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136 行
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using System;
using System.IO;
using System.Linq;
using VrmLib;
namespace UniVRM10
{
/// <summary>
/// GLTF => VrmLib.Model
/// </summary>
public static class ModelReader
{
static Model Load(Vrm10ImportData storage, string rootName, Coordinates coords)
{
if (storage == null)
{
return null;
}
var model = new Model(coords)
{
AssetVersion = storage.AssetVersion,
AssetGenerator = storage.AssetGenerator,
AssetCopyright = storage.AssetCopyright,
AssetMinVersion = storage.AssetMinVersion,
Coordinates = coords,
};
// node
model.Root.Name = rootName;
for (var i = 0; i < storage.NodeCount; ++i)
{
var node = storage.CreateNode(i);
model.Nodes.Add(node);
}
for (var i = 0; i < model.Nodes.Count; ++i)
{
var parent = model.Nodes[i];
foreach (var j in storage.GetChildNodeIndices(i))
{
var child = model.Nodes[j];
parent.Add(child);
}
}
foreach (var x in model.Nodes)
{
if (x.Parent == null)
{
model.Root.Add(x);
}
}
// skin
model.Skins.AddRange(Enumerable.Range(0, storage.SkinCount).Select(x => storage.CreateSkin(x, model.Nodes)));
// mesh
model.MeshGroups.AddRange(Enumerable.Range(0, storage.MeshCount).Select(x => storage.CreateMesh(x)));
// skin
for (int i = 0; i < storage.NodeCount; ++i)
{
var (meshIndex, skinIndex) = storage.GetNodeMeshSkin(i);
if (meshIndex >= 0 && meshIndex < model.MeshGroups.Count)
{
var node = model.Nodes[i];
var mesh = model.MeshGroups[meshIndex];
node.MeshGroup = mesh;
if (skinIndex >= 0 && skinIndex < model.Skins.Count)
{
var skin = model.Skins[skinIndex];
mesh.Skin = skin;
}
}
}
// boneWeight の付与
foreach (var meshGroup in model.MeshGroups)
{
if (meshGroup.Skin == null && meshGroup.Meshes.Any(mesh => mesh.MorphTargets.Count > 0))
{
// Skinning が無くて MorphTarget が有る場合に実施する
var nodes = model.Nodes.Where(node => node.MeshGroup == meshGroup).ToArray();
if (nodes.Length != 1)
{
// throw new NotImplementedException();
// このメッシュが複数のノードから共有されている場合は、
// 個別に Skin を作成する必要があり、
// 異なる bindPoses が必要になるため mesh の複製が必要になる!
// 稀にあるかもしれない。
continue;
}
var node = nodes[0];
// add bone weight
foreach (var mesh in meshGroup.Meshes)
{
// all (1, 0, 0, 0)
var weights = storage.Data.NativeArrayManager.CreateNativeArray<UnityEngine.Vector4>(mesh.VertexBuffer.Count);
for (int i = 0; i < weights.Length; ++i)
{
weights[i] = new UnityEngine.Vector4(1, 0, 0, 0);
}
mesh.VertexBuffer.Add(VertexBuffer.WeightKey, new UniGLTF.BufferAccessor(storage.Data.NativeArrayManager, weights.Reinterpret<byte>(16), UniGLTF.AccessorValueType.FLOAT, UniGLTF.AccessorVectorType.VEC4, weights.Length));
// all zero
var joints = storage.Data.NativeArrayManager.CreateNativeArray<UniGLTF.UShort4>(mesh.VertexBuffer.Count);
mesh.VertexBuffer.Add(VertexBuffer.JointKey, new UniGLTF.BufferAccessor(storage.Data.NativeArrayManager, joints.Reinterpret<byte>(8), UniGLTF.AccessorValueType.UNSIGNED_SHORT, UniGLTF.AccessorVectorType.VEC4, joints.Length));
}
// bind matrix
var bindMatrices = storage.Data.NativeArrayManager.CreateNativeArray<UnityEngine.Matrix4x4>(1);
bindMatrices[0] = node.Matrix.inverse;
// skinning
meshGroup.Skin = new Skin
{
GltfIndex = -1,
Joints = new System.Collections.Generic.List<Node> { node },
Root = node,
InverseMatrices = new UniGLTF.BufferAccessor(storage.Data.NativeArrayManager, bindMatrices.Reinterpret<byte>(64), UniGLTF.AccessorValueType.FLOAT, UniGLTF.AccessorVectorType.MAT4, bindMatrices.Length),
};
}
}
return model;
}
public static Model Read(UniGLTF.GltfData data, Coordinates? coords = default)
{
var storage = new Vrm10ImportData(data);
var model = Load(storage, Path.GetFileName(data.TargetPath), coords.GetValueOrDefault(Coordinates.Vrm1));
model.ConvertCoordinate(Coordinates.Unity);
return model;
}
}
}