mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-04-19 21:47:46 -05:00
223 lines
8.3 KiB
C#
223 lines
8.3 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 UnityEngine;
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namespace UniVRM10
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{
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/// <summary>
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/// 座標系を変換した Model により、Mesh, Node, BindMatrices を更新する。
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/// buffer, bufferAccessor の更新もある。
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/// </summary>
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class MeshUpdater
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{
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GltfData _data;
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ArrayByteBuffer _buffer;
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List<glTFBufferView> _bufferViews = new List<glTFBufferView>();
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List<glTFAccessor> _accessors = new List<glTFAccessor>();
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public MeshUpdater(GltfData data)
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{
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_data = data;
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_buffer = new ArrayByteBuffer(new byte[data.Bin.Count]);
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}
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int AddBuffer(ArraySegment<byte> bytes)
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{
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var bufferView = _buffer.Extend(bytes);
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var index = _bufferViews.Count;
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_bufferViews.Add(bufferView);
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return index;
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}
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int AddAccessor<T>(SpanLike<T> span) where T : struct
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{
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var bufferViewIndex = AddBuffer(span.Bytes);
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var accessor = new glTFAccessor
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{
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bufferView = bufferViewIndex,
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count = span.Length,
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byteOffset = 0,
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componentType = glTFExtensions.GetComponentType<T>(),
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type = glTFExtensions.GetAccessorType<T>(),
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};
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var index = _accessors.Count;
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_accessors.Add(accessor);
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return index;
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}
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int? AddAccessor<T>(VrmLib.BufferAccessor buffer) where T : struct
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{
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if (buffer == null)
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{
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return default;
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}
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return AddAccessor(buffer.GetSpan<T>());
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}
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struct MorphAccessor
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{
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public int? Position;
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public int? Normal;
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};
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public (glTF, ArraySegment<byte>) Update(VrmLib.Model model)
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{
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var gltf = _data.GLTF;
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// copy images
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foreach (var image in gltf.images)
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{
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var bytes = _data.GetBytesFromBufferView(image.bufferView);
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image.bufferView = AddBuffer(bytes);
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}
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// update Mesh
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foreach (var (gltfMesh, mesh) in Enumerable.Zip(gltf.meshes, model.MeshGroups, (l, r) => (l, r.Meshes[0])))
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{
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SpanLike<uint> indices;
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switch (mesh.IndexBuffer.Stride)
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{
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case 1:
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{
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// byte
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var byte_indices = mesh.IndexBuffer.GetSpan<byte>();
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indices = SpanLike.Create<uint>(byte_indices.Length);
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for (int i = 0; i < byte_indices.Length; ++i)
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{
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indices[i] = byte_indices[i];
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}
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break;
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}
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case 2:
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{
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// ushort
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var ushort_indices = mesh.IndexBuffer.GetSpan<ushort>();
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indices = SpanLike.Create<uint>(ushort_indices.Length);
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for (int i = 0; i < ushort_indices.Length; ++i)
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{
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indices[i] = ushort_indices[i];
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}
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break;
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}
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case 4:
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{
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// uint
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indices = mesh.IndexBuffer.GetSpan<uint>();
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break;
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}
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default:
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throw new NotImplementedException();
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}
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var position = AddAccessor<Vector3>(mesh.VertexBuffer.Positions);
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var normal = AddAccessor<Vector3>(mesh.VertexBuffer.Normals);
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var uv = AddAccessor<Vector2>(mesh.VertexBuffer.TexCoords);
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var weights = AddAccessor<Vector4>(mesh.VertexBuffer.Weights);
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var joints = AddAccessor<UShort4>(mesh.VertexBuffer.Joints);
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var color = AddAccessor<Vector4>(mesh.VertexBuffer.Colors);
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var morphTargets = new MorphAccessor[] { };
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if (mesh.MorphTargets != null)
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{
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morphTargets = mesh.MorphTargets.Select(x => new MorphAccessor
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{
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Position = AddAccessor<Vector3>(x.VertexBuffer.Positions),
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Normal = AddAccessor<Vector3>(x.VertexBuffer.Normals),
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}).ToArray();
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}
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foreach (var (gltfPrim, submesh) in Enumerable.Zip(gltfMesh.primitives, mesh.Submeshes, (l, r) => (l, r)))
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{
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var subIndices = indices.Slice(submesh.Offset, submesh.DrawCount);
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gltfPrim.indices = AddAccessor(subIndices);
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gltfPrim.attributes.POSITION = position.Value;
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gltfPrim.attributes.NORMAL = normal.GetValueOrDefault(-1); // たぶん、ありえる
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gltfPrim.attributes.TANGENT = -1;
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gltfPrim.attributes.COLOR_0 = color.GetValueOrDefault(-1);
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gltfPrim.attributes.TEXCOORD_0 = uv.GetValueOrDefault(-1); // ありえる?
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gltfPrim.attributes.TEXCOORD_1 = -1;
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gltfPrim.attributes.WEIGHTS_0 = weights.GetValueOrDefault(-1);
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gltfPrim.attributes.JOINTS_0 = joints.GetValueOrDefault(-1);
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foreach (var (gltfMorph, morph) in Enumerable.Zip(gltfPrim.targets, morphTargets, (l, r) => (l, r)))
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{
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gltfMorph.POSITION = morph.Position.GetValueOrDefault(-1);
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gltfMorph.NORMAL = morph.Normal.GetValueOrDefault(-1);
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gltfMorph.TANGENT = -1;
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}
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}
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}
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// update nodes and remove unused skin
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var skins = gltf.skins.ToArray();
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gltf.skins.Clear();
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foreach (var (gltfNode, node) in Enumerable.Zip(gltf.nodes, model.Nodes, (l, r) => (l, r)))
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{
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gltfNode.translation = node.LocalTranslation.ToFloat3();
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gltfNode.rotation = node.LocalRotation.ToFloat4();
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gltfNode.scale = node.LocalScaling.ToFloat3();
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if (gltfNode.mesh >= 0)
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{
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if (gltfNode.skin >= 0)
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{
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//
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// mesh with skin
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// only this case, skin is enable
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// [SkinnedMeshRenderer]
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//
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var gltfSkin = skins[gltfNode.skin];
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// get or create
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var skinIndex = gltf.skins.IndexOf(gltfSkin);
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if (skinIndex == -1)
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{
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skinIndex = gltf.skins.Count;
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gltfSkin.inverseBindMatrices = AddAccessor(node.MeshGroup.Skin.InverseMatrices.GetSpan<Matrix4x4>());
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gltf.skins.Add(gltfSkin);
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}
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else{
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// multi nodes sharing a same skin may be error ?
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// edge case.
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}
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// update
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gltfNode.skin = skinIndex;
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}
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else
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{
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//
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// mesh without skin
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// [MeshRenderer]
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//
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}
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}
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else
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{
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if (gltfNode.skin >= 0)
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{
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//
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// no mesh but skin
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// fix error
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//
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gltfNode.skin = -1;
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}
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else
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{
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//
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// no mesh no skin
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//
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}
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}
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}
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// replace
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gltf.bufferViews = _bufferViews;
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gltf.accessors = _accessors;
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return (gltf, _buffer.Bytes);
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}
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}
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}
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