Utility.cs 14 KB

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  1. // Magica Cloth.
  2. // Copyright (c) MagicaSoft, 2020-2022.
  3. // https://magicasoft.jp
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. namespace MagicaReductionMesh
  7. {
  8. public class Utility
  9. {
  10. /// <summary>
  11. /// 2つのインデックスを1つのUint型にパッキングする
  12. /// 上位16ビット、下位16ビットにv0/v1番号を結合する
  13. /// 番号が若いものが上位に来るように配置
  14. /// </summary>
  15. /// <param name="v0"></param>
  16. /// <param name="v1"></param>
  17. /// <returns></returns>
  18. public static uint PackPair(int v0, int v1)
  19. {
  20. if (v0 > v1)
  21. {
  22. return (uint)v1 << 16 | (uint)v0 & 0xffff;
  23. }
  24. else
  25. {
  26. return (uint)v0 << 16 | (uint)v1 & 0xffff;
  27. }
  28. }
  29. /// <summary>
  30. /// パックデータを2つの番号(v0/v1)に分離する
  31. /// </summary>
  32. /// <param name="pack"></param>
  33. /// <param name="v0"></param>
  34. /// <param name="v1"></param>
  35. public static void UnpackPair(uint pack, out int v0, out int v1)
  36. {
  37. // 辺の頂点分解
  38. v0 = (int)((pack >> 16) & 0xffff);
  39. v1 = (int)(pack & 0xffff);
  40. }
  41. /// <summary>
  42. /// 3つのインデックスを1つのulong型にパッキングする
  43. /// 番号が若いものが上位に来るように配置
  44. /// </summary>
  45. /// <param name="v0"></param>
  46. /// <param name="v1"></param>
  47. /// <param name="v2"></param>
  48. /// <returns></returns>
  49. public static ulong PackTriple(int v0, int v1, int v2)
  50. {
  51. List<ulong> indexList = new List<ulong>();
  52. indexList.Add((ulong)v0);
  53. indexList.Add((ulong)v1);
  54. indexList.Add((ulong)v2);
  55. indexList.Sort();
  56. ulong hash = (indexList[0] << 32) | (indexList[1] << 16) | (indexList[2]);
  57. return hash;
  58. }
  59. /// <summary>
  60. /// パックデータを3つの番号に分離する
  61. /// </summary>
  62. /// <param name="pack"></param>
  63. /// <param name="v0"></param>
  64. /// <param name="v1"></param>
  65. /// <param name="v2"></param>
  66. public static void UnpackTriple(ulong pack, out int v0, out int v1, out int v2)
  67. {
  68. v0 = (int)((pack >> 32) & 0xffff);
  69. v1 = (int)((pack >> 16) & 0xffff);
  70. v2 = (int)(pack & 0xffff);
  71. }
  72. /// <summary>
  73. /// 4つのインデックスを1つのulong型にパッキングする
  74. /// 番号が若いものが上位に来るように配置
  75. /// </summary>
  76. /// <param name="v0"></param>
  77. /// <param name="v1"></param>
  78. /// <param name="v2"></param>
  79. /// <returns></returns>
  80. public static ulong PackQuater(int v0, int v1, int v2, int v3)
  81. {
  82. List<ulong> indexList = new List<ulong>();
  83. indexList.Add((ulong)v0);
  84. indexList.Add((ulong)v1);
  85. indexList.Add((ulong)v2);
  86. indexList.Add((ulong)v3);
  87. indexList.Sort();
  88. ulong hash = (indexList[0] << 48) | (indexList[1] << 32) | (indexList[2] << 16) | (indexList[3]);
  89. return hash;
  90. }
  91. /// <summary>
  92. /// パックデータを4つの番号に分離する
  93. /// </summary>
  94. /// <param name="pack"></param>
  95. /// <param name="v0"></param>
  96. /// <param name="v1"></param>
  97. /// <param name="v2"></param>
  98. public static void UnpackQuater(ulong pack, out int v0, out int v1, out int v2, out int v3)
  99. {
  100. v0 = (int)((pack >> 48) & 0xffff);
  101. v1 = (int)((pack >> 32) & 0xffff);
  102. v2 = (int)((pack >> 16) & 0xffff);
  103. v3 = (int)(pack & 0xffff);
  104. }
  105. /// <summary>
  106. /// 2つのintを1つのuintにパッキングする
  107. /// </summary>
  108. /// <param name="hi"></param>
  109. /// <param name="low"></param>
  110. /// <returns></returns>
  111. public static uint Pack16(int hi, int low)
  112. {
  113. return (uint)hi << 16 | (uint)low & 0xffff;
  114. }
  115. /// <summary>
  116. /// uintパックデータから上位16bitをintにして返す
  117. /// </summary>
  118. /// <param name="pack"></param>
  119. /// <returns></returns>
  120. public static int Unpack16Hi(uint pack)
  121. {
  122. return (int)((pack >> 16) & 0xffff);
  123. }
  124. /// <summary>
  125. /// uintパックデータから下位16bitをintにして返す
  126. /// </summary>
  127. /// <param name="pack"></param>
  128. /// <returns></returns>
  129. public static int Unpack16Low(uint pack)
  130. {
  131. return (int)(pack & 0xffff);
  132. }
  133. /// <summary>
  134. /// 2つのintを1つのulongにパッキングする
  135. /// </summary>
  136. /// <param name="hi"></param>
  137. /// <param name="low"></param>
  138. /// <returns></returns>
  139. public static ulong Pack32(int hi, int low)
  140. {
  141. return (ulong)hi << 32 | (ulong)low & 0xffffffff;
  142. }
  143. /// <summary>
  144. /// ulongパックデータから上位データを返す
  145. /// </summary>
  146. /// <param name="pack"></param>
  147. /// <returns></returns>
  148. public static int Unpack32Hi(ulong pack)
  149. {
  150. return (int)((pack >> 32) & 0xffffffff);
  151. }
  152. /// <summary>
  153. /// ulongパックデータから下位データを返す
  154. /// </summary>
  155. /// <param name="pack"></param>
  156. /// <returns></returns>
  157. public static int Unpack32Low(ulong pack)
  158. {
  159. return (int)(pack & 0xffffffff);
  160. }
  161. //=========================================================================================
  162. /// <summary>
  163. /// FinalDataの共有頂点座標/法線/接線をワールド座標変換して返す
  164. /// </summary>
  165. /// <param name="wposList"></param>
  166. /// <param name="wnorList"></param>
  167. /// <param name="wtanList"></param>
  168. /// <returns></returns>
  169. public static void CalcFinalDataWorldPositionNormalTangent(FinalData final, out List<Vector3> wposList, out List<Vector3> wnorList, out List<Vector4> wtanList)
  170. {
  171. wposList = new List<Vector3>();
  172. wnorList = new List<Vector3>();
  173. wtanList = new List<Vector4>();
  174. if (final.VertexCount == 0)
  175. return;
  176. if (final.BoneCount == 0)
  177. return;
  178. int vcnt = final.VertexCount;
  179. if (final.IsSkinning == false)
  180. {
  181. // 通常メッシュ
  182. Transform t = final.bones[0];
  183. for (int i = 0; i < vcnt; i++)
  184. {
  185. Vector3 wpos = t.TransformPoint(final.vertices[i]);
  186. wposList.Add(wpos);
  187. Vector3 wnor = t.TransformDirection(final.normals[i]);
  188. wnor.Normalize();
  189. wnorList.Add(wnor);
  190. Vector3 wtan = t.TransformDirection(final.tangents[i]);
  191. wtan.Normalize();
  192. wtanList.Add(new Vector4(wtan.x, wtan.y, wtan.z, final.tangents[i].w));
  193. }
  194. }
  195. else
  196. {
  197. // スキンメッシュ
  198. float[] weights = new float[4];
  199. int[] boneIndexs = new int[4];
  200. for (int i = 0; i < vcnt; i++)
  201. {
  202. Vector3 wpos = Vector3.zero;
  203. Vector3 wnor = Vector3.zero;
  204. Vector3 wtan = Vector3.zero;
  205. // 頂点スキニング
  206. weights[0] = final.boneWeights[i].weight0;
  207. weights[1] = final.boneWeights[i].weight1;
  208. weights[2] = final.boneWeights[i].weight2;
  209. weights[3] = final.boneWeights[i].weight3;
  210. boneIndexs[0] = final.boneWeights[i].boneIndex0;
  211. boneIndexs[1] = final.boneWeights[i].boneIndex1;
  212. boneIndexs[2] = final.boneWeights[i].boneIndex2;
  213. boneIndexs[3] = final.boneWeights[i].boneIndex3;
  214. for (int j = 0; j < 4; j++)
  215. {
  216. float w = weights[j];
  217. if (w > 0.0f)
  218. {
  219. int bindex = boneIndexs[j];
  220. Transform t = final.bones[bindex];
  221. // position
  222. Vector3 v = final.bindPoses[bindex].MultiplyPoint3x4(final.vertices[i]);
  223. v = t.TransformPoint(v);
  224. v *= w;
  225. wpos += v;
  226. // normal
  227. v = final.bindPoses[bindex].MultiplyVector(final.normals[i]);
  228. v = t.TransformVector(v);
  229. wnor += v.normalized * w;
  230. // tangent
  231. v = final.bindPoses[bindex].MultiplyVector(final.tangents[i]);
  232. v = t.TransformVector(v);
  233. wtan += v.normalized * w;
  234. }
  235. }
  236. wposList.Add(wpos);
  237. wnorList.Add(wnor);
  238. wtanList.Add(new Vector4(wtan.x, wtan.y, wtan.z, final.tangents[i].w));
  239. }
  240. }
  241. }
  242. /// <summary>
  243. /// FinalDataの子頂点座標/法線/接線をワールド座標変換して返す
  244. /// </summary>
  245. /// <param name="wposList"></param>
  246. /// <param name="wnorList"></param>
  247. /// <param name="wtanList"></param>
  248. /// <returns></returns>
  249. public static void CalcFinalDataChildWorldPositionNormalTangent(
  250. FinalData final, int meshIndex, List<Vector3> sposList, List<Vector3> snorList, List<Vector4> stanList,
  251. out List<Vector3> wposList, out List<Vector3> wnorList, out List<Vector4> wtanList
  252. )
  253. {
  254. wposList = new List<Vector3>();
  255. wnorList = new List<Vector3>();
  256. wtanList = new List<Vector4>();
  257. // 回転を求める
  258. List<Quaternion> quatList = new List<Quaternion>();
  259. for (int i = 0; i < sposList.Count; i++)
  260. {
  261. var q = Quaternion.LookRotation(snorList[i], stanList[i]);
  262. quatList.Add(q);
  263. }
  264. // 共有頂点からさらにスキニングする
  265. var minfo = final.meshList[meshIndex];
  266. float[] weights = new float[4];
  267. int[] boneIndexs = new int[4];
  268. for (int i = 0; i < minfo.VertexCount; i++)
  269. {
  270. Vector3 wpos = Vector3.zero;
  271. Vector3 wnor = Vector3.zero;
  272. Vector3 wtan = Vector3.zero;
  273. // 頂点スキニング
  274. weights[0] = minfo.boneWeights[i].weight0;
  275. weights[1] = minfo.boneWeights[i].weight1;
  276. weights[2] = minfo.boneWeights[i].weight2;
  277. weights[3] = minfo.boneWeights[i].weight3;
  278. boneIndexs[0] = minfo.boneWeights[i].boneIndex0;
  279. boneIndexs[1] = minfo.boneWeights[i].boneIndex1;
  280. boneIndexs[2] = minfo.boneWeights[i].boneIndex2;
  281. boneIndexs[3] = minfo.boneWeights[i].boneIndex3;
  282. for (int j = 0; j < 4; j++)
  283. {
  284. float w = weights[j];
  285. if (w > 0.0f)
  286. {
  287. int bindex = boneIndexs[j];
  288. var rot = quatList[bindex];
  289. // position
  290. Vector3 v = final.vertexBindPoses[bindex].MultiplyPoint3x4(minfo.vertices[i]);
  291. v = rot * v + sposList[bindex];
  292. v *= w;
  293. wpos += v;
  294. // normal
  295. v = final.vertexBindPoses[bindex].MultiplyVector(minfo.normals[i]);
  296. v = rot * v;
  297. wnor += v.normalized * w;
  298. // tangent
  299. v = final.vertexBindPoses[bindex].MultiplyVector(minfo.tangents[i]);
  300. v = rot * v;
  301. wtan += v.normalized * w;
  302. }
  303. }
  304. wposList.Add(wpos);
  305. wnorList.Add(wnor);
  306. wtanList.Add(new Vector4(wtan.x, wtan.y, wtan.z, -1));
  307. }
  308. }
  309. /// <summary>
  310. /// 座標/法線/接線をローカル座標変換する
  311. /// wposList/wnorList/wtanListの中身が書き換わります
  312. /// </summary>
  313. /// <param name="root"></param>
  314. /// <param name="wposList"></param>
  315. /// <param name="wnorList"></param>
  316. /// <param name="wtanList"></param>
  317. public static void CalcLocalPositionNormalTangent(Transform root, List<Vector3> wposList, List<Vector3> wnorList, List<Vector4> wtanList)
  318. {
  319. for (int i = 0; i < wposList.Count; i++)
  320. {
  321. wposList[i] = root.InverseTransformPoint(wposList[i]);
  322. }
  323. for (int i = 0; i < wnorList.Count; i++)
  324. {
  325. wnorList[i] = root.InverseTransformDirection(wnorList[i]);
  326. }
  327. for (int i = 0; i < wtanList.Count; i++)
  328. {
  329. Vector3 v = wtanList[i];
  330. float w = wtanList[i].w;
  331. v = root.InverseTransformDirection(v);
  332. wtanList[i] = new Vector4(v.x, v.y, v.z, w);
  333. }
  334. }
  335. }
  336. }