UniVRM/Packages/UniGLTF/Runtime/MeshUtility/MeshExtensions.cs
tdw46 1f2570a41c Fix: blendshape normals import (UniGLTF/UniVRM)
- Properly decode morph target VEC3 accessors (normalized BYTE/SHORT, etc.) for POSITION/NORMAL/TANGENT
  - Preserve imported morph normal deltas (remove heuristic recompute)
  - Add intermediate frames for normal-only targets to stabilize Unity’s normal interpolation
  - Copy all blendshape frames when duplicating meshes so extra frames are retained
2025-12-29 22:28:31 -05:00

184 lines
6.5 KiB
C#

using UnityEngine;
using System.Linq;
using System.Collections.Generic;
namespace UniGLTF.MeshUtility
{
public static class MeshExtensions
{
public static Mesh GetMesh(this Renderer r)
{
if (r is SkinnedMeshRenderer smr)
{
return smr.sharedMesh;
}
if (r is MeshRenderer mr)
{
if (mr.TryGetComponent<MeshFilter>(out var mf))
{
return mf.sharedMesh;
}
}
return null;
}
public static Mesh Copy(this Mesh src, bool copyBlendShape, string nameSuffix = "(copy)")
{
var dst = new Mesh();
dst.name = src.name + nameSuffix;
#if UNITY_2017_3_OR_NEWER
dst.indexFormat = src.indexFormat;
#endif
dst.vertices = src.vertices;
dst.normals = src.normals;
dst.tangents = src.tangents;
dst.colors = src.colors;
dst.uv = src.uv;
dst.uv2 = src.uv2;
dst.uv3 = src.uv3;
dst.uv4 = src.uv4;
dst.boneWeights = src.boneWeights;
dst.bindposes = src.bindposes;
dst.subMeshCount = src.subMeshCount;
for (int i = 0; i < dst.subMeshCount; ++i)
{
dst.SetIndices(src.GetIndices(i), src.GetTopology(i), i);
}
dst.RecalculateBounds();
if (copyBlendShape)
{
var deltaVertices = new Vector3[src.vertexCount];
var deltaNormals = new Vector3[src.vertexCount];
Vector3[] tangents = null;
if (Symbols.VRM_NORMALIZE_BLENDSHAPE_TANGENT)
{
tangents = src.tangents.Select(x => (Vector3)x).ToArray();
}
for (int i = 0; i < src.blendShapeCount; ++i)
{
var frameCount = src.GetBlendShapeFrameCount(i);
for (int f = 0; f < frameCount; ++f)
{
src.GetBlendShapeFrameVertices(i, f, deltaVertices, deltaNormals, tangents);
dst.AddBlendShapeFrame(
src.GetBlendShapeName(i),
src.GetBlendShapeFrameWeight(i, f),
deltaVertices,
deltaNormals,
tangents
);
}
}
}
return dst;
}
public static void ApplyRotationAndScale(this Mesh src, Matrix4x4 m, bool removeTranslation = true)
{
if (removeTranslation)
{
m.SetColumn(3, new Vector4(0, 0, 0, 1)); // remove translation
}
src.ApplyMatrix(m);
}
public static void ApplyTranslation(this Mesh src, Vector3 p)
{
var m = Matrix4x4.identity;
m.SetColumn(3, new Vector4(p.x, p.y, p.z, 1));
src.ApplyMatrix(m);
}
public static void ApplyMatrix(this Mesh src, Matrix4x4 m)
{
src.vertices = src.vertices.Select(x => m.MultiplyPoint(x)).ToArray();
if (src.normals != null && src.normals.Length > 0)
{
src.normals = src.normals.Select(x => m.MultiplyVector(x.normalized)).ToArray();
}
if (src.tangents != null && src.tangents.Length > 0)
{
src.tangents = src.tangents.Select(x =>
{
var t = m.MultiplyVector((Vector3)x);
return new Vector4(t.x, t.y, t.z, x.w);
}).ToArray();
}
}
class BlendShape
{
public readonly string Name;
public readonly float FrameWeight;
public readonly Vector3[] Vertices;
public readonly Vector3[] Normals;
public readonly Vector3[] Tangents;
public BlendShape(string name, float frameweight,
IEnumerable<Vector3> vertices,
IEnumerable<Vector3> normals,
IEnumerable<Vector3> tangents)
{
Name = name;
FrameWeight = frameweight;
Vertices = vertices.ToArray();
Normals = normals.ToArray();
Tangents = tangents.ToArray();
}
public static BlendShape FromMesh(Mesh mesh, int i, Matrix4x4 m)
{
var blendShapePositions = new Vector3[mesh.vertexCount];
var blendShapeNormals = new Vector3[mesh.vertexCount];
var blendShapeTangents = new Vector3[mesh.vertexCount];
mesh.GetBlendShapeFrameVertices(i, 0, blendShapePositions, blendShapeNormals, blendShapeTangents);
return new BlendShape(
mesh.GetBlendShapeName(i), mesh.GetBlendShapeFrameWeight(i, 0),
blendShapePositions.Select(x => m.MultiplyPoint(x)),
blendShapeNormals.Select(x => m.MultiplyPoint(x)),
blendShapeTangents.Select(x => m.MultiplyPoint(x)));
}
}
public static void ApplyMatrixAlsoBlendShapes(this Mesh src, Matrix4x4 m)
{
src.vertices = src.vertices.Select(x => m.MultiplyPoint(x)).ToArray();
if (src.normals != null && src.normals.Length > 0)
{
src.normals = src.normals.Select(x => m.MultiplyVector(x.normalized)).ToArray();
}
if (src.tangents != null && src.tangents.Length > 0)
{
src.tangents = src.tangents.Select(x =>
{
var t = m.MultiplyVector((Vector3)x);
return new Vector4(t.x, t.y, t.z, x.w);
}).ToArray();
}
var blendshapes = new List<BlendShape>();
for (int i = 0; i < src.blendShapeCount; ++i)
{
blendshapes.Add(BlendShape.FromMesh(src, i, m));
}
src.ClearBlendShapes();
foreach (var blendshape in blendshapes)
{
src.AddBlendShapeFrame(blendshape.Name, blendshape.FrameWeight,
blendshape.Vertices,
// 法線は import / export 対象
blendshape.Normals,
// tangent は import / export の扱いが無い
null
);
}
}
}
}