public void ProcessMesh(object obj) { ThreadData data = (ThreadData)obj; GDMesh.Element custom = data.custom as GDMesh.Element; GDMesh mesh = data._gdmesh as GDMesh; int[] numArray = data.custom2 as int[]; int num = (int)data.custom3; int num2 = (int)data.custom4; int start = data.start; int end = data.end; try { for (int i = start; i < end; i += 3) { if ((i + 2) < numArray.Length) { FaceTrait vt = new FaceTrait(num2 + (i / 3)); vt.ID = num2 + (i / 3); vt.subMeshIndex = num; vt.subMeshTriID = i; mesh.AddTriangle(vt, this.vertices[numArray[i]], this.vertices[numArray[i + 1]], this.vertices[numArray[i + 2]]).Element = custom; } } this.mutex.WaitOne(); this.finishedCount++; this.mutex.ReleaseMutex(); } catch (Exception exception) { this.ex = exception; this.finishedCount = -1; } }
public static GDMesh Build(Mesh m, GDMesh GDMesh = null) { bool flag = false; bool flag2 = (m.normals != null) && (m.normals.Length == m.vertexCount); bool flag3 = (m.tangents != null) && (m.tangents.Length == m.vertexCount); bool flag4 = (m.colors != null) && (m.colors.Length == m.vertexCount); bool flag5 = (m.uv != null) && (m.uv.Length == m.vertexCount); if (m.uv2 != null) { Vector2[] vectorArray1 = m.uv2; int vertexCount = m.vertexCount; } bool flag6 = (m.uv2 != null) && (m.uv2.Length == m.vertexCount); bool flag7 = (m.boneWeights != null) && (m.boneWeights.Length == m.vertexCount); bool flag8 = (m.bindposes != null) && (m.bindposes.Length > 0); Vector3[] vertices = m.vertices; Vector3[] normals = m.normals; Vector4[] tangents = m.tangents; Color[] colors = m.colors; Vector2[] uv = m.uv; Vector2[] vectorArray6 = m.uv2; Vector2[] vectorArray5 = m.uv2; BoneWeight[] boneWeights = m.boneWeights; int[] triangles = m.triangles; if (GDMesh == null) { flag = true; GDMesh = new GDMesh(m); } GDMesh.vertexCount = m.vertexCount; GDMesh.Vertex[] collection = new GDMesh.Vertex[m.vertexCount]; SerializableDictionary <int, IndexBuffer> relatedVertices = GDMesh.relatedVertices; List <GDMesh.Vertex> list = GDMesh.Vertices; if (flag) { int num = m.vertexCount; for (int i = 0; i < num; i++) { VertexTrait trait = new VertexTrait(i); trait.position = vertices[i]; trait.hashCode = GDMesh.getHashforVector3(m.vertices[i]); trait.ID = i; if (flag2) { trait.Normal = normals[i]; } if (flag3) { trait.tangent = tangents[i]; } if (flag4) { trait.color = colors[i]; } if (flag5) { trait.uv = uv[i]; } if (flag6) { trait.uv2 = vectorArray5[i]; } if (flag7) { trait.boneWeight = boneWeights[i]; } GDMesh.Vertex item = new GDMesh.Vertex(); item.Traits = trait; if (!relatedVertices.ContainsKey(trait.hashCode)) { list.Add(item); AddRelatedVertex(item, GDMesh, false); } else { AddRelatedVertex(item, GDMesh, true); } collection[i] = item; } } else { if (GDController.vertexCount > 0) { collection = new GDMesh.Vertex[GDController.vertexCount]; } int count = list.Count; for (int j = 0; j < count; j++) { IndexBuffer buffer = relatedVertices[list[j].Traits.hashCode]; foreach (int num5 in buffer) { collection[num5] = list[j]; } } } if (!flag) { GDMesh.vertices = new List <GDMesh.Vertex>(collection); if (GDMesh.faces == null) { GDMesh.faces = new List <GDMesh.Face>(); } GDMesh.faces.Clear(); if (GDMesh.edges == null) { GDMesh.edges = new List <GDMesh.Edge>(); } GDMesh.edges.Clear(); if (GDMesh.elements == null) { GDMesh.elements = new List <GDMesh.Element>(); } GDMesh.elements.Clear(); } if (m.subMeshCount == 0) { GDMesh.Element element = new GDMesh.Element(); int length = m.triangles.Length; for (int k = 0; k < length; k += 3) { FaceTrait vt = new FaceTrait(k); vt.ID = k; vt.subMeshIndex = 0; GDMesh.AddTriangle(vt, relatedVertices[collection[triangles[k]].Traits.hashCode].vert, GDMesh.relatedVertices[collection[triangles[k + 1]].Traits.hashCode].vert, GDMesh.relatedVertices[collection[triangles[k + 2]].Traits.hashCode].vert).Element = element; } element.Index = 0; GDMesh.Elements.Add(element); } else { int id = 0; int subMeshCount = m.subMeshCount; for (int n = 0; n < subMeshCount; n++) { GDMesh.Element element2 = new GDMesh.Element(); int[] numArray2 = m.GetTriangles(n); int num11 = numArray2.Length; for (int num12 = 0; num12 < num11; num12 += 3) { FaceTrait trait3 = new FaceTrait(id); trait3.ID = id; trait3.subMeshIndex = n; trait3.subMeshTriID = num12; GDMesh.AddTriangle(trait3, relatedVertices[collection[numArray2[num12]].Traits.hashCode].vert, GDMesh.relatedVertices[collection[numArray2[num12 + 1]].Traits.hashCode].vert, GDMesh.relatedVertices[collection[numArray2[num12 + 2]].Traits.hashCode].vert).Element = element2; id++; } element2.Index = n; GDMesh.Elements.Add(element2); } } if (flag8) { GDMesh.bindposes = new List <Matrix4x4>(m.bindposes); } Quadrangulate(GDMesh, 90f, 5f, 5f, true, false); GDMesh.isBuilt = true; return(GDMesh); }