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https://github.com/vrm-c/UniVRM.git
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109 lines
3.7 KiB
C#
109 lines
3.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace UniGLTF.MeshUtility
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{
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public static class MeshIntegratorUtility
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{
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public static string INTEGRATED_MESH_NAME => MeshIntegrator.INTEGRATED_MESH_NAME;
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public static string INTEGRATED_MESH_BLENDSHAPE_NAME => MeshIntegrator.INTEGRATED_MESH_BLENDSHAPE_NAME;
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/// <summary>
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/// go を root としたヒエラルキーから Renderer を集めて、統合された Mesh 作成する
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/// </summary>
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/// <param name="go"></param>
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/// <param name="onlyBlendShapeRenderers">BlendShapeを保持するSkinnedMeshRendererのみ/BlendShapeを保持しないSkinnedMeshRenderer + MeshRenderer</param>
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/// <returns></returns>
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public static MeshIntegrationResult Integrate(GameObject go, bool onlyBlendShapeRenderers, IEnumerable<Mesh> excludes = null)
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{
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var exclude = new MeshExclude(excludes);
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var integrator = new MeshUtility.MeshIntegrator();
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if (onlyBlendShapeRenderers)
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{
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foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, true))
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{
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if (exclude.IsExcluded(x))
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{
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continue;
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}
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integrator.Push(x);
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}
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}
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else
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{
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foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, false))
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{
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if (exclude.IsExcluded(x))
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{
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continue;
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}
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integrator.Push(x);
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}
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foreach (var x in EnumerateMeshRenderer(go.transform))
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{
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if (exclude.IsExcluded(x))
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{
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continue;
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}
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integrator.Push(x);
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}
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}
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integrator.Intgrate(onlyBlendShapeRenderers);
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integrator.Result.IntegratedRenderer.transform.SetParent(go.transform, false);
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return integrator.Result;
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}
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public static IEnumerable<SkinnedMeshRenderer> EnumerateSkinnedMeshRenderer(Transform root, bool hasBlendShape)
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{
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foreach (var x in Traverse(root))
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{
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var renderer = x.GetComponent<SkinnedMeshRenderer>();
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if (renderer != null &&
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renderer.gameObject.activeInHierarchy &&
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renderer.sharedMesh != null &&
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renderer.enabled &&
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renderer.sharedMesh.blendShapeCount > 0 == hasBlendShape)
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{
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yield return renderer;
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}
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}
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}
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public static IEnumerable<MeshRenderer> EnumerateMeshRenderer(Transform root)
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{
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foreach (var x in Traverse(root))
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{
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var renderer = x.GetComponent<MeshRenderer>();
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var filter = x.GetComponent<MeshFilter>();
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if (renderer != null &&
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filter != null &&
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renderer.gameObject.activeInHierarchy &&
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filter.sharedMesh != null)
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{
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yield return renderer;
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}
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}
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}
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private static IEnumerable<Transform> Traverse(Transform parent)
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{
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if (parent.gameObject.activeSelf)
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{
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yield return parent;
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foreach (Transform child in parent)
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{
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foreach (var x in Traverse(child))
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{
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yield return x;
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}
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}
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}
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}
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}
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} |