Пример #1
0
        /// <summary>
        /// Rebuild the mesh positions and submeshes. If vertex count matches new positions array the existing attributes are kept, otherwise the mesh is cleared. UV2 is the exception, it is always cleared.
        /// </summary>
        /// <param name="preferredTopology">Triangles and Quads are supported.</param>
        public void ToMesh(MeshTopology preferredTopology = MeshTopology.Triangles)
        {
            // if the mesh vertex count hasn't been modified, we can keep most of the mesh elements around
            if (mesh == null)
            {
#if ENABLE_DRIVEN_PROPERTIES
                SerializationUtility.RegisterDrivenProperty(this, this, "m_Mesh");
#endif
                mesh = new Mesh();
            }
            else if (mesh.vertexCount != vertexCount)
            {
                mesh.Clear();
            }

            mesh.indexFormat = vertexCount > ushort.MaxValue ? Rendering.IndexFormat.UInt32 : Rendering.IndexFormat.UInt16;
            mesh.vertices    = m_Positions;
            mesh.uv2         = null;

            if (m_MeshFormatVersion < k_MeshFormatVersion)
            {
                if (m_MeshFormatVersion < k_MeshFormatVersionSubmeshMaterialRefactor)
                {
                    Submesh.MapFaceMaterialsToSubmeshIndex(this);
                }
                if (m_MeshFormatVersion < k_MeshFormatVersionAutoUVScaleOffset)
                {
                    UvUnwrapping.UpgradeAutoUVScaleOffset(this);
                }
                m_MeshFormatVersion = k_MeshFormatVersion;
            }

            m_MeshFormatVersion = k_MeshFormatVersion;

            int materialCount = MaterialUtility.GetMaterialCount(renderer);

            Submesh[] submeshes = Submesh.GetSubmeshes(facesInternal, materialCount, preferredTopology);

            mesh.subMeshCount = materialCount;

            for (int i = 0; i < mesh.subMeshCount; i++)
            {
#if DEVELOPER_MODE
                if (i >= materialCount)
                {
                    Log.Warning("Submesh index " + i + " is out of bounds of the MeshRenderer materials array.");
                }
                if (submeshes[i] == null)
                {
                    throw new Exception("Attempting to assign a null submesh. " + i + "/" + materialCount);
                }
#endif
                mesh.SetIndices(submeshes[i].m_Indexes, submeshes[i].m_Topology, i, false);
            }

            mesh.name = string.Format("pb_Mesh{0}", id);

            EnsureMeshFilterIsAssigned();
        }
        /// <summary>
        /// Rebuild the mesh positions and submeshes. If vertex count matches new positions array the existing attributes are kept, otherwise the mesh is cleared. UV2 is the exception, it is always cleared.
        /// </summary>
        /// <param name="preferredTopology">Triangles and Quads are supported.</param>
        public void ToMesh(MeshTopology preferredTopology = MeshTopology.Triangles)
        {
            Mesh m = mesh;

            // if the mesh vertex count hasn't been modified, we can keep most of the mesh elements around
            if (m != null && m.vertexCount == m_Positions.Length)
            {
                m = mesh;
            }
            else if (m == null)
            {
                m = new Mesh();
            }
            else
            {
                m.Clear();
            }

            m.indexFormat = vertexCount > ushort.MaxValue ? Rendering.IndexFormat.UInt32 : Rendering.IndexFormat.UInt16;
            m.vertices    = m_Positions;
            m.uv2         = null;

            if (m_MeshFormatVersion < k_MeshFormatVersion)
            {
                if (m_MeshFormatVersion < k_MeshFormatVersionSubmeshMaterialRefactor)
                {
                    Submesh.MapFaceMaterialsToSubmeshIndex(this);
                }

                m_MeshFormatVersion = k_MeshFormatVersion;
            }

            m_MeshFormatVersion = k_MeshFormatVersion;

            int materialCount = MaterialUtility.GetMaterialCount(renderer);

            Submesh[] submeshes = Submesh.GetSubmeshes(facesInternal, materialCount, preferredTopology);

            m.subMeshCount = materialCount;

            for (int i = 0; i < m.subMeshCount; i++)
            {
#if DEVELOPER_MODE
                if (i >= materialCount)
                {
                    Log.Warning("Submesh index " + i + " is out of bounds of the MeshRenderer materials array.");
                }
                if (submeshes[i] == null)
                {
                    throw new Exception("Attempting to assign a null submesh. " + i + "/" + materialCount);
                }
#endif
                m.SetIndices(submeshes[i].m_Indexes, submeshes[i].m_Topology, i, false);
            }

            m.name            = string.Format("pb_Mesh{0}", id);
            filter.sharedMesh = m;
        }
Пример #3
0
        /// <summary>
        /// Compile a UnityEngine.Mesh from a ProBuilderMesh.
        /// </summary>
        /// <param name="probuilderMesh">The mesh source.</param>
        /// <param name="targetMesh">Destination UnityEngine.Mesh.</param>
        /// <param name="preferredTopology">If specified, the function will try to create topology matching the reqested format (and falling back on triangles where necessary).</param>
        /// <returns>The resulting material array from the compiled faces array. This is suitable to assign to the MeshRenderer.sharedMaterials property.</returns>
        public static void Compile(ProBuilderMesh probuilderMesh, Mesh targetMesh, MeshTopology preferredTopology = MeshTopology.Triangles)
        {
            if (probuilderMesh == null)
            {
                throw new ArgumentNullException("probuilderMesh");
            }

            if (targetMesh == null)
            {
                throw new ArgumentNullException("targetMesh");
            }

            targetMesh.Clear();

            targetMesh.vertices = probuilderMesh.positionsInternal;
            targetMesh.uv       = probuilderMesh.texturesInternal;

            if (probuilderMesh.HasArrays(MeshArrays.Texture2))
            {
                List <Vector4> uvChannel = new List <Vector4>();
                probuilderMesh.GetUVs(2, uvChannel);
                targetMesh.SetUVs(2, uvChannel);
            }

            if (probuilderMesh.HasArrays(MeshArrays.Texture3))
            {
                List <Vector4> uvChannel = new List <Vector4>();
                probuilderMesh.GetUVs(3, uvChannel);
                targetMesh.SetUVs(3, uvChannel);
            }

            targetMesh.normals  = probuilderMesh.GetNormals();
            targetMesh.tangents = probuilderMesh.GetTangents();

            if (probuilderMesh.HasArrays(MeshArrays.Color))
            {
                targetMesh.colors = probuilderMesh.colorsInternal;
            }

            var materialCount = probuilderMesh.GetComponent <Renderer>().sharedMaterials.Length;
            var submeshes     = Submesh.GetSubmeshes(probuilderMesh.facesInternal, materialCount, preferredTopology);

            targetMesh.subMeshCount = submeshes.Length;

            for (int i = 0; i < targetMesh.subMeshCount; i++)
            {
                targetMesh.SetIndices(submeshes[i].m_Indexes, submeshes[i].m_Topology, i, false);
            }

            targetMesh.name = string.Format("pb_Mesh{0}", probuilderMesh.id);
        }