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