Esempio n. 1
0
        public static void CombineMeshes(UnityEngine.GameObject[] gos)
        {
            if (gos != null)
            {
                MaterialMeshes lMaterialMeshes = new MaterialMeshes();

                for (int i = 0; i < gos.Length; i++)
                {
                    UnityEngine.GameObject MaterialRoot = gos[i];
                    for (int j = 0; j < MaterialRoot.transform.childCount; j++)
                    {
                        UnityEngine.GameObject go = MaterialRoot.transform.GetChild(j).gameObject;

                        MeshFilter   lMeshFilter   = go.GetComponent <MeshFilter>();
                        MeshRenderer lMeshRenderer = go.GetComponent <MeshRenderer>();
                        if (lMeshFilter && lMeshRenderer)
                        {
                            Mesh     lMesh     = lMeshFilter.sharedMesh;
                            Material lMaterial = lMeshRenderer.sharedMaterial;
                            if (lMesh && lMaterial)
                            {
                                lMaterialMeshes.Material = lMaterial;
                                lMaterialMeshes.Meshes.Add(lMesh);
                                lMaterialMeshes.MeshFilters.Add(lMeshFilter);
                                lMaterialMeshes.Transform.Add(lMeshFilter.transform.localToWorldMatrix);
                            }
                        }
                    }
                    //XOUtil.Display(MaterialRoot, false)
                    MaterialRoot.SetActive(false);
                }
                MergeMeshes(lMaterialMeshes, gos[0].transform.parent.gameObject);
            }
        }
Esempio n. 2
0
        private static UnityEngine.GameObject MergeMeshes(MaterialMeshes rMaterialMeshes, UnityEngine.GameObject mMergedParent)
        {
            if (rMaterialMeshes == null)
            {
                return(null);
            }
            if (rMaterialMeshes.Meshes.Count == 0)
            {
                return(null);
            }

            int lMeshCount = rMaterialMeshes.Meshes.Count;

            // Determine the position of the new merged object
            UnityEngine.Vector3 lCenter = UnityEngine.Vector3.zero;
            for (int i = 0; i < lMeshCount; i++)
            {
                lCenter.x += rMaterialMeshes.Transform[i].m03;
                lCenter.y += rMaterialMeshes.Transform[i].m13;
                lCenter.z += rMaterialMeshes.Transform[i].m23;
            }

            lCenter /= lMeshCount;

            // Create the list of meshes that will be merged
            CombineInstance[] lMeshes = new CombineInstance[lMeshCount];
            for (int i = 0; i < lMeshCount; i++)
            {
                // Ensure our meshes are positioned relative to the center
                Matrix4x4 lMatrix = rMaterialMeshes.Transform[i];
                lMatrix.m03 -= lCenter.x;
                lMatrix.m13 -= lCenter.y;
                lMatrix.m23 -= lCenter.z;

                // Process sub meshes
                lMeshes[i].transform = lMatrix;
                lMeshes[i].mesh      = rMaterialMeshes.Meshes[i];
            }

            // Create the object that will represent the new mesh
            UnityEngine.GameObject lMergedObject = new UnityEngine.GameObject();
            lMergedObject.name = "Merged Mesh:" + rMaterialMeshes.Meshes.Count;
            lMergedObject.transform.position = lCenter;

            // Combine the meshes in the new object
            MeshFilter lMergedMeshFilter = lMergedObject.AddComponent(typeof(MeshFilter)) as MeshFilter;

            lMergedMeshFilter.mesh            = new Mesh();
            lMergedMeshFilter.sharedMesh.name = "Merged Mesh of " + lMeshCount + " items";
            lMergedMeshFilter.sharedMesh.CombineMeshes(lMeshes, true);

            // Generate UV2 for lightmapping
            Unwrapping.GenerateSecondaryUVSet(lMergedMeshFilter.sharedMesh);

            // Set the material(s) for the new object
            MeshRenderer lMergedMeshRenderer = lMergedObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;

            lMergedMeshRenderer.sharedMaterial = rMaterialMeshes.Material;

            // Assign the parent of the first selected object's parent
            if (mMergedParent != null)
            {
                lMergedObject.transform.parent = mMergedParent.transform;
            }

            lMergedObject.isStatic = true;
            XOCp_OptimizerHandler xoh = XOGloble.Root.GetComponent <XOCp_OptimizerHandler>();

            if (xoh != null)
            {
                xoh.nlst.Add(lMergedObject);
            }

            // Return the newly created game object
            return(lMergedObject);
        }