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SkinnedMeshCombiner.cs
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SkinnedMeshCombiner.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Utility
{
public class AvatarUtilities
{
public struct SkinnedMeshData
{
public SkinnedMeshData(Mesh mesh,Material[] materials)
{
this.mesh = mesh;
this.materials = materials;
}
public SkinnedMeshData(Mesh mesh,Material material)
{
this.mesh = mesh;
this.materials = new Material[] { material };
}
public Mesh mesh;
public Material[] materials;
}
private struct BlendWeightData
{
public List<Vector3> deltaVerts;
public List<Vector3> deltaNormals;
public List<Vector3> deltaTangents;
}
//Combine and return a new SkinnedMeshRenderer
public static SkinnedMeshRenderer Combine(Transform baseBone,Transform[] bones, SkinnedMeshData[] skinnedMeshes)
{
// Create mesh renderer
GameObject newGameObject = new GameObject();
newGameObject.transform.parent = baseBone.parent;
newGameObject.transform.localPosition = Vector3.zero;
newGameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
SkinnedMeshRenderer skinnedMeshRenderer = newGameObject.AddComponent<SkinnedMeshRenderer>();
Combine(skinnedMeshRenderer, baseBone, bones, skinnedMeshes);
return skinnedMeshRenderer;
}
//Combine and apply to an existing SkinnedMeshRenderer
public static void Combine(SkinnedMeshRenderer skinnedMeshRenderer,Transform baseBone, Transform[] bones, SkinnedMeshData[] skinnedMeshes)
{
if (skinnedMeshes.Length == 0)
return;
//Collect info from first skinned mesh
Matrix4x4[] bindPoses = skinnedMeshes[0].mesh.bindposes;
Dictionary<Material, List<CombineInstance>> combineInstanceArrays = new Dictionary<Material, List<CombineInstance>>();
Dictionary<Mesh, BoneWeight[]> bone_weights = new Dictionary<Mesh, BoneWeight[]>();
foreach (SkinnedMeshData skinnedMesh in skinnedMeshes)
{
bone_weights[skinnedMesh.mesh] = skinnedMesh.mesh.boneWeights;
// Prepare stuff for mesh combination with same materials
for (int i = 0; i < skinnedMesh.mesh.subMeshCount; i++)
{
// Material not in dict, add it
if (!combineInstanceArrays.ContainsKey(skinnedMesh.materials[i]))
combineInstanceArrays[skinnedMesh.materials[i]] = new List<CombineInstance>();
// Add new instance
var combine_instance = new CombineInstance();
combine_instance.transform = baseBone.localToWorldMatrix;
combine_instance.subMeshIndex = i;
combine_instance.mesh = skinnedMesh.mesh;
combineInstanceArrays[skinnedMesh.materials[i]].Add(combine_instance);
}
}
// Combine meshes into one
var combined_new_mesh = new Mesh();
var combined_vertices = new List<Vector3>();
var combined_uvs = new List<Vector2>();
var combined_indices = new List<int[]>();
var combined_bone_weights = new List<BoneWeight>();
var combined_materials = new Material[combineInstanceArrays.Count];
var blendWeightNames = new List<string>();
var vertex_offset_map = new Dictionary<Mesh, int>();
int vertex_index_offset = 0;
int current_material_index = 0;
foreach (var combine_instance in combineInstanceArrays)
{
combined_materials[current_material_index++] = combine_instance.Key;
var submesh_indices = new List<int>();
// Process meshes for each material
foreach (var combine in combine_instance.Value)
{
// Update vertex offset for current mesh
if (!vertex_offset_map.ContainsKey(combine.mesh))
{
// Add vertices for mesh
combined_vertices.AddRange(combine.mesh.vertices);
// Set uvs
combined_uvs.AddRange(combine.mesh.uv);
// Add weights
combined_bone_weights.AddRange(bone_weights[combine.mesh]);
vertex_offset_map[combine.mesh] = vertex_index_offset;
vertex_index_offset += combine.mesh.vertexCount;
}
int vertex_current_offset = vertex_offset_map[combine.mesh];
var indices = combine.mesh.GetTriangles(combine.subMeshIndex);
// Need to "shift" indices
for (int k = 0; k < indices.Length; ++k)
indices[k] += vertex_current_offset;
submesh_indices.AddRange(indices);
for(int i =0;i <combine.mesh.blendShapeCount;i++)
{
string shapeID = combine.mesh.GetBlendShapeName(i);
//For now just add the ID
if (!blendWeightNames.Contains(shapeID))
blendWeightNames.Add(shapeID);
}
}
// Push indices for given submesh
combined_indices.Add(submesh_indices.ToArray());
}
combined_new_mesh.vertices = combined_vertices.ToArray();
combined_new_mesh.uv = combined_uvs.ToArray();
combined_new_mesh.boneWeights = combined_bone_weights.ToArray();
combined_new_mesh.subMeshCount = combined_materials.Length;
for (int i = 0; i < combined_indices.Count; ++i)
combined_new_mesh.SetTriangles(combined_indices[i], i);
//Now loop through again and build blend weights
foreach (string blendweight in blendWeightNames)
{
var blankWeights = new BlendWeightData();
blankWeights.deltaNormals = new List<Vector3>();
blankWeights.deltaTangents = new List<Vector3>();
blankWeights.deltaVerts = new List<Vector3>();
var combWeights = new BlendWeightData();
combWeights.deltaNormals = new List<Vector3>();
combWeights.deltaTangents = new List<Vector3>();
combWeights.deltaVerts = new List<Vector3>();
foreach (var combine_instance in combineInstanceArrays)
{
foreach (var combine in combine_instance.Value)
{
Vector3[] deltaVerts = new Vector3[combine.mesh.vertexCount];
Vector3[] deltaNormals = new Vector3[combine.mesh.vertexCount];
Vector3[] deltaTangents = new Vector3[combine.mesh.vertexCount];
blankWeights.deltaVerts.AddRange(deltaVerts);
blankWeights.deltaNormals.AddRange(deltaNormals);
blankWeights.deltaTangents.AddRange(deltaTangents);
//If this mesh has data, pack that. Otherwise the deltas will be zero, and those will be packed
if (combine.mesh.GetBlendShapeIndex(blendweight) != -1)
{
int index = combine.mesh.GetBlendShapeIndex(blendweight);
combine.mesh.GetBlendShapeFrameVertices(index, combine.mesh.GetBlendShapeFrameCount(index)-1, deltaVerts, deltaNormals, deltaTangents);
}
combWeights.deltaVerts.AddRange(deltaVerts);
combWeights.deltaNormals.AddRange(deltaNormals);
combWeights.deltaTangents.AddRange(deltaTangents);
}
}
combined_new_mesh.AddBlendShapeFrame(blendweight, 0, blankWeights.deltaVerts.ToArray(), blankWeights.deltaNormals.ToArray(), blankWeights.deltaTangents.ToArray());
combined_new_mesh.AddBlendShapeFrame(blendweight, 1, combWeights.deltaVerts.ToArray(), combWeights.deltaNormals.ToArray(), combWeights.deltaTangents.ToArray());
}
skinnedMeshRenderer.sharedMesh = combined_new_mesh;
skinnedMeshRenderer.bones = bones;
skinnedMeshRenderer.rootBone = baseBone;
skinnedMeshRenderer.sharedMesh.bindposes = bindPoses;
skinnedMeshRenderer.sharedMesh.RecalculateNormals();
skinnedMeshRenderer.sharedMesh.RecalculateBounds();
skinnedMeshRenderer.sharedMaterials = combined_materials;
}
}
}