/// <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); }
/// <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); }