.normals != null && meshContext.normals.Length > 0) { mesh.normals = meshContext.normals; } else { recalculateNormals = true; } if (meshContext.uv != null && meshContext.uv.Length > 0) { mesh.uv = meshContext.uv; } bool recalculateTangents = true; #if UNIGLTF_IMPORT_TANGENTS if (meshContext.tangents != null && meshContext.tangents.Length > 0) { mesh.tangents = meshContext.tangents; recalculateTangents = false; } #endif if (meshContext.colors != null && meshContext.colors.Length > 0) { mesh.colors = meshContext.colors; } if (meshContext.boneWeights != null && meshContext.boneWeights.Count > 0) { 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 mesh.RecalculateTangents(); #else CalcTangents(mesh); #endif } var result = new MeshWithMaterials { Mesh = mesh, Materials = meshContext.materialIndices.Select(x => ctx.GetMaterial(x)).ToArray() }; if (meshContext.blendShapes != null) { Vector3[] emptyVertices = null; 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.Length == mesh.vertexCount) ? blendShape.Normals.ToArray() : null, null ); } else { Debug.LogWarningFormat("May be partial primitive has blendShape. Rquire separete 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 ); } } } return result; } /// /// Meshの法線を元にタンジェントを計算する。 /// /// メッシュ /// タンジェント 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; } } }