VertexAnimation/Runtime/Scripts/ModelBaker/MeshCombiner.cs

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// References:
// https://forum.unity.com/threads/help-combining-and-manipulating-skinned-mesh-renderers-imported-from-blender.505078/
// http://wiki.unity3d.com/index.php/CombineSkinnedMeshes
// http://wiki.unity3d.com/index.php/SkinnedMeshCombiner
// TODO:
// ---Bake ALL the MeshRenderers/SkinnedMeshRenderers and merge them together.---
// ---Bake multiple animations.---
// ---Get the longest animation to calculate the texture height, so all the textures have the same height for the 3D texture.---
// Add options and previews for texture size, animation phasing/fps.
// Either merge with the animation books or generate them from this and maybe store them as child (and then don't destroy them on re-bake to keep the reference but replace it).
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace TAO.VertexAnimation
{
public static class MeshCombiner
{
private struct MaterialMeshGroup
{
public List<SkinnedMeshRenderer> skinnedMeshes;
public List<(MeshFilter mf, MeshRenderer mr)> meshes;
public Material material;
}
public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes)
{
List<MaterialMeshGroup> groups = new List<MaterialMeshGroup>();
// Group skinnedMeshes.
foreach (var sm in skinnedMeshes)
{
bool hasGroup = false;
foreach (var g in groups)
{
if (sm.sharedMaterial == g.material)
{
hasGroup = true;
g.skinnedMeshes.Add(sm);
}
}
if (!hasGroup)
{
groups.Add(new MaterialMeshGroup()
{
skinnedMeshes = new List<SkinnedMeshRenderer>()
{
sm
},
meshes = new List<(MeshFilter mf, MeshRenderer mr)>(),
material = sm.sharedMaterial
});
}
}
// Group Meshes.
foreach (var m in meshes)
{
bool hasGroup = false;
foreach (var g in groups)
{
if (m.mr.sharedMaterial == g.material)
{
hasGroup = true;
g.meshes.Add(m);
}
}
if (!hasGroup)
{
groups.Add(new MaterialMeshGroup()
{
skinnedMeshes = new List<SkinnedMeshRenderer>(),
meshes = new List<(MeshFilter mf, MeshRenderer mr)>()
{
m
},
material = m.mr.sharedMaterial
});
}
}
List<GameObject> tmp = new List<GameObject>();
for (int i = 0; i < groups.Count; i++)
{
tmp.Add(new GameObject("tmpChild", typeof(SkinnedMeshRenderer)));
tmp[i].transform.parent = target.transform;
MaterialMeshGroup mmg = groups[i];
tmp[i].GetComponent<SkinnedMeshRenderer>().Combine(mmg.skinnedMeshes, mmg.meshes, mmg.material);
}
// TODO: Merge materialMergedObjects.
// TEMP: Remove when materialMergedObjects.
SkinnedMeshRenderer newSkinnedMeshRenderer = tmp[0].GetComponent<SkinnedMeshRenderer>();
target.sharedMesh = newSkinnedMeshRenderer.sharedMesh;
target.sharedMaterial = newSkinnedMeshRenderer.sharedMaterial;
target.bones = newSkinnedMeshRenderer.bones;
foreach (var go in tmp)
{
GameObject.DestroyImmediate(go);
}
// Set a name to make it more clear.
target.sharedMesh.name = target.transform.name.Replace("(Clone)", "");
return target;
}
public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes, Material mainMaterial)
{
List<Transform> bones = new List<Transform>();
List<BoneWeight> boneWeights = new List<BoneWeight>();
List<Matrix4x4> bindPoses = new List<Matrix4x4>();
List<CombineInstance> combineInstances = new List<CombineInstance>();
// Combine SkinnedMeshes.
int boneOffset = 0;
for (int s = 0; s < skinnedMeshes.Count; s++)
{
SkinnedMeshRenderer smr = skinnedMeshes[s];
//if the skinned mesh renderer has a material other than the default
//we assume it's a one-off face material and deal with it later
if (smr.sharedMaterial != mainMaterial)
{
continue;
}
BoneWeight[] meshBoneweight = smr.sharedMesh.boneWeights;
// May want to modify this if the renderer shares bones as unnecessary bones will get added.
// We don't care since it is going to be converted into vertex animations later anyways.
for (int i = 0; i < meshBoneweight.Length; ++i)
{
BoneWeight bWeight = meshBoneweight[i];
bWeight.boneIndex0 += boneOffset;
bWeight.boneIndex1 += boneOffset;
bWeight.boneIndex2 += boneOffset;
bWeight.boneIndex3 += boneOffset;
boneWeights.Add(bWeight);
}
boneOffset += smr.bones.Length;
Transform[] meshBones = smr.bones;
for (int i = 0; i < meshBones.Length; ++i)
{
bones.Add(meshBones[i]);
//we take the old bind pose that mapped from our mesh to world to bone,
//and take out our localToWorldMatrix, so now it's JUST the bone matrix
//since our skinned mesh renderer is going to be on the root of our object that works
bindPoses.Add(smr.sharedMesh.bindposes[i] * smr.transform.worldToLocalMatrix);
}
CombineInstance ci = new CombineInstance
{
mesh = smr.sharedMesh,
transform = smr.transform.localToWorldMatrix
};
combineInstances.Add(ci);
GameObject.DestroyImmediate(smr);
}
// Combine Meshes.
for (int s = 0; meshes != null && s < meshes.Count; s++)
{
MeshFilter filter = meshes[s].mf;
MeshRenderer renderer = meshes[s].mr;
//if the skinned mesh renderer has a material other than the default
//we assume it's a one-off face material and deal with it later
if (renderer.sharedMaterial != mainMaterial)
{
continue;
}
// May want to modify this if the renderer shares bones as unnecessary bones will get added.
// We don't care since it is going to be converted into vertex animations later anyways.
int vertCount = filter.sharedMesh.vertexCount;
for (int i = 0; i < vertCount; ++i)
{
BoneWeight bWeight = new BoneWeight
{
boneIndex0 = boneOffset,
boneIndex1 = boneOffset,
boneIndex2 = boneOffset,
boneIndex3 = boneOffset,
weight0 = 1
};
boneWeights.Add(bWeight);
}
boneOffset += 1;
bones.Add(filter.transform);
// TODO: figure out what this should be.
bindPoses.Add(filter.transform.worldToLocalMatrix);
CombineInstance ci = new CombineInstance
{
mesh = filter.sharedMesh,
transform = filter.transform.localToWorldMatrix
};
combineInstances.Add(ci);
GameObject.DestroyImmediate(filter);
GameObject.DestroyImmediate(renderer);
}
// Actually combine and recalculate mesh.
Mesh skinnedMesh = new Mesh();
skinnedMesh.CombineMeshes(combineInstances.ToArray(), true, true);
skinnedMesh.RecalculateBounds();
// Copy settings to target.
target.sharedMesh = skinnedMesh;
target.sharedMaterial = mainMaterial;
target.bones = bones.ToArray();
target.sharedMesh.boneWeights = boneWeights.ToArray();
target.sharedMesh.bindposes = bindPoses.ToArray();
return target;
}
public static void ConbineAndConvertGameObject(this GameObject gameObject)
{
// Get Skinned Meshes.
List<SkinnedMeshRenderer> skinnedMeshes = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true).ToList();
// Get Meshes.
List<(MeshFilter, MeshRenderer)> meshes = new List<(MeshFilter, MeshRenderer)>();
foreach (var mf in gameObject.GetComponentsInChildren<MeshFilter>(true))
{
if (mf.TryGetComponent(out MeshRenderer mr))
{
meshes.Add((mf, mr));
}
}
// Add target mesh.
SkinnedMeshRenderer target = gameObject.AddComponent<SkinnedMeshRenderer>();
target.Combine(skinnedMeshes, meshes);
}
}
}