unity-doc-换装

注意点

  1. 主骨骼必须包含所有部件的骨骼信息(建议不包含任何网格)
  2. 制作的部件预制体必须自带骨骼信息
  3. SkinnedMeshRenderer不可优化,每一个都是一个DrawCall,需要进行合并成1个
  4. 部件骨骼要是跟主骨骼对不上,合并后的模型会显示不出来

主骨骼示意图

部件示意图

代码

XSkinnedMeshRenderer
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using System.Collections.Generic;
using UnityEngine;

namespace XFrame
{
public class XSkinnedMeshRenderer : MonoBehaviour
{
private GameObject m_goSkeleton; // 骨骼
private GameObject[] m_arrSkinPart; // 皮肤网格部件集合
private GameObject[] m_arrMeshPart; // 普通网格部件集合

private Transform[] m_arrSkeletonNodes; // 骨骼的所有节点

private int m_combineTextureSize = COMBINE_TEXTURE_SIZE; // 合并后贴图大小
private string m_shaderTexturePropertyName = SHADER_TEXTURE_PROPERTY_NAME; // shader设置纹理贴图的特性名称

public const int COMBINE_TEXTURE_SIZE = 512; // 合并后贴图大小
public const string SHADER_TEXTURE_PROPERTY_NAME = "_MainTex"; // shader设置纹理贴图的特性名称

/// <summary>
/// 初始化
/// </summary>
/// <param name="maxPartType">最大部件类型</param>
public void Init(int maxPartType)
{
m_arrSkinPart = new GameObject[maxPartType];
m_arrMeshPart = new GameObject[maxPartType];
}

/// <summary>
/// 设置合并信息
/// </summary>
/// <param name="combineTextureSize">合并贴图大小</param>
/// <param name="shaderTexProName">shader主纹理特性名称</param>
public void SetCombineInfo(int combineTextureSize, string shaderTexProName)
{
m_combineTextureSize = combineTextureSize;
m_shaderTexturePropertyName = shaderTexProName;
}

/// <summary>
/// 设置骨骼
/// </summary>
/// <param name="go">骨骼实例</param>
public void SetSkeleton(GameObject go)
{
m_goSkeleton = go;
m_arrSkeletonNodes = GetTransformAllNode(m_goSkeleton.transform);
}

/// <summary>
/// 更换皮肤网格部件
/// </summary>
/// <param name="partType">部件类型</param>
/// <param name="goPart">部件实例</param>
/// <param name="lineToSkeleton">是否要链接新部件到骨骼上</param>
/// <returns>老的部件实例</returns>
public GameObject ChangeSkinMeshPart(int partType, GameObject goPart, bool lineToSkeleton)
{
GameObject oldPart = m_arrSkinPart[partType];
if (oldPart != null)
{
// 移除老的网格
}

if (goPart != null)
{
// 添加新的网格
if (lineToSkeleton)
{
LinePartToSkeleton(goPart);
}
}

m_arrSkinPart[partType] = goPart;
return oldPart;
}

/// <summary>
/// 移除皮肤网格部件
/// </summary>
/// <param name="partType">部件类型</param>
/// <returns>部件实例</returns>
public GameObject RemoveSkinMeshPart(int partType)
{
GameObject oldPart = m_arrSkinPart[partType];
m_arrSkinPart[partType] = null;

return oldPart;
}

/// <summary>
/// 合并皮肤网格
/// </summary>
public void CombineSkinMeshRender()
{
List<SkinnedMeshRenderer> listSkinMesh = new List<SkinnedMeshRenderer>();
foreach (var part in m_arrSkinPart)
{
if (part == null)
{
continue;
}

SkinnedMeshRenderer[] arrSkinMesh = part.GetComponentsInChildren<SkinnedMeshRenderer>();
listSkinMesh.AddRange(arrSkinMesh);
}

CombineSkinMeshRender(listSkinMesh);

// 隐藏合并参考的皮肤部件
foreach (var part in m_arrSkinPart)
{
if (part == null)
{
continue;
}

part.SetActive(false);
}
}

/// <summary>
/// 更换网格部件
/// </summary>
/// <param name="partType">部件类型</param>
/// <param name="boneName">绑定的骨骼名称</param>
/// <param name="goPart">部件实例</param>
/// <returns>老部件</returns>
public GameObject ChangeMeshPart(int partType, string boneName, GameObject goPart)
{
GameObject oldPart = m_arrMeshPart[partType];

if (m_goSkeleton != null && goPart != null)
{
Transform[] arrBones = m_goSkeleton.GetComponentsInChildren<Transform>();
foreach (Transform bone in arrBones) {
if (bone.name == boneName) {
goPart.transform.SetParent(bone);
goPart.transform.localScale = Vector3.one;
goPart.transform.localPosition = Vector3.zero;
goPart.transform.localRotation = Quaternion.identity;
break;
}
}
}

m_arrMeshPart[partType] = goPart;

return oldPart;
}

/// <summary>
/// 移除网格部件
/// </summary>
/// <param name="partType">部件类型</param>
/// <returns>部件实例</returns>
public GameObject RemoveMeshPart(int partType)
{
GameObject oldPart = m_arrMeshPart[partType];
m_arrMeshPart[partType] = null;

return oldPart;
}

/// <summary>
/// 连接部件到骨骼
/// </summary>
/// <param name="goPart">部件实例</param>
private void LinePartToSkeleton(GameObject goPart)
{
if (goPart == null)
{
return;
}

SkinnedMeshRenderer[] arrSkinMesh = goPart.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (var meshRenderer in arrSkinMesh)
{
if (meshRenderer.rootBone != null)
{
Transform rootBone = FindSkeletonNode(meshRenderer.rootBone.name);
if (rootBone != null)
{
meshRenderer.rootBone = rootBone;
}
}

Transform[] arrSkeletonNode = new Transform[meshRenderer.bones.Length];
for (int i = 0; i < meshRenderer.bones.Length; i++)
{
Transform oldBone = meshRenderer.bones[i];
if (oldBone != null)
{
Transform bone = FindSkeletonNode(oldBone.name);
arrSkeletonNode[i] = bone;
}
}

meshRenderer.bones = arrSkeletonNode;
}
}

/// <summary>
/// 获取变换的所有节点
/// 包裹自己
/// </summary>
/// <param name="tf"></param>
/// <returns>节点实例</returns>
private Transform[] GetTransformAllNode(Transform tf)
{
if (tf == null)
{
return new Transform[]{};
}

// List<Transform> listTf = new List<Transform>();
// listTf.Add(tf);
// listTf.AddRange(tf.GetComponentsInChildren<Transform>(true));

return tf.GetComponentsInChildren<Transform>(true);
}

/// <summary>
/// 寻找骨骼下节点
/// </summary>
/// <param name="nodeName">节点名称</param>
/// <returns>节点</returns>
private Transform FindSkeletonNode(string nodeName)
{
if (m_goSkeleton == null)
{
return null;
}

Transform childNode = FindChildNode(m_arrSkeletonNodes, nodeName);
return childNode;
}

/// <summary>
/// 查找子节点
/// </summary>
/// <param name="arrChildNode">子节点集合</param>
/// <param name="nodeName">节点名称</param>
/// <returns>节点实例</returns>
private Transform FindChildNode(Transform[] arrChildNode, string nodeName)
{
if (arrChildNode == null)
{
return null;
}

bool checkRepeat = true;
if (checkRepeat)
{
int repeatNum = 0;
Transform tfNode = null;
foreach (Transform node in arrChildNode)
{
if (node.name == nodeName)
{
tfNode = node;
repeatNum++;
}
}

if (repeatNum > 1)
{
Debug.LogErrorFormat("模型有问题,该模型下骨骼又重名,不好找骨骼点{0}",nodeName);
}

return tfNode;
}
else
{
foreach (Transform node in arrChildNode)
{
if (node.name == nodeName)
{
return node;
}
}
}


return null;
}

/// <summary>
/// 合并皮肤网格
/// </summary>
/// <param name="skeleton">根骨骼</param>
/// <param name="listSkinMesh">皮肤网格列表</param>
private void CombineSkinMeshRender (List<SkinnedMeshRenderer> listSkinMesh)
{
// Transform[] arrSkeletonNode = GetTransformAllNode(skeleton.transform);
List<Material> listSkinMaterials = new List<Material>();
List<CombineInstance> listCombineInstances = new List<CombineInstance>();
List<Transform> listBones = new List<Transform>();

// 采集皮肤网格信息
for (int i = 0; i < listSkinMesh.Count; i ++)
{
SkinnedMeshRenderer smr = listSkinMesh[i];

// 材质
listSkinMaterials.AddRange(smr.materials);

// 网格
for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
{
CombineInstance ci = new CombineInstance();
ci.mesh = smr.sharedMesh;
ci.subMeshIndex = sub;
listCombineInstances.Add(ci);

break;
}

// 骨骼
for (int j = 0 ; j < smr.bones.Length; j ++)
{
Transform bone = smr.bones[j];
if (bone == null)
{
continue;
}

Transform tfBoneNode = FindChildNode(m_arrSkeletonNodes, bone.name);
if (tfBoneNode != null)
{
listBones.Add(tfBoneNode);
}
}
}

// 老uv记录
List<Vector2[]> oldUV = new List<Vector2[]>();
for (int i = 0; i < listCombineInstances.Count; i++)
{
oldUV.Add(listCombineInstances[i].mesh.uv);
}

// 合并材质
Material newMaterial = null;
if (listSkinMaterials.Count > 0)
{
newMaterial = new Material(listSkinMaterials[0]);

// 合并贴图
List<Texture2D> listSkinTexture = new List<Texture2D>();
for (int i = 0; i < listSkinMaterials.Count; i++)
{
Texture matTex = listSkinMaterials[i].GetTexture(m_shaderTexturePropertyName);
if (matTex == null)
{
continue;
}

listSkinTexture.Add(matTex as Texture2D);
}

Texture2D newTexture = new Texture2D(m_combineTextureSize, m_combineTextureSize, TextureFormat.RGBA32, true);
Rect[] uvs = newTexture.PackTextures(listSkinTexture.ToArray(), 0);
newMaterial.mainTexture = newTexture;

// 重置网格uv
Vector2[] uva, uvb;
for (int i = 0; i < listCombineInstances.Count; i++)
{
uva = listCombineInstances[i].mesh.uv;
uvb = new Vector2[uva.Length];
for (int j = 0; j < uva.Length; j++)
{
uvb[j] = new Vector2((uva[j].x * uvs[i].width) + uvs[i].x, (uva[j].y * uvs[i].height) + uvs[i].y);
}

listCombineInstances[i].mesh.uv = uvb;
}
}

// 移除老的皮肤网格
SkinnedMeshRenderer oldSkinMesh = m_goSkeleton.GetComponent<SkinnedMeshRenderer> ();
if (oldSkinMesh != null) {

DestroyImmediate (oldSkinMesh);
}

// 创建新的皮肤网格
SkinnedMeshRenderer newSkinMesh = m_goSkeleton.AddComponent<SkinnedMeshRenderer>();
newSkinMesh.sharedMesh = new Mesh();
newSkinMesh.sharedMesh.CombineMeshes(listCombineInstances.ToArray(), true, false);
newSkinMesh.bones = listBones.ToArray();
newSkinMesh.material = newMaterial;

// uv还原
for (int i = 0 ; i < listCombineInstances.Count ; i ++)
{
listCombineInstances[i].mesh.uv = oldUV[i];
}
}
}

}

场景示意图

创建部件示意图

链接部件示意图

合并部件示意图

测试1-分步操作

XSkinnedMeshRendererTest
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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

namespace XFrame
{
[Serializable]
public struct MeshPartInfo
{
public GameObject GoPrefab;
public string MountNodeName;
}

public class XSkinnedMeshRendererTest : MonoBehaviour
{
public GameObject m_goSkeletonPrefab; // 骨骼预制体-包含所有骨骼
public GameObject[] m_arrPartPrefab; // 皮肤网格部件预制体集合
public MeshPartInfo[] m_arrMeshPartInfo; // 网格部件预制体集合

private GameObject m_goInst;
private GameObject m_goSkeletonInst;

private List<GameObject> m_listSkinPartInst = new List<GameObject>();
private List<GameObject> m_listMeshPartInst = new List<GameObject>();

public void OnGUI()
{
if (GUILayout.Button("创建部件"))
{
GameObject goInst = new GameObject("goInst");
XSkinnedMeshRenderer xSkin = goInst.AddComponent<XSkinnedMeshRenderer>();
xSkin.Init(m_arrPartPrefab.Length + m_arrMeshPartInfo.Length);

m_goInst = goInst;

// 创建骨骼
m_goSkeletonInst = CreatePrefab(m_goSkeletonPrefab, goInst.transform);

// 创建皮肤部件
foreach (var part in m_arrPartPrefab)
{
if (part == null)
{
continue;
}

GameObject inst = CreatePrefab(part, goInst.transform);
m_listSkinPartInst.Add(inst);
}

// 创建网格部件
foreach (var partInfo in m_arrMeshPartInfo)
{
if (partInfo.GoPrefab == null)
{
m_listMeshPartInst.Add(null);
continue;
}

GameObject inst = CreatePrefab(partInfo.GoPrefab, goInst.transform);
m_listMeshPartInst.Add(inst);
}
}

if (GUILayout.Button("链接部件"))
{
XSkinnedMeshRenderer xSkin = m_goInst.GetComponent<XSkinnedMeshRenderer>();
xSkin.SetSkeleton(m_goSkeletonInst);

// 链接皮肤部件
for (int i = 0; i < m_listSkinPartInst.Count; i++)
{
GameObject part = m_listSkinPartInst[i];
if (part == null)
{
continue;
}

xSkin.ChangeSkinMeshPart(i, part, true);
}

// 挂载网格部件
for(int i = 0; i < m_listMeshPartInst.Count; i++)
{
GameObject part = m_listMeshPartInst[i];
if (part == null)
{
continue;
}

MeshPartInfo partInfo = m_arrMeshPartInfo[i];
xSkin.ChangeMeshPart(m_listSkinPartInst.Count + i, partInfo.MountNodeName, part);
}
}

if (GUILayout.Button("合并部件"))
{
XSkinnedMeshRenderer xSkin = m_goInst.GetComponent<XSkinnedMeshRenderer>();
xSkin.CombineSkinMeshRender();
}

if (GUILayout.Button("播放动画测试"))
{
Animator ani = m_goSkeletonInst.GetComponent<Animator>();
ani.Play("StandA_idleA");
}
}

/// <summary>
/// 创建预制体实例
/// </summary>
/// <param name="goPrefab"></param>
/// <param name="parent"></param>
/// <returns></returns>
private GameObject CreatePrefab(GameObject goPrefab, Transform parent)
{
GameObject goInst = GameObject.Instantiate(goPrefab);
goInst.name = goPrefab.name;
goInst.transform.SetParent(parent);
goInst.transform.localPosition = Vector3.zero;
goInst.transform.localScale = Vector3.one;
goInst.transform.localRotation = Quaternion.identity;

return goInst;
}
}
}

测试2-直接合并

XSkinnedMeshRendererTest2
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using System;
using UnityEngine;

namespace XFrame
{
public class XSkinnedMeshRendererTest2 : MonoBehaviour
{
public GameObject m_skeleton; // 骨骼实例
public GameObject[] m_arrPart; // 部件集合

public void OnGUI()
{
if (GUILayout.Button("合并网格"))
{
XSkinnedMeshRenderer render = GetComponent<XSkinnedMeshRenderer>();
render.Init(10);
render.SetSkeleton(m_skeleton);

for (int i = 0; i < m_arrPart.Length; i++)
{
render.ChangeSkinMeshPart(i, m_arrPart[i], false);
}

render.CombineSkinMeshRender();
}
}
}
}

场景示意图

合并前示意图

合并后示意图