UniVRM/Scripts/SkinnedMeshUtility/BoneMeshEraser.cs
2018-03-27 19:46:11 +09:00

116 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace VRM
{
public static class BoneMeshEraser
{
[Serializable]
public struct EraseBone
{
public Transform Bone;
public bool Erase;
public override string ToString()
{
return Bone.name + ":" + Erase;
}
}
static IEnumerable<int> ExcludeTriangles(int[] triangles, BoneWeight[] bws, int[] exclude)
{
if (bws != null && bws.Length>0)
{
for (int i = 0; i < triangles.Length; i += 3)
{
var a = triangles[i];
var b = triangles[i + 1];
var c = triangles[i + 2];
{
var bw = bws[a];
if (bw.weight0 > 0 && exclude.Contains(bw.boneIndex0)) continue;
if (bw.weight1 > 0 && exclude.Contains(bw.boneIndex1)) continue;
if (bw.weight2 > 0 && exclude.Contains(bw.boneIndex2)) continue;
if (bw.weight3 > 0 && exclude.Contains(bw.boneIndex3)) continue;
}
{
var bw = bws[b];
if (bw.weight0 > 0 && exclude.Contains(bw.boneIndex0)) continue;
if (bw.weight1 > 0 && exclude.Contains(bw.boneIndex1)) continue;
if (bw.weight2 > 0 && exclude.Contains(bw.boneIndex2)) continue;
if (bw.weight3 > 0 && exclude.Contains(bw.boneIndex3)) continue;
}
{
var bw = bws[c];
if (bw.weight0 > 0 && exclude.Contains(bw.boneIndex0)) continue;
if (bw.weight1 > 0 && exclude.Contains(bw.boneIndex1)) continue;
if (bw.weight2 > 0 && exclude.Contains(bw.boneIndex2)) continue;
if (bw.weight3 > 0 && exclude.Contains(bw.boneIndex3)) continue;
}
yield return a;
yield return b;
yield return c;
}
}
}
public static Mesh CreateErasedMesh(Mesh src, int[] eraseBoneIndices)
{
/*
Debug.LogFormat("{0} exclude: {1}",
src.name,
String.Join(", ", eraseBoneIndices.Select(x => x.ToString()).ToArray())
);
*/
var mesh = new Mesh();
mesh.name = src.name + "(erased)";
mesh.vertices = src.vertices;
mesh.normals = src.normals;
mesh.uv = src.uv;
mesh.tangents = src.tangents;
mesh.boneWeights = src.boneWeights;
mesh.bindposes = src.bindposes;
mesh.subMeshCount = src.subMeshCount;
for (int i = 0; i < src.subMeshCount; ++i)
{
mesh.SetIndices(ExcludeTriangles(src.GetIndices(i), mesh.boneWeights, eraseBoneIndices).ToArray(),
MeshTopology.Triangles, i);
}
return mesh;
}
public static int IndexOf(this Transform[] list, Transform target)
{
for (int i = 0; i < list.Length; ++i)
{
if (list[i] == target)
{
return i;
}
}
return -1;
}
public static IEnumerable<Transform> Ancestor(this Transform t)
{
yield return t;
if (t.parent != null)
{
foreach (var x in Ancestor(t.parent))
{
yield return x;
}
}
}
}
}