void Awake()
        {
            // Register driven properties and set hide flags in Awake because OnEnable is called after serialization has
            // had a chance to register changes
            SerializationUtility.RegisterDrivenProperty(this, this, "m_Mesh");
            EnsureMeshFilterIsAssigned();

            if (vertexCount > 0 &&
                faceCount > 0 &&
                meshSyncState == MeshSyncState.Null)
            {
                Rebuild();
            }
        }
Beispiel #2
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        /// <summary>
        /// Rebuild the mesh positions and submeshes. If vertex count matches new positions array the existing attributes are kept, otherwise the mesh is cleared. UV2 is the exception, it is always cleared.
        /// </summary>
        /// <param name="preferredTopology">Triangles and Quads are supported.</param>
        public void ToMesh(MeshTopology preferredTopology = MeshTopology.Triangles)
        {
            bool usedInParticleSystem = false;

            // if the mesh vertex count hasn't been modified, we can keep most of the mesh elements around
            if (mesh == null)
            {
#if ENABLE_DRIVEN_PROPERTIES
                SerializationUtility.RegisterDrivenProperty(this, this, "m_Mesh");
#endif
                mesh = new Mesh();
            }
            else if (mesh.vertexCount != vertexCount)
            {
                usedInParticleSystem = MeshUtility.IsUsedInParticleSystem(this);
                mesh.Clear();
            }

            mesh.indexFormat = vertexCount > ushort.MaxValue ? Rendering.IndexFormat.UInt32 : Rendering.IndexFormat.UInt16;
            mesh.vertices    = m_Positions;
            mesh.uv2         = null;

            if (m_MeshFormatVersion < k_MeshFormatVersion)
            {
                if (m_MeshFormatVersion < k_MeshFormatVersionSubmeshMaterialRefactor)
                {
                    Submesh.MapFaceMaterialsToSubmeshIndex(this);
                }
                if (m_MeshFormatVersion < k_MeshFormatVersionAutoUVScaleOffset)
                {
                    UvUnwrapping.UpgradeAutoUVScaleOffset(this);
                }
                m_MeshFormatVersion = k_MeshFormatVersion;
            }

            m_MeshFormatVersion = k_MeshFormatVersion;

            int materialCount = MaterialUtility.GetMaterialCount(renderer);

            Submesh[] submeshes = Submesh.GetSubmeshes(facesInternal, materialCount, preferredTopology);

            mesh.subMeshCount = submeshes.Length;

            for (int i = 0; i < mesh.subMeshCount; i++)
            {
#if DEVELOPER_MODE
                if (i >= materialCount)
                {
                    Log.Warning("Submesh index " + i + " is out of bounds of the MeshRenderer materials array.");
                }
                if (submeshes[i] == null)
                {
                    throw new Exception("Attempting to assign a null submesh. " + i + "/" + materialCount);
                }
#endif
                mesh.SetIndices(submeshes[i].m_Indexes, submeshes[i].m_Topology, i, false);
            }

            mesh.name = string.Format("pb_Mesh{0}", id);

            EnsureMeshFilterIsAssigned();

            if (usedInParticleSystem)
            {
                MeshUtility.RestoreParticleSystem(this);
            }

            IncrementVersionIndex();
        }
 // Using the internal callbacks here to avoid registering this component as "enable-able"
 void OnEnableINTERNAL()
 {
     SerializationUtility.RegisterDrivenProperty(this, this, "m_Mesh");
 }