Files
tianrunCRM/Assets/CoolapeFrame/Scripts/toolkit/MeshCombineUtility.cs
2020-07-04 14:41:25 +08:00

211 lines
6.0 KiB
C#

/*
********************************************************************************
*Copyright(C),coolae.net
*Author: chenbin
*Version: 2.0
*Date: 2017-01-09
*Description: 合并mesh
*Others:
*History:
*********************************************************************************
*/
using UnityEngine;
using System.Collections;
namespace Coolape
{
public class MeshCombineUtility
{
public struct MeshInstance
{
public Mesh mesh;
public int subMeshIndex;
public Matrix4x4 transform;
}
public static Mesh Combine (MeshInstance[] combines, bool generateStrips)
{
int vertexCount = 0;
int triangleCount = 0;
int stripCount = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh) {
vertexCount += combine.mesh.vertexCount;
if (generateStrips) {
// SUBOPTIMAL FOR PERFORMANCE
// int curStripCount = combine.mesh.GetTriangleStrip(combine.subMeshIndex).Length;
int curStripCount = combine.mesh.GetTriangles (combine.subMeshIndex).Length;
if (curStripCount != 0) {
if (stripCount != 0) {
if ((stripCount & 1) == 1)
stripCount += 3;
else
stripCount += 2;
}
stripCount += curStripCount;
} else {
generateStrips = false;
}
}
}
}
// Precomputed how many triangles we need instead
if (!generateStrips) {
foreach (MeshInstance combine in combines) {
if (combine.mesh) {
triangleCount += combine.mesh.GetTriangles (combine.subMeshIndex).Length;
}
}
}
Vector3[] vertices = new Vector3[vertexCount];
Vector3[] normals = new Vector3[vertexCount];
Vector4[] tangents = new Vector4[vertexCount];
Vector2[] uv = new Vector2[vertexCount];
Vector2[] uv1 = new Vector2[vertexCount];
Color[] colors = new Color[vertexCount];
int[] triangles = new int[triangleCount];
int[] strip = new int[stripCount];
int offset;
offset = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh)
Copy (combine.mesh.vertexCount, combine.mesh.vertices, vertices, ref offset, combine.transform);
}
offset = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh) {
Matrix4x4 invTranspose = combine.transform;
invTranspose = invTranspose.inverse.transpose;
CopyNormal (combine.mesh.vertexCount, combine.mesh.normals, normals, ref offset, invTranspose);
}
}
offset = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh) {
Matrix4x4 invTranspose = combine.transform;
invTranspose = invTranspose.inverse.transpose;
CopyTangents (combine.mesh.vertexCount, combine.mesh.tangents, tangents, ref offset, invTranspose);
}
}
offset = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh)
Copy (combine.mesh.vertexCount, combine.mesh.uv, uv, ref offset);
}
offset = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh)
Copy (combine.mesh.vertexCount, combine.mesh.uv2, uv1, ref offset);
}
offset = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh)
CopyColors (combine.mesh.vertexCount, combine.mesh.colors, colors, ref offset);
}
int triangleOffset = 0;
int stripOffset = 0;
int vertexOffset = 0;
foreach (MeshInstance combine in combines) {
if (combine.mesh) {
if (generateStrips) {
int[] inputstrip = combine.mesh.GetTriangles (combine.subMeshIndex);
if (stripOffset != 0) {
if ((stripOffset & 1) == 1) {
strip [stripOffset + 0] = strip [stripOffset - 1];
strip [stripOffset + 1] = inputstrip [0] + vertexOffset;
strip [stripOffset + 2] = inputstrip [0] + vertexOffset;
stripOffset += 3;
} else {
strip [stripOffset + 0] = strip [stripOffset - 1];
strip [stripOffset + 1] = inputstrip [0] + vertexOffset;
stripOffset += 2;
}
}
for (int i = 0; i < inputstrip.Length; i++) {
strip [i + stripOffset] = inputstrip [i] + vertexOffset;
}
stripOffset += inputstrip.Length;
} else {
int[] inputtriangles = combine.mesh.GetTriangles (combine.subMeshIndex);
for (int i = 0; i < inputtriangles.Length; i++) {
triangles [i + triangleOffset] = inputtriangles [i] + vertexOffset;
}
triangleOffset += inputtriangles.Length;
}
vertexOffset += combine.mesh.vertexCount;
}
}
Mesh mesh = new Mesh ();
mesh.name = "Combined Mesh";
mesh.vertices = vertices;
mesh.normals = normals;
mesh.colors = colors;
mesh.uv = uv;
mesh.uv2 = uv1;
mesh.tangents = tangents;
if (generateStrips)
mesh.SetTriangles (strip, 0);
else
mesh.triangles = triangles;
return mesh;
}
static void Copy (int vertexcount, Vector3[] src, Vector3[] dst, ref int offset, Matrix4x4 transform)
{
for (int i = 0; i < src.Length; i++)
dst [i + offset] = transform.MultiplyPoint (src [i]);
offset += vertexcount;
}
static void CopyNormal (int vertexcount, Vector3[] src, Vector3[] dst, ref int offset, Matrix4x4 transform)
{
for (int i = 0; i < src.Length; i++)
dst [i + offset] = transform.MultiplyVector (src [i]).normalized;
offset += vertexcount;
}
static void Copy (int vertexcount, Vector2[] src, Vector2[] dst, ref int offset)
{
for (int i = 0; i < src.Length; i++)
dst [i + offset] = src [i];
offset += vertexcount;
}
static void CopyColors (int vertexcount, Color[] src, Color[] dst, ref int offset)
{
for (int i = 0; i < src.Length; i++)
dst [i + offset] = src [i];
offset += vertexcount;
}
static void CopyTangents (int vertexcount, Vector4[] src, Vector4[] dst, ref int offset, Matrix4x4 transform)
{
for (int i = 0; i < src.Length; i++) {
Vector4 p4 = src [i];
Vector3 p = new Vector3 (p4.x, p4.y, p4.z);
p = transform.MultiplyVector (p).normalized;
dst [i + offset] = new Vector4 (p.x, p.y, p.z, p4.w);
}
offset += vertexcount;
}
}
}