Ejemplo n.º 1
0
        } // ==========================================================================================================================

        bool CountVertices(SingleMeshes sortedMesh)
        {
            totalVertices  = 0;
            totalTriangles = 0;
            startIndex     = splitIndex;
            bool split = false;

            for (int i = splitIndex; i < sortedMesh.meshes.Count; ++i)
            {
                MeshInfo meshInfo = sortedMesh.meshes[i];
                // meshInfo.RemoveGeometry();
                Mesh mesh = meshInfo.mesh;

                if (totalVertices + mesh.vertexCount > _vertexOutputLimit)
                {
                    splitIndex = i; split = true; break;
                }
                totalVertices  += mesh.vertexCount;
                totalTriangles += (int)mesh.GetIndexCount(0);
            }
            if (!split)
            {
                splitIndex = sortedMesh.meshes.Count;
            }

            // if (totalTriangles != totalTriangleCount) { newTriangles = new int[totalTriangles]; }
            // Debug.Log (totalVertices);

            return(split);
        } // ==========================================================================================================================
Ejemplo n.º 2
0
        } // ==========================================================================================================================

        public void CombineMeshes(SingleMeshes sortedMesh, Vector3 center)
        {
            totalCombined += sortedMesh.meshes.Count;

            splitIndex         = 0;
            totalVertexCount   = 0;
            totalTriangleCount = 0;

            bool split;
            int  count = 0;

            do
            {
                split = CountVertices(sortedMesh);
                CombineMesh(sortedMesh, center);
                CreateMesh(null, combinedGO.transform, sortedMesh, center, 0, false, count++);
            }while (split);

            splitIndex = 0;
        } // ==========================================================================================================================
Ejemplo n.º 3
0
        } // ==========================================================================================================================

        MeshRenderer CreateMesh(Transform t, Transform parent, SingleMeshes sortedMesh, Vector3 center, int matIndex, bool rotate, int meshIndex)
        {
            string name;

            if (t != null)
            {
                name = (t.name);
            }
            else
            {
                name = (sortedMesh.mat.name);
            }

            GameObject go = new GameObject(name);

            Transform newT = go.transform;

            newT.parent   = parent;
            newT.position = center;

            if (rotate)
            {
                newT.rotation = t.rotation;
            }

            MeshFilter mf   = go.AddComponent <MeshFilter>() as MeshFilter;
            Mesh       mesh = new Mesh();

            mesh.name = name + "_" + meshIndex;

            MeshRenderer mr = go.AddComponent <MeshRenderer>();

            // Material[] sharedMats = t.GetComponent<MeshRenderer>().sharedMaterials;

            //if (matIndex > sharedMats.Length - 1)
            //{
            //    UnityEditor.Selection.activeTransform = t;
            //    Debug.Log(matIndex + " " + sharedMats.Length);
            //}

            if (t != null)
            {
                mr.sharedMaterial = t.GetComponent <MeshRenderer>().sharedMaterials[matIndex];
            }
            else
            {
                mr.sharedMaterial = sortedMesh.mat;
            }
            // mr.motionVectorGenerationMode = MotionVectorGenerationMode.Camera;

            mesh.SetVertices(newVertices);
            mesh.SetTriangles(newTriangles, 0);
            mesh.SetTangents(newTangents);
            mesh.SetNormals(newNormals);

            mesh.SetUVs(0, newUvs1);
            if (hasUv2)
            {
                mesh.SetUVs(1, newUvs2);
            }
            if (hasUv3)
            {
                mesh.SetUVs(2, newUvs3);
            }
            if (hasUv4)
            {
                mesh.SetUVs(3, newUvs4);
            }

            if (hasColors)
            {
                mesh.SetColors(newColors);
            }

            mf.sharedMesh = mesh;
            if (addMeshColliders)
            {
                go.AddComponent <MeshCollider>();
            }
            go.AddComponent <GarbageCollectMesh>();

            if (rotate)
            {
                combinedMeshList.Add(new CachedGameObject(go, newT, mr, mf));
            }

            return(mr);
        } // ==========================================================================================================================
Ejemplo n.º 4
0
        void CombineMesh(SingleMeshes sortedMesh, Vector3 center)
        {
            totalVertexCount   = 0;
            totalTriangleCount = 0;

            ClearNewLists();

            for (int count = startIndex; count < splitIndex; ++count)
            {
                MeshInfo   meshInfo = sortedMesh.meshes[count];
                Transform  t        = meshInfo.t;
                Vector3    pos      = t.position;
                Quaternion rotation = t.rotation;
                Vector3    scale    = t.lossyScale;

                Vector3 newPos = pos - center;
                Mesh    mesh   = meshInfo.mesh;

                mesh.GetVertices(vertices);
                mesh.GetTriangles(triangles, 0);
                mesh.GetNormals(normals);
                mesh.GetTangents(tangents);

                hasUv2 = hasUv3 = hasUv4 = hasColors = false;

                vertexCount   = vertices.Count;
                triangleCount = triangles.Count;

                mesh.GetUVs(0, uvs1);
                mesh.GetUVs(1, uvs2);
                mesh.GetUVs(2, uvs3);
                mesh.GetUVs(3, uvs4);
                mesh.GetColors(colors);

                if (uvs2.Count > 0)
                {
                    hasUv2 = true;
                }
                if (uvs3.Count > 0)
                {
                    hasUv3 = true;
                }
                if (uvs4.Count > 0)
                {
                    hasUv4 = true;
                }
                if (colors.Count > 0)
                {
                    hasColors = true;
                }

                for (int i = 0; i < vertexCount; ++i)
                {
                    Vector3 vertexPos = t.TransformPoint(vertices[i]) - pos;
                    newVertices.Add(vertexPos + newPos);
                    newNormals.Add(rotation * normals[i]);
                    Vector4 newTangent = rotation * tangents[i];
                    newTangent.w = tangents[i].w;
                    newTangents.Add(newTangent);

                    newUvs1.Add(uvs1[i]);
                    if (hasUv2)
                    {
                        newUvs2.Add(uvs2[i]);
                    }
                    if (hasUv3)
                    {
                        newUvs3.Add(uvs3[i]);
                    }
                    if (hasUv4)
                    {
                        newUvs4.Add(uvs4[i]);
                    }
                    if (hasColors)
                    {
                        newColors.Add(colors[i]);
                    }
                }

                for (int i = 0; i < triangleCount; ++i)
                {
                    newTriangles.Add(triangles[i] + totalVertexCount);
                }

                totalVertexCount   += vertexCount;
                totalTriangleCount += triangleCount;
            }
        } // ==========================================================================================================================