UniVRM/Assets/UniGLTF/Editor/MeshUtility/MeshUtility.cs
2021-09-17 18:35:44 +09:00

382 lines
17 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace UniGLTF.MeshUtility
{
public class MeshUtility
{
public const string ASSET_SUFFIX = ".mesh.asset";
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,
}
public static void SeparationProcessing(GameObject go)
{
var outputObject = GameObject.Instantiate(go);
outputObject.name = outputObject.name + "_mesh_separation";
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);
}
#if UNITY_EDITOR
public static bool IsGameObjectSelected()
{
return Selection.activeObject != null && Selection.activeObject is GameObject;
}
public static void IntegrateSelected(GameObject go)
{
var meshWithMaterials = StaticMeshIntegrator.Integrate(go.transform);
// save as asset
var assetPath = "";
#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
{
var path = EditorUtility.SaveFilePanel(
"Save mesh",
"Assets",
go.name + ".asset",
"asset");
if (string.IsNullOrEmpty(path))
{
return;
}
assetPath = UnityPath.FromFullpath(path).Value;
}
assetPath = AssetDatabase.GenerateUniqueAssetPath(assetPath);
Debug.LogFormat("CreateAsset: {0}", assetPath);
AssetDatabase.CreateAsset(meshWithMaterials.Mesh, assetPath);
// add component
var meshObject = new GameObject(go.name + ".static_meshes_integrated");
if (go.transform.parent != null)
{
meshObject.transform.SetParent(go.transform.parent, false);
}
meshObject.transform.localPosition = go.transform.localPosition;
meshObject.transform.localRotation = go.transform.localRotation;
meshObject.transform.localScale = go.transform.localScale;
var filter = meshObject.AddComponent<MeshFilter>();
filter.sharedMesh = meshWithMaterials.Mesh;
var renderer = meshObject.AddComponent<MeshRenderer>();
renderer.sharedMaterials = meshWithMaterials.Materials;
}
#endif
public static void MeshIntegrator(GameObject go)
{
MeshIntegratorUtility.Integrate(go, onlyBlendShapeRenderers: true);
MeshIntegratorUtility.Integrate(go, onlyBlendShapeRenderers: false);
var outputObject = GameObject.Instantiate(go);
outputObject.name = outputObject.name + "_mesh_integration";
var skinnedMeshes = outputObject.GetComponentsInChildren<SkinnedMeshRenderer>();
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 ||
skinnedMesh.sharedMesh.name == MeshIntegratorUtility.INTEGRATED_MESH_BLENDSHAPE_NAME)
{
GameObject.DestroyImmediate(skinnedMesh.gameObject);
}
}
foreach (var skinnedMesh in skinnedMeshes)
{
// destroy original meshes in the copied GameObject
if (!(skinnedMesh.sharedMesh.name == MeshIntegratorUtility.INTEGRATED_MESH_NAME ||
skinnedMesh.sharedMesh.name == MeshIntegratorUtility.INTEGRATED_MESH_BLENDSHAPE_NAME))
{
GameObject.DestroyImmediate(skinnedMesh);
}
// check if the integrated mesh is empty
else if (skinnedMesh.sharedMesh.subMeshCount == 0)
{
GameObject.DestroyImmediate(skinnedMesh.gameObject);
}
// save mesh data
else if (skinnedMesh.sharedMesh.name == MeshIntegratorUtility.INTEGRATED_MESH_NAME ||
skinnedMesh.sharedMesh.name == MeshIntegratorUtility.INTEGRATED_MESH_BLENDSHAPE_NAME)
{
SaveMeshData(skinnedMesh.sharedMesh);
}
}
foreach (var normalMesh in normalMeshes)
{
if (normalMesh.sharedMesh.name != MeshIntegratorUtility.INTEGRATED_MESH_NAME)
{
if (normalMesh.gameObject.GetComponent<MeshRenderer>())
{
GameObject.DestroyImmediate(normalMesh.gameObject.GetComponent<MeshRenderer>());
}
GameObject.DestroyImmediate(normalMesh);
}
}
}
private static void SaveMeshData(Mesh mesh)
{
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), ASSET_SUFFIX);
}
else
{
assetPath = string.Format("Assets/{0}{1}", Path.GetFileNameWithoutExtension(mesh.name), ASSET_SUFFIX);
}
Debug.LogFormat("CreateAsset: {0}", assetPath);
AssetDatabase.CreateAsset(mesh, assetPath);
}
}
}