Esempio n. 1
0
        public bool LoadBVHScene(List <MeshFilter> meshes, out Handle bvhHandle)
        {
            // filter items
            meshes.RemoveAll(delegate(MeshFilter mf)
            {
                BakeFilter bf = mf.GetComponent <BakeFilter>();
                if (bf != null)
                {
                    return(bf.m_bakeFilter == BakeFilter.Filter.ExcludeFromBake);
                }

                return(false);
            });

            // find BVH to rebuild
            List <MeshFilter> rebuildList = new List <MeshFilter>();

            foreach (MeshFilter mf in meshes)
            {
                if (!IsValidBVH(mf))
                {
                    rebuildList.Add(mf);
                }
            }

            // build BVH for missing/out-of-date BVH's
            if (rebuildList.Count > 0)
            {
                BuildBVH(rebuildList.ToArray());
            }

            // build id list
            IntPtr meshIdsPtr = Alloc(meshes.Count * SIZE_INT);

            int[] ids = new int[meshes.Count];
            for (int m = 0; m < meshes.Count; ++m)
            {
                ids[m] = meshes[m].GetUniqueId();
            }
            CopyArray(meshIdsPtr, meshes.Count * SIZE_INT, ids, meshes.Count * SIZE_INT);

            IntPtr[] handle = new IntPtr[1];
#if DDR_RUNTIME_DLL_LINKING_
            int err = Invoke <int, _LoadBVHScene>(meshIdsPtr, meshes.Count, handle);
#else
            int err = _LoadBVHScene(meshIdsPtr, meshes.Count, handle);
#endif

            Free(meshIdsPtr);

            bvhHandle = new Handle(handle[0], this);
            if (err != 0)
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
                return(false);
            }

            return(true);
        }
Esempio n. 2
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        public int RebuildBVH(BVHHandle bvhHandle)
        {
            // build baker context
            m_baker.m_sourcePaths   = new string[] { AssetDatabase.GetAssetPath(bvhHandle.SourceMeshData.sharedMesh) };
            m_baker.m_guids         = new string[] { "" + m_baker.m_meshes[0].GetUniqueId() };
            m_baker.m_meshRenderers = new MeshRenderer[] { bvhHandle.SourceMeshData.GetComponent <MeshRenderer>() };

            // parse data and fill in missing context
            BakeContext.BuildSceneContext(new MeshFilter[] { bvhHandle.SourceMeshData }, m_baker);

#if DDR_RUNTIME_DLL_LINKING_
            int err = Invoke <int, _RebuildBVH>(bvhHandle.Ptr(), m_baker.m_meshIdsPtr, m_baker.m_vertexCountsPtr, m_baker.m_triangleCountPtr
                                                , m_baker.m_matDataPtr, m_baker.m_meshDataPtr, m_baker.m_triangleDataPtr, m_baker.m_bakeOptionsPtr, 1, m_baker.m_guids, m_baker.m_sourcePaths);
#else
            int err = _RebuildBVH(bvhHandle.Ptr(), m_baker.m_meshIdsPtr, m_baker.m_vertexCountsPtr, m_baker.m_triangleCountPtr
                                  , m_baker.m_matDataPtr, m_baker.m_meshDataPtr, m_baker.m_triangleDataPtr, m_baker.m_bakeOptionsPtr, 1, m_baker.m_guids, m_baker.m_sourcePaths);
#endif

            m_baker.FreeContext();

            if (err != 0)
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
            }

            return(err);
        }
 protected static void TryLoadBVH(MeshFilter meshFilter)
 {
     if (meshFilter != null && meshFilter.sharedMesh != null)
     {
         if (!VertexBakerLib.Instance.LoadBVH(meshFilter, ref s_bvhHandle))
         {
             // Load from scratch
             VertexBakerLib.Log("Could not load BVH data, building from scratch");
             VertexBakerLib.BVHHandle[] bvhHandles = new VertexBakerLib.BVHHandle[1];
             // build BVH and get handle
             VertexBakerLib.Instance.BuildBVH(new MeshFilter[] { meshFilter }, ref bvhHandles);
             // make sure its good
             if (bvhHandles != null && VertexBakerLib.Instance.ValidHandle(bvhHandles[0].Ptr()))
             {
                 s_bvhHandle = bvhHandles[0];
                 if (VertexBakerLib.s_logging == VertexBakerLib.Logging.kVerbose)
                 {
                     VertexBakerLib.Log("BVH build success!");
                 }
             }
             else
             {
                 s_bvhHandle = null;
                 VertexBakerLib.LogError("Invalid BVH Handle, BVH not built");
             }
         }
     }
 }
Esempio n. 4
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        public void BVHToLineSegment(Handle bvhSceneHandle, Vector3 startPoint, Vector3 endPoint, List <Vector3> outCenters, List <Vector3> outSizes)
        {
            IntPtr[] outCenterSizePtr = new IntPtr[1];
            outCenterSizePtr[0] = IntPtr.Zero;
            int[] outCount = new int[1];
            outCount[0] = 0;
#if DDR_RUNTIME_DLL_LINKING_
            int err = Invoke <int, _BVHToLineSegment>(bvhSceneHandle.Ptr(), startPoint, endPoint, outCenterSizePtr, outCount);
#else
            int err = _BVHToLineSegment(bvhSceneHandle.Ptr(), ToFloatArray(startPoint), ToFloatArray(endPoint), outCenterSizePtr, outCount);
#endif
            if (err == 0)
            {
                int    count   = outCount[0];
                IntPtr dataPtr = outCenterSizePtr[0];

                if (outCount[0] > 0 && dataPtr != IntPtr.Zero)
                {
                    float[] rawData = new float[outCount[0]];
                    Marshal.Copy(dataPtr, rawData, 0, outCount[0]);
                    for (int i = 0; i < count; i += 6)
                    {
                        outCenters.Add(new Vector3(rawData[i], rawData[i + 1], rawData[i + 2]));
                        outSizes.Add(new Vector3(rawData[i + 3], rawData[i + 4], rawData[i + 5]));
                    }

                    Free(dataPtr);
                }
            }
            else
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
            }
        }
            public void GetAsVec2(Mesh mesh, List <int> subMeshIndices, ref Vector2[] outData)
            {
                VertexElementType elType = (VertexElementType)m_elType;

                Vector2[] data = null;
                switch (elType)
                {
                case VertexElementType.kPosition:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kNormal:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kTangent:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kColor:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kUV0:
                    data = mesh.uv;
                    break;

                case VertexElementType.kUV1:
                    data = mesh.uv2;
                    break;

                case VertexElementType.kUV2:
                    data = mesh.uv3;
                    break;

                case VertexElementType.kUV3:
                    data = mesh.uv4;
                    break;

                default:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    outData = null;
                    break;
                }

                if (subMeshIndices != null)
                {
                    outData = new Vector2[subMeshIndices.Count];
                    for (int i = 0, k = subMeshIndices.Count; i < k; ++i)
                    {
                        outData[i] = data[subMeshIndices[i]];
                    }
                }
                else
                {
                    outData = data;
                }
            }
Esempio n. 6
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        public int TessellateTriangles(BVHHandle bvhHandle, Vector3 startPoint, Vector3 endPoint)
        {
            m_baker.m_sourcePaths   = new string[] { AssetDatabase.GetAssetPath(bvhHandle.SourceMeshData.sharedMesh) };
            m_baker.m_guids         = new string[] { "" + m_baker.m_meshes[0].GetUniqueId() };
            m_baker.m_meshRenderers = new MeshRenderer[] { bvhHandle.SourceMeshData.GetComponent <MeshRenderer>() };
            List <MeshFilter> meshes = new List <MeshFilter>()
            {
                bvhHandle.SourceMeshData
            };

            m_baker.InitBakeContext(meshes, null);
            BakeContext.IVertex vertexFormat = new BakeContext.DefaultVertex();
            BakeContext.BuildSceneContext(m_baker.m_meshes.ToArray(), m_baker, vertexFormat);

            int[] outIndex = new int[1];
            outIndex[0] = -1;
#if DDR_RUNTIME_DLL_LINKING_
            bool success = Invoke <bool, _TessellateTriangles>(bvhHandle.Ptr()
                                                               , m_baker.m_meshIdsPtr
                                                               , m_baker.m_vertexCountsPtr
                                                               , m_baker.m_triangleCountPtr
                                                               , vertexFormat.ElementCount
                                                               , vertexFormat.Definition.ToArray()
                                                               , m_baker.m_matDataPtr
                                                               , m_baker.m_meshDataPtr
                                                               , m_baker.m_triangleDataPtr
                                                               , m_baker.m_bakeOptionsPtr
                                                               , m_baker.m_guids
                                                               , m_baker.m_sourcePaths
                                                               , m_baker.m_settingsPtrs);
            #else
            bool success = _TessellateTriangles(bvhHandle.Ptr()
                                                , m_baker.m_meshIdsPtr
                                                , m_baker.m_vertexCountsPtr
                                                , m_baker.m_triangleCountPtr
                                                , vertexFormat.ElementCount
                                                , vertexFormat.Definition.ToArray()
                                                , m_baker.m_matDataPtr
                                                , m_baker.m_meshDataPtr
                                                , m_baker.m_triangleDataPtr
                                                , m_baker.m_bakeOptionsPtr
                                                , m_baker.m_guids
                                                , m_baker.m_sourcePaths
                                                , m_baker.m_settingsPtrs);
            #endif
            if (!success)
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
            }

            return(outIndex[0]);
        }
Esempio n. 7
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        public int CopyVector4(IntPtr dest, int destSize, Vector4 src, int byteCount)
        {
#if DDR_RUNTIME_DLL_LINKING_
            int errno = Invoke <int, _CopyVector4>(dest, destSize, src, byteCount);
#else
            int errno = _CopyVector4(dest, destSize, ref src, byteCount);
#endif
            if (errno != 0)
            {
                VertexBakerLib.LogError("Error copying data in memcpy_s, errno " + errno);
            }
            return(errno == 0 ? byteCount : 0);
        }
Esempio n. 8
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        public IntPtr Alloc(int size)
        {
#if DDR_RUNTIME_DLL_LINKING_
            IntPtr ptr = Invoke <IntPtr, _Alloc>(size);
#else
            IntPtr ptr = _Alloc(size);
#endif
            if (ptr == IntPtr.Zero)
            {
                VertexBakerLib.LogError("Alloc null");
            }

            return(ptr);
        }
Esempio n. 9
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        public void TestFileSystem()
        {
#if DDR_RUNTIME_DLL_LINKING_
            bool pass = Invoke <bool, _TestFileSystem>();
#else
            bool pass = _TestFileSystem();
#endif

            if (!pass)
            {
                VertexBakerLib.LogError("TestFileSystem failed");
            }
            else
            {
                VertexBakerLib.Log("TestFileSystem pass");
            }
        }
Esempio n. 10
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        public bool LoadBVH(MeshFilter mesh, ref BVHHandle bvhHandle)
        {
            IntPtr[] handle = new IntPtr[1];
#if DDR_RUNTIME_DLL_LINKING_
            int err = Invoke <int, _LoadBVH>(mesh.GetUniqueId(), handle);
#else
            int err = _LoadBVH(mesh.GetUniqueId(), handle);
#endif
            bvhHandle = new BVHHandle(mesh, handle[0], this);
            if (err != 0)
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
                return(false);
            }
            return(true);
        }
Esempio n. 11
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        public int RayToIndex(Handle bvhSceneHandle, Vector3 startPoint, Vector3 endPoint)
        {
            int[] outIndex = new int[1];
            outIndex[0] = -1;
#if DDR_RUNTIME_DLL_LINKING_
            int err = Invoke <int, _RayToIndex>(bvhSceneHandle.Ptr(), ToFloatArray(startPoint), ToFloatArray(endPoint), outIndex);
#else
            int err = _RayToIndex(bvhSceneHandle.Ptr(), ToFloatArray(startPoint), ToFloatArray(endPoint), outIndex);
#endif
            if (err != 0)
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
            }

            return(outIndex[0]);
        }
            public void GetAsColor(Mesh mesh, List <int> subMeshIndices, ref Color[] outData)
            {
                Color[]           data   = null;
                VertexElementType elType = (VertexElementType)m_elType;

                switch (elType)
                {
                case VertexElementType.kPosition:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kNormal:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kTangent:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kColor:
                    data = mesh.colors;
                    break;

                case VertexElementType.kUV0:
                case VertexElementType.kUV1:
                case VertexElementType.kUV2:
                case VertexElementType.kUV3:
                default:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    data = null;
                    break;
                }
                if (subMeshIndices != null)
                {
                    outData = new Color[subMeshIndices.Count];
                    for (int i = 0, k = subMeshIndices.Count; i < k; ++i)
                    {
                        outData[i] = data[subMeshIndices[i]];
                    }
                }
                else
                {
                    outData = data;
                };
            }
Esempio n. 13
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        public void OccludersAtVertex(Handle bvhhandle, int vertIndex, Vector3 worldPos, Vector3 worldNorm
                                      , ref List <Vector3> testPoints, ref List <Vector3> colPoints, ref float accessability, ref Vector3 accumulatedRayDir)
        {
            // dest points data
            IntPtr[] testPointsPtr  = new IntPtr[1];
            int[]    testPointCount = new int[1];
            testPointsPtr[0]  = IntPtr.Zero;
            testPointCount[0] = 0;

            // col Points data
            IntPtr[] colPointsPtr = new IntPtr[1];
            int[]    colCount     = new int[1];
            colPointsPtr[0] = IntPtr.Zero;
            colCount[0]     = 0;

            // data to hold accessability
            float[] accessabilityOut = new float[1] {
                0f
            };

            // data to hold accumulated ray dir
            Vector3[] accumulatedRayDirOut = new Vector3[1] {
                Vector3.zero
            };

#if DDR_RUNTIME_DLL_LINKING_
            int err = Invoke <int, _OccludersAtVertex>(bvhhandle.Ptr(), vertIndex, worldPos, worldNorm, testPointsPtr, testPointCount, colPointsPtr, colCount, accessabilityOut, accumulatedRayDirOut);
#else
            int err = _OccludersAtVertex(bvhhandle.Ptr(), vertIndex, worldPos, worldNorm, testPointsPtr, testPointCount, colPointsPtr, colCount, accessabilityOut, accumulatedRayDirOut);
#endif
            if (err == 0)
            {
                CopyFloatPtrToVectorList(testPointsPtr[0], testPointCount[0], ref testPoints);
                CopyFloatPtrToVectorList(colPointsPtr[0], colCount[0], ref colPoints);
                accessability     = accessabilityOut[0];
                accumulatedRayDir = accumulatedRayDirOut[0];
            }
            else
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
            }
        }
Esempio n. 14
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        public void LightBlockersAtVertex(Handle bvhhandle, int vertIndex, Vector3 worldPos, Vector3 worldNorm, Vector3 worldLightPos, Vector3 worldLightDir,
                                          Vector3 lightColor, Vector4 lightRIAT, ref List <Vector3> outStartPoints, ref List <Vector3> outEndPoints, ref List <Vector3> outColPoints)
        {
            IntPtr[] startPoints = new IntPtr[1];
            IntPtr[] endPoints   = new IntPtr[1];
            int[]    pointCount  = new int[1];
            startPoints[0] = IntPtr.Zero;
            endPoints[0]   = IntPtr.Zero;
            pointCount[0]  = 0;

            IntPtr[] colPoints = new IntPtr[1];
            int[]    colCount  = new int[1];
            colPoints[0] = IntPtr.Zero;
            colCount[0]  = 0;


#if DDR_RUNTIME_DLL_LINKING_
            int err = Invoke <int, _LightBlockersAtVertex>(bvhhandle.Ptr(), vertIndex, worldPos, worldNorm, worldLightPos, worldLightDir
                                                           , lightColor, lightRIAT, startPoints, endPoints, pointCount, colPoints, colCount);
#else
            float[] wPosArr       = ToFloatArray(worldPos);
            float[] wNormArr      = ToFloatArray(worldNorm);
            float[] wLightPosArr  = ToFloatArray(worldLightPos);
            float[] wLightDirArr  = ToFloatArray(worldLightDir);
            float[] lightColorArr = ToFloatArray(lightColor);
            float[] lightRIATArr  = ToFloatArray(lightRIAT);

            int err = _LightBlockersAtVertex(bvhhandle.Ptr(), vertIndex, wPosArr, wNormArr, wLightPosArr, wLightDirArr
                                             , lightColorArr, lightRIATArr, startPoints, endPoints, pointCount, colPoints, colCount);
#endif
            if (err == 0)
            {
                CopyFloatPtrToVectorList(startPoints[0], pointCount[0], ref outStartPoints);
                CopyFloatPtrToVectorList(endPoints[0], pointCount[0], ref outEndPoints);
                CopyFloatPtrToVectorList(colPoints[0], colCount[0], ref outColPoints);
            }
            else
            {
                string error = GetLastError();
                VertexBakerLib.LogError(error);
            }
        }
        public void Bake()
        {
            try
            {
#if DDR_RUNTIME_DLL_LINKING_
                m_result = VertexBakerLib.Instance.InvokeAsync <int, _Bake>(m_meshIdsPtr, m_vertexCountsPtr, m_triangleCountPtr, m_matDataPtr
                                                                            , m_meshDataPtr, m_triangleDataPtr, m_bakeOptionsPtr, m_layerPtr, m_meshCount, m_vertexEementCount, m_vertexDefinition, m_guids
                                                                            , m_sourcePaths, m_settingsIndicesPtr, m_settingsPtrs, m_lightsDataPtr, m_lightsOptPtr
                                                                            , m_lightCount, m_outBasis0, m_outBasis1, m_outBasis2);
#else
                m_result = _Bake(m_meshIdsPtr, m_vertexCountsPtr, m_triangleCountPtr, m_matDataPtr
                                 , m_meshDataPtr, m_triangleDataPtr, m_bakeOptionsPtr, m_layerPtr, m_meshCount, m_vertexEementCount, m_vertexDefinition, m_guids
                                 , m_sourcePaths, m_settingsIndicesPtr, m_settingsPtrs, m_lightsDataPtr, m_lightsOptPtr
                                 , m_lightCount, m_outBasis0, m_outBasis1, m_outBasis2);
#endif
                m_run = false;
                m_callback();
            }
            catch (Exception e)
            {
                VertexBakerLib.LogError(e.Message);
                VertexBakerLib.LogError(e.StackTrace);
            }
        }
        public int BakeFinish(OnFinishedUpdate onUpdate)
        {
            VertexBakerLib.Assert(this != null && !m_run, "BakeFinished called but bake is still in process");

            string outputPath = BakeData.DataPath;

            if (!Directory.Exists(outputPath))
            {
                Directory.CreateDirectory(outputPath);
            }

            if (m_result != 0)
            {
                string error = VertexBakerLib.Instance.GetLastError();
                VertexBakerLib.LogError(error);
            }
            else if (!m_cancel && m_outBasis0[0] != IntPtr.Zero && m_outBasis1[0] != IntPtr.Zero && m_outBasis2[0] != IntPtr.Zero)
            {
                string bakeSetId = BakeData.Instance().GetBakeSettings().SelectedBakeSet.m_settingsId;

                BakeSets      bakeSets      = BakeData.Instance().GetBakeSets();
                MeshContainer meshContainer = BakeData.Instance().GetMeshContainer(bakeSetId);

                EditorUtility.SetDirty(meshContainer);
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();

                AssetDatabase.StartAssetEditing();
                try
                {
                    int ptrOffset  = 0;
                    int meshOffset = 0;
                    for (int m = 0; m < m_meshes.Count; ++m)
                    {
                        int count      = m_vertCounts[m];
                        int floatCount = count * 3;

                        // the ID used to look up this mesh later
                        string objectId = "" + m_lightBakers[m].GetUniqueId();

                        m_lightBakers[m].m_currentContainer = meshContainer;


                        Mesh outputMesh = meshContainer.m_list.Find(delegate(Mesh mesh)
                        {
                            if (mesh != null)
                            {
                                return(mesh.name == bakeSetId + "_" + objectId);
                            }
                            return(false);
                        });

                        if (outputMesh == null)
                        {
                            if (m_lightBakers[m].VertexLighting != null)
                            {
                                // if we are here than the mesh name may have changed, try and remove the stale data
                                string oldName = m_lightBakers[m].VertexLighting.name;
                                Mesh   found   = meshContainer.m_list.Find(delegate(Mesh mesh)
                                {
                                    // remove the old reference
                                    if (mesh != null)
                                    {
                                        return(mesh.name == oldName);
                                    }
                                    // remove null mesh
                                    return(false);
                                });

                                if (found != null)
                                {
                                    GameObject.DestroyImmediate(found, true);
                                }
                            }

                            // if no mesh exists for this target create it here
                            outputMesh = new Mesh();

                            BakeData.Instance().AddToMeshContainer(meshContainer, outputMesh);

                            //meshContainer.m_list.Add(outputMesh);
                            //// add to the container asset
                            //string outputFileName = bakeSetId + "_lighting";
                            //AssetDatabase.AddObjectToAsset(outputMesh, outputPath + "/" + outputFileName + ".asset");
                        }

                        outputMesh.name = bakeSetId + "_" + objectId;

                        // HACK: Work around to make Unity happy. If vertices are not found the additional vertex stream fails
                        //outMeshes[m].vertices = m_meshes[m].sharedMesh.vertices;
                        outputMesh.vertices = m_meshes[m].sharedMesh.vertices;

                        // 3 floats per vector
                        float[] rawData0 = new float[floatCount];
                        float[] rawData1 = new float[floatCount];
                        float[] rawData2 = new float[floatCount];

                        // offset pointer to next mesh
                        IntPtr basis0 = new IntPtr(m_outBasis0[0].ToInt64() + ptrOffset * SIZE_FLOAT);
                        IntPtr basis1 = new IntPtr(m_outBasis1[0].ToInt64() + ptrOffset * SIZE_FLOAT);
                        IntPtr basis2 = new IntPtr(m_outBasis2[0].ToInt64() + ptrOffset * SIZE_FLOAT);
                        ptrOffset += floatCount;

                        // marshal data into float arrays
                        Marshal.Copy(basis0, rawData0, 0, floatCount);
                        Marshal.Copy(basis1, rawData1, 0, floatCount);
                        Marshal.Copy(basis2, rawData2, 0, floatCount);

                        // lists to hold output vectors
                        List <Color> colorList0 = new List <Color>();
                        colorList0.Resize(count, Color.black);
                        List <Vector3> colorList1 = new List <Vector3>();
                        colorList1.Resize(count, Vector3.zero);
                        List <Vector3> colorList2 = new List <Vector3>();
                        colorList2.Resize(count, Vector3.zero);

                        // copy float arrays into mesh data
                        for (int i = 0; i < count; ++i)
                        {
                            int idx = i * 3;
                            colorList0[i] = new Color(rawData0[idx], rawData0[idx + 1], rawData0[idx + 2], 1.0f);
                            colorList1[i] = new Vector3(rawData1[idx], rawData1[idx + 1], rawData1[idx + 2]);
                            colorList2[i] = new Vector3(rawData2[idx], rawData2[idx + 1], rawData2[idx + 2]);
                        }

                        // this offset is target uv sets 1, 2, and 3 for data destination
                        const int uvOffset = 1;

                        outputMesh.SetColors(colorList0);
                        outputMesh.SetUVs(uvOffset + 1, colorList1);
                        outputMesh.SetUVs(uvOffset + 2, colorList2);
                        //outputMesh.UploadMeshData(true);
                        meshOffset += count;

                        EditorUtility.SetDirty(meshContainer);
                        m_meshRenderers[m].additionalVertexStreams = outputMesh;
                        m_lightBakers[m].m_bakeSets     = bakeSets;
                        m_lightBakers[m].VertexLighting = outputMesh;
                        m_lightBakers[m].m_bakeId       = objectId;

                        EditorUtility.SetDirty(m_lightBakers[m]);

                        onUpdate("Uploading Mesh Data", m_meshCount / (float)m);
                    }

                    // remove any null slots
                    meshContainer.m_list.RemoveAll(delegate(Mesh m)
                    {
                        return(m == null);
                    });

                    // aggregate containers under one super container
                    int existingIdx = bakeSets.m_containers.FindIndex(delegate(MeshContainer mc) { return(mc.name == meshContainer.name); });
                    if (existingIdx != -1)
                    {
                        // replace existing entry
                        bakeSets.m_containers[existingIdx] = meshContainer;
                    }
                    else
                    {
                        bakeSets.m_containers.Add(meshContainer);
                    }

                    BakeSetsInspector.CleanupStaleReferences(bakeSets);
                    EditorUtility.SetDirty(bakeSets);
                    AssetDatabase.SaveAssets();
                }
                finally
                {
                    onUpdate("Uploading Mesh Data", 1f);
                    AssetDatabase.StopAssetEditing();
                }
            }
            else
            {
                VertexBakerLib.LogWarning("Bake completed successfully but there was no output data available");
            }

            // free data
            FreeContext(true);

            // since basis memory was allocated in one chunk
            // freeing this handle frees all basis memory
            VertexBakerLib.Instance.Free(m_outBasis0[0]);

            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
            EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());

            VertexBakerLib.Log("Bake time: " + (DateTime.Now - m_bakeStart).TotalSeconds + " seconds");

            while (VertexBakerLib.Instance.GetErrorCount() > 0)
            {
                string err = VertexBakerLib.Instance.GetLastError();
                VertexBakerLib.LogError(err);
            }

            GC.Collect();

            return(m_result);
        }
            public void GetAsVec4(Mesh mesh, List <int> subMeshIndices, ref Vector4[] outData)
            {
                Vector4[]         data   = null;
                VertexElementType elType = (VertexElementType)m_elType;

                switch (elType)
                {
                case VertexElementType.kPosition:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kNormal:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    break;

                case VertexElementType.kTangent:
                    data = mesh.tangents;
                    break;

                case VertexElementType.kColor:
                case VertexElementType.kUV0:
                {
                    List <Vector4> v = new List <Vector4>();
                    mesh.GetUVs(0, v);
                    data = v.ToArray();
                    break;
                }

                case VertexElementType.kUV1:
                {
                    List <Vector4> v = new List <Vector4>();
                    mesh.GetUVs(1, v);
                    data = v.ToArray();
                    break;
                }

                case VertexElementType.kUV2:
                {
                    List <Vector4> v = new List <Vector4>();
                    mesh.GetUVs(2, v);
                    data = v.ToArray();
                    break;
                }

                case VertexElementType.kUV3:
                {
                    List <Vector4> v = new List <Vector4>();
                    mesh.GetUVs(3, v);
                    data = v.ToArray();
                    break;
                }

                default:
                    VertexBakerLib.LogError("Type Not Supported: " + elType);
                    data = null;
                    break;
                }
                if (subMeshIndices != null)
                {
                    outData = new Vector4[subMeshIndices.Count];
                    for (int i = 0, k = subMeshIndices.Count; i < k; ++i)
                    {
                        outData[i] = data[subMeshIndices[i]];
                    }
                }
                else
                {
                    outData = data;
                }
            }