void GenerateRemapIndices(Mesh mesh, MeshBuffer mbuf) { mbuf.Capture(mesh, Matrix4x4.identity, false, false, false, false); var weights4 = new PinnedList <BoneWeight>(); weights4.LockList(l => { mesh.GetBoneWeights(l); }); remap.Resize(mbuf.points.Count); numRemappedVertices = NativeMethods.aeGenerateRemapIndices(remap, mbuf.points, weights4, mbuf.points.Count); }
public void Capture(Mesh mesh, Matrix4x4 world2local, bool captureNormals, bool captureUV0, bool captureUV1, bool captureColors) { if (mesh == null) { Clear(); return; } if (world2local != Matrix4x4.identity) { var verts = new List <Vector3>(); mesh.GetVertices(verts); for (var i = 0; i < verts.Count; ++i) { var v = verts[i]; verts[i] = world2local.MultiplyPoint(v); } points.Assign(verts); } else { points.LockList(ls => mesh.GetVertices(ls)); } if (captureNormals) { if (world2local != Matrix4x4.identity) { var meshNormals = new List <Vector3>(); mesh.GetNormals(meshNormals); for (var i = 0; i < meshNormals.Count; ++i) { var n = meshNormals[i]; meshNormals[i] = world2local.MultiplyVector(n); } normals.Assign(meshNormals); } else { normals.LockList(ls => mesh.GetNormals(ls)); } } else { normals.Clear(); } if (captureUV0) { uv0.LockList(ls => mesh.GetUVs(0, ls)); } else { uv0.Clear(); } if (captureUV1) { uv1.LockList(ls => mesh.GetUVs(1, ls)); } else { uv1.Clear(); } if (captureColors) { colors.LockList(ls => mesh.GetColors(ls)); } else { colors.Clear(); } int submeshCount = mesh.subMeshCount; submeshData.Resize(submeshCount); if (submeshIndices.Count > submeshCount) { submeshIndices.RemoveRange(submeshCount, submeshIndices.Count - submeshCount); } while (submeshIndices.Count < submeshCount) { submeshIndices.Add(new PinnedList <int>()); } for (int smi = 0; smi < submeshCount; ++smi) { var indices = submeshIndices[smi]; indices.LockList(l => { mesh.GetIndices(l, smi); }); aeSubmeshData smd = new aeSubmeshData(); switch (mesh.GetTopology(smi)) { case MeshTopology.Triangles: smd.topology = aeTopology.Triangles; break; case MeshTopology.Lines: smd.topology = aeTopology.Lines; break; case MeshTopology.Quads: smd.topology = aeTopology.Quads; break; default: smd.topology = aeTopology.Points; break; } smd.indexes = indices; smd.indexCount = indices.Count; submeshData[smi] = smd; } }
public void Capture(Mesh mesh, bool captureNormals, bool captureUV0, bool captureUV1, bool captureColors) { if (mesh == null) { Clear(); return; } points.LockList(ls => mesh.GetVertices(ls)); if (captureNormals) { normals.LockList(ls => mesh.GetNormals(ls)); } else { normals.Clear(); } if (captureUV0) { uv0.LockList(ls => mesh.GetUVs(0, ls)); } else { uv0.Clear(); } if (captureUV1) { uv1.LockList(ls => mesh.GetUVs(1, ls)); } else { uv1.Clear(); } if (captureColors) { colors.LockList(ls => mesh.GetColors(ls)); } else { colors.Clear(); } int submeshCount = mesh.subMeshCount; submeshData.Resize(submeshCount); if (submeshIndices.Count > submeshCount) { submeshIndices.RemoveRange(submeshCount, submeshIndices.Count - submeshCount); } while (submeshIndices.Count < submeshCount) { submeshIndices.Add(new PinnedList <int>()); } for (int smi = 0; smi < submeshCount; ++smi) { var indices = submeshIndices[smi]; indices.LockList(l => { mesh.GetIndices(l, smi); }); aeSubmeshData smd = new aeSubmeshData(); switch (mesh.GetTopology(smi)) { case MeshTopology.Triangles: smd.topology = aeTopology.Triangles; break; case MeshTopology.Lines: smd.topology = aeTopology.Lines; break; case MeshTopology.Quads: smd.topology = aeTopology.Quads; break; default: smd.topology = aeTopology.Points; break; } smd.indexes = indices; smd.indexCount = indices.Count; submeshData[smi] = smd; } }