protected override IEnumerator GetSimplifiedMesh(Utils.WorkingMesh origin, float quality, Action <Utils.WorkingMesh> resultCallback)
        {
            var meshSimplifier = new global::UnityMeshSimplifier.MeshSimplifier();

            meshSimplifier.Vertices = origin.vertices;
            meshSimplifier.Normals  = origin.normals;
            meshSimplifier.Tangents = origin.tangents;
            meshSimplifier.UV1      = origin.uv;
            meshSimplifier.UV2      = origin.uv2;
            meshSimplifier.UV3      = origin.uv3;
            meshSimplifier.UV4      = origin.uv4;
            meshSimplifier.Colors   = origin.colors;

            var triangles = new int[origin.subMeshCount][];

            for (var submesh = 0; submesh < origin.subMeshCount; submesh++)
            {
                triangles[submesh] = origin.GetTriangles(submesh);
            }

            meshSimplifier.AddSubMeshTriangles(triangles);

            meshSimplifier.SimplifyMesh(quality);

            int triCount = 0;

            for (int i = 0; i < meshSimplifier.SubMeshCount; ++i)
            {
                triCount += meshSimplifier.GetSubMeshTriangles(i).Length;
            }

            Utils.WorkingMesh nwm = new WorkingMesh(Allocator.Persistent, meshSimplifier.Vertices.Length, triCount, meshSimplifier.SubMeshCount, 0);
            nwm.name         = origin.name;
            nwm.vertices     = meshSimplifier.Vertices;
            nwm.normals      = meshSimplifier.Normals;
            nwm.tangents     = meshSimplifier.Tangents;
            nwm.uv           = meshSimplifier.UV1;
            nwm.uv2          = meshSimplifier.UV2;
            nwm.uv3          = meshSimplifier.UV3;
            nwm.uv4          = meshSimplifier.UV4;
            nwm.colors       = meshSimplifier.Colors;
            nwm.subMeshCount = meshSimplifier.SubMeshCount;
            for (var submesh = 0; submesh < nwm.subMeshCount; submesh++)
            {
                nwm.SetTriangles(meshSimplifier.GetSubMeshTriangles(submesh), submesh);
            }

            if (resultCallback != null)
            {
                resultCallback(nwm);
            }
            yield break;
        }
Beispiel #2
0
        protected override IEnumerator GetSimplifiedMesh(Mesh origin, float quality, Action <Mesh> resultCallback)
        {
            var meshSimplifier = new global::UnityMeshSimplifier.MeshSimplifier();

            meshSimplifier.Vertices = origin.vertices;
            meshSimplifier.Normals  = origin.normals;
            meshSimplifier.Tangents = origin.tangents;
            meshSimplifier.UV1      = origin.uv;
            meshSimplifier.UV2      = origin.uv2;
            meshSimplifier.UV3      = origin.uv3;
            meshSimplifier.UV4      = origin.uv4;
            meshSimplifier.Colors   = origin.colors;

            var triangles = new int[origin.subMeshCount][];

            for (var submesh = 0; submesh < origin.subMeshCount; submesh++)
            {
                triangles[submesh] = origin.GetTriangles(submesh);
            }

            meshSimplifier.AddSubMeshTriangles(triangles);

            meshSimplifier.SimplifyMesh(quality);

            Mesh resultMesh = new Mesh();

            resultMesh.vertices     = meshSimplifier.Vertices;
            resultMesh.normals      = meshSimplifier.Normals;
            resultMesh.tangents     = meshSimplifier.Tangents;
            resultMesh.uv           = meshSimplifier.UV1;
            resultMesh.uv2          = meshSimplifier.UV2;
            resultMesh.uv3          = meshSimplifier.UV3;
            resultMesh.uv4          = meshSimplifier.UV4;
            resultMesh.colors       = meshSimplifier.Colors;
            resultMesh.subMeshCount = meshSimplifier.SubMeshCount;
            for (var submesh = 0; submesh < resultMesh.subMeshCount; submesh++)
            {
                resultMesh.SetTriangles(meshSimplifier.GetSubMeshTriangles(submesh), submesh);
            }

            if (resultCallback != null)
            {
                resultCallback(resultMesh);
            }
            yield break;
        }
        protected override IEnumerator GetSimplifiedMesh(Utils.WorkingMesh origin, float quality, Action <Utils.WorkingMesh> resultCallback)
        {
            var meshSimplifier = new global::UnityMeshSimplifier.MeshSimplifier();

            meshSimplifier.SimplificationOptions = new global::UnityMeshSimplifier.SimplificationOptions
            {
                PreserveBorderEdges      = m_options.PreserveBorderEdges,
                PreserveUVSeamEdges      = m_options.PreserveUVSeamEdges,
                PreserveUVFoldoverEdges  = m_options.PreserveUVFoldoverEdges,
                PreserveSurfaceCurvature = m_options.PreserveSurfaceCurvature,
                EnableSmartLink          = m_options.EnableSmartLink,
                VertexLinkDistance       = m_options.VertexLinkDistance,
                MaxIterationCount        = m_options.MaxIterationCount,
                Agressiveness            = m_options.Agressiveness,
                ManualUVComponentCount   = m_options.ManualUVComponentCount,
                UVComponentCount         = m_options.UVComponentCount,
            };
            meshSimplifier.Vertices = origin.vertices;
            meshSimplifier.Normals  = origin.normals;
            meshSimplifier.Tangents = origin.tangents;
            meshSimplifier.UV1      = origin.uv;
            meshSimplifier.UV2      = origin.uv2;
            meshSimplifier.UV3      = origin.uv3;
            meshSimplifier.UV4      = origin.uv4;
            meshSimplifier.Colors   = origin.colors;

            var triangles = new int[origin.subMeshCount][];

            for (var submesh = 0; submesh < origin.subMeshCount; submesh++)
            {
                triangles[submesh] = origin.GetTriangles(submesh);
            }

            meshSimplifier.AddSubMeshTriangles(triangles);

            meshSimplifier.SimplifyMesh(quality);

            int triCount = 0;

            for (int i = 0; i < meshSimplifier.SubMeshCount; ++i)
            {
                triCount += meshSimplifier.GetSubMeshTriangles(i).Length;
            }

            Utils.WorkingMesh nwm = new WorkingMesh(Allocator.Persistent, meshSimplifier.Vertices.Length, triCount, meshSimplifier.SubMeshCount, 0);
            nwm.name         = origin.name;
            nwm.vertices     = meshSimplifier.Vertices;
            nwm.normals      = meshSimplifier.Normals;
            nwm.tangents     = meshSimplifier.Tangents;
            nwm.uv           = meshSimplifier.UV1;
            nwm.uv2          = meshSimplifier.UV2;
            nwm.uv3          = meshSimplifier.UV3;
            nwm.uv4          = meshSimplifier.UV4;
            nwm.colors       = meshSimplifier.Colors;
            nwm.subMeshCount = meshSimplifier.SubMeshCount;
            for (var submesh = 0; submesh < nwm.subMeshCount; submesh++)
            {
                nwm.SetTriangles(meshSimplifier.GetSubMeshTriangles(submesh), submesh);
            }

            if (resultCallback != null)
            {
                resultCallback(nwm);
            }
            yield break;
        }