示例#1
0
    static bool validateSubmeshOverlap(SA3MeshCombineRoot mom)
    {
        List <GameObject> objsToMesh = mom.GetObjectsToCombine();

        for (int i = 0; i < objsToMesh.Count; i++)
        {
            Mesh m = SAUtility.GetMesh(objsToMesh[i]);
            if (SAUtility.doSubmeshesShareVertsOrTris(m) != 0)
            {
                Debug.LogWarning("Object " + objsToMesh[i] + " in the list of objects to combine has overlapping submeshes (submeshes share vertices). If the UVs associated with the shared vertices are important then this bake may not work. If you are using multiple materials then this object can only be combined with objects that use the exact same set of textures (each atlas contains one texture). There may be other undesirable side affects as well. Mesh Master, available in the asset store can fix overlapping submeshes.");
                return(true);
            }
        }
        return(true);
    }
示例#2
0
    public static bool DoCombinedValidate(SA3MeshCombineRoot mom, SAObjsToCombineTypes objToCombineType, SA2EditorMethodsInterface editorMethods)
    {
        if (mom.textureBakeResults == null)
        {
            Debug.LogError("Need to set Material Bake Result on " + mom);
            return(false);
        }
        if (!(mom is SA3TextureCombine))
        {
            SA3TextureCombine tb = mom.GetComponent <SA3TextureCombine>();
            if (tb != null && tb.textureBakeResults != mom.textureBakeResults)
            {
                Debug.LogWarning("Material Bake Result on this component is not the same as the Material Bake Result on the SA3TextureCombine.");
            }
        }

        List <GameObject> objsToMesh = mom.GetObjectsToCombine();

        for (int i = 0; i < objsToMesh.Count; i++)
        {
            GameObject go = objsToMesh[i];
            if (go == null)
            {
                Debug.LogError("The list of objects to combine contains a null at position." + i + " Select and use [shift] delete to remove");
                return(false);
            }
            for (int j = i + 1; j < objsToMesh.Count; j++)
            {
                if (objsToMesh[i] == objsToMesh[j])
                {
                    Debug.LogError("The list of objects to combine contains duplicates.");
                    return(false);
                }
            }
            if (SAUtility.GetGOMaterials(go) == null)
            {
                Debug.LogError("Object " + go + " in the list of objects to be combined does not have a material");
                return(false);
            }
            if (SAUtility.GetMesh(go) == null)
            {
                Debug.LogError("Object " + go + " in the list of objects to be combined does not have a mesh");
                return(false);
            }
        }

        if (mom.textureBakeResults.doMultiMaterial)
        {
            if (!validateSubmeshOverlap(mom))
            {//only warns currently
                return(false);
            }
        }

        List <GameObject> objs = objsToMesh;

        if (mom is SA3MeshCombine)
        {
            objs = mom.GetObjectsToCombine();
            //if (((SA3MeshCombine)mom).useObjsToMeshFromTexBaker && tb != null) objs = tb.GetObjectsToCombine();
            if (objs == null || objs.Count == 0)
            {
                Debug.LogError("No meshes to combine. Please assign some meshes to combine.");
                return(false);
            }
            if (mom is SA3MeshCombine && ((SA3MeshCombine)mom).meshCombiner.renderType == SARenderType.skinnedMeshRenderer)
            {
                if (!editorMethods.ValidateSkinnedMeshes(objs))
                {
                    return(false);
                }
            }
        }

        if (editorMethods != null)
        {
            editorMethods.CheckPrefabTypes(objToCombineType, objsToMesh);
        }
        return(true);
    }