示例#1
0
        public static IEnumerator MakeLODMeshInBackground(this Mesh mesh, float maxWeight, bool recalcNormals, float removeSmallParts, System.Action <Mesh> result)
        {
            Hashtable lodInfo = new Hashtable();

            lodInfo["maxWeight"]        = maxWeight;
            lodInfo["removeSmallParts"] = removeSmallParts;
            Vector3[] vs = mesh.vertices;
            if (vs.Length <= 0)
            {
                throw new ApplicationException("Mesh was empty");
            }
            Vector3[] ns = mesh.normals;
            if (ns.Length == 0)               // mesh has no normals
            {
                mesh.RecalculateNormals();
                ns = mesh.normals;
            }
            Vector2[] uv1s = mesh.uv;
            Vector2[] uv2s = mesh.uv2;
                        #if UNITY_4_3
            Vector2[] uv3s = new Vector2[0];
            Vector2[] uv4s = new Vector2[0];
                        #elif UNITY_4_4
            Vector2[] uv3s = new Vector2[0];
            Vector2[] uv4s = new Vector2[0];
                        #elif UNITY_4_5
            Vector2[] uv3s = new Vector2[0];
            Vector2[] uv4s = new Vector2[0];
                        #elif UNITY_4_6
            Vector2[] uv3s = new Vector2[0];
            Vector2[] uv4s = new Vector2[0];
                        #else
            Vector2[] uv3s = mesh.uv3;
            Vector2[] uv4s = mesh.uv4;
                        #endif
            Color32[]    colors32       = mesh.colors32;
            int[]        ts             = mesh.triangles;
            Matrix4x4[]  bindposes      = mesh.bindposes;
            BoneWeight[] bws            = mesh.boneWeights;
            int[]        subMeshOffsets = new int[mesh.subMeshCount];
            if (mesh.subMeshCount > 1)                // read triangles of submeshes 1 by 1 because I dont know the internal order of the mesh
            {
                for (int s = 0; s < mesh.subMeshCount; s++)
                {
                    int[] subTs = mesh.GetTriangles(s);
                    int   t     = 0;
                    for (; t < subTs.Length; t++)
                    {
                        ts[subMeshOffsets[s] + t] = subTs[t];
                    }
                    if (s + 1 < mesh.subMeshCount)
                    {
                        subMeshOffsets[s + 1] = subMeshOffsets[s] + t;
                    }
                }
            }
            Bounds meshBounds = mesh.bounds;
            lodInfo["vertices"]       = vs;
            lodInfo["normals"]        = ns;
            lodInfo["uv1s"]           = uv1s;
            lodInfo["uv2s"]           = uv2s;
            lodInfo["uv3s"]           = uv3s;
            lodInfo["uv4s"]           = uv4s;
            lodInfo["colors32"]       = colors32;
            lodInfo["triangles"]      = ts;
            lodInfo["bindposes"]      = bindposes;
            lodInfo["boneWeights"]    = bws;
            lodInfo["subMeshOffsets"] = subMeshOffsets;
            lodInfo["meshBounds"]     = meshBounds;

            Thread thread = new Thread(LODMaker.MakeLODMeshInBackground);
            thread.Start(lodInfo);
            while (!lodInfo.ContainsKey("ready"))
            {
                yield return(new WaitForSeconds(0.2f));
            }
            result(LODMaker.CreateNewMesh((Vector3[])lodInfo["vertices"], (Vector3[])lodInfo["normals"], (Vector2[])lodInfo["uv1s"], (Vector2[])lodInfo["uv2s"], (Vector2[])lodInfo["uv3s"], (Vector2[])lodInfo["uv4s"], (Color32[])lodInfo["colors32"], (int[])lodInfo["triangles"], (BoneWeight[])lodInfo["boneWeights"], (Matrix4x4[])lodInfo["bindposes"], (int[])lodInfo["subMeshOffsets"], recalcNormals));
        }
示例#2
0
        public static IEnumerator MakeLODMeshInBackground(this Mesh mesh, float maxWeight, bool recalcNormals, float removeSmallParts, Action <Mesh> result)
        {
            Hashtable lodInfo = new Hashtable();

            lodInfo["maxWeight"]        = maxWeight;
            lodInfo["removeSmallParts"] = removeSmallParts;
            Vector3[] vs = mesh.vertices;
            if (vs.Length <= 0)
            {
                throw new ApplicationException("Mesh was empty");
            }
            Vector3[] ns = mesh.normals;
            if (ns.Length == 0)
            {
                mesh.RecalculateNormals();
                ns = mesh.normals;
            }
            Vector2[]    uv1s           = mesh.uv;
            Vector2[]    uv2s           = mesh.uv2;
            Vector2[]    uv3s           = mesh.uv3;
            Vector2[]    uv4s           = mesh.uv4;
            Color32[]    colors32       = mesh.colors32;
            int[]        ts             = mesh.triangles;
            Matrix4x4[]  bindposes      = mesh.bindposes;
            BoneWeight[] bws            = mesh.boneWeights;
            int[]        subMeshOffsets = new int[mesh.subMeshCount];
            if (mesh.subMeshCount > 1)
            {
                for (int i = 0; i < mesh.subMeshCount; i++)
                {
                    int[] triangles = mesh.GetTriangles(i);
                    int   j;
                    for (j = 0; j < triangles.Length; j++)
                    {
                        ts[subMeshOffsets[i] + j] = triangles[j];
                    }
                    if (i + 1 < mesh.subMeshCount)
                    {
                        subMeshOffsets[i + 1] = subMeshOffsets[i] + j;
                    }
                }
            }
            Bounds meshBounds = mesh.bounds;

            lodInfo["vertices"]       = vs;
            lodInfo["normals"]        = ns;
            lodInfo["uv1s"]           = uv1s;
            lodInfo["uv2s"]           = uv2s;
            lodInfo["uv3s"]           = uv3s;
            lodInfo["uv4s"]           = uv4s;
            lodInfo["colors32"]       = colors32;
            lodInfo["triangles"]      = ts;
            lodInfo["bindposes"]      = bindposes;
            lodInfo["boneWeights"]    = bws;
            lodInfo["subMeshOffsets"] = subMeshOffsets;
            lodInfo["meshBounds"]     = meshBounds;
            if (MeshExtensions.< > f__mg$cache0 == null)
            {
                MeshExtensions.< > f__mg$cache0 = new ParameterizedThreadStart(LODMaker.MakeLODMeshInBackground);
            }
            Thread thread = new Thread(MeshExtensions.< > f__mg$cache0);

            thread.Start(lodInfo);
            while (!lodInfo.ContainsKey("ready"))
            {
                yield return(new WaitForSeconds(0.2f));
            }
            result(LODMaker.CreateNewMesh((Vector3[])lodInfo["vertices"], (Vector3[])lodInfo["normals"], (Vector2[])lodInfo["uv1s"], (Vector2[])lodInfo["uv2s"], (Vector2[])lodInfo["uv3s"], (Vector2[])lodInfo["uv4s"], (Color32[])lodInfo["colors32"], (int[])lodInfo["triangles"], (BoneWeight[])lodInfo["boneWeights"], (Matrix4x4[])lodInfo["bindposes"], (int[])lodInfo["subMeshOffsets"], recalcNormals));
            yield break;
        }