using System; using System.Collections.Generic; using System.Linq; using UniGLTF; using UnityEngine; namespace UniVRM10 { /// /// 座標系を変換した Model により、Mesh, Node, BindMatrices を更新する。 /// buffer, bufferAccessor の更新もある。 /// class MeshUpdater { GltfData _data; ArrayByteBuffer _buffer; List _bufferViews = new List(); List _accessors = new List(); public MeshUpdater(GltfData data) { _data = data; _buffer = new ArrayByteBuffer(new byte[data.Bin.Length]); } int AddBuffer(ArraySegment bytes) { var bufferView = _buffer.Extend(bytes); var index = _bufferViews.Count; _bufferViews.Add(bufferView); return index; } int AddAccessor(SpanLike span) where T : struct { var bufferViewIndex = AddBuffer(span.Bytes); var accessor = new glTFAccessor { bufferView = bufferViewIndex, count = span.Length, byteOffset = 0, componentType = glTFExtensions.GetComponentType(), type = glTFExtensions.GetAccessorType(), }; var index = _accessors.Count; _accessors.Add(accessor); return index; } int? AddAccessor(VrmLib.BufferAccessor buffer) where T : struct { if (buffer == null) { return default; } return AddAccessor(buffer.GetSpan()); } struct MorphAccessor { public int? Position; public int? Normal; }; public (glTF, ArraySegment) Update(VrmLib.Model model) { var gltf = _data.GLTF; // copy images foreach (var image in gltf.images) { var bytes = _data.GetBytesFromBufferView(image.bufferView); image.bufferView = AddBuffer(new ArraySegment(bytes.ToArray())); } // update Mesh foreach (var (gltfMesh, mesh) in Enumerable.Zip(gltf.meshes, model.MeshGroups, (l, r) => (l, r.Meshes[0]))) { SpanLike indices; switch (mesh.IndexBuffer.Stride) { case 1: { // byte var byte_indices = mesh.IndexBuffer.GetSpan(); indices = SpanLike.Create(byte_indices.Length); for (int i = 0; i < byte_indices.Length; ++i) { indices[i] = byte_indices[i]; } break; } case 2: { // ushort var ushort_indices = mesh.IndexBuffer.GetSpan(); indices = SpanLike.Create(ushort_indices.Length); for (int i = 0; i < ushort_indices.Length; ++i) { indices[i] = ushort_indices[i]; } break; } case 4: { // uint indices = mesh.IndexBuffer.GetSpan(); break; } default: throw new NotImplementedException(); } var position = AddAccessor(mesh.VertexBuffer.Positions); var normal = AddAccessor(mesh.VertexBuffer.Normals); var uv = AddAccessor(mesh.VertexBuffer.TexCoords); var weights = AddAccessor(mesh.VertexBuffer.Weights); var joints = AddAccessor(mesh.VertexBuffer.Joints); var color = AddAccessor(mesh.VertexBuffer.Colors); var morphTargets = new MorphAccessor[] { }; if (mesh.MorphTargets != null) { morphTargets = mesh.MorphTargets.Select(x => new MorphAccessor { Position = AddAccessor(x.VertexBuffer.Positions), Normal = AddAccessor(x.VertexBuffer.Normals), }).ToArray(); } foreach (var (gltfPrim, submesh) in Enumerable.Zip(gltfMesh.primitives, mesh.Submeshes, (l, r) => (l, r))) { var subIndices = indices.Slice(submesh.Offset, submesh.DrawCount); gltfPrim.indices = AddAccessor(subIndices); gltfPrim.attributes.POSITION = position.Value; gltfPrim.attributes.NORMAL = normal.GetValueOrDefault(-1); // たぶん、ありえる gltfPrim.attributes.TANGENT = -1; gltfPrim.attributes.COLOR_0 = color.GetValueOrDefault(-1); gltfPrim.attributes.TEXCOORD_0 = uv.GetValueOrDefault(-1); // ありえる? gltfPrim.attributes.TEXCOORD_1 = -1; gltfPrim.attributes.WEIGHTS_0 = weights.GetValueOrDefault(-1); gltfPrim.attributes.JOINTS_0 = joints.GetValueOrDefault(-1); foreach (var (gltfMorph, morph) in Enumerable.Zip(gltfPrim.targets, morphTargets, (l, r) => (l, r))) { gltfMorph.POSITION = morph.Position.GetValueOrDefault(-1); gltfMorph.NORMAL = morph.Normal.GetValueOrDefault(-1); gltfMorph.TANGENT = -1; } } } // update nodes and remove unused skin var skins = gltf.skins.ToArray(); gltf.skins.Clear(); foreach (var (gltfNode, node) in Enumerable.Zip(gltf.nodes, model.Nodes, (l, r) => (l, r))) { gltfNode.translation = node.LocalTranslation.ToFloat3(); gltfNode.rotation = node.LocalRotation.ToFloat4(); gltfNode.scale = node.LocalScaling.ToFloat3(); if (gltfNode.mesh >= 0) { if (gltfNode.skin >= 0) { // // mesh with skin // only this case, skin is enable // [SkinnedMeshRenderer] // var gltfSkin = skins[gltfNode.skin]; // get or create var skinIndex = gltf.skins.IndexOf(gltfSkin); if (skinIndex == -1) { skinIndex = gltf.skins.Count; gltfSkin.inverseBindMatrices = AddAccessor(node.MeshGroup.Skin.InverseMatrices.GetSpan()); gltf.skins.Add(gltfSkin); } else{ // multi nodes sharing a same skin may be error ? // edge case. } // update gltfNode.skin = skinIndex; } else { // // mesh without skin // [MeshRenderer] // } } else { if (gltfNode.skin >= 0) { // // no mesh but skin // fix error // gltfNode.skin = -1; } else { // // no mesh no skin // } } } // replace gltf.bufferViews = _bufferViews; gltf.accessors = _accessors; return (gltf, _buffer.Bytes); } } }