UniVRM/Assets/MeshUtility/Editor/MeshUtility.cs

286 lines
13 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace MeshUtility
{
public class MeshUtility
{
public const string MENU_PARENT = "Mesh Utility/";
public const int MENU_PRIORITY = 11;
private const string ASSET_SUFFIX = ".mesh.asset";
private const string MENU_NAME = MENU_PARENT + "MeshSeparator";
private static readonly Vector3 ZERO_MOVEMENT = Vector3.zero;
public static Object GetPrefab(GameObject instance)
{
#if UNITY_2018_2_OR_NEWER
return PrefabUtility.GetCorrespondingObjectFromSource(instance);
#else
return PrefabUtility.GetPrefabParent(go);
#endif
}
private enum BlendShapeLogic
{
WithBlendShape,
WithoutBlendShape,
}
[MenuItem(MENU_NAME, validate = true)]
private static bool ShowLogValidation()
{
if (Selection.activeTransform == null)
return false;
else
return true;
}
[MenuItem(MENU_NAME, priority = 2)]
public static void SeparateSkinnedMeshContainedBlendShape()
{
var go = Selection.activeTransform.gameObject;
if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length > 0)
{
SeparationProcessing(go);
go.SetActive(false);
}
else
{
EditorUtility.DisplayDialog("Error", "No skinnedMeshRenderer contained", "ok");
}
}
[MenuItem("Mesh Utility/MeshSeparator Docs", priority = MeshUtility.MENU_PRIORITY)]
public static void LinkToMeshSeparatorDocs()
{
Application.OpenURL("https://github.com/vrm-c/UniVRM/tree/master/Assets/MeshUtility");
}
private static void SeparationProcessing(GameObject go)
{
var outputObject = GameObject.Instantiate(go);
var skinnedMeshRenderers = outputObject.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (var skinnedMeshRenderer in skinnedMeshRenderers)
{
if (skinnedMeshRenderer.sharedMesh.blendShapeCount > 0)
{
SeparatePolyWithBlendShape(skinnedMeshRenderer);
}
}
}
private static void SeparatePolyWithBlendShape(SkinnedMeshRenderer skinnedMeshRendererInput)
{
var indicesUsedByBlendShape = new Dictionary<int, int>();
var mesh = skinnedMeshRendererInput.sharedMesh;
// retrieve the original BlendShape data
for (int i = 0; i < mesh.blendShapeCount; ++i)
{
var deltaVertices = new Vector3[mesh.vertexCount];
var deltaNormals = new Vector3[mesh.vertexCount];
var deltaTangents = new Vector3[mesh.vertexCount];
mesh.GetBlendShapeFrameVertices(i, 0, deltaVertices, deltaNormals, deltaTangents);
for (int j = 0; j < deltaVertices.Length; j++)
{
if (!deltaVertices[j].Equals(ZERO_MOVEMENT))
{
if (!indicesUsedByBlendShape.Values.Contains(j))
{
indicesUsedByBlendShape.Add(indicesUsedByBlendShape.Count, j);
}
}
}
}
var subMeshCount = mesh.subMeshCount;
var submeshesWithBlendShape = new Dictionary<int, int[]>();
var submeshesWithoutBlendShape = new Dictionary<int, int[]>();
var vertexIndexWithBlendShape = new Dictionary<int, int>();
var vertexCounterWithBlendShape = 0;
var vertexIndexWithoutBlendShape = new Dictionary<int, int>();
var vertexCounterWithoutBlendShape = 0;
// check blendshape's vertex index from submesh
for (int i = 0; i < subMeshCount; i++)
{
var triangle = mesh.GetTriangles(i);
var submeshWithBlendShape = new List<int>();
var submeshWithoutBlendShape = new List<int>();
for (int j = 0; j < triangle.Length; j += 3)
{
if (indicesUsedByBlendShape.Values.Contains(triangle[j]) ||
indicesUsedByBlendShape.Values.Contains(triangle[j + 1]) ||
indicesUsedByBlendShape.Values.Contains(triangle[j + 2]))
{
BuildNewTriangleList(vertexIndexWithBlendShape, triangle, j, submeshWithBlendShape, ref vertexCounterWithBlendShape);
}
else
{
BuildNewTriangleList(vertexIndexWithoutBlendShape, triangle, j, submeshWithoutBlendShape, ref vertexCounterWithoutBlendShape);
}
}
if (submeshWithBlendShape.Count > 0)
submeshesWithBlendShape.Add(i, submeshWithBlendShape.ToArray());
if (submeshWithoutBlendShape.Count > 0)
submeshesWithoutBlendShape.Add(i, submeshWithoutBlendShape.ToArray()); ;
}
// check if any BlendShape exists
if (submeshesWithoutBlendShape.Count > 0)
{
// put the mesh without BlendShape in a new SkinnedMeshRenderer
var srcGameObject = skinnedMeshRendererInput.gameObject;
var srcTransform = skinnedMeshRendererInput.transform.parent;
var targetObjectForMeshWithoutBS = GameObject.Instantiate(srcGameObject);
targetObjectForMeshWithoutBS.name = srcGameObject.name + "_WithoutBlendShape";
targetObjectForMeshWithoutBS.transform.SetParent(srcTransform);
var skinnedMeshRendererWithoutBS = targetObjectForMeshWithoutBS.GetComponent<SkinnedMeshRenderer>();
// build meshes with/without BlendShape
BuildNewMesh(skinnedMeshRendererInput, vertexIndexWithBlendShape, submeshesWithBlendShape, BlendShapeLogic.WithBlendShape);
BuildNewMesh(skinnedMeshRendererWithoutBS, vertexIndexWithoutBlendShape, submeshesWithoutBlendShape, BlendShapeLogic.WithoutBlendShape);
}
}
private static void BuildNewTriangleList(Dictionary<int, int> newVerticesListLookUp, int[] triangleList, int index,
List<int> newTriangleList, ref int vertexCounter)
{
// build new vertex list and triangle list
// vertex 1
if (!newVerticesListLookUp.Keys.Contains(triangleList[index]))
{
newVerticesListLookUp.Add(triangleList[index], vertexCounter);
newTriangleList.Add(vertexCounter);
vertexCounter++;
}
else
{
var newVertexIndex = newVerticesListLookUp[triangleList[index]];
newTriangleList.Add(newVertexIndex);
}
// vertex 2
if (!newVerticesListLookUp.Keys.Contains(triangleList[index + 1]))
{
newVerticesListLookUp.Add(triangleList[index + 1], vertexCounter);
newTriangleList.Add(vertexCounter);
vertexCounter++;
}
else
{
var newVertexIndex = newVerticesListLookUp[triangleList[index + 1]];
newTriangleList.Add(newVertexIndex);
}
// vertex 3
if (!newVerticesListLookUp.Keys.Contains(triangleList[index + 2]))
{
newVerticesListLookUp.Add(triangleList[index + 2], vertexCounter);
newTriangleList.Add(vertexCounter);
vertexCounter++;
}
else
{
var newVertexIndex = newVerticesListLookUp[triangleList[index + 2]];
newTriangleList.Add(newVertexIndex);
}
}
private static void BuildNewMesh(SkinnedMeshRenderer skinnedMeshRenderer, Dictionary<int, int> newIndexLookUpDict,
Dictionary<int, int[]> subMeshes, BlendShapeLogic blendShapeLabel)
{
// get original mesh data
var materialList = new List<Material>();
skinnedMeshRenderer.GetSharedMaterials(materialList);
var mesh = skinnedMeshRenderer.sharedMesh;
var meshVertices = mesh.vertices;
var meshNormals = mesh.normals;
var meshTangents = mesh.tangents;
var meshColors = mesh.colors;
var meshBoneWeights = mesh.boneWeights;
var meshUVs = mesh.uv;
// build new mesh
var materialListNew = new List<Material>();
var newMesh = new Mesh();
if (mesh.vertexCount > ushort.MaxValue)
{
#if UNITY_2017_3_OR_NEWER
Debug.LogFormat("exceed 65535 vertices: {0}", mesh.vertexCount);
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
#else
throw new NotImplementedException(String.Format("exceed 65535 vertices: {0}", integrator.Positions.Count.ToString()));
#endif
}
var newDataLength = newIndexLookUpDict.Count;
var newIndexLookUp = newIndexLookUpDict.Keys.ToArray();
newMesh.vertices = newIndexLookUp.Select(x => meshVertices[x]).ToArray();
if (meshNormals.Length > 0) newMesh.normals = newIndexLookUp.Select(x => meshNormals[x]).ToArray();
if (meshTangents.Length > 0) newMesh.tangents = newIndexLookUp.Select(x => meshTangents[x]).ToArray();
if (meshColors.Length > 0) newMesh.colors = newIndexLookUp.Select(x => meshColors[x]).ToArray();
if (meshBoneWeights.Length > 0) newMesh.boneWeights = newIndexLookUp.Select(x => meshBoneWeights[x]).ToArray();
if (meshUVs.Length > 0) newMesh.uv = newIndexLookUp.Select(x => meshUVs[x]).ToArray();
newMesh.bindposes = mesh.bindposes;
// add BlendShape data
if (blendShapeLabel == BlendShapeLogic.WithBlendShape)
{
for (int i = 0; i < mesh.blendShapeCount; i++)
{
// get original BlendShape data
var srcVertices = new Vector3[mesh.vertexCount];
var srcNormals = new Vector3[mesh.vertexCount];
var srcTangents = new Vector3[mesh.vertexCount];
mesh.GetBlendShapeFrameVertices(i, 0, srcVertices, srcNormals, srcTangents);
// declare the size for the destination array
var dstVertices = new Vector3[newDataLength];
var dstNormals = new Vector3[newDataLength];
var dstTangents = new Vector3[newDataLength];
dstVertices = newIndexLookUp.Select(x => srcVertices[x]).ToArray();
dstNormals = newIndexLookUp.Select(x => srcNormals[x]).ToArray();
dstTangents = newIndexLookUp.Select(x => srcTangents[x]).ToArray();
newMesh.AddBlendShapeFrame(mesh.GetBlendShapeName(i), mesh.GetBlendShapeFrameWeight(i, 0),
dstVertices, dstNormals, dstTangents);
}
}
newMesh.subMeshCount = subMeshes.Count;
var cosMaterialIndex = subMeshes.Keys.ToArray();
// build material list
for (int i = 0; i < subMeshes.Count; i++)
{
newMesh.SetTriangles(subMeshes[cosMaterialIndex[i]], i);
materialListNew.Add(materialList[cosMaterialIndex[i]]);
}
skinnedMeshRenderer.sharedMaterials = materialListNew.ToArray();
skinnedMeshRenderer.sharedMesh = newMesh;
// save mesh as asset
var assetPath = string.Format("{0}{1}", Path.GetFileNameWithoutExtension(mesh.name), ASSET_SUFFIX);
Debug.Log(assetPath);
if (!string.IsNullOrEmpty((AssetDatabase.GetAssetPath(mesh))))
{
var directory = Path.GetDirectoryName(AssetDatabase.GetAssetPath(mesh)).Replace("\\", "/");
assetPath = string.Format("{0}/{1}{2}", directory, Path.GetFileNameWithoutExtension(mesh.name) + "_" + blendShapeLabel.ToString(), ASSET_SUFFIX);
}
else
{
assetPath = string.Format("Assets/{0}{1}", Path.GetFileNameWithoutExtension(mesh.name) + "_" + blendShapeLabel.ToString(), ASSET_SUFFIX);
}
Debug.LogFormat("CreateAsset: {0}", assetPath);
AssetDatabase.CreateAsset(newMesh, assetPath);
}
}
}