public static unsafe BlobAssetReference <Collider> Create(NativeArray <float3> vertices, NativeArray <int3> triangles, CollisionFilter filter, Material material) { // Copy vertices var tempVertices = new NativeArray <float3>(vertices, Allocator.Temp); // Triangle indices - needed for WeldVertices var tempIndices = new NativeArray <int>(triangles.Length * 3, Allocator.Temp); for (int iTriangle = 0; iTriangle < triangles.Length; iTriangle++) { if (triangles[iTriangle][0] >= 0 && triangles[iTriangle][0] < vertices.Length && triangles[iTriangle][1] >= 0 && triangles[iTriangle][1] < vertices.Length && triangles[iTriangle][2] >= 0 && triangles[iTriangle][2] < vertices.Length) { tempIndices[iTriangle * 3] = triangles[iTriangle][0]; tempIndices[iTriangle * 3 + 1] = triangles[iTriangle][1]; tempIndices[iTriangle * 3 + 2] = triangles[iTriangle][2]; } else { throw new ArgumentException("Tried to create a MeshCollider with indices referencing outside vertex array"); } } // Build connectivity and primitives NativeList <float3> uniqueVertices = MeshConnectivityBuilder.WeldVertices(tempIndices, tempVertices); var tempTriangleIndices = new NativeArray <int3>(triangles.Length, Allocator.Temp); UnsafeUtility.MemCpy(tempTriangleIndices.GetUnsafePtr(), tempIndices.GetUnsafePtr(), tempIndices.Length * UnsafeUtility.SizeOf <int>()); var connectivity = new MeshConnectivityBuilder(tempTriangleIndices, uniqueVertices); NativeList <MeshConnectivityBuilder.Primitive> primitives = connectivity.EnumerateQuadDominantGeometry(tempTriangleIndices, uniqueVertices); // Build bounding volume hierarchy int nodeCount = math.max(primitives.Length * 2 + 1, 2); // We need at least two nodes - an "invalid" node and a root node. var nodes = new NativeArray <BoundingVolumeHierarchy.Node>(nodeCount, Allocator.Temp); int numNodes = 0; { // Prepare data for BVH var points = new NativeList <BoundingVolumeHierarchy.PointAndIndex>(primitives.Length, Allocator.Temp); var aabbs = new NativeArray <Aabb>(primitives.Length, Allocator.Temp); for (int i = 0; i < primitives.Length; i++) { MeshConnectivityBuilder.Primitive p = primitives[i]; // Skip degenerate triangles if (MeshConnectivityBuilder.IsTriangleDegenerate(p.Vertices[0], p.Vertices[1], p.Vertices[2])) { continue; } aabbs[i] = Aabb.CreateFromPoints(p.Vertices); points.Add(new BoundingVolumeHierarchy.PointAndIndex { Position = aabbs[i].Center, Index = i }); } var bvh = new BoundingVolumeHierarchy(nodes); bvh.Build(points.AsArray(), aabbs, out numNodes, useSah: true); } // Build mesh sections BoundingVolumeHierarchy.Node *nodesPtr = (BoundingVolumeHierarchy.Node *)nodes.GetUnsafePtr(); MeshBuilder.TempSection sections = MeshBuilder.BuildSections(nodesPtr, numNodes, primitives); // Allocate collider int meshDataSize = Mesh.CalculateMeshDataSize(numNodes, sections.Ranges); int totalColliderSize = Math.NextMultipleOf(sizeof(MeshCollider), 16) + meshDataSize; MeshCollider *meshCollider = (MeshCollider *)UnsafeUtility.Malloc(totalColliderSize, 16, Allocator.Temp); // Initialize it { UnsafeUtility.MemClear(meshCollider, totalColliderSize); meshCollider->MemorySize = totalColliderSize; meshCollider->m_Header.Type = ColliderType.Mesh; meshCollider->m_Header.CollisionType = CollisionType.Composite; meshCollider->m_Header.Version += 1; meshCollider->m_Header.Magic = 0xff; ref var mesh = ref meshCollider->Mesh; mesh.Init(nodesPtr, numNodes, sections, filter, material); // Calculate combined filter meshCollider->m_Header.Filter = mesh.Sections.Length > 0 ? mesh.Sections[0].Filters[0] : CollisionFilter.Default; for (int i = 0; i < mesh.Sections.Length; ++i) { for (var j = 0; j < mesh.Sections[i].Filters.Length; ++j) { var f = mesh.Sections[i].Filters[j]; meshCollider->m_Header.Filter = CollisionFilter.CreateUnion(meshCollider->m_Header.Filter, f); } } meshCollider->m_Aabb = meshCollider->Mesh.BoundingVolumeHierarchy.Domain; meshCollider->NumColliderKeyBits = meshCollider->Mesh.NumColliderKeyBits; }
// followed by variable sized mesh data #region Construction // Create a mesh collider asset from a set of triangles public static unsafe BlobAssetReference <Collider> Create(float3[] vertices, int[] indices, CollisionFilter?filter = null, Material?material = null) { int numVertices = vertices.Length; int numIndices = indices.Length; int numTriangles = numIndices / 3; // Copy vertices float3[] tempVertices = new float3[numVertices]; Array.Copy(vertices, tempVertices, numVertices); // Copy indices int[] tempIndices = new int[numIndices]; for (int iTriangle = 0; iTriangle < numTriangles; iTriangle++) { int iIndex0 = iTriangle * 3; int iIndex1 = iIndex0 + 1; int iIndex2 = iIndex0 + 2; tempIndices[iIndex0] = indices[iIndex0]; tempIndices[iIndex1] = indices[iIndex1]; tempIndices[iIndex2] = indices[iIndex2]; } // Build connectivity and primitives List <MeshConnectivityBuilder.Primitive> primitives = null; { MeshConnectivityBuilder.WeldVertices(tempIndices, ref tempVertices); var connectivity = new MeshConnectivityBuilder(tempIndices, tempVertices); primitives = connectivity.EnumerateQuadDominantGeometry(tempIndices, tempVertices); } // Build bounding volume hierarchy var nodes = new NativeArray <BoundingVolumeHierarchy.Node>(primitives.Count * 2 + 1, Allocator.Temp); int numNodes = 0; { // Prepare data for BVH var points = new NativeArray <BoundingVolumeHierarchy.PointAndIndex>(primitives.Count, Allocator.Temp); var aabbs = new NativeArray <Aabb>(primitives.Count, Allocator.Temp); for (int i = 0; i < primitives.Count; i++) { MeshConnectivityBuilder.Primitive p = primitives[i]; // Skip degenerate triangles if (MeshConnectivityBuilder.IsTriangleDegenerate(p.Vertices[0], p.Vertices[1], p.Vertices[2])) { continue; } aabbs[i] = Aabb.CreateFromPoints(p.Vertices); points[i] = new BoundingVolumeHierarchy.PointAndIndex { Position = aabbs[i].Center, Index = i }; } var bvh = new BoundingVolumeHierarchy(nodes); bvh.Build(points, aabbs, out numNodes, useSah: true); points.Dispose(); aabbs.Dispose(); } // Build mesh sections BoundingVolumeHierarchy.Node * nodesPtr = (BoundingVolumeHierarchy.Node *)nodes.GetUnsafePtr(); List <MeshBuilder.TempSection> sections = MeshBuilder.BuildSections(nodesPtr, numNodes, primitives); // Allocate collider int meshDataSize = Mesh.CalculateMeshDataSize(numNodes, sections); int totalColliderSize = Math.NextMultipleOf(sizeof(MeshCollider), 16) + meshDataSize; MeshCollider *meshCollider = (MeshCollider *)UnsafeUtility.Malloc(totalColliderSize, 16, Allocator.Temp); // Initialize it { UnsafeUtility.MemClear(meshCollider, totalColliderSize); meshCollider->MemorySize = totalColliderSize; meshCollider->m_Header.Type = ColliderType.Mesh; meshCollider->m_Header.CollisionType = CollisionType.Composite; meshCollider->m_Header.Version += 1; meshCollider->m_Header.Magic = 0xff; ref var mesh = ref meshCollider->Mesh; mesh.Init(nodesPtr, numNodes, sections, filter ?? CollisionFilter.Default, material ?? Material.Default); // Calculate combined filter meshCollider->m_Header.Filter = mesh.Sections[0].Filters[0]; for (int i = 0; i < mesh.Sections.Length; ++i) { foreach (CollisionFilter f in mesh.Sections[i].Filters) { meshCollider->m_Header.Filter = CollisionFilter.CreateUnion(meshCollider->m_Header.Filter, f); } } meshCollider->m_Aabb = meshCollider->Mesh.BoundingVolumeHierarchy.Domain; meshCollider->NumColliderKeyBits = meshCollider->Mesh.NumColliderKeyBits; }