示例#1
0
 // Taking bindposes optional parameter is ugly, but saves an additional array allocation if it was already
 // accessed to get the length
 public static void ApplyToWorkingMesh(this Mesh mesh, ref WorkingMesh wm, Matrix4x4[] bindposes = null)
 {
     wm.indexFormat  = mesh.indexFormat;
     wm.vertices     = mesh.vertices;
     wm.normals      = mesh.normals;
     wm.tangents     = mesh.tangents;
     wm.uv           = mesh.uv;
     wm.uv2          = mesh.uv2;
     wm.uv3          = mesh.uv3;
     wm.uv4          = mesh.uv4;
     wm.colors       = mesh.colors;
     wm.boneWeights  = mesh.boneWeights;
     wm.bindposes    = bindposes ?? mesh.bindposes;
     wm.subMeshCount = mesh.subMeshCount;
     for (int i = 0; i < mesh.subMeshCount; i++)
     {
         wm.SetTriangles(mesh.GetTriangles(i), i);
     }
     wm.name   = mesh.name;
     wm.bounds = mesh.bounds;
 }
示例#2
0
        IEnumerator Simplify(Mesh inputMesh, Mesh outputMesh, float quality)
        {
            var meshSimplifier = new MeshSimplifier();

            meshSimplifier.Vertices = inputMesh.vertices;
            meshSimplifier.Normals  = inputMesh.normals;
            meshSimplifier.Tangents = inputMesh.tangents;
            meshSimplifier.UV1      = inputMesh.uv;
            meshSimplifier.UV2      = inputMesh.uv2;
            meshSimplifier.UV3      = inputMesh.uv3;
            meshSimplifier.UV4      = inputMesh.uv4;
            meshSimplifier.Colors   = inputMesh.colors;

            var triangles = new int[inputMesh.subMeshCount][];

            for (var submesh = 0; submesh < inputMesh.subMeshCount; submesh++)
            {
                triangles[submesh] = inputMesh.GetTriangles(submesh);
            }

            meshSimplifier.AddSubMeshTriangles(triangles);

            meshSimplifier.SimplifyMesh(quality);

            outputMesh.vertices     = meshSimplifier.Vertices;
            outputMesh.normals      = meshSimplifier.Normals;
            outputMesh.tangents     = meshSimplifier.Tangents;
            outputMesh.uv           = meshSimplifier.UV1;
            outputMesh.uv2          = meshSimplifier.UV2;
            outputMesh.uv3          = meshSimplifier.UV3;
            outputMesh.uv4          = meshSimplifier.UV4;
            outputMesh.colors       = meshSimplifier.Colors;
            outputMesh.subMeshCount = meshSimplifier.SubMeshCount;
            for (var submesh = 0; submesh < outputMesh.subMeshCount; submesh++)
            {
                outputMesh.SetTriangles(meshSimplifier.GetSubMeshTriangles(submesh), submesh);
            }

            yield break;
        }
示例#3
0
        public static void ApplyToWorkingMesh(this Mesh mesh, WorkingMesh wm)
        {
#if UNITY_2017_3_OR_NEWER
            wm.indexFormat = mesh.indexFormat;
#endif
            wm.vertices     = mesh.vertices;
            wm.normals      = mesh.normals;
            wm.tangents     = mesh.tangents;
            wm.uv           = mesh.uv;
            wm.uv2          = mesh.uv2;
            wm.uv3          = mesh.uv3;
            wm.uv4          = mesh.uv4;
            wm.colors       = mesh.colors;
            wm.boneWeights  = mesh.boneWeights;
            wm.bindposes    = mesh.bindposes;
            wm.subMeshCount = mesh.subMeshCount;
            for (int i = 0; i < mesh.subMeshCount; i++)
            {
                wm.SetTriangles(mesh.GetTriangles(i), i);
            }
            wm.name   = mesh.name;
            wm.bounds = mesh.bounds;
        }
示例#4
0
        static void FromMeshDecimatorMesh(DMesh mesh, bool recalculateNormals, ref WMesh destMesh)
        {
            if (recalculateNormals)
            {
                // If we recalculate the normals, we also recalculate the tangents
                mesh.RecalculateNormals();
                mesh.RecalculateTangents();
            }

            int subMeshCount = mesh.SubMeshCount;
            var newNormals   = FromVector3(mesh.Normals);
            var newTangents  = FromVector4(mesh.Tangents);
            var newUV1       = FromVector2(mesh.UV1);
            var newUV2       = FromVector2(mesh.UV2);
            var newUV3       = FromVector2(mesh.UV3);
            var newUV4       = FromVector2(mesh.UV4);
            var newColors    = FromColor(mesh.Colors);

            //var newBoneWeights = FromSimplifyBoneWeights(mesh.BoneWeights);

            //if (bindposes != null) newMesh.bindposes = bindposes;
            destMesh.subMeshCount = subMeshCount;
            destMesh.vertices     = FromVector3d(mesh.Vertices);
            if (newNormals != null)
            {
                destMesh.normals = newNormals;
            }

            if (newTangents != null)
            {
                destMesh.tangents = newTangents;
            }

            if (newUV1 != null)
            {
                destMesh.uv = newUV1;
            }

            if (newUV2 != null)
            {
                destMesh.uv2 = newUV2;
            }

            if (newUV3 != null)
            {
                destMesh.uv3 = newUV3;
            }

            if (newUV4 != null)
            {
                destMesh.uv4 = newUV4;
            }

            if (newColors != null)
            {
                destMesh.colors = newColors;
            }

            //if (newBoneWeights != null)
            //    newMesh.boneWeights = newBoneWeights;

            for (int i = 0; i < subMeshCount; i++)
            {
                var subMeshIndices = mesh.GetIndices(i);
                destMesh.SetTriangles(subMeshIndices, i);
            }

            destMesh.RecalculateBounds();
        }