Example #1
0
        /// <summary>
        /// Apply the weights to "mesh"
        /// </summary>
        /// <param name="mesh">The mesh we want to apply weights to</param>
        internal void Apply(PolyMesh mesh)
        {
            foreach (AttributeLayout al in attributeLayout)
            {
                switch (al.channel)
                {
                case MeshChannel.UV0:
                case MeshChannel.UV2:
                case MeshChannel.UV3:
                case MeshChannel.UV4:
                {
                    List <Vector4> uv = new List <Vector4>(weights[channelMap[al.channel]]);
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(al.channel), uv);
                }
                break;

                case MeshChannel.Color:
                {
                    // @todo consider storing Color array separate from Vec4 since this cast costs ~5ms
                    mesh.colors = System.Array.ConvertAll(weights[channelMap[al.channel]], x => Vec4ToColor32(x));
                    break;
                }

                case MeshChannel.Tangent:
                {
                    mesh.tangents = weights[channelMap[MeshChannel.Tangent]];
                    break;
                }
                }
            }
        }
Example #2
0
        internal void ApplyAttributesFromUnityMesh(Mesh mesh, MeshChannel attrib = MeshChannel.All)
        {
#pragma warning disable 0162
            if (attrib == MeshChannel.All)
            {
                vertices = mesh.vertices;
                normals  = mesh.normals;
                colors   = mesh.colors32;
                tangents = mesh.tangents;

                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);

                /// Update submeshes only if there were none set or if we are no
                /// about to change the submeshCount.
                if (subMeshCount == 0 || mesh.subMeshCount == subMeshCount)
                {
                    SetSubMeshes(mesh);
                    RefreshTriangles();
                }
            }
            else
            {
                if ((attrib & MeshChannel.Position) > 0)
                {
                    vertices = mesh.vertices;
                }
                if ((attrib & MeshChannel.Normal) > 0)
                {
                    normals = mesh.normals;
                }
                if ((attrib & MeshChannel.Color) > 0)
                {
                    colors = mesh.colors32;
                }
                if ((attrib & MeshChannel.Tangent) > 0)
                {
                    tangents = mesh.tangents;
                }
                if ((attrib & MeshChannel.UV0) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                }
                if ((attrib & MeshChannel.UV2) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                }
                if ((attrib & MeshChannel.UV3) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                }
                if ((attrib & MeshChannel.UV4) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);
                }
            }
#pragma warning restore 0162
        }
Example #3
0
        /// <summary>
        /// Initialize a SplatSet with mesh and attribute layout.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="attributes"></param>
        internal SplatSet(PolyMesh mesh, AttributeLayout[] attributes) : this(mesh.vertexCount, attributes, false)
        {
            foreach (var kvp in channelMap)
            {
                switch (kvp.Key)
                {
                case MeshChannel.UV0:
                case MeshChannel.UV2:
                case MeshChannel.UV3:
                case MeshChannel.UV4:
                {
                    List <Vector4> uv = mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(kvp.Key));
                    weights[kvp.Value] = uv.Count == weightCount?uv.ToArray() : new Vector4[weightCount];
                }
                break;

                case MeshChannel.Color:
                {
                    Color32[] color = mesh.colors;
                    weights[kvp.Value] = color != null && color.Length == weightCount?System.Array.ConvertAll(color, x => Color32ToVec4(x)) : new Vector4[weightCount];
                }
                break;

                case MeshChannel.Tangent:
                {
                    Vector4[] tangent = mesh.tangents;
                    weights[kvp.Value] = tangent != null && tangent.Length == weightCount ? tangent : new Vector4[weightCount];
                }
                break;
                }
            }
        }
 internal void SetAdditionalVertexStreams(Mesh vertexStreams)
 {
     m_PolyMesh.ApplyAttributesFromUnityMesh(vertexStreams, MeshChannelUtility.ToMask(vertexStreams));
     SynchronizeWithMeshRenderer();
 }
Example #5
0
        /// <summary>
        /// Apply the vertex attributes to a UnityEngine mesh (does not set triangles)
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="attrib"></param>
        internal void ApplyAttributesToUnityMesh(Mesh mesh, MeshChannel attrib = MeshChannel.All)
        {
            // I guess the default value for attrib makes the compiler think that else is never
            // activated?
#pragma warning disable 0162
            if (attrib == MeshChannel.All)
            {
                mesh.vertices = vertices;
                mesh.normals  = normals;
                mesh.colors32 = colors;
                mesh.tangents = tangents;

                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);

                mesh.subMeshCount = subMeshCount;

                for (int i = 0; i < subMeshCount; ++i)
                {
                    mesh.SetIndices(m_SubMeshes[i].indexes, m_SubMeshes[i].topology, i);
                }

                RefreshTriangles();
            }
            else
            {
                if ((attrib & MeshChannel.Position) > 0)
                {
                    mesh.vertices = vertices;
                }
                if ((attrib & MeshChannel.Normal) > 0)
                {
                    mesh.normals = normals;
                }
                if ((attrib & MeshChannel.Color) > 0)
                {
                    mesh.colors32 = colors;
                }
                if ((attrib & MeshChannel.Tangent) > 0)
                {
                    mesh.tangents = tangents;
                }
                if ((attrib & MeshChannel.UV0) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                }
                if ((attrib & MeshChannel.UV2) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                }
                if ((attrib & MeshChannel.UV3) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                }
                if ((attrib & MeshChannel.UV4) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);
                }
            }
#pragma warning restore 0162
        }