using System;
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using Oculus.Avatar;
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using UnityEngine;
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using System.Runtime.InteropServices;
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public class OvrAvatarAssetMesh : OvrAvatarAsset
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{
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public Mesh mesh;
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private ovrAvatarSkinnedMeshPose skinnedBindPose;
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public string[] jointNames;
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public OvrAvatarAssetMesh(UInt64 _assetId, IntPtr asset, ovrAvatarAssetType meshType)
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{
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assetID = _assetId;
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mesh = new Mesh();
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mesh.name = "Procedural Geometry for asset " + _assetId;
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SetSkinnedBindPose(asset, meshType);
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long vertexCount = 0;
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IntPtr vertexBuffer = IntPtr.Zero;
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uint indexCount = 0;
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IntPtr indexBuffer = IntPtr.Zero;
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GetVertexAndIndexData(asset, meshType, out vertexCount, out vertexBuffer, out indexCount, out indexBuffer);
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AvatarLogger.Log("OvrAvatarAssetMesh: " + _assetId + " " + meshType.ToString() + " VertexCount:" + vertexCount);
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Vector3[] vertices = new Vector3[vertexCount];
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Vector3[] normals = new Vector3[vertexCount];
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Vector4[] tangents = new Vector4[vertexCount];
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Vector2[] uv = new Vector2[vertexCount];
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Color[] colors = new Color[vertexCount];
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BoneWeight[] boneWeights = new BoneWeight[vertexCount];
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long vertexBufferStart = vertexBuffer.ToInt64();
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// We have different underlying vertex types to unpack, so switch on mesh type.
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switch (meshType)
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{
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case ovrAvatarAssetType.Mesh:
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{
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long vertexSize = (long)Marshal.SizeOf(typeof(ovrAvatarMeshVertex));
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for (long i = 0; i < vertexCount; i++)
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{
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long offset = vertexSize * i;
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ovrAvatarMeshVertex vertex = (ovrAvatarMeshVertex)Marshal.PtrToStructure(new IntPtr(vertexBufferStart + offset), typeof(ovrAvatarMeshVertex));
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vertices[i] = new Vector3(vertex.x, vertex.y, -vertex.z);
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normals[i] = new Vector3(vertex.nx, vertex.ny, -vertex.nz);
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tangents[i] = new Vector4(vertex.tx, vertex.ty, -vertex.tz, vertex.tw);
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uv[i] = new Vector2(vertex.u, vertex.v);
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colors[i] = new Color(0, 0, 0, 1);
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boneWeights[i].boneIndex0 = vertex.blendIndices[0];
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boneWeights[i].boneIndex1 = vertex.blendIndices[1];
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boneWeights[i].boneIndex2 = vertex.blendIndices[2];
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boneWeights[i].boneIndex3 = vertex.blendIndices[3];
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boneWeights[i].weight0 = vertex.blendWeights[0];
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boneWeights[i].weight1 = vertex.blendWeights[1];
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boneWeights[i].weight2 = vertex.blendWeights[2];
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boneWeights[i].weight3 = vertex.blendWeights[3];
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}
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}
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break;
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case ovrAvatarAssetType.CombinedMesh:
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{
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long vertexSize = (long)Marshal.SizeOf(typeof(ovrAvatarMeshVertexV2));
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for (long i = 0; i < vertexCount; i++)
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{
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long offset = vertexSize * i;
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ovrAvatarMeshVertexV2 vertex = (ovrAvatarMeshVertexV2)Marshal.PtrToStructure(new IntPtr(vertexBufferStart + offset), typeof(ovrAvatarMeshVertexV2));
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vertices[i] = new Vector3(vertex.x, vertex.y, -vertex.z);
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normals[i] = new Vector3(vertex.nx, vertex.ny, -vertex.nz);
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tangents[i] = new Vector4(vertex.tx, vertex.ty, -vertex.tz, vertex.tw);
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uv[i] = new Vector2(vertex.u, vertex.v);
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colors[i] = new Color(vertex.r, vertex.g, vertex.b, vertex.a);
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boneWeights[i].boneIndex0 = vertex.blendIndices[0];
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boneWeights[i].boneIndex1 = vertex.blendIndices[1];
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boneWeights[i].boneIndex2 = vertex.blendIndices[2];
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boneWeights[i].boneIndex3 = vertex.blendIndices[3];
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boneWeights[i].weight0 = vertex.blendWeights[0];
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boneWeights[i].weight1 = vertex.blendWeights[1];
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boneWeights[i].weight2 = vertex.blendWeights[2];
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boneWeights[i].weight3 = vertex.blendWeights[3];
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}
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}
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break;
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default:
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throw new Exception("Bad Mesh Asset Type");
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}
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mesh.vertices = vertices;
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mesh.normals = normals;
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mesh.uv = uv;
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mesh.tangents = tangents;
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mesh.boneWeights = boneWeights;
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mesh.colors = colors;
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LoadBlendShapes(asset, vertexCount);
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LoadSubmeshes(asset, indexBuffer, indexCount);
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UInt32 jointCount = skinnedBindPose.jointCount;
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jointNames = new string[jointCount];
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for (UInt32 i = 0; i < jointCount; i++)
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{
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jointNames[i] = Marshal.PtrToStringAnsi(skinnedBindPose.jointNames[i]);
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}
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}
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private void LoadSubmeshes(IntPtr asset, IntPtr indexBufferPtr, ulong indexCount)
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{
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UInt32 subMeshCount = CAPI.ovrAvatarAsset_GetSubmeshCount(asset);
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AvatarLogger.Log("LoadSubmeshes: " + subMeshCount);
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Int16[] indices = new Int16[indexCount];
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Marshal.Copy(indexBufferPtr, indices, 0, (int)indexCount);
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mesh.subMeshCount = (int)subMeshCount;
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uint accumedOffset = 0;
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for (UInt32 index = 0; index < subMeshCount; index++)
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{
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var submeshIndexCount = CAPI.ovrAvatarAsset_GetSubmeshLastIndex(asset, index);
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var currSpan = submeshIndexCount - accumedOffset;
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Int32[] triangles = new Int32[currSpan];
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int triangleOffset = 0;
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for (ulong i = accumedOffset; i < submeshIndexCount; i += 3)
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{
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// NOTE: We are changing the order of each triangle to match unity expectations vs pipeline.
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triangles[triangleOffset + 2] = (Int32)indices[i];
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triangles[triangleOffset + 1] = (Int32)indices[i + 1];
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triangles[triangleOffset] = (Int32)indices[i + 2];
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triangleOffset += 3;
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}
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accumedOffset += currSpan;
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mesh.SetIndices(triangles, MeshTopology.Triangles, (int)index);
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}
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}
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private void LoadBlendShapes(IntPtr asset, long vertexCount)
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{
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UInt32 blendShapeCount = CAPI.ovrAvatarAsset_GetMeshBlendShapeCount(asset);
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IntPtr blendShapeVerts = CAPI.ovrAvatarAsset_GetMeshBlendShapeVertices(asset);
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AvatarLogger.Log("LoadBlendShapes: " + blendShapeCount);
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if (blendShapeVerts != IntPtr.Zero)
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{
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long offset = 0;
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long blendVertexSize = (long)Marshal.SizeOf(typeof(ovrAvatarBlendVertex));
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long blendVertexBufferStart = blendShapeVerts.ToInt64();
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for (UInt32 blendIndex = 0; blendIndex < blendShapeCount; blendIndex++)
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{
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Vector3[] blendVerts = new Vector3[vertexCount];
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Vector3[] blendNormals = new Vector3[vertexCount];
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Vector3[] blendTangents = new Vector3[vertexCount];
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for (long i = 0; i < vertexCount; i++)
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{
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ovrAvatarBlendVertex vertex = (ovrAvatarBlendVertex)Marshal.PtrToStructure(new IntPtr(blendVertexBufferStart + offset), typeof(ovrAvatarBlendVertex));
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blendVerts[i] = new Vector3(vertex.x, vertex.y, -vertex.z);
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blendNormals[i] = new Vector3(vertex.nx, vertex.ny, -vertex.nz);
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blendTangents[i] = new Vector4(vertex.tx, vertex.ty, -vertex.tz);
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offset += blendVertexSize;
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}
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IntPtr namePtr = CAPI.ovrAvatarAsset_GetMeshBlendShapeName(asset, blendIndex);
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string name = Marshal.PtrToStringAnsi(namePtr);
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const float frameWeight = 100f;
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mesh.AddBlendShapeFrame(name, frameWeight, blendVerts, blendNormals, blendTangents);
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}
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}
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}
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private void SetSkinnedBindPose(IntPtr asset, ovrAvatarAssetType meshType)
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{
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switch (meshType)
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{
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case ovrAvatarAssetType.Mesh:
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skinnedBindPose = CAPI.ovrAvatarAsset_GetMeshData(asset).skinnedBindPose;
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break;
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case ovrAvatarAssetType.CombinedMesh:
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skinnedBindPose = CAPI.ovrAvatarAsset_GetCombinedMeshData(asset).skinnedBindPose;
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break;
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default:
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break;
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}
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}
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private void GetVertexAndIndexData(
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IntPtr asset,
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ovrAvatarAssetType meshType,
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out long vertexCount,
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out IntPtr vertexBuffer,
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out uint indexCount,
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out IntPtr indexBuffer)
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{
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vertexCount = 0;
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vertexBuffer = IntPtr.Zero;
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indexCount = 0;
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indexBuffer = IntPtr.Zero;
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switch (meshType)
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{
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case ovrAvatarAssetType.Mesh:
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vertexCount = CAPI.ovrAvatarAsset_GetMeshData(asset).vertexCount;
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vertexBuffer = CAPI.ovrAvatarAsset_GetMeshData(asset).vertexBuffer;
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indexCount = CAPI.ovrAvatarAsset_GetMeshData(asset).indexCount;
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indexBuffer = CAPI.ovrAvatarAsset_GetMeshData(asset).indexBuffer;
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break;
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case ovrAvatarAssetType.CombinedMesh:
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vertexCount = CAPI.ovrAvatarAsset_GetCombinedMeshData(asset).vertexCount;
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vertexBuffer = CAPI.ovrAvatarAsset_GetCombinedMeshData(asset).vertexBuffer;
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indexCount = CAPI.ovrAvatarAsset_GetCombinedMeshData(asset).indexCount;
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indexBuffer = CAPI.ovrAvatarAsset_GetCombinedMeshData(asset).indexBuffer;
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break;
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default:
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break;
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}
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}
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public SkinnedMeshRenderer CreateSkinnedMeshRendererOnObject(GameObject target)
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{
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SkinnedMeshRenderer skinnedMeshRenderer = target.AddComponent<SkinnedMeshRenderer>();
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skinnedMeshRenderer.sharedMesh = mesh;
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mesh.name = "AvatarMesh_" + assetID;
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UInt32 jointCount = skinnedBindPose.jointCount;
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GameObject[] bones = new GameObject[jointCount];
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Transform[] boneTransforms = new Transform[jointCount];
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Matrix4x4[] bindPoses = new Matrix4x4[jointCount];
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for (UInt32 i = 0; i < jointCount; i++)
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{
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bones[i] = new GameObject();
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boneTransforms[i] = bones[i].transform;
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bones[i].name = jointNames[i];
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int parentIndex = skinnedBindPose.jointParents[i];
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if (parentIndex == -1)
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{
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bones[i].transform.parent = skinnedMeshRenderer.transform;
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skinnedMeshRenderer.rootBone = bones[i].transform;
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}
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else
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{
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bones[i].transform.parent = bones[parentIndex].transform;
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}
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// Set the position relative to the parent
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Vector3 position = skinnedBindPose.jointTransform[i].position;
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position.z = -position.z;
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bones[i].transform.localPosition = position;
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Quaternion orientation = skinnedBindPose.jointTransform[i].orientation;
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orientation.x = -orientation.x;
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orientation.y = -orientation.y;
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bones[i].transform.localRotation = orientation;
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bones[i].transform.localScale = skinnedBindPose.jointTransform[i].scale;
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bindPoses[i] = bones[i].transform.worldToLocalMatrix * skinnedMeshRenderer.transform.localToWorldMatrix;
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}
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skinnedMeshRenderer.bones = boneTransforms;
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mesh.bindposes = bindPoses;
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return skinnedMeshRenderer;
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}
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}
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