UniVRM/Assets/UniGLTF/Runtime/MeshUtility/StaticMeshIntegrator.cs
ousttrue 56db0e2e54 rename namespace MeshUtility to UniGLTF.MeshUtility
* MeshUtility と UniGLTF に重複していたクラスを削除
2021-06-01 18:09:41 +09:00

123 lines
4.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UniGLTF.MeshUtility
{
public static class StaticMeshIntegrator
{
const string ASSET_SUFFIX = ".mesh.asset";
class Integrator
{
List<Vector3> m_positions = new List<Vector3>();
List<Vector3> m_normals = new List<Vector3>();
List<Vector2> m_uv = new List<Vector2>();
/*
List<Vector2> m_uv2 = new List<Vector2>(); // ToDo
List<Vector2> m_uv3 = new List<Vector2>(); // ToDo
List<Vector2> m_uv4 = new List<Vector2>(); // ToDo
List<Color> m_colors = new List<Color>(); // ToDo
*/
List<int[]> m_subMeshes = new List<int[]>();
List<Material> m_materials = new List<Material>();
public List<Material> Materials
{
get { return m_materials; }
}
public void Push(Matrix4x4 localToRoot, Mesh mesh, Material[] materials)
{
var offset = m_positions.Count;
var hasNormal = m_normals.Count == m_positions.Count;
var hasUv = m_uv.Count == m_positions.Count;
// attributes
m_positions.AddRange(mesh.vertices.Select(x => localToRoot.MultiplyPoint(x)));
if(mesh.normals!=null && mesh.normals.Length == mesh.vertexCount)
{
if (!hasNormal) for (int i = m_normals.Count; i < m_positions.Count; ++i) m_normals.Add(Vector3.zero);
m_normals.AddRange(mesh.normals.Select(x => localToRoot.MultiplyVector(x)));
}
if (mesh.uv != null && mesh.uv.Length == mesh.vertexCount)
{
if (!hasUv) for (int i = m_uv.Count; i < m_positions.Count; ++i) m_uv.Add(Vector2.zero);
m_uv.AddRange(mesh.uv);
}
// indices
for (int i = 0; i < mesh.subMeshCount; ++i)
{
m_subMeshes.Add(mesh.GetIndices(i).Select(x => offset + x).ToArray());
}
// materials
m_materials.AddRange(materials);
}
public Mesh ToMesh()
{
var mesh = new Mesh();
mesh.name = MeshIntegratorUtility.INTEGRATED_MESH_NAME;
mesh.vertices = m_positions.ToArray();
if (m_normals.Count > 0)
{
if (m_normals.Count < m_positions.Count) for (int i = m_normals.Count; i < m_positions.Count; ++i) m_normals.Add(Vector3.zero);
mesh.normals = m_normals.ToArray();
}
if (m_uv.Count > 0)
{
if (m_uv.Count < m_positions.Count) for (int i = m_uv.Count; i < m_positions.Count; ++i) m_uv.Add(Vector2.zero);
mesh.uv = m_uv.ToArray();
}
mesh.subMeshCount = m_subMeshes.Count;
for(int i=0; i<m_subMeshes.Count; ++i)
{
mesh.SetIndices(m_subMeshes[i], MeshTopology.Triangles, i);
}
return mesh;
}
}
public struct MeshWithMaterials
{
public Mesh Mesh;
public Material[] Materials;
}
public static MeshWithMaterials Integrate(Transform root)
{
var integrator = new Integrator();
foreach (var t in root.Traverse())
{
var renderer = t.GetComponent<MeshRenderer>();
var filter = t.GetComponent<MeshFilter>();
if (renderer != null && filter != null && filter.sharedMesh != null
&& renderer.sharedMaterials!=null && renderer.sharedMaterials.Length == filter.sharedMesh.subMeshCount)
{
integrator.Push(root.worldToLocalMatrix * t.localToWorldMatrix, filter.sharedMesh, renderer.sharedMaterials);
}
}
return new MeshWithMaterials
{
Mesh = integrator.ToMesh(),
Materials = integrator.Materials.ToArray(),
};
}
}
}