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AlembicMesh.cs
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551 lines (470 loc) · 19.4 KB
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using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine.Formats.Alembic.Sdk;
using UnityEngine.Rendering;
using static UnityEngine.Formats.Alembic.Importer.RuntimeUtils;
namespace UnityEngine.Formats.Alembic.Importer
{
internal class AlembicMesh : AlembicElement
{
internal class Submesh : IDisposable
{
public PinnedList<int> indexes = new PinnedList<int>();
public readonly char[] facesetName = new char[255];
public bool update = true;
public void Dispose()
{
if (indexes != null) indexes.Dispose();
}
}
internal class Split : IDisposable
{
public NativeArray<Vector3> velocities;
public NativeArray<Vector3> zeroVelocities;
public NativeArray<Vector3> points;
public NativeArray<Vector3> normals;
public NativeArray<Vector4> tangents;
public NativeArray<Vector2> uv0;
public NativeArray<Vector2> uv1;
public NativeArray<Color> rgba;
public NativeArray<Color> rgb;
public Mesh mesh;
public GameObject host;
public bool active = true;
public Vector3 center = Vector3.zero;
public Vector3 size = Vector3.zero;
public bool velocitiesSet;
bool disposed;
public void Dispose()
{
if (disposed)
return;
velocities.DisposeIfPossible();
zeroVelocities.DisposeIfPossible();
points.DisposeIfPossible();
normals.DisposeIfPossible();
tangents.DisposeIfPossible();
uv0.DisposeIfPossible();
uv1.DisposeIfPossible();
rgba.DisposeIfPossible();
rgb.DisposeIfPossible();
if (mesh != null && (mesh.hideFlags & HideFlags.DontSave) != 0)
{
DestroyUnityObject(mesh);
mesh = null;
}
disposed = true;
}
}
aiPolyMesh m_abcSchema;
protected aiMeshSummary m_summary;
aiMeshSampleSummary m_sampleSummary;
NativeArray<aiMeshSplitSummary> m_splitSummaries;
NativeArray<aiSubmeshSummary> m_submeshSummaries;
NativeArray<aiPolyMeshData> m_splitData;
NativeArray<aiSubmeshData> m_submeshData;
JobHandle fillVertexBufferHandle;
List<Split> m_splits = new List<Split>();
List<JobHandle> m_PostProcessJobs = new List<JobHandle>();
List<Submesh> m_submeshes = new List<Submesh>();
internal override aiSchema abcSchema
{
get { return m_abcSchema; }
}
public override bool visibility
{
get { return m_sampleSummary.visibility; }
}
public aiMeshSummary summary
{
get { return m_summary; }
}
public aiMeshSampleSummary sampleSummary
{
get { return m_sampleSummary; }
}
protected override void Dispose(bool v)
{
base.Dispose(v);
for (var i = 0; i < m_splits.Count; ++i)
{
m_PostProcessJobs[i].Complete();
var split = m_splits[i];
split.Dispose();
}
m_splitSummaries.DisposeIfPossible();
m_submeshSummaries.DisposeIfPossible();
m_splitData.DisposeIfPossible();
m_submeshData.DisposeIfPossible();
foreach (var subMesh in m_submeshes)
subMesh.Dispose();
m_submeshes.Clear();
}
void UpdateSplits(int numSplits)
{
Split split = null;
if (m_summary.topologyVariance == aiTopologyVariance.Heterogeneous || numSplits > 1)
{
for (int i = 0; i < numSplits; ++i)
{
if (i >= m_splits.Count)
{
m_splits.Add(new Split());
m_PostProcessJobs.Add(new JobHandle());
}
else
m_splits[i].active = true;
}
}
else
{
if (m_splits.Count == 0)
{
split = new Split
{
host = abcTreeNode.gameObject,
};
m_splits.Add(split);
m_PostProcessJobs.Add(new JobHandle());
}
else
{
m_splits[0].active = true;
}
}
for (int i = numSplits; i < m_splits.Count; ++i)
m_splits[i].active = false;
}
internal override void AbcSetup(aiObject abcObj, aiSchema abcSchema)
{
base.AbcSetup(abcObj, abcSchema);
m_abcSchema = (aiPolyMesh)abcSchema;
m_abcSchema.GetSummary(ref m_summary);
}
public override unsafe void AbcSyncDataBegin()
{
if (disposed || !m_abcSchema.schema.isDataUpdated)
return;
var sample = m_abcSchema.sample;
sample.GetSummary(ref m_sampleSummary);
var splitCount = m_sampleSummary.splitCount;
var submeshCount = m_sampleSummary.submeshCount;
m_splitSummaries.ResizeIfNeeded(splitCount);
m_splitData.ResizeIfNeeded(splitCount);
m_submeshSummaries.ResizeIfNeeded(submeshCount);
m_submeshData.ResizeIfNeeded(submeshCount);
sample.GetSplitSummaries(m_splitSummaries);
sample.GetSubmeshSummaries(m_submeshSummaries);
UpdateSplits(splitCount);
bool topologyChanged = m_sampleSummary.topologyChanged;
// setup buffers
var vertexData = default(aiPolyMeshData);
for (int spi = 0; spi < splitCount; ++spi)
{
var split = m_splits[spi];
split.active = true;
int vertexCount = m_splitSummaries[spi].vertexCount;
if (!m_summary.constantPoints || topologyChanged)
split.points.ResizeIfNeeded(vertexCount);
else
split.points.ResizeIfNeeded(0);
vertexData.positions = split.points.GetPointer();
m_PostProcessJobs[spi].Complete();
if (m_summary.hasVelocities && (!m_summary.constantVelocities || topologyChanged))
{
split.velocities.ResizeIfNeeded(vertexCount);
split.zeroVelocities.ResizeIfNeeded(vertexCount);
}
else
split.velocities.ResizeIfNeeded(0);
vertexData.velocities = split.velocities.GetPointer();
if (m_summary.hasNormals && (!m_summary.constantNormals || topologyChanged))
split.normals.ResizeIfNeeded(vertexCount);
else
split.normals.ResizeIfNeeded(0);
vertexData.normals = split.normals.GetPointer();
if (m_summary.hasTangents && (!m_summary.constantTangents || topologyChanged))
split.tangents.ResizeIfNeeded(vertexCount);
else
split.tangents.ResizeIfNeeded(0);
vertexData.tangents = split.tangents.GetPointer();
if (m_summary.hasUV0 && (!m_summary.constantUV0 || topologyChanged))
split.uv0.ResizeIfNeeded(vertexCount);
else
split.uv0.ResizeIfNeeded(0);
vertexData.uv0 = split.uv0.GetPointer();
if (m_summary.hasUV1 && (!m_summary.constantUV1 || topologyChanged))
split.uv1.ResizeIfNeeded(vertexCount);
else
split.uv1.ResizeIfNeeded(0);
vertexData.uv1 = split.uv1.GetPointer();
if (m_summary.hasRgba && (!m_summary.constantRgba || topologyChanged))
split.rgba.ResizeIfNeeded(vertexCount);
else
split.rgba.ResizeIfNeeded(0);
vertexData.rgba = split.rgba.GetPointer();
if (m_summary.hasRgb && (!m_summary.constantRgb || topologyChanged))
{
split.rgb.ResizeIfNeeded(vertexCount);
}
else
{
split.rgb.ResizeIfNeeded(0);
}
vertexData.rgb = split.rgb.GetPointer();
m_splitData[spi] = vertexData;
}
{
if (m_submeshes.Count > submeshCount)
m_submeshes.RemoveRange(submeshCount, m_submeshes.Count - submeshCount);
while (m_submeshes.Count < submeshCount)
m_submeshes.Add(new Submesh());
var submeshData = default(aiSubmeshData);
for (int smi = 0; smi < submeshCount; ++smi)
{
var submesh = m_submeshes[smi];
m_submeshes[smi].update = true;
submesh.indexes.ResizeDiscard(m_submeshSummaries[smi].indexCount);
submeshData.indexes = submesh.indexes;
fixed (char* s = submesh.facesetName)
{
submeshData.facesetNames = s;
}
m_submeshData[smi] = submeshData;
}
}
var job = new FillVertexBufferJob { sample = sample, splitData = m_splitData, submeshData = m_submeshData };
fillVertexBufferHandle = job.Schedule();
}
struct FillVertexBufferJob : IJob
{
public aiPolyMeshSample sample;
public NativeArray<aiPolyMeshData> splitData;
public NativeArray<aiSubmeshData> submeshData;
public void Execute()
{
sample.FillVertexBuffer(splitData, submeshData);
}
}
#if BURST_AVAILABLE
[BurstCompile]
#endif
struct MultiplyByConstant : IJobParallelFor
{
public NativeArray<Vector3> data;
public float scalar;
public void Execute(int index)
{
data[index] = scalar * data[index];
}
}
public override void AbcSyncDataEnd()
{
if (disposed || !m_abcSchema.schema.isDataUpdated)
return;
fillVertexBufferHandle.Complete();
#if UNITY_EDITOR
for (int s = 0; s < m_splits.Count; ++s)
{
var split = m_splits[s];
if (split.host == null)
continue;
var mf = split.host.GetComponent<MeshFilter>();
if (mf != null)
mf.sharedMesh = split.mesh;
}
#endif
for (var i = 0; i < m_splits.Count; ++i)
{
var split = m_splits[i];
if (split.active && split.velocities.Length > 0)
{
var job = new MultiplyByConstant
{
data = split.velocities,
scalar = -1
};
m_PostProcessJobs[i].Complete();
m_PostProcessJobs[i] = job.Schedule(split.velocities.Length, 2048);
}
}
if (!m_abcSchema.schema.isDataUpdated)
return;
bool topologyChanged = m_sampleSummary.topologyChanged;
if (abcTreeNode.stream.streamDescriptor.Settings.ImportVisibility)
{
var visible = m_sampleSummary.visibility;
abcTreeNode.gameObject.SetActive(visible);
if (!visible && !topologyChanged)
return;
}
bool useSubObjects = m_sampleSummary.splitCount > 1;
for (int s = 0; s < m_splits.Count; ++s)
{
var split = m_splits[s];
if (split.active)
{
// Feshly created splits may not have their host set yet
if (split.host == null)
{
if (useSubObjects)
{
string name = abcTreeNode.gameObject.name + "_split_" + s;
Transform trans = abcTreeNode.gameObject.transform.Find(name);
if (trans == null)
{
GameObject go = RuntimeUtils.CreateGameObjectWithUndo("Create AlembicObject");
go.name = name;
trans = go.GetComponent<Transform>();
trans.parent = abcTreeNode.gameObject.transform;
trans.localPosition = Vector3.zero;
trans.localEulerAngles = Vector3.zero;
trans.localScale = Vector3.one;
}
split.host = trans.gameObject;
}
else
{
split.host = abcTreeNode.gameObject;
}
}
// Feshly created splits may not have their mesh set yet
if (split.mesh == null)
split.mesh = AddMeshComponents(split.host);
if (topologyChanged)
{
split.mesh.Clear();
split.mesh.subMeshCount = m_splitSummaries[s].submeshCount;
}
if (split.points.Length > 0)
split.mesh.SetVertices(split.points);
if (split.normals.Length > 0)
split.mesh.SetNormals(split.normals);
if (split.tangents.Length > 0)
split.mesh.SetTangents(split.tangents);
if (split.uv0.Length > 0)
split.mesh.SetUVs(0, split.uv0);
if (split.uv1.Length > 0)
split.mesh.SetUVs(1, split.uv1);
if (split.velocities.Length > 0)
{
m_PostProcessJobs[s].Complete();
split.mesh.SetUVs(5, split.velocities);
split.velocitiesSet = true;
}
if (split.rgba.Length > 0)
split.mesh.SetColors(split.rgba);
else if (split.rgb.Length > 0)
split.mesh.SetColors(split.rgb);
// update the bounds
var data = m_splitData[s];
split.mesh.bounds = new Bounds(data.center, data.extents);
split.host.SetActive(true);
}
else
{
split.host.SetActive(false);
}
}
for (int smi = 0; smi < m_sampleSummary.submeshCount; ++smi)
{
var submesh = m_submeshes[smi];
if (submesh.update)
{
var sum = m_submeshSummaries[smi];
var split = m_splits[sum.splitIndex];
if (sum.topology == aiTopology.Triangles)
split.mesh.SetTriangles(submesh.indexes.List, sum.submeshIndex, false);
else if (sum.topology == aiTopology.Lines)
split.mesh.SetIndices(submesh.indexes.GetArray(), MeshTopology.Lines, sum.submeshIndex, false);
else if (sum.topology == aiTopology.Points)
split.mesh.SetIndices(submesh.indexes.GetArray(), MeshTopology.Points, sum.submeshIndex, false);
else if (sum.topology == aiTopology.Quads)
split.mesh.SetIndices(submesh.indexes.GetArray(), MeshTopology.Quads, sum.submeshIndex, false);
}
}
if (topologyChanged)
{
// There is no 1:1 mapping between ABC meshes and gameobjects. If mesh becomes too large, the same mesh is spread over multiple GO, with multiple submeshes.
var facesetName = new Dictionary<int, List<string>>(); // split index, faceset names
for (var smi = 0; smi < m_sampleSummary.submeshCount; ++smi)
{
var sum = m_submeshSummaries[smi];
var submesh = m_submeshes[smi];
if (!facesetName.TryGetValue(sum.splitIndex, out var sets))
{
sets = new List<string>();
}
var s = new string(submesh.facesetName);
sets.Add(s);
facesetName[sum.splitIndex] = sets;
}
for (var smi = 0; smi < m_sampleSummary.submeshCount; ++smi)
{
var sum = m_submeshSummaries[smi];
var split = m_splits[sum.splitIndex];
var customData = split.host.GetOrAddComponent<AlembicCustomData>();
customData.SetFacesetNames(facesetName[sum.splitIndex]);
}
}
}
internal void ClearMotionVectors()
{
foreach (var split in m_splits)
{
if (split.active && split.velocitiesSet && split.velocities.Length > 0)
{
split.mesh.SetUVs(5, split.zeroVelocities);
split.velocitiesSet = false;
}
}
}
Mesh AddMeshComponents(GameObject go)
{
Mesh mesh = null;
var meshFilter = go.GetComponent<MeshFilter>();
bool hasMesh = meshFilter != null && meshFilter.sharedMesh != null &&
meshFilter.sharedMesh.name.IndexOf("dyn: ") == 0;
if (!hasMesh)
{
mesh = new Mesh { name = "dyn: " + go.name };
mesh.indexFormat = IndexFormat.UInt32;
mesh.MarkDynamic();
meshFilter = go.GetOrAddComponent<MeshFilter>();
meshFilter.sharedMesh = mesh;
var renderer = go.GetOrAddComponent<MeshRenderer>();
var mat = renderer.sharedMaterial;
if (mat == null)
{
renderer.sharedMaterial = GetDefaultMaterial();
}
}
else
{
mesh = UnityEngine.Object.Instantiate(meshFilter.sharedMesh);
meshFilter.sharedMesh = mesh;
mesh.name = "dyn: " + go.name;
}
return mesh;
}
internal static Material GetDefaultMaterial()
{
var pipelineAsset = GraphicsSettings.defaultRenderPipeline;
if (pipelineAsset != null)
{
return pipelineAsset.defaultMaterial;
}
var shader = Shader.Find("Standard");
if (shader != null)
{
return new Material(shader);
}
return null;
}
}
}