UniVRM/Assets/UniGLTF/Runtime/MeshUtility/MeshIntegratorUtility.cs

109 lines
3.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace UniGLTF.MeshUtility
{
public static class MeshIntegratorUtility
{
public static string INTEGRATED_MESH_NAME => MeshIntegrator.INTEGRATED_MESH_NAME;
public static string INTEGRATED_MESH_BLENDSHAPE_NAME => MeshIntegrator.INTEGRATED_MESH_BLENDSHAPE_NAME;
/// <summary>
/// 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
/// </summary>
/// <param name="go"></param>
/// <param name="onlyBlendShapeRenderers">BlendShapeを保持するSkinnedMeshRendererのみ/BlendShapeを保持しないSkinnedMeshRenderer + MeshRenderer</param>
/// <returns></returns>
public static MeshIntegrationResult Integrate(GameObject go, bool onlyBlendShapeRenderers, IEnumerable<Mesh> excludes = null)
{
var exclude = new MeshExclude(excludes);
var integrator = new MeshUtility.MeshIntegrator();
if (onlyBlendShapeRenderers)
{
foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, true))
{
if (exclude.IsExcluded(x))
{
continue;
}
integrator.Push(x);
}
}
else
{
foreach (var x in EnumerateSkinnedMeshRenderer(go.transform, false))
{
if (exclude.IsExcluded(x))
{
continue;
}
integrator.Push(x);
}
foreach (var x in EnumerateMeshRenderer(go.transform))
{
if (exclude.IsExcluded(x))
{
continue;
}
integrator.Push(x);
}
}
integrator.Intgrate(onlyBlendShapeRenderers);
integrator.Result.IntegratedRenderer.transform.SetParent(go.transform, false);
return integrator.Result;
}
public static IEnumerable<SkinnedMeshRenderer> EnumerateSkinnedMeshRenderer(Transform root, bool hasBlendShape)
{
foreach (var x in Traverse(root))
{
var renderer = x.GetComponent<SkinnedMeshRenderer>();
if (renderer != null &&
renderer.gameObject.activeInHierarchy &&
renderer.sharedMesh != null &&
renderer.enabled &&
renderer.sharedMesh.blendShapeCount > 0 == hasBlendShape)
{
yield return renderer;
}
}
}
public static IEnumerable<MeshRenderer> EnumerateMeshRenderer(Transform root)
{
foreach (var x in Traverse(root))
{
var renderer = x.GetComponent<MeshRenderer>();
var filter = x.GetComponent<MeshFilter>();
if (renderer != null &&
filter != null &&
renderer.gameObject.activeInHierarchy &&
filter.sharedMesh != null)
{
yield return renderer;
}
}
}
private static IEnumerable<Transform> Traverse(Transform parent)
{
if (parent.gameObject.activeSelf)
{
yield return parent;
foreach (Transform child in parent)
{
foreach (var x in Traverse(child))
{
yield return x;
}
}
}
}
}
}