mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-09 22:32:55 +01:00
268 lines
7.6 KiB
C#
268 lines
7.6 KiB
C#
// References:
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// https://forum.unity.com/threads/help-combining-and-manipulating-skinned-mesh-renderers-imported-from-blender.505078/
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// http://wiki.unity3d.com/index.php/CombineSkinnedMeshes
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// http://wiki.unity3d.com/index.php/SkinnedMeshCombiner
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using UnityEngine;
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using System.Collections.Generic;
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namespace TAO.VertexAnimation
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{
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public static class MeshCombiner
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{
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private struct MaterialMeshGroup
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{
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public List<SkinnedMeshRenderer> skinnedMeshes;
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public List<(MeshFilter mf, MeshRenderer mr)> meshes;
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public Material material;
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}
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public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes)
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{
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List<MaterialMeshGroup> groups = new List<MaterialMeshGroup>();
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// Group skinnedMeshes.
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foreach (var sm in skinnedMeshes)
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{
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bool hasGroup = false;
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foreach (var g in groups)
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{
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if (sm.sharedMaterial == g.material)
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{
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hasGroup = true;
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g.skinnedMeshes.Add(sm);
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}
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}
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if (!hasGroup)
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{
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groups.Add(new MaterialMeshGroup()
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{
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skinnedMeshes = new List<SkinnedMeshRenderer>()
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{
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sm
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},
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meshes = new List<(MeshFilter mf, MeshRenderer mr)>(),
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material = sm.sharedMaterial
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});
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}
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}
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// Group Meshes.
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foreach (var m in meshes)
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{
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bool hasGroup = false;
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foreach (var g in groups)
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{
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if (m.mr.sharedMaterial == g.material)
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{
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hasGroup = true;
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g.meshes.Add(m);
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}
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}
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if (!hasGroup)
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{
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groups.Add(new MaterialMeshGroup()
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{
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skinnedMeshes = new List<SkinnedMeshRenderer>(),
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meshes = new List<(MeshFilter mf, MeshRenderer mr)>()
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{
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m
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},
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material = m.mr.sharedMaterial
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});
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}
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}
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List<GameObject> tmp = new List<GameObject>();
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for (int i = 0; i < groups.Count; i++)
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{
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tmp.Add(new GameObject("tmpChild", typeof(SkinnedMeshRenderer)));
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tmp[i].transform.parent = target.transform;
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MaterialMeshGroup mmg = groups[i];
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tmp[i].GetComponent<SkinnedMeshRenderer>().Combine(mmg.skinnedMeshes, mmg.meshes, mmg.material);
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}
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// TODO: Merge materialMergedObjects.
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// TEMP: Remove when materialMergedObjects.
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SkinnedMeshRenderer newSkinnedMeshRenderer = tmp[0].GetComponent<SkinnedMeshRenderer>();
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target.sharedMesh = newSkinnedMeshRenderer.sharedMesh;
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target.sharedMaterial = newSkinnedMeshRenderer.sharedMaterial;
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target.bones = newSkinnedMeshRenderer.bones;
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foreach (var go in tmp)
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{
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GameObject.DestroyImmediate(go);
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}
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// Set a name to make it more clear.
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target.sharedMesh.name = target.transform.name.Replace("(Clone)", "");
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return target;
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}
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public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes, Material mainMaterial)
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{
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List<Transform> bones = new List<Transform>();
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List<BoneWeight> boneWeights = new List<BoneWeight>();
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List<Matrix4x4> bindPoses = new List<Matrix4x4>();
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List<CombineInstance> combineInstances = new List<CombineInstance>();
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// Combine SkinnedMeshes.
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int boneOffset = 0;
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for (int s = 0; s < skinnedMeshes.Count; s++)
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{
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SkinnedMeshRenderer smr = skinnedMeshes[s];
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//if the skinned mesh renderer has a material other than the default
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//we assume it's a one-off face material and deal with it later
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if (smr.sharedMaterial != mainMaterial)
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{
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continue;
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}
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BoneWeight[] meshBoneweight = smr.sharedMesh.boneWeights;
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// May want to modify this if the renderer shares bones as unnecessary bones will get added.
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// We don't care since it is going to be converted into vertex animations later anyways.
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for (int i = 0; i < meshBoneweight.Length; ++i)
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{
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BoneWeight bWeight = meshBoneweight[i];
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bWeight.boneIndex0 += boneOffset;
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bWeight.boneIndex1 += boneOffset;
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bWeight.boneIndex2 += boneOffset;
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bWeight.boneIndex3 += boneOffset;
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boneWeights.Add(bWeight);
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}
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boneOffset += smr.bones.Length;
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Transform[] meshBones = smr.bones;
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for (int i = 0; i < meshBones.Length; ++i)
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{
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bones.Add(meshBones[i]);
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//we take the old bind pose that mapped from our mesh to world to bone,
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//and take out our localToWorldMatrix, so now it's JUST the bone matrix
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//since our skinned mesh renderer is going to be on the root of our object that works
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bindPoses.Add(smr.sharedMesh.bindposes[i] * smr.transform.worldToLocalMatrix);
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}
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CombineInstance ci = new CombineInstance
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{
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mesh = smr.sharedMesh,
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transform = smr.transform.localToWorldMatrix
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};
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combineInstances.Add(ci);
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GameObject.DestroyImmediate(smr);
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}
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// Combine Meshes.
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for (int s = 0; meshes != null && s < meshes.Count; s++)
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{
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MeshFilter filter = meshes[s].mf;
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MeshRenderer renderer = meshes[s].mr;
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//if the skinned mesh renderer has a material other than the default
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//we assume it's a one-off face material and deal with it later
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if (renderer.sharedMaterial != mainMaterial)
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{
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continue;
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}
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// May want to modify this if the renderer shares bones as unnecessary bones will get added.
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// We don't care since it is going to be converted into vertex animations later anyways.
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int vertCount = filter.sharedMesh.vertexCount;
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for (int i = 0; i < vertCount; ++i)
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{
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BoneWeight bWeight = new BoneWeight
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{
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boneIndex0 = boneOffset,
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boneIndex1 = boneOffset,
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boneIndex2 = boneOffset,
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boneIndex3 = boneOffset,
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weight0 = 1
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};
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boneWeights.Add(bWeight);
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}
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boneOffset += 1;
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bones.Add(filter.transform);
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// TODO: figure out what this should be.
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bindPoses.Add(filter.transform.worldToLocalMatrix);
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CombineInstance ci = new CombineInstance
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{
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mesh = filter.sharedMesh,
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transform = filter.transform.localToWorldMatrix
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};
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combineInstances.Add(ci);
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GameObject.DestroyImmediate(filter);
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GameObject.DestroyImmediate(renderer);
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}
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// Actually combine and recalculate mesh.
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Mesh skinnedMesh = new Mesh();
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// Large mesh support.
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int vertexCount = 0;
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foreach (var ci in combineInstances)
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{
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vertexCount += ci.mesh.vertexCount;
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}
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if (vertexCount > 65535)
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{
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skinnedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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}
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// Combine meshes.
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skinnedMesh.CombineMeshes(combineInstances.ToArray(), true, true);
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skinnedMesh.RecalculateBounds();
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// Copy settings to target.
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target.sharedMesh = skinnedMesh;
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target.sharedMaterial = mainMaterial;
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target.bones = bones.ToArray();
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target.sharedMesh.boneWeights = boneWeights.ToArray();
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target.sharedMesh.bindposes = bindPoses.ToArray();
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return target;
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}
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public static void ConbineAndConvertGameObject(this GameObject gameObject, bool includeInactive = false)
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{
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// Get Skinned Meshes.
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List<SkinnedMeshRenderer> skinnedMeshes = new List<SkinnedMeshRenderer>();
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gameObject.GetComponentsInChildren(includeInactive, skinnedMeshes);
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List<MeshFilter> meshFilters = new List<MeshFilter>();
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gameObject.GetComponentsInChildren(includeInactive, meshFilters);
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// Get Meshes.
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List<(MeshFilter, MeshRenderer)> meshes = new List<(MeshFilter, MeshRenderer)>();
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foreach (var mf in meshFilters)
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{
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if (mf.TryGetComponent(out MeshRenderer mr))
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{
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if (includeInactive || (!includeInactive && mr.enabled))
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{
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meshes.Add((mf, mr));
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}
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}
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}
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// Add target mesh.
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SkinnedMeshRenderer target = gameObject.AddComponent<SkinnedMeshRenderer>();
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target.Combine(skinnedMeshes, meshes);
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}
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}
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} |