Пример #1
0
        //Return a unity mesh in a left-handed coordinate system
        public UnityMesh ToUnityMesh()
        {
            UnityMesh result = new UnityMesh(this.Name, this.UniqueIdentifier);

            Vector3[] vertices = new Vector3[VertexList.Length];
            //Flip z component of all Vector3 in vertex list
            for (int i = 0; i < VertexList.Length; i++)
            {
                vertices[i] = new Vector3(VertexList[i].x, VertexList[i].y, -VertexList[i].z);
            }
            result.VertexList = vertices;

            Vector3[] normals = new Vector3[NormalList.Length];
            //Flip z component of all Vector3 in normal list
            for (int i = 0; i < NormalList.Length; i++)
            {
                normals[i] = new Vector3(NormalList[i].x, NormalList[i].y, -NormalList[i].z);
            }
            result.NormalList = normals;

            int[] triangles = new int[TriangleList.Length];
            //Flip the order of triangle vertices. v0,v1,v2 -> v0,v2,v1.
            for (int i = 0; i < TriangleList.Length; i += 3)
            {
                triangles[i]     = TriangleList[i];
                triangles[i + 1] = TriangleList[i + 2];
                triangles[i + 2] = TriangleList[i + 1];
            }
            result.TriangleList = triangles;

            return(result);
        }
Пример #2
0
        //Creates a list of lists with BlenderMeshes. The inner list contains multipe BlenderMeshes for one object with max. 2^16 vertices, because of Unitys limitation.
        public static List <List <UnityMesh> > createSubmeshesForUnity(List <BlenderMesh> blenderMesh)
        {
            List <List <UnityMesh> > result = new List <List <UnityMesh> >();

            //Iterate all complete meshes found in file
            foreach (BlenderMesh completeBlenderMesh in blenderMesh)
            {
                UnityMesh completeMesh = completeBlenderMesh.ToUnityMesh();

                List <UnityMesh> outterListElement = new List <UnityMesh>();
                result.Add(outterListElement);

                int maxVerts             = 6000;//65534; //TODO ? magic number, performs well
                int positionTriangleList = 0;
                //Go over the complete triangle list of mesh
                while (positionTriangleList < completeMesh.TriangleList.Length)
                {
                    UnityMesh newMesh = new UnityMesh(completeMesh.Name, completeMesh.UniqueIdentifier); //Create submesh
                    outterListElement.Add(newMesh);
                    List <Vector3> vertList  = new List <Vector3>();                                     //Create vertices list for submesh
                    List <Vector3> normList  = new List <Vector3>();                                     //Create normal list for submesh
                    List <int>     triangles = new List <int>();                                         //Create triangle list for submesh

                    int[] findVertexIndex = new int[completeMesh.VertexList.Length];                     //for optimization, key: vertex index of complete mesh, value: vertex index of new mesh
                    for (int i = 0; i < findVertexIndex.Length; i++)                                     //memset() faster?
                    {
                        findVertexIndex[i] = -1;
                    }

                    //Write vertex, normal and triangle infos in variables until maxVert is reached or end of TriangleList is reached
                    while (vertList.Count < maxVerts - 3 && positionTriangleList < completeMesh.TriangleList.Length)
                    {
                        for (int i = 0; i < 3; i++)
                        {
                            int indexCurrentVertex = completeMesh.TriangleList[positionTriangleList];
                            int newIndex           = findVertexIndex[indexCurrentVertex];

                            if (newIndex == -1)
                            {
                                vertList.Add(completeMesh.VertexList[indexCurrentVertex]);
                                normList.Add(completeMesh.NormalList[indexCurrentVertex]);
                                findVertexIndex[indexCurrentVertex] = vertList.Count - 1;
                                triangles.Add(vertList.Count - 1);
                            }
                            else
                            {
                                triangles.Add(newIndex);
                            }
                            positionTriangleList++;
                        }
                    }
                    newMesh.VertexList   = vertList.ToArray();
                    newMesh.NormalList   = normList.ToArray();
                    newMesh.TriangleList = triangles.ToArray();
                }
            }
            return(result);
        }