CombinedMesh.cs 22 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. public class CombinedMesh : MonoBehaviour
  6. {
  7. public bool SaveMeshAsset = false;
  8. public bool KeepPosition = true;
  9. public EPivotMode PivotMode = EPivotMode.Center;
  10. public MeshFilter[] MeshObjects = null;
  11. public GameObject RootNode = null;
  12. public delegate void CombineProgressDelegate(string strMessage, float fT);
  13. #if UNITY_EDITOR
  14. [SerializeField]
  15. private string m_strMeshAssetFileName = "";
  16. #endif
  17. private bool m_bCancelled = false;
  18. [Serializable]
  19. public class ObjectInfo
  20. {
  21. public ObjectInfo(Material[] aMaterials, Mesh mesh, Transform transform, Matrix4x4 mtxLocal)
  22. {
  23. this.aMaterials = new Material[aMaterials.Length];
  24. aMaterials.CopyTo(this.aMaterials, 0);
  25. this.mesh = Instantiate(mesh) as Mesh;
  26. v3LocalPosition = transform.localPosition;
  27. qLocalRotation = transform.localRotation;
  28. v3LocalScale = transform.localScale;
  29. this.mtxLocal = mtxLocal;
  30. this.mtxWorld = transform.localToWorldMatrix;
  31. if(mesh.normals != null)
  32. {
  33. av3NormalsWorld = mesh.normals;
  34. for(int nVertex = 0; nVertex < av3NormalsWorld.Length; nVertex++)
  35. {
  36. av3NormalsWorld[nVertex] = mtxWorld.MultiplyVector(av3NormalsWorld[nVertex]);
  37. }
  38. }
  39. if(mesh.tangents != null)
  40. {
  41. av4TangentsWorld = mesh.tangents;
  42. for(int nVertex = 0; nVertex < av4TangentsWorld.Length; nVertex++)
  43. {
  44. Vector3 v3Tangent = new Vector3(av4TangentsWorld[nVertex].x, av4TangentsWorld[nVertex].y, av4TangentsWorld[nVertex].z);
  45. v3Tangent = mtxWorld.MultiplyVector(v3Tangent);
  46. av4TangentsWorld[nVertex] = new Vector4(v3Tangent.x, v3Tangent.y, v3Tangent.z, av4TangentsWorld[nVertex].w);
  47. }
  48. }
  49. }
  50. public Material[] aMaterials;
  51. public Mesh mesh;
  52. public Vector3 v3LocalPosition;
  53. public Quaternion qLocalRotation;
  54. public Vector3 v3LocalScale;
  55. public Matrix4x4 mtxLocal;
  56. public Matrix4x4 mtxWorld;
  57. public Vector3[] av3NormalsWorld;
  58. public Vector4[] av4TangentsWorld;
  59. }
  60. class MaterialMeshInfo
  61. {
  62. public MaterialMeshInfo(Transform transform, Mesh mesh, int nSubMesh)
  63. {
  64. this.transform = transform;
  65. this.mesh = mesh;
  66. this.nSubMesh = nSubMesh;
  67. }
  68. public Transform transform;
  69. public Mesh mesh;
  70. public int nSubMesh;
  71. }
  72. public enum EPivotMode
  73. {
  74. Keep,
  75. Center,
  76. BottomCenter,
  77. TopCenter,
  78. Min,
  79. Max
  80. }
  81. [SerializeField]
  82. private List<ObjectInfo> m_listObjectInfo = new List<ObjectInfo>();
  83. private Dictionary<Material, List<MaterialMeshInfo>> m_dicMeshEntries = new Dictionary<Material, List<MaterialMeshInfo>>();
  84. public void CancelCombining()
  85. {
  86. m_bCancelled = true;
  87. }
  88. public bool CombiningCancelled()
  89. {
  90. return m_bCancelled;
  91. }
  92. public void TransformObjInfoMeshVectorsToLocal(Transform newTransform)
  93. {
  94. foreach(ObjectInfo objInfo in m_listObjectInfo)
  95. {
  96. if(objInfo.mesh.normals != null && objInfo.av3NormalsWorld != null)
  97. {
  98. Vector3[] av3Normals = new Vector3[objInfo.av3NormalsWorld.Length];
  99. objInfo.av3NormalsWorld.CopyTo(av3Normals, 0);
  100. for(int nVertex = 0; nVertex < av3Normals.Length; nVertex++)
  101. {
  102. av3Normals[nVertex] = newTransform.InverseTransformDirection(av3Normals[nVertex]);
  103. }
  104. objInfo.mesh.normals = av3Normals;
  105. }
  106. if(objInfo.mesh.tangents != null)
  107. {
  108. Vector4[] av4Tangents = new Vector4[objInfo.av4TangentsWorld.Length];
  109. objInfo.av4TangentsWorld.CopyTo(av4Tangents, 0);
  110. for(int nVertex = 0; nVertex < av4Tangents.Length; nVertex++)
  111. {
  112. Vector3 v3Tangent = new Vector3(av4Tangents[nVertex].x, av4Tangents[nVertex].y, av4Tangents[nVertex].z);
  113. v3Tangent = newTransform.InverseTransformDirection(v3Tangent);
  114. av4Tangents[nVertex] = new Vector4(v3Tangent.x, v3Tangent.y, v3Tangent.z, av4Tangents[nVertex].w);
  115. }
  116. objInfo.mesh.tangents = av4Tangents;
  117. }
  118. }
  119. }
  120. public int GetObjectCount()
  121. {
  122. return m_listObjectInfo.Count;
  123. }
  124. public ObjectInfo GetObjectInfo(int nIndex)
  125. {
  126. return m_listObjectInfo[nIndex];
  127. }
  128. public void Combine(CombineProgressDelegate progress)
  129. {
  130. m_listObjectInfo.Clear();
  131. m_dicMeshEntries.Clear();
  132. m_bCancelled = false;
  133. #if UNITY_EDITOR
  134. if(SaveMeshAsset)
  135. {
  136. if(m_strMeshAssetFileName.Length == 0 || System.IO.File.Exists(m_strMeshAssetFileName) == false)
  137. {
  138. m_strMeshAssetFileName = UnityEditor.EditorUtility.SaveFilePanelInProject("Save mesh asset", "mesh_" + this.name + this.GetInstanceID().ToString() + ".asset", "asset", "Please enter a file name to save the mesh asset to");
  139. }
  140. }
  141. #endif
  142. // Build dictionary
  143. bool bUseNormals = false;
  144. bool bUseTangents = false;
  145. bool bUseColors = false;
  146. bool bUseMapping1 = false;
  147. bool bUseMapping2 = false;
  148. Vector3 v3Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  149. Vector3 v3Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  150. int nMeshFilter = 0;
  151. foreach(MeshFilter meshFilter in MeshObjects)
  152. {
  153. if(progress != null)
  154. {
  155. progress("Preprocessing object " + meshFilter.name + "...", (float)nMeshFilter / (float)MeshObjects.Length);
  156. }
  157. if(m_bCancelled)
  158. {
  159. return;
  160. }
  161. if(meshFilter == null)
  162. {
  163. continue;
  164. }
  165. if(meshFilter.GetComponent<Renderer>() == null)
  166. {
  167. Debug.LogWarning(meshFilter.name + " has no mesh renderer available");
  168. continue;
  169. }
  170. Mesh mesh = meshFilter.sharedMesh;
  171. Vector3[] aVertices = mesh.vertices;
  172. for(int v = 0; v < aVertices.Length; v++)
  173. {
  174. Vector3 v3Pos = meshFilter.transform.TransformPoint(aVertices[v]);
  175. if(v3Pos.x < v3Min.x) v3Min.x = v3Pos.x;
  176. if(v3Pos.y < v3Min.y) v3Min.y = v3Pos.y;
  177. if(v3Pos.z < v3Min.z) v3Min.z = v3Pos.z;
  178. if(v3Pos.x > v3Max.x) v3Max.x = v3Pos.x;
  179. if(v3Pos.y > v3Max.y) v3Max.y = v3Pos.y;
  180. if(v3Pos.z > v3Max.z) v3Max.z = v3Pos.z;
  181. }
  182. if(mesh.normals != null) if(mesh.normals.Length > 0) bUseNormals = true;
  183. if(mesh.tangents != null) if(mesh.tangents.Length > 0) bUseTangents = true;
  184. if(mesh.colors != null) if(mesh.colors.Length > 0) bUseColors = true;
  185. if(mesh.colors32 != null) if(mesh.colors32.Length > 0) bUseColors = true;
  186. if(mesh.uv != null) if(mesh.uv.Length > 0) bUseMapping1 = true;
  187. if(mesh.uv2 != null) if(mesh.uv2.Length > 0) bUseMapping2 = true;
  188. for(int nSubMesh = 0; nSubMesh < mesh.subMeshCount; nSubMesh++)
  189. {
  190. MaterialMeshInfo newMaterialMeshInfo = new MaterialMeshInfo(meshFilter.transform, mesh, nSubMesh);
  191. Material material = meshFilter.GetComponent<Renderer>().sharedMaterials[nSubMesh];
  192. if(m_dicMeshEntries.ContainsKey(material) == false)
  193. {
  194. m_dicMeshEntries.Add(material, new List<MaterialMeshInfo>());
  195. }
  196. m_dicMeshEntries[material].Add(newMaterialMeshInfo);
  197. }
  198. // Add object info. Matrix will be later transformed to local.
  199. m_listObjectInfo.Add(new ObjectInfo(meshFilter.GetComponent<Renderer>().sharedMaterials, mesh, meshFilter.transform, meshFilter.transform.localToWorldMatrix));
  200. }
  201. if(m_dicMeshEntries.Count > 0)
  202. {
  203. // Position new
  204. Vector3 v3Position = transform.position;
  205. switch(PivotMode)
  206. {
  207. case EPivotMode.Keep: v3Position = transform.position; break;
  208. case EPivotMode.Center: v3Position = (v3Max + v3Min) * 0.5f; break;
  209. case EPivotMode.BottomCenter: v3Position = (v3Max + v3Min) * 0.5f; v3Position.y = v3Min.y; break;
  210. case EPivotMode.TopCenter: v3Position = (v3Max + v3Min) * 0.5f; v3Position.y = v3Max.y; break;
  211. case EPivotMode.Min: v3Position = v3Min; break;
  212. case EPivotMode.Max: v3Position = v3Max; break;
  213. }
  214. Vector3 v3OriginalPosition = transform.position;
  215. Quaternion qOriginalRotation = transform.rotation;
  216. Vector3 v3OriginalScale = transform.localScale;
  217. transform.position = v3Position;
  218. transform.rotation = Quaternion.identity;
  219. transform.localScale = Vector3.one;
  220. Matrix4x4 mtxWorldToNewLocal = this.transform.worldToLocalMatrix;
  221. if(KeepPosition)
  222. {
  223. transform.position = v3OriginalPosition;
  224. transform.rotation = qOriginalRotation;
  225. transform.localScale = v3OriginalScale;
  226. }
  227. Material[] aMaterials = new Material[m_dicMeshEntries.Keys.Count];
  228. m_dicMeshEntries.Keys.CopyTo(aMaterials, 0);
  229. // Transform object information matrices to local
  230. foreach(ObjectInfo objInfo in m_listObjectInfo)
  231. {
  232. objInfo.mtxLocal = mtxWorldToNewLocal * objInfo.mtxLocal;
  233. }
  234. // Build mesh
  235. List<int>[] aListIndices = new List<int>[m_dicMeshEntries.Count];
  236. List<Vector3> listVertices = new List<Vector3>();
  237. List<Vector3> listNormals = new List<Vector3>();
  238. List<Vector4> listTangents = new List<Vector4>();
  239. List<Color32> listColors = new List<Color32>();
  240. List<Vector2> listMapping1 = new List<Vector2>();
  241. List<Vector2> listMapping2 = new List<Vector2>();
  242. Dictionary<GameObject, int> dicObject2IndexStart = new Dictionary<GameObject, int>();
  243. int nMaterial = 0;
  244. foreach(List<MaterialMeshInfo> listMaterialMeshInfo in m_dicMeshEntries.Values)
  245. {
  246. // Each entry in this list shares the same material, so it will generate a new submesh entry
  247. aListIndices[nMaterial] = new List<int>();
  248. int nMaterialMeshInfoIndex = 0;
  249. foreach(MaterialMeshInfo materialMeshInfo in listMaterialMeshInfo)
  250. {
  251. if(progress != null)
  252. {
  253. progress("Combining submesh for material " + aMaterials[nMaterial].name + "...", (float)nMaterialMeshInfoIndex / (float)listMaterialMeshInfo.Count);
  254. }
  255. if(m_bCancelled)
  256. {
  257. return;
  258. }
  259. int nIndexStart = listVertices.Count;
  260. // We'll find or initialize the index start, which is the position in the vertex data where this mesh will start when combined
  261. if(dicObject2IndexStart.ContainsKey(materialMeshInfo.transform.gameObject))
  262. {
  263. nIndexStart = dicObject2IndexStart[materialMeshInfo.transform.gameObject];
  264. }
  265. else
  266. {
  267. // Now we need to add the mesh vertex data (we'll transform it to the new object local space
  268. Matrix4x4 mtxLocalToWorld = materialMeshInfo.transform.localToWorldMatrix;
  269. Matrix4x4 mtxCombined = mtxWorldToNewLocal * mtxLocalToWorld;
  270. dicObject2IndexStart.Add(materialMeshInfo.transform.gameObject, nIndexStart);
  271. int nVertexCount = materialMeshInfo.mesh.vertexCount;
  272. Vector3[] aVertices = materialMeshInfo.mesh.vertices;
  273. for(int nVertex = 0; nVertex < aVertices.Length; nVertex++)
  274. {
  275. aVertices[nVertex] = mtxCombined.MultiplyPoint3x4(aVertices[nVertex]);
  276. }
  277. listVertices.AddRange(aVertices);
  278. if(bUseNormals)
  279. {
  280. bool bCreateNormals = true;
  281. if(materialMeshInfo.mesh.normals != null) if(materialMeshInfo.mesh.normals.Length > 0) bCreateNormals = false;
  282. if(bCreateNormals)
  283. {
  284. Debug.LogWarning(string.Format("Object {0} has mesh with no vertex normals, and some other objects have them. Dummy normals have been added", materialMeshInfo.transform.name));
  285. }
  286. Vector3[] av3Normals = bCreateNormals ? new Vector3[nVertexCount] : materialMeshInfo.mesh.normals;
  287. for(int nVertex = 0; nVertex < av3Normals.Length; nVertex++)
  288. {
  289. av3Normals[nVertex] = materialMeshInfo.transform.TransformDirection(av3Normals[nVertex]);
  290. av3Normals[nVertex] = this.transform.InverseTransformDirection(av3Normals[nVertex]);
  291. }
  292. listNormals.AddRange(av3Normals);
  293. }
  294. if(bUseTangents)
  295. {
  296. bool bCreateTangents = true;
  297. if(materialMeshInfo.mesh.tangents != null) if(materialMeshInfo.mesh.tangents.Length > 0) bCreateTangents = false;
  298. if(bCreateTangents)
  299. {
  300. Debug.LogWarning(string.Format("Object {0} has mesh with no vertex tangents, and some other objects have them. Dummy tangents have been added", materialMeshInfo.transform.name));
  301. }
  302. Vector4[] av4Tangents = bCreateTangents ? new Vector4[nVertexCount] : materialMeshInfo.mesh.tangents;
  303. for(int nVertex = 0; nVertex < av4Tangents.Length; nVertex++)
  304. {
  305. Vector3 v3Tangent = new Vector3(av4Tangents[nVertex].x, av4Tangents[nVertex].y, av4Tangents[nVertex].z);
  306. v3Tangent = materialMeshInfo.transform.TransformDirection(v3Tangent);
  307. v3Tangent = transform.InverseTransformDirection(v3Tangent);
  308. av4Tangents[nVertex] = new Vector4(v3Tangent.x, v3Tangent.y, v3Tangent.z, bCreateTangents ? 1.0f : av4Tangents[nVertex].w);
  309. }
  310. listTangents.AddRange(av4Tangents);
  311. }
  312. if(bUseColors)
  313. {
  314. bool bColors = false;
  315. bool bColors32 = false;
  316. bool bCreateColors = true;
  317. if(materialMeshInfo.mesh.colors != null) if(materialMeshInfo.mesh.colors.Length > 0) { bColors = true; bCreateColors = false; }
  318. if(materialMeshInfo.mesh.colors32 != null) if(materialMeshInfo.mesh.colors32.Length > 0) { bColors32 = true; bCreateColors = false; }
  319. if(bCreateColors)
  320. {
  321. Debug.LogWarning(string.Format("Object {0} has mesh with no vertex colors, and some other objects have them. Dummy colors have been added", materialMeshInfo.transform.name));
  322. }
  323. Color32[] aColors32 = null;
  324. if(bCreateColors)
  325. {
  326. aColors32 = new Color32[nVertexCount];
  327. }
  328. else if(bColors)
  329. {
  330. aColors32 = new Color32[nVertexCount];
  331. Color[] aColors = materialMeshInfo.mesh.colors;
  332. for(int nColor = 0; nColor < nVertexCount; nColor++)
  333. {
  334. aColors32[nColor] = aColors[nColor];
  335. }
  336. }
  337. else if(bColors32)
  338. {
  339. aColors32 = materialMeshInfo.mesh.colors32;
  340. }
  341. listColors.AddRange(aColors32);
  342. }
  343. if(bUseMapping1)
  344. {
  345. bool bCreateMapping1 = true;
  346. if(materialMeshInfo.mesh.uv != null) if(materialMeshInfo.mesh.uv.Length > 0) bCreateMapping1 = false;
  347. if(bCreateMapping1)
  348. {
  349. Debug.LogWarning(string.Format("Object {0} has mesh with no vertex mapping (uv), and some other objects have them. Dummy mapping has been added", materialMeshInfo.transform.name));
  350. }
  351. Vector2[] av2Mapping1 = bCreateMapping1 ? new Vector2[nVertexCount] : materialMeshInfo.mesh.uv;
  352. listMapping1.AddRange(av2Mapping1);
  353. }
  354. if(bUseMapping2)
  355. {
  356. bool bCreateMapping2 = true;
  357. if(materialMeshInfo.mesh.uv2 != null) if(materialMeshInfo.mesh.uv2.Length > 0) bCreateMapping2 = false;
  358. if(bCreateMapping2)
  359. {
  360. Debug.LogWarning(string.Format("Object {0} has mesh with no vertex mapping (uv2), and some other objects have them. Dummy mapping has been added", materialMeshInfo.transform.name));
  361. }
  362. Vector2[] av2Mapping2 = bCreateMapping2 ? new Vector2[nVertexCount] : materialMeshInfo.mesh.uv2;
  363. listMapping2.AddRange(av2Mapping2);
  364. }
  365. }
  366. // Now add the indices
  367. int[] aSubMeshIndices = materialMeshInfo.mesh.GetTriangles(materialMeshInfo.nSubMesh);
  368. for(int nIndex = 0; nIndex < aSubMeshIndices.Length; nIndex++)
  369. {
  370. aListIndices[nMaterial].Add(aSubMeshIndices[nIndex] + nIndexStart);
  371. }
  372. nMaterialMeshInfoIndex++;
  373. }
  374. nMaterial++;
  375. }
  376. // Build the mesh
  377. if(m_bCancelled == false)
  378. {
  379. if(progress != null)
  380. {
  381. progress("Building mesh...", 1.0f);
  382. }
  383. // Create meshFilter if necessary
  384. MeshFilter combinedMeshFilter = gameObject.GetComponent<MeshFilter>();
  385. if(combinedMeshFilter == null)
  386. {
  387. combinedMeshFilter = gameObject.AddComponent<MeshFilter>();
  388. }
  389. // Set material list
  390. if(GetComponent<Renderer>() == null)
  391. {
  392. gameObject.AddComponent<MeshRenderer>();
  393. }
  394. GetComponent<Renderer>().sharedMaterials = aMaterials;
  395. // Build mesh
  396. int nVertexLimit = 65000;
  397. if(listVertices.Count > nVertexLimit)
  398. {
  399. Debug.LogWarning("Warning! vertex count = " + listVertices.Count + ". You may be hitting Unity's vertex count limit (" + nVertexLimit + "). Please try combining less objects.");
  400. }
  401. Mesh newMesh = new Mesh();
  402. newMesh.vertices = listVertices.ToArray();
  403. if(bUseNormals) newMesh.normals = listNormals.ToArray();
  404. if(bUseTangents) newMesh.tangents = listTangents.ToArray();
  405. if(bUseColors) newMesh.colors32 = listColors.ToArray();
  406. if(bUseMapping1) newMesh.uv = listMapping1.ToArray();
  407. if(bUseMapping2) newMesh.uv2 = listMapping2.ToArray();
  408. newMesh.subMeshCount = aListIndices.Length;
  409. for(int nSubMesh = 0; nSubMesh < aListIndices.Length; nSubMesh++)
  410. {
  411. newMesh.SetTriangles(aListIndices[nSubMesh].ToArray(), nSubMesh);
  412. }
  413. combinedMeshFilter.sharedMesh = newMesh;
  414. #if UNITY_EDITOR
  415. // Save them to disc
  416. if(SaveMeshAsset && m_strMeshAssetFileName.Length > 0)
  417. {
  418. UnityEditor.AssetDatabase.CreateAsset(newMesh, m_strMeshAssetFileName);
  419. UnityEditor.AssetDatabase.Refresh();
  420. }
  421. #endif
  422. }
  423. }
  424. else
  425. {
  426. Debug.LogWarning("No meshes were combined because none were found.");
  427. }
  428. }
  429. }