Beispiel #1
0
        /// <summary>
        /// ProBuilderize in-place function. You must call ToMesh() and Refresh() after
        /// returning from this function, as this only creates the pb_Object and sets its
        /// fields. This allows you to record the mesh and gameObject for Undo operations.
        /// </summary>
        /// <param name="pb"></param>
        /// <param name="preserveFaces"></param>
        /// <returns></returns>
        public static bool ResetPbObjectWithMeshFilter(ProBuilderMesh pb, bool preserveFaces)
        {
            MeshFilter mf = pb.gameObject.GetComponent <MeshFilter>();

            if (mf == null || mf.sharedMesh == null)
            {
                Log.Error(pb.name + " does not have a mesh or Mesh Filter component.");
                return(false);
            }

            Mesh m = mf.sharedMesh;

            int vertexCount = m.vertexCount;

            Vector3[] m_positions = MeshUtility.GetMeshChannel <Vector3[]>(pb.gameObject, x => x.vertices);
            Color[]   m_colors    = MeshUtility.GetMeshChannel <Color[]>(pb.gameObject, x => x.colors);
            Vector2[] m_uvs       = MeshUtility.GetMeshChannel <Vector2[]>(pb.gameObject, x => x.uv);

            List <Vector3> verts = preserveFaces ? new List <Vector3>(m.vertices) : new List <Vector3>();
            List <Color>   cols  = preserveFaces ? new List <Color>(m.colors) : new List <Color>();
            List <Vector2> uvs   = preserveFaces ? new List <Vector2>(m.uv) : new List <Vector2>();
            List <Face>    faces = new List <Face>();

            MeshRenderer mr = pb.gameObject.GetComponent <MeshRenderer>();

            if (mr == null)
            {
                mr = pb.gameObject.AddComponent <MeshRenderer>();
            }

            Material[] sharedMaterials = mr.sharedMaterials;
            int        mat_length      = sharedMaterials.Length;

            for (int n = 0; n < m.subMeshCount; n++)
            {
                int[] tris = m.GetTriangles(n);
                for (int i = 0; i < tris.Length; i += 3)
                {
                    int index = -1;
                    if (preserveFaces)
                    {
                        for (int j = 0; j < faces.Count; j++)
                        {
                            if (faces[j].distinctIndexesInternal.Contains(tris[i + 0]) ||
                                faces[j].distinctIndexesInternal.Contains(tris[i + 1]) ||
                                faces[j].distinctIndexesInternal.Contains(tris[i + 2]))
                            {
                                index = j;
                                break;
                            }
                        }
                    }

                    if (index > -1 && preserveFaces)
                    {
                        int   len = faces[index].indexesInternal.Length;
                        int[] arr = new int[len + 3];
                        System.Array.Copy(faces[index].indexesInternal, 0, arr, 0, len);
                        arr[len + 0] = tris[i + 0];
                        arr[len + 1] = tris[i + 1];
                        arr[len + 2] = tris[i + 2];
                        faces[index].indexesInternal = arr;
                    }
                    else
                    {
                        int[] faceTris;

                        if (preserveFaces)
                        {
                            faceTris = new int[3]
                            {
                                tris[i + 0],
                                tris[i + 1],
                                tris[i + 2]
                            };
                        }
                        else
                        {
                            verts.Add(m_positions[tris[i + 0]]);
                            verts.Add(m_positions[tris[i + 1]]);
                            verts.Add(m_positions[tris[i + 2]]);

                            cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i + 0]] : Color.white);
                            cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i + 1]] : Color.white);
                            cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i + 2]] : Color.white);

                            uvs.Add(m_uvs[tris[i + 0]]);
                            uvs.Add(m_uvs[tris[i + 1]]);
                            uvs.Add(m_uvs[tris[i + 2]]);

                            faceTris = new int[3] {
                                i + 0, i + 1, i + 2
                            };
                        }

                        faces.Add(
                            new Face(
                                faceTris,
                                Math.Clamp(n, 0, mat_length - 1),
                                AutoUnwrapSettings.tile,
                                0,   // smoothing group
                                -1,  // texture group
                                -1,  // element group
                                true // manualUV
                                ));
                    }
                }
            }

            pb.positionsInternal      = verts.ToArray();
            pb.texturesInternal       = uvs.ToArray();
            pb.facesInternal          = faces.ToArray();
            pb.sharedVerticesInternal = SharedVertex.GetSharedVerticesWithPositions(verts.ToArray());
            pb.colorsInternal         = cols.ToArray();

            return(true);
        }
Beispiel #2
0
        /// <summary>
        /// "ProBuilder-ize" function
        /// </summary>
        /// <param name="t"></param>
        /// <param name="preserveFaces"></param>
        /// <returns></returns>
        public static ProBuilderMesh CreateMeshWithTransform(Transform t, bool preserveFaces)
        {
            Mesh m = t.GetComponent <MeshFilter>().sharedMesh;

            Vector3[] m_vertices = MeshUtility.GetMeshChannel <Vector3[]>(t.gameObject, x => x.vertices);
            Color[]   m_colors   = MeshUtility.GetMeshChannel <Color[]>(t.gameObject, x => x.colors);
            Vector2[] m_uvs      = MeshUtility.GetMeshChannel <Vector2[]>(t.gameObject, x => x.uv);

            List <Vector3> verts = preserveFaces ? new List <Vector3>(m.vertices) : new List <Vector3>();
            List <Color>   cols  = preserveFaces ? new List <Color>(m.colors) : new List <Color>();
            List <Vector2> uvs   = preserveFaces ? new List <Vector2>(m.uv) : new List <Vector2>();
            List <Face>    faces = new List <Face>();

            for (int n = 0; n < m.subMeshCount; n++)
            {
                int[] tris = m.GetTriangles(n);
                for (int i = 0; i < tris.Length; i += 3)
                {
                    int index = -1;
                    if (preserveFaces)
                    {
                        for (int j = 0; j < faces.Count; j++)
                        {
                            if (faces[j].distinctIndexesInternal.Contains(tris[i + 0]) ||
                                faces[j].distinctIndexesInternal.Contains(tris[i + 1]) ||
                                faces[j].distinctIndexesInternal.Contains(tris[i + 2]))
                            {
                                index = j;
                                break;
                            }
                        }
                    }

                    if (index > -1 && preserveFaces)
                    {
                        int   len = faces[index].indexesInternal.Length;
                        int[] arr = new int[len + 3];
                        System.Array.Copy(faces[index].indexesInternal, 0, arr, 0, len);
                        arr[len + 0] = tris[i + 0];
                        arr[len + 1] = tris[i + 1];
                        arr[len + 2] = tris[i + 2];
                        faces[index].indexesInternal = arr;
                    }
                    else
                    {
                        int[] faceTris;

                        if (preserveFaces)
                        {
                            faceTris = new int[3]
                            {
                                tris[i + 0],
                                tris[i + 1],
                                tris[i + 2]
                            };
                        }
                        else
                        {
                            verts.Add(m_vertices[tris[i + 0]]);
                            verts.Add(m_vertices[tris[i + 1]]);
                            verts.Add(m_vertices[tris[i + 2]]);

                            cols.Add(m_colors != null ? m_colors[tris[i + 0]] : Color.white);
                            cols.Add(m_colors != null ? m_colors[tris[i + 1]] : Color.white);
                            cols.Add(m_colors != null ? m_colors[tris[i + 2]] : Color.white);

                            uvs.Add(m_uvs[tris[i + 0]]);
                            uvs.Add(m_uvs[tris[i + 1]]);
                            uvs.Add(m_uvs[tris[i + 2]]);

                            faceTris = new int[3] {
                                i + 0, i + 1, i + 2
                            };
                        }

                        faces.Add(
                            new Face(
                                faceTris,
                                n,
                                AutoUnwrapSettings.tile,
                                0,      // smoothing group
                                -1,     // texture group
                                -1,     // element group
                                true    // manualUV
                                ));
                    }
                }
            }

            GameObject go = (GameObject)Object.Instantiate(t.gameObject);

            go.GetComponent <MeshFilter>().sharedMesh = null;

            ProBuilderMesh pb = go.AddComponent <ProBuilderMesh>();

            pb.RebuildWithPositionsAndFaces(verts.ToArray(), faces.ToArray());

            pb.colorsInternal = cols.ToArray();
            pb.textures       = uvs;

            pb.gameObject.name = t.name;

            go.transform.position      = t.position;
            go.transform.localRotation = t.localRotation;
            go.transform.localScale    = t.localScale;

            pb.CenterPivot(null);

            return(pb);
        }