mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-03-31 23:05:14 -05:00
289 lines
12 KiB
C#
289 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UniGLTF;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using VrmLib;
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using Mesh = UnityEngine.Mesh;
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namespace UniVRM10
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{
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public static class MeshImporterDivided
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{
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public static Mesh LoadDivided(MeshGroup meshGroup)
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{
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Profiler.BeginSample("MeshImporterDivided.LoadDivided");
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var vertexCount = meshGroup.Meshes.Sum(mesh => mesh.VertexBuffer.Count);
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var indexCount = meshGroup.Meshes.Sum(mesh => mesh.IndexBuffer.Count);
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var resultMesh = new Mesh();
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// 頂点バッファ・BindPoseを構築して更新
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UpdateVerticesAndBindPose(meshGroup, vertexCount, resultMesh);
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// インデックスバッファを構築して更新
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UpdateIndices(meshGroup, vertexCount, indexCount, resultMesh);
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// SubMeshを更新
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resultMesh.subMeshCount = meshGroup.Meshes.Count;
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var indexOffset = 0;
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for (var i = 0; i < meshGroup.Meshes.Count; ++i)
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{
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var mesh = meshGroup.Meshes[i];
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resultMesh.SetSubMesh(i, new SubMeshDescriptor(indexOffset, mesh.IndexBuffer.Count));
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indexOffset += mesh.IndexBuffer.Count;
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}
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// 各種データを再構築
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resultMesh.RecalculateBounds();
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resultMesh.RecalculateTangents();
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// BlendShapeを更新
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var blendShapeCount = meshGroup.Meshes[0].MorphTargets.Count;
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for (var i = 0; i < blendShapeCount; ++i)
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{
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var positionsCount = 0;
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var normalsCount = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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var morphTarget = mesh.MorphTargets[i];
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positionsCount += morphTarget.VertexBuffer.Positions.Count;
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normalsCount += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
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}
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var blendShapePositions = new NativeArray<Vector3>(positionsCount, Allocator.Temp);
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var blendShapeNormals = new NativeArray<Vector3>(normalsCount, Allocator.Temp);
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var blendShapePositionOffset = 0;
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var blendShapeNormalOffset = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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var morphTarget = mesh.MorphTargets[i];
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morphTarget.VertexBuffer.Positions.CopyToNativeSlice(
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new NativeSlice<Vector3>(
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blendShapePositions,
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blendShapePositionOffset,
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morphTarget.VertexBuffer.Positions.Count
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)
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);
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// nullならdefault(0)のまま
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morphTarget.VertexBuffer.Normals?.CopyToNativeSlice(
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new NativeSlice<Vector3>(
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blendShapeNormals,
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blendShapeNormalOffset,
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morphTarget.VertexBuffer.Normals.Count
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)
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);
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blendShapePositionOffset += morphTarget.VertexBuffer.Positions.Count;
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blendShapeNormalOffset += morphTarget.VertexBuffer.Normals?.Count ?? morphTarget.VertexBuffer.Count;
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}
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resultMesh.AddBlendShapeFrame(meshGroup.Meshes[0].MorphTargets[i].Name,
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100.0f,
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blendShapePositions.ToArray(),
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blendShapeNormals.ToArray(),
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null);
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}
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Profiler.EndSample();
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return resultMesh;
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}
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/// <summary>
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/// インデックスバッファを更新する
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/// MEMO: 出力に対するushortを考慮することをやめればかなりシンプルに書ける
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/// </summary>
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private static void UpdateIndices(MeshGroup meshGroup, int vertexCount, int indexCount, Mesh resultMesh)
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{
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Profiler.BeginSample("MeshImporterDivided.UpdateIndices");
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JobHandle jobHandle = default;
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var disposables = new List<IDisposable>();
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// 出力をushortにするべきかどうかを判別
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if (vertexCount < ushort.MaxValue)
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{
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var indices = new NativeArray<ushort>(indexCount, Allocator.TempJob);
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disposables.Add(indices);
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var indexOffset = 0;
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var vertexOffset = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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switch (mesh.IndexBuffer.ComponentType)
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{
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case AccessorValueType.SHORT:
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{
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// unsigned short -> unsigned short
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var source = mesh.IndexBuffer.AsNativeArray<ushort>(Allocator.TempJob);
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disposables.Add(source);
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jobHandle = new CopyIndicesJobs.Ushort2Ushort(
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(ushort)vertexOffset,
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new NativeSlice<ushort>(source),
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new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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case AccessorValueType.UNSIGNED_INT:
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{
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// unsigned int -> unsigned short
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var source = mesh.IndexBuffer.AsNativeArray<uint>(Allocator.TempJob);
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disposables.Add(source);
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jobHandle = new CopyIndicesJobs.Uint2Ushort(
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(ushort)vertexOffset,
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source,
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new NativeSlice<ushort>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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vertexOffset += mesh.VertexBuffer.Count;
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indexOffset += mesh.IndexBuffer.Count;
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}
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jobHandle.Complete();
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resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt16);
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resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
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}
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else
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{
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var indices = new NativeArray<uint>(indexCount, Allocator.TempJob);
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disposables.Add(indices);
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var indexOffset = 0;
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var vertexOffset = 0;
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foreach (var mesh in meshGroup.Meshes)
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{
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switch (mesh.IndexBuffer.ComponentType)
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{
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case AccessorValueType.SHORT:
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{
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// unsigned short -> unsigned int
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var source = mesh.IndexBuffer.AsNativeArray<ushort>(Allocator.TempJob);
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disposables.Add(source);
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jobHandle = new CopyIndicesJobs.Ushort2Uint(
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(uint)vertexOffset,
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source,
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new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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case AccessorValueType.UNSIGNED_INT:
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{
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// unsigned int -> unsigned int
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var source = mesh.IndexBuffer.AsNativeArray<uint>(Allocator.TempJob);
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disposables.Add(source);
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jobHandle = new CopyIndicesJobs.UInt2UInt(
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(uint)vertexOffset,
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source,
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new NativeSlice<uint>(indices, indexOffset, mesh.IndexBuffer.Count))
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.Schedule(mesh.IndexBuffer.Count, 1, jobHandle);
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break;
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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vertexOffset += mesh.VertexBuffer.Count;
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indexOffset += mesh.IndexBuffer.Count;
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}
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jobHandle.Complete();
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resultMesh.SetIndexBufferParams(indexCount, IndexFormat.UInt32);
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resultMesh.SetIndexBufferData(indices, 0, 0, indexCount);
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}
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foreach (var disposable in disposables)
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{
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disposable.Dispose();
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}
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Profiler.EndSample();
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}
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/// <summary>
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/// メッシュの頂点情報の更新を行う際、MainThreadが空くため、その間にBindPoseの更新も行う
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/// </summary>
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private static void UpdateVerticesAndBindPose(
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MeshGroup meshGroup,
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int vertexCount,
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Mesh resultMesh)
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{
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Profiler.BeginSample("MeshImporterDivided.UpdateVerticesAndBindPose");
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var disposables = new List<IDisposable>();
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// JobのSchedule
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var vertices = new NativeArray<MeshVertex>(vertexCount, Allocator.TempJob);
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disposables.Add(vertices);
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var indexOffset = 0;
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JobHandle interleaveVertexJob = default;
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foreach (var mesh in meshGroup.Meshes)
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{
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var positions = mesh.VertexBuffer.Positions.AsNativeArray<Vector3>(Allocator.TempJob);
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var normals = mesh.VertexBuffer.Normals.AsNativeArray<Vector3>(Allocator.TempJob);
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var texCoords = mesh.VertexBuffer.TexCoords.AsNativeArray<Vector2>(Allocator.TempJob);
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var weights = meshGroup.Skin != null
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? mesh.VertexBuffer.Weights.AsNativeArray<Vector4>(Allocator.TempJob)
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: default;
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var joints = meshGroup.Skin != null
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? mesh.VertexBuffer.Joints.AsNativeArray<SkinJoints>(Allocator.TempJob)
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: default;
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if (positions.IsCreated) disposables.Add(positions);
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if (normals.IsCreated) disposables.Add(normals);
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if (texCoords.IsCreated) disposables.Add(texCoords);
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if (weights.IsCreated) disposables.Add(weights);
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if (joints.IsCreated) disposables.Add(joints);
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interleaveVertexJob = new InterleaveMeshVerticesJob(
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new NativeSlice<MeshVertex>(vertices, indexOffset, mesh.VertexBuffer.Count),
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positions,
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normals,
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texCoords,
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default,
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weights,
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joints)
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.Schedule(mesh.VertexBuffer.Count, 1, interleaveVertexJob);
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indexOffset += mesh.VertexBuffer.Count;
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}
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JobHandle.ScheduleBatchedJobs();
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// 並行してBindposeの更新を行う
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if (meshGroup.Skin != null)
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{
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resultMesh.bindposes = meshGroup.Skin.InverseMatrices.GetSpan<Matrix4x4>().ToArray();
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}
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// Jobを完了
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interleaveVertexJob.Complete();
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// VertexBufferを設定
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MeshVertex.SetVertexBufferParamsToMesh(resultMesh, vertices.Length);
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resultMesh.SetVertexBufferData(vertices, 0, 0, vertices.Length);
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// 各種バッファを破棄
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foreach (var disposable in disposables)
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{
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disposable.Dispose();
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}
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Profiler.EndSample();
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}
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}
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} |