private static void ExportLowLOD(BuildrData data) { DynamicMeshGenericMultiMaterialMesh dynLODMesh = new DynamicMeshGenericMultiMaterialMesh(); dynLODMesh.subMeshCount = data.textures.Count; BuildrBuildingLowDetail2.Build(dynLODMesh, data); dynLODMesh.CollapseSubmeshes(); EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, "", 0.80f); dynLODMesh.Build(data.includeTangents); Mesh LODMesh = dynLODMesh[0].mesh;//TODO: support many meshes MeshUtility.Optimize(LODMesh); EditorUtility.DisplayCancelableProgressBar(PROGRESSBAR_TEXT, "", 0.90f); string textureName = data.exportFilename + ATLASED_SUFFIX + LOD_SUFFIX; string textureFileName = textureName + ".png"; string newDirectory = ROOT_FOLDER + data.exportFilename; File.WriteAllBytes(newDirectory + "/" + textureFileName, data.LODTextureAtlas.EncodeToPNG()); ExportMaterial[] exportTextures = new ExportMaterial[1]; ExportMaterial newTexture = new ExportMaterial(); newTexture.name = textureName; newTexture.filepath = textureFileName; newTexture.generated = true; exportTextures[0] = newTexture; string LODFileName = data.exportFilename + LOD_SUFFIX; string LODFolder = ROOT_FOLDER + data.exportFilename + "/"; Export(LODFileName, LODFolder, data, LODMesh, exportTextures); if (data.placeIntoScene) { AssetDatabase.Refresh();//ensure the database is up to date... string filePath = LODFolder + LODFileName + FILE_EXTENTION; GameObject newModel = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadMainAssetAtPath(filePath)); newModel.transform.position = CURRENT_TRANSFORM.position; newModel.transform.rotation = CURRENT_TRANSFORM.rotation; } Texture2D.DestroyImmediate(data.textureAtlas); Texture2D.DestroyImmediate(data.LODTextureAtlas); }
public void UpdateRender(renderModes _mode) { if (data.plan == null) { return; } if (data.floorHeight == 0) { return; } if (fullMesh == null) { fullMesh = new DynamicMeshGenericMultiMaterialMesh(); } fullMesh.Clear(); fullMesh.subMeshCount = data.textures.Count; foreach (DynamicMeshGenericMultiMaterialMesh intMesh in interiorMeshes) { intMesh.Clear(); } switch (_mode) { case renderModes.full: BuildrBuilding.Build(fullMesh, data); BuildrRoof.Build(fullMesh, data); break; case renderModes.lowDetail: BuildrBuildingLowDetail2.Build(fullMesh, data); fullMesh.CollapseSubmeshes(); break; case renderModes.box: BuildrBuildingBox.Build(fullMesh, data); break; } fullMesh.Build(false); while (meshHolders.Count > 0) { GameObject destroyOld = meshHolders[0]; meshHolders.RemoveAt(0); DestroyImmediate(destroyOld); } int numberOfMeshes = fullMesh.meshCount; for (int i = 0; i < numberOfMeshes; i++) { GameObject newMeshHolder = new GameObject("model " + (i + 1)); newMeshHolder.transform.parent = transform; newMeshHolder.transform.localPosition = Vector3.zero; meshFilt = newMeshHolder.AddComponent <MeshFilter>(); meshRend = newMeshHolder.AddComponent <MeshRenderer>(); meshFilt.mesh = fullMesh[i].mesh; meshHolders.Add(newMeshHolder); } while (interiorMeshHolders.Count > 0) { GameObject destroyOld = interiorMeshHolders[0]; interiorMeshHolders.RemoveAt(0); DestroyImmediate(destroyOld); } switch (_mode) { case renderModes.full: UpdateInteriors(); UpdateTextures(); break; case renderModes.lowDetail: meshRend.sharedMaterials = new Material[0]; lowDetailMat.mainTexture = data.LODTextureAtlas; meshRend.sharedMaterial = lowDetailMat; break; case renderModes.box: meshRend.sharedMaterials = new Material[0]; lowDetailMat.mainTexture = data.textures[0].texture; meshRend.sharedMaterial = lowDetailMat; break; } }