コード例 #1
0
        public void CheckMeshBeforeSaving()
        {
            m_dmesh.RemoveUnusedVerts();
            m_dmesh.DeconvertPolysToTris();

            string issues;

            if (m_dmesh.CheckAndCleanMeshIssues(false, out issues))
            {
                AddOutputText(issues);
                Utility.DebugPopup("Mesh has issues.  See output window for details.");
            }
        }
コード例 #2
0
 /// <summary>
 /// Return true if the mesh has degenerate triangles or other issues
 /// </summary>
 /// <returns></returns>
 public bool CheckAndCleanMeshIssues(bool removeSmallInvalidTriangles, out string issues)
 {
     return(DMesh.CheckAndCleanMeshIssues(ref m_triangle, m_vertex, removeSmallInvalidTriangles, out issues));
 }
コード例 #3
0
        public void MaybeUpdateGMesh(bool report_mesh_issues, out string decal_issues)
        {
            if (string.IsNullOrEmpty(mesh_name) || hidden)
            {
                decal_issues = string.Empty;
                gmesh        = null;                    //Clear out rendered mesh
                return;
            }

            dmesh = side.level.GetDMeshByName(mesh_name);

            System.Text.StringBuilder issues_text = new System.Text.StringBuilder();

            const bool cleanup_bad_triangles = true;

            if (report_mesh_issues || cleanup_bad_triangles)
            {
                string issues;
                if (dmesh != null && dmesh.CheckAndCleanMeshIssues(cleanup_bad_triangles, out issues))
                {
                    if (report_mesh_issues)
                    {
                        issues_text.AppendFormat("Decal \"{0}\" has issues in its source geometry:\n{1}", mesh_name, issues);
                    }
                }
            }

            if (dmesh == null)
            {
                decal_issues = string.Empty;
                gmesh        = null;              //Clear out rendered mesh
                return;
            }

            mesh_name = dmesh.name;

            gmesh = new GMesh();

            gmesh.SetColors(dmesh.color);
            UpdateClipNormals();             // This must be done before GenerateNonClippedGeometry because
            gmesh.GenerateNonClippedGeometry(this, dmesh);
#if OVERLOAD_LEVEL_EDITOR
            {
                // Note: We may not be in the UNITY_EDITOR here, but not
                // have valid TextureManager for decal and level textures.
                // This is the case when we are doing an export for user
                // levels. We don't need GL texture data anyway.
                var texman_decal = side.level.editor.tm_decal;
                var texman_level = side.level.editor.tm_level;
                if (texman_decal != null && texman_level != null)
                {
                    gmesh.UpdateGLTextures(texman_decal, texman_level);
                }
            }
#endif
            gmesh.ClipGeometry();

            if (report_mesh_issues || cleanup_bad_triangles)
            {
                string issues;
                if (gmesh.CheckAndCleanMeshIssues(cleanup_bad_triangles, out issues))
                {
                    if (report_mesh_issues)
                    {
                        issues_text.AppendFormat("Decal \"{0}\" has issues after generation and clipping:\n{1}", mesh_name, issues);
                    }
                }
            }

            gmesh.OptimizeMesh();

            if (report_mesh_issues || cleanup_bad_triangles)
            {
                string issues;
                if (gmesh.CheckAndCleanMeshIssues(cleanup_bad_triangles, out issues))
                {
                    if (report_mesh_issues)
                    {
                        issues_text.AppendFormat("Decal \"{0}\" has issues after optimization:\n{1}", mesh_name, issues);
                    }
                }
            }

            decal_issues = issues_text.ToString();
        }