UniVRM/Assets/VRM10/Runtime/IO/Model/MeshWriter.cs
2021-12-09 19:54:59 +09:00

187 lines
7.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using UniGLTF;
using VrmLib;
namespace UniVRM10
{
/// <summary>
/// VrmLib.MeshGroup => GLTF
/// </summary>
public static class MeshWriter
{
static void Vec3MinMax(ArraySegment<byte> bytes, glTFAccessor accessor)
{
var positions = SpanLike.Wrap<Vector3>(bytes);
var min = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
var max = new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
foreach (var p in positions)
{
min = Vector3.Min(min, p);
max = Vector3.Max(max, p);
}
accessor.min = min.ToFloat3();
accessor.max = max.ToFloat3();
}
static int ExportIndices(Vrm10Storage storage, BufferAccessor x, int offset, int count, ExportArgs option)
{
if (x.Count <= ushort.MaxValue)
{
if (x.ComponentType == AccessorValueType.UNSIGNED_INT)
{
// ensure ushort
var src = x.GetSpan<UInt32>().Slice(offset, count);
var bytes = new byte[src.Length * 2];
var dst = SpanLike.Wrap<UInt16>(new ArraySegment<byte>(bytes));
for (int i = 0; i < src.Length; ++i)
{
dst[i] = (ushort)src[i];
}
var accessor = new BufferAccessor(new ArraySegment<byte>(bytes), AccessorValueType.UNSIGNED_SHORT, AccessorVectorType.SCALAR, count);
return accessor.AddAccessorTo(storage, 0, option.sparse, null, 0, count);
}
else
{
return x.AddAccessorTo(storage, 0, option.sparse, null, offset, count);
}
}
else
{
return x.AddAccessorTo(storage, 0, option.sparse, null, offset, count);
}
}
/// <summary>
/// https://github.com/vrm-c/UniVRM/issues/800
///
/// SubMesh 単位に分割する。
/// SubMesh を Gltf の Primitive に対応させる。
/// </summary>
/// <param name="mesh"></param>
/// <param name="materials"></param>
/// <param name="storage"></param>
/// <param name="gltfMesh"></param>
/// <param name="option"></param>
static IEnumerable<glTFPrimitives> ExportMeshDivided(this VrmLib.Mesh mesh, List<object> materials,
ExportingGltfData writer, ExportArgs option)
{
var usedIndices = new List<int>();
var meshIndices = SpanLike.CopyFrom(mesh.IndexBuffer.GetAsIntArray());
var positions = mesh.VertexBuffer.Positions.GetSpan<UnityEngine.Vector3>().ToArray();
var normals = mesh.VertexBuffer.Normals.GetSpan<UnityEngine.Vector3>().ToArray();
var uv = mesh.VertexBuffer.TexCoords.GetSpan<UnityEngine.Vector2>().ToArray();
var hasSkin = mesh.VertexBuffer.Weights != null;
var weights = mesh.VertexBuffer.Weights?.GetSpan<UnityEngine.Vector4>().ToArray();
var joints = mesh.VertexBuffer.Joints?.GetSpan<SkinJoints>().ToArray();
Func<int, int> getJointIndex = default;
if (hasSkin)
{
getJointIndex = i =>
{
return i;
};
}
foreach (var submesh in mesh.Submeshes)
{
var indices = meshIndices.Slice(submesh.Offset, submesh.DrawCount).ToArray();
var hash = new HashSet<int>(indices);
// mesh
// index の順に attributes を蓄える
var buffer = new MeshExportUtil.VertexBuffer(indices.Length, getJointIndex);
usedIndices.Clear();
for (int k = 0; k < positions.Length; ++k)
{
if (hash.Contains(k))
{
// indices から参照される頂点だけを蓄える
usedIndices.Add(k);
buffer.PushVertex(k, positions[k], normals[k], uv[k]);
if (getJointIndex != null)
{
var j = joints[k];
var w = weights[k];
var boneWeight = new UnityEngine.BoneWeight
{
boneIndex0 = j.Joint0,
boneIndex1 = j.Joint1,
boneIndex2 = j.Joint2,
boneIndex3 = j.Joint3,
weight0 = w.x,
weight1 = w.y,
weight2 = w.z,
weight3 = w.w,
};
buffer.PushBoneWeight(boneWeight);
}
}
}
var materialIndex = submesh.Material;
var gltfPrimitive = buffer.ToGltfPrimitive(writer, materialIndex, indices);
// blendShape
for (int j = 0; j < mesh.MorphTargets.Count; ++j)
{
var blendShape = new MeshExportUtil.BlendShapeBuffer(usedIndices.Count);
// index の順に attributes を蓄える
var morph = mesh.MorphTargets[j];
var blendShapePositions = morph.VertexBuffer.Positions.GetSpan<UnityEngine.Vector3>();
SpanLike<UnityEngine.Vector3>? blendShapeNormals = default;
if (morph.VertexBuffer.Normals != null)
{
blendShapeNormals = morph.VertexBuffer.Normals.GetSpan<UnityEngine.Vector3>();
}
int l = 0;
foreach (var k in usedIndices)
{
blendShape.Set(l++,
blendShapePositions[k],
blendShapeNormals.HasValue ? blendShapeNormals.Value[k] : UnityEngine.Vector3.zero
);
}
gltfPrimitive.targets.Add(blendShape.ToGltf(writer, !option.removeMorphNormal, option.sparse));
}
yield return gltfPrimitive;
}
}
/// <summary>
/// ModelExporter.Export で作られた Model.MeshGroups[*] を GLTF 化する
/// </summary>
/// <param name="src"></param>
/// <param name="materials"></param>
/// <param name="storage"></param>
/// <param name="option"></param>
/// <returns></returns>
public static glTFMesh ExportMeshGroup(this MeshGroup src, List<object> materials, ExportingGltfData writer, ExportArgs option)
{
var gltfMesh = new glTFMesh
{
name = src.Name
};
if (src.Meshes.Count != 1)
{
throw new NotImplementedException();
}
foreach (var prim in src.Meshes[0].ExportMeshDivided(materials, writer, option))
{
gltfMesh.primitives.Add(prim);
}
var targetNames = src.Meshes[0].MorphTargets.Select(x => x.Name).ToArray();
gltf_mesh_extras_targetNames.Serialize(gltfMesh, targetNames);
return gltfMesh;
}
}
}