UniVRM/Assets/VRM10/Runtime/Migration/MeshUpdater.cs
2021-12-09 16:40:53 +09:00

223 lines
8.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
/// 座標系を変換した Model により、Mesh, Node, BindMatrices を更新する。
/// buffer, bufferAccessor の更新もある。
/// </summary>
class MeshUpdater
{
GltfData _data;
ArrayByteBuffer _buffer;
List<glTFBufferView> _bufferViews = new List<glTFBufferView>();
List<glTFAccessor> _accessors = new List<glTFAccessor>();
public MeshUpdater(GltfData data)
{
_data = data;
_buffer = new ArrayByteBuffer(new byte[data.Bin.Count]);
}
int AddBuffer(ArraySegment<byte> bytes)
{
var bufferView = _buffer.Extend(bytes);
var index = _bufferViews.Count;
_bufferViews.Add(bufferView);
return index;
}
int AddAccessor<T>(SpanLike<T> span) where T : struct
{
var bufferViewIndex = AddBuffer(span.Bytes);
var accessor = new glTFAccessor
{
bufferView = bufferViewIndex,
count = span.Length,
byteOffset = 0,
componentType = glTFExtensions.GetComponentType<T>(),
type = glTFExtensions.GetAccessorType<T>(),
};
var index = _accessors.Count;
_accessors.Add(accessor);
return index;
}
int? AddAccessor<T>(VrmLib.BufferAccessor buffer) where T : struct
{
if (buffer == null)
{
return default;
}
return AddAccessor(buffer.GetSpan<T>());
}
struct MorphAccessor
{
public int? Position;
public int? Normal;
};
public (glTF, ArraySegment<byte>) Update(VrmLib.Model model)
{
var gltf = _data.GLTF;
// copy images
foreach (var image in gltf.images)
{
var bytes = _data.GetBytesFromBufferView(image.bufferView);
image.bufferView = AddBuffer(bytes);
}
// update Mesh
foreach (var (gltfMesh, mesh) in Enumerable.Zip(gltf.meshes, model.MeshGroups, (l, r) => (l, r.Meshes[0])))
{
SpanLike<uint> indices;
switch (mesh.IndexBuffer.Stride)
{
case 1:
{
// byte
var byte_indices = mesh.IndexBuffer.GetSpan<byte>();
indices = SpanLike.Create<uint>(byte_indices.Length);
for (int i = 0; i < byte_indices.Length; ++i)
{
indices[i] = byte_indices[i];
}
break;
}
case 2:
{
// ushort
var ushort_indices = mesh.IndexBuffer.GetSpan<ushort>();
indices = SpanLike.Create<uint>(ushort_indices.Length);
for (int i = 0; i < ushort_indices.Length; ++i)
{
indices[i] = ushort_indices[i];
}
break;
}
case 4:
{
// uint
indices = mesh.IndexBuffer.GetSpan<uint>();
break;
}
default:
throw new NotImplementedException();
}
var position = AddAccessor<Vector3>(mesh.VertexBuffer.Positions);
var normal = AddAccessor<Vector3>(mesh.VertexBuffer.Normals);
var uv = AddAccessor<Vector2>(mesh.VertexBuffer.TexCoords);
var weights = AddAccessor<Vector4>(mesh.VertexBuffer.Weights);
var joints = AddAccessor<UShort4>(mesh.VertexBuffer.Joints);
var color = AddAccessor<Vector4>(mesh.VertexBuffer.Colors);
var morphTargets = new MorphAccessor[] { };
if (mesh.MorphTargets != null)
{
morphTargets = mesh.MorphTargets.Select(x => new MorphAccessor
{
Position = AddAccessor<Vector3>(x.VertexBuffer.Positions),
Normal = AddAccessor<Vector3>(x.VertexBuffer.Normals),
}).ToArray();
}
foreach (var (gltfPrim, submesh) in Enumerable.Zip(gltfMesh.primitives, mesh.Submeshes, (l, r) => (l, r)))
{
var subIndices = indices.Slice(submesh.Offset, submesh.DrawCount);
gltfPrim.indices = AddAccessor(subIndices);
gltfPrim.attributes.POSITION = position.Value;
gltfPrim.attributes.NORMAL = normal.GetValueOrDefault(-1); // たぶん、ありえる
gltfPrim.attributes.TANGENT = -1;
gltfPrim.attributes.COLOR_0 = color.GetValueOrDefault(-1);
gltfPrim.attributes.TEXCOORD_0 = uv.GetValueOrDefault(-1); // ありえる?
gltfPrim.attributes.TEXCOORD_1 = -1;
gltfPrim.attributes.WEIGHTS_0 = weights.GetValueOrDefault(-1);
gltfPrim.attributes.JOINTS_0 = joints.GetValueOrDefault(-1);
foreach (var (gltfMorph, morph) in Enumerable.Zip(gltfPrim.targets, morphTargets, (l, r) => (l, r)))
{
gltfMorph.POSITION = morph.Position.GetValueOrDefault(-1);
gltfMorph.NORMAL = morph.Normal.GetValueOrDefault(-1);
gltfMorph.TANGENT = -1;
}
}
}
// update nodes and remove unused skin
var skins = gltf.skins.ToArray();
gltf.skins.Clear();
foreach (var (gltfNode, node) in Enumerable.Zip(gltf.nodes, model.Nodes, (l, r) => (l, r)))
{
gltfNode.translation = node.LocalTranslation.ToFloat3();
gltfNode.rotation = node.LocalRotation.ToFloat4();
gltfNode.scale = node.LocalScaling.ToFloat3();
if (gltfNode.mesh >= 0)
{
if (gltfNode.skin >= 0)
{
//
// mesh with skin
// only this case, skin is enable
// [SkinnedMeshRenderer]
//
var gltfSkin = skins[gltfNode.skin];
// get or create
var skinIndex = gltf.skins.IndexOf(gltfSkin);
if (skinIndex == -1)
{
skinIndex = gltf.skins.Count;
gltfSkin.inverseBindMatrices = AddAccessor(node.MeshGroup.Skin.InverseMatrices.GetSpan<Matrix4x4>());
gltf.skins.Add(gltfSkin);
}
else{
// multi nodes sharing a same skin may be error ?
// edge case.
}
// update
gltfNode.skin = skinIndex;
}
else
{
//
// mesh without skin
// [MeshRenderer]
//
}
}
else
{
if (gltfNode.skin >= 0)
{
//
// no mesh but skin
// fix error
//
gltfNode.skin = -1;
}
else
{
//
// no mesh no skin
//
}
}
}
// replace
gltf.bufferViews = _bufferViews;
gltf.accessors = _accessors;
return (gltf, _buffer.Bytes);
}
}
}