CombineSkinnedMeshes

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Revision as of 15:08, 28 April 2009 by Gabrielmsantos (Talk | contribs)

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Author: Gabriel Santos

Description

Class Model that allows you combine multiple skinned meshes at runtime, useful for Avatar System. IMPORTANT: The number of vertices and bones is very particular, you must set it up according to your own model.

Feel free to clean up the code and add to it. :D

C# Code

<csharp> /*IMPORTANT: READ !!!!!! @Autor: Gabriel Santos @Description Class that Combine Multilple SkinnedMeshes in just one Skinned Mesh Renderer @Usage: Just AddComponent("CombineSkinnedMeshes") to your root component; @IMPORTANT: This script uses the MeshCombineUtility Script provided by Unity

PS: It was tested with FBX files exported from 3D MAX The Vertex Number and Bone Number must be configured according to your own AVATAR... You can make a Counter to get the Number of Vertices from your imported character, I choice not do it since this is script is just executed one time... */

using UnityEngine; using System.Collections;


public class CombineSkinnedMeshes : MonoBehaviour {

/// Usually rendering with triangle strips is faster. /// However when combining objects with very low triangle counts, it can be faster to use triangles. /// Best is to try out which value is faster in practice. public bool generateTriangleStrips = true; public bool castShadows = true; public bool receiveShadows = true;


/* This is for very particular use, you must set it regarding to your Character */ public static int VERTEX_NUMBER= YourVerices; //The number of vertices total of the character public static int BONE_NUMBER = YourBones; //The number of bones total

// Use this for initialization void Start () {


//Getting all Skinned Renderer from Children Component[] allsmr = GetComponentsInChildren(typeof(SkinnedMeshRenderer)); Matrix4x4 myTransform = transform.worldToLocalMatrix; Hashtable materialToMesh= new Hashtable();

//The hash with the all bones references: it will be used for set up the BoneWeight Indexes Hashtable boneHash =new Hashtable();

/* If you want make a counter in order to get the total of Vertices and Bones do it here ... */

//The Sum of All Child Bones Transform[] totalBones = new Transform[BONE_NUMBER];//Total of Bones for my Example //The Sum of the BindPoses Matrix4x4[] totalBindPoses = new Matrix4x4[BONE_NUMBER];//Total of BindPoses //The Sum of BoneWeights BoneWeight[] totalBoneWeight = new BoneWeight[VERTEX_NUMBER];//total of Vertices for my Example


int offset=0; int b_offset=0; Transform[] usedBones= new Transform[totalBones.Length];


for(int i=0;i<allsmr.Length;i++) { //Getting one by one SkinnedMeshRenderer smrenderer = (SkinnedMeshRenderer)allsmr[i]; //Making changes to the Skinned Renderer MeshCombineUtility.MeshInstance instance = new MeshCombineUtility.MeshInstance ();

//Setting the Mesh for the instance instance.mesh = smrenderer.sharedMesh;

if (smrenderer != null && smrenderer.enabled && instance.mesh != null) {

instance.transform = myTransform * smrenderer.transform.localToWorldMatrix;

//Setting Materials Material[] materials = smrenderer.sharedMaterials;

for (int m=0;m<materials.Length;m++) { //Getting Minimum of SubMesh instance.subMeshIndex = System.Math.Min(m, instance.mesh.subMeshCount - 1);

//Setting Meshed Instances ArrayList objects = (ArrayList)materialToMesh[materials[m]]; if (objects != null) { objects.Add(instance); } else { objects = new ArrayList (); objects.Add(instance); materialToMesh.Add(materials[m], objects); } }

//Copying Bones for(int x=0;x<smrenderer.bones.Length;x++) {

bool flag = false; for(int j=0;j<totalBones.Length;j++) { if(usedBones[j]!=null) //If the bone was already inserted if((smrenderer.bones[x]==usedBones[j])) { flag = true; break; } }

//If Bone is New ... if(!flag) { //Debug.Log("Inserted bone:"+smrenderer.bones[x].name); for(int f=0;f<totalBones.Length;f++) { //Insert bone at the firs free position if(usedBones[f]==null) { usedBones[f] = smrenderer.bones[x]; break; } } //inserting bones in totalBones totalBones[offset]=smrenderer.bones[x]; //Reference HashTable boneHash.Add(smrenderer.bones[x].name,offset);

//Recalculating BindPoses //totalBindPoses[offset] = smrenderer.sharedMesh.bindposes[x] ; totalBindPoses[offset] = smrenderer.bones[x].worldToLocalMatrix * transform.localToWorldMatrix ; offset++;

}

}

//RecalculateBoneWeights for(int x=0;x<smrenderer.sharedMesh.boneWeights.Length ;x++) { //Just Copying and changing the Bones Indexes !! totalBoneWeight[b_offset] = recalculateIndexes(smrenderer.sharedMesh.boneWeights[x],boneHash,smrenderer.bones); b_offset++; } //Disabling current SkinnedMeshRenderer ((SkinnedMeshRenderer)allsmr[i]).enabled = false;

}


} foreach (DictionaryEntry de in materialToMesh) { ArrayList elements = (ArrayList)de.Value; MeshCombineUtility.MeshInstance[] instances = (MeshCombineUtility.MeshInstance[])elements.ToArray(typeof(MeshCombineUtility.MeshInstance));

// We have a maximum of one material, so just attach the mesh to our own game object if (materialToMesh.Count == 1) {

// Make sure we have a SkinnedMeshRenderer if (GetComponent(typeof(SkinnedMeshRenderer)) == null) { gameObject.AddComponent(typeof(SkinnedMeshRenderer)); }

//Setting Skinned Renderer SkinnedMeshRenderer objRenderer = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer)); objRenderer.sharedMesh = MeshCombineUtility.Combine(instances, generateTriangleStrips); objRenderer.material = (Material)de.Key;

objRenderer.castShadows = castShadows; objRenderer.receiveShadows = receiveShadows;

//Setting Bindposes objRenderer.sharedMesh.bindposes = totalBindPoses;

//Setting BoneWeights objRenderer.sharedMesh.boneWeights = totalBoneWeight;

//Setting bones objRenderer.bones =totalBones;

objRenderer.sharedMesh.RecalculateNormals(); objRenderer.sharedMesh.RecalculateBounds(); //Enable Mesh objRenderer.enabled = true;

/* Debug.Log("############################################"); Debug.Log("bindPoses "+objRenderer.sharedMesh.bindposes.Length); Debug.Log("boneWeights "+objRenderer.sharedMesh.boneWeights.Length); Debug.Log("Bones "+objRenderer.bones.Length); Debug.Log("Vertices "+objRenderer.sharedMesh.vertices.Length); */ } // We have multiple materials to take care of, build one mesh / gameobject for each material // and parent it to this object else { GameObject go = new GameObject("CombinedSkinnedMesh"); go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localRotation = Quaternion.identity; go.transform.localPosition = Vector3.zero; go.AddComponent(typeof(SkinnedMeshRenderer)); ((SkinnedMeshRenderer)go.GetComponent(typeof(SkinnedMeshRenderer))).material = (Material)de.Key;

SkinnedMeshRenderer objRenderer = (SkinnedMeshRenderer)go.GetComponent(typeof(SkinnedMeshRenderer)); objRenderer.sharedMesh = MeshCombineUtility.Combine(instances, generateTriangleStrips);

//Setting Bindposes objRenderer.sharedMesh.bindposes = totalBindPoses;

//Setting BoneWeights objRenderer.sharedMesh.boneWeights = totalBoneWeight;

//Setting bones objRenderer.bones =totalBones;

objRenderer.sharedMesh.RecalculateNormals(); objRenderer.sharedMesh.RecalculateBounds();

//Enable Mesh objRenderer.enabled = true;

} } }

/* @Description: Revert the order of an array of components (NOT USED) */ static Component[] revertComponent(Component[] comp ) { Component[] result = new Component[comp.Length]; int x=0; for(int i=comp.Length-1;i>=0;i--) { result[x++]=comp[i]; }

return result; }

/* @Description: Setting the Indexes for the new bones */ static BoneWeight recalculateIndexes(BoneWeight bw,Hashtable boneHash,Transform[] meshBones ) { BoneWeight retBw = bw; retBw.boneIndex0 = (int)boneHash[meshBones[bw.boneIndex0].name]; retBw.boneIndex1 = (int)boneHash[meshBones[bw.boneIndex1].name]; retBw.boneIndex2 = (int)boneHash[meshBones[bw.boneIndex2].name]; retBw.boneIndex3 = (int)boneHash[meshBones[bw.boneIndex3].name]; return retBw; } } </csharp>

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