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- using UnityEngine;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- public class CombinedMesh : MonoBehaviour
- {
- public bool SaveMeshAsset = false;
- public bool KeepPosition = true;
- public EPivotMode PivotMode = EPivotMode.Center;
- public MeshFilter[] MeshObjects = null;
- public GameObject RootNode = null;
- public delegate void CombineProgressDelegate(string strMessage, float fT);
- #if UNITY_EDITOR
- [SerializeField]
- private string m_strMeshAssetFileName = "";
- #endif
- private bool m_bCancelled = false;
- [Serializable]
- public class ObjectInfo
- {
- public ObjectInfo(Material[] aMaterials, Mesh mesh, Transform transform, Matrix4x4 mtxLocal)
- {
- this.aMaterials = new Material[aMaterials.Length];
- aMaterials.CopyTo(this.aMaterials, 0);
- this.mesh = Instantiate(mesh) as Mesh;
- v3LocalPosition = transform.localPosition;
- qLocalRotation = transform.localRotation;
- v3LocalScale = transform.localScale;
- this.mtxLocal = mtxLocal;
- this.mtxWorld = transform.localToWorldMatrix;
- if(mesh.normals != null)
- {
- av3NormalsWorld = mesh.normals;
- for(int nVertex = 0; nVertex < av3NormalsWorld.Length; nVertex++)
- {
- av3NormalsWorld[nVertex] = mtxWorld.MultiplyVector(av3NormalsWorld[nVertex]);
- }
- }
- if(mesh.tangents != null)
- {
- av4TangentsWorld = mesh.tangents;
- for(int nVertex = 0; nVertex < av4TangentsWorld.Length; nVertex++)
- {
- Vector3 v3Tangent = new Vector3(av4TangentsWorld[nVertex].x, av4TangentsWorld[nVertex].y, av4TangentsWorld[nVertex].z);
- v3Tangent = mtxWorld.MultiplyVector(v3Tangent);
- av4TangentsWorld[nVertex] = new Vector4(v3Tangent.x, v3Tangent.y, v3Tangent.z, av4TangentsWorld[nVertex].w);
- }
- }
- }
- public Material[] aMaterials;
- public Mesh mesh;
- public Vector3 v3LocalPosition;
- public Quaternion qLocalRotation;
- public Vector3 v3LocalScale;
- public Matrix4x4 mtxLocal;
- public Matrix4x4 mtxWorld;
- public Vector3[] av3NormalsWorld;
- public Vector4[] av4TangentsWorld;
- }
- class MaterialMeshInfo
- {
- public MaterialMeshInfo(Transform transform, Mesh mesh, int nSubMesh)
- {
- this.transform = transform;
- this.mesh = mesh;
- this.nSubMesh = nSubMesh;
- }
- public Transform transform;
- public Mesh mesh;
- public int nSubMesh;
- }
- public enum EPivotMode
- {
- Keep,
- Center,
- BottomCenter,
- TopCenter,
- Min,
- Max
- }
- [SerializeField]
- private List<ObjectInfo> m_listObjectInfo = new List<ObjectInfo>();
- private Dictionary<Material, List<MaterialMeshInfo>> m_dicMeshEntries = new Dictionary<Material, List<MaterialMeshInfo>>();
- public void CancelCombining()
- {
- m_bCancelled = true;
- }
- public bool CombiningCancelled()
- {
- return m_bCancelled;
- }
- public void TransformObjInfoMeshVectorsToLocal(Transform newTransform)
- {
- foreach(ObjectInfo objInfo in m_listObjectInfo)
- {
- if(objInfo.mesh.normals != null && objInfo.av3NormalsWorld != null)
- {
- Vector3[] av3Normals = new Vector3[objInfo.av3NormalsWorld.Length];
- objInfo.av3NormalsWorld.CopyTo(av3Normals, 0);
- for(int nVertex = 0; nVertex < av3Normals.Length; nVertex++)
- {
- av3Normals[nVertex] = newTransform.InverseTransformDirection(av3Normals[nVertex]);
- }
- objInfo.mesh.normals = av3Normals;
- }
- if(objInfo.mesh.tangents != null)
- {
- Vector4[] av4Tangents = new Vector4[objInfo.av4TangentsWorld.Length];
- objInfo.av4TangentsWorld.CopyTo(av4Tangents, 0);
- for(int nVertex = 0; nVertex < av4Tangents.Length; nVertex++)
- {
- Vector3 v3Tangent = new Vector3(av4Tangents[nVertex].x, av4Tangents[nVertex].y, av4Tangents[nVertex].z);
- v3Tangent = newTransform.InverseTransformDirection(v3Tangent);
- av4Tangents[nVertex] = new Vector4(v3Tangent.x, v3Tangent.y, v3Tangent.z, av4Tangents[nVertex].w);
- }
- objInfo.mesh.tangents = av4Tangents;
- }
- }
- }
- public int GetObjectCount()
- {
- return m_listObjectInfo.Count;
- }
- public ObjectInfo GetObjectInfo(int nIndex)
- {
- return m_listObjectInfo[nIndex];
- }
- public void Combine(CombineProgressDelegate progress)
- {
- m_listObjectInfo.Clear();
- m_dicMeshEntries.Clear();
- m_bCancelled = false;
- #if UNITY_EDITOR
- if(SaveMeshAsset)
- {
- if(m_strMeshAssetFileName.Length == 0 || System.IO.File.Exists(m_strMeshAssetFileName) == false)
- {
- 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");
- }
- }
- #endif
- // Build dictionary
- bool bUseNormals = false;
- bool bUseTangents = false;
- bool bUseColors = false;
- bool bUseMapping1 = false;
- bool bUseMapping2 = false;
- Vector3 v3Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Vector3 v3Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- int nMeshFilter = 0;
- foreach(MeshFilter meshFilter in MeshObjects)
- {
- if(progress != null)
- {
- progress("Preprocessing object " + meshFilter.name + "...", (float)nMeshFilter / (float)MeshObjects.Length);
- }
- if(m_bCancelled)
- {
- return;
- }
- if(meshFilter == null)
- {
- continue;
- }
- if(meshFilter.GetComponent<Renderer>() == null)
- {
- Debug.LogWarning(meshFilter.name + " has no mesh renderer available");
- continue;
- }
- Mesh mesh = meshFilter.sharedMesh;
- Vector3[] aVertices = mesh.vertices;
- for(int v = 0; v < aVertices.Length; v++)
- {
- Vector3 v3Pos = meshFilter.transform.TransformPoint(aVertices[v]);
- if(v3Pos.x < v3Min.x) v3Min.x = v3Pos.x;
- if(v3Pos.y < v3Min.y) v3Min.y = v3Pos.y;
- if(v3Pos.z < v3Min.z) v3Min.z = v3Pos.z;
- if(v3Pos.x > v3Max.x) v3Max.x = v3Pos.x;
- if(v3Pos.y > v3Max.y) v3Max.y = v3Pos.y;
- if(v3Pos.z > v3Max.z) v3Max.z = v3Pos.z;
- }
- if(mesh.normals != null) if(mesh.normals.Length > 0) bUseNormals = true;
- if(mesh.tangents != null) if(mesh.tangents.Length > 0) bUseTangents = true;
- if(mesh.colors != null) if(mesh.colors.Length > 0) bUseColors = true;
- if(mesh.colors32 != null) if(mesh.colors32.Length > 0) bUseColors = true;
- if(mesh.uv != null) if(mesh.uv.Length > 0) bUseMapping1 = true;
- if(mesh.uv2 != null) if(mesh.uv2.Length > 0) bUseMapping2 = true;
- for(int nSubMesh = 0; nSubMesh < mesh.subMeshCount; nSubMesh++)
- {
- MaterialMeshInfo newMaterialMeshInfo = new MaterialMeshInfo(meshFilter.transform, mesh, nSubMesh);
- Material material = meshFilter.GetComponent<Renderer>().sharedMaterials[nSubMesh];
- if(m_dicMeshEntries.ContainsKey(material) == false)
- {
- m_dicMeshEntries.Add(material, new List<MaterialMeshInfo>());
- }
- m_dicMeshEntries[material].Add(newMaterialMeshInfo);
- }
- // Add object info. Matrix will be later transformed to local.
- m_listObjectInfo.Add(new ObjectInfo(meshFilter.GetComponent<Renderer>().sharedMaterials, mesh, meshFilter.transform, meshFilter.transform.localToWorldMatrix));
- }
- if(m_dicMeshEntries.Count > 0)
- {
- // Position new
- Vector3 v3Position = transform.position;
- switch(PivotMode)
- {
- case EPivotMode.Keep: v3Position = transform.position; break;
- case EPivotMode.Center: v3Position = (v3Max + v3Min) * 0.5f; break;
- case EPivotMode.BottomCenter: v3Position = (v3Max + v3Min) * 0.5f; v3Position.y = v3Min.y; break;
- case EPivotMode.TopCenter: v3Position = (v3Max + v3Min) * 0.5f; v3Position.y = v3Max.y; break;
- case EPivotMode.Min: v3Position = v3Min; break;
- case EPivotMode.Max: v3Position = v3Max; break;
- }
- Vector3 v3OriginalPosition = transform.position;
- Quaternion qOriginalRotation = transform.rotation;
- Vector3 v3OriginalScale = transform.localScale;
- transform.position = v3Position;
- transform.rotation = Quaternion.identity;
- transform.localScale = Vector3.one;
- Matrix4x4 mtxWorldToNewLocal = this.transform.worldToLocalMatrix;
- if(KeepPosition)
- {
- transform.position = v3OriginalPosition;
- transform.rotation = qOriginalRotation;
- transform.localScale = v3OriginalScale;
- }
- Material[] aMaterials = new Material[m_dicMeshEntries.Keys.Count];
- m_dicMeshEntries.Keys.CopyTo(aMaterials, 0);
- // Transform object information matrices to local
- foreach(ObjectInfo objInfo in m_listObjectInfo)
- {
- objInfo.mtxLocal = mtxWorldToNewLocal * objInfo.mtxLocal;
- }
- // Build mesh
- List<int>[] aListIndices = new List<int>[m_dicMeshEntries.Count];
- List<Vector3> listVertices = new List<Vector3>();
- List<Vector3> listNormals = new List<Vector3>();
- List<Vector4> listTangents = new List<Vector4>();
- List<Color32> listColors = new List<Color32>();
- List<Vector2> listMapping1 = new List<Vector2>();
- List<Vector2> listMapping2 = new List<Vector2>();
- Dictionary<GameObject, int> dicObject2IndexStart = new Dictionary<GameObject, int>();
- int nMaterial = 0;
- foreach(List<MaterialMeshInfo> listMaterialMeshInfo in m_dicMeshEntries.Values)
- {
- // Each entry in this list shares the same material, so it will generate a new submesh entry
- aListIndices[nMaterial] = new List<int>();
- int nMaterialMeshInfoIndex = 0;
- foreach(MaterialMeshInfo materialMeshInfo in listMaterialMeshInfo)
- {
- if(progress != null)
- {
- progress("Combining submesh for material " + aMaterials[nMaterial].name + "...", (float)nMaterialMeshInfoIndex / (float)listMaterialMeshInfo.Count);
- }
- if(m_bCancelled)
- {
- return;
- }
- int nIndexStart = listVertices.Count;
- // We'll find or initialize the index start, which is the position in the vertex data where this mesh will start when combined
- if(dicObject2IndexStart.ContainsKey(materialMeshInfo.transform.gameObject))
- {
- nIndexStart = dicObject2IndexStart[materialMeshInfo.transform.gameObject];
- }
- else
- {
- // Now we need to add the mesh vertex data (we'll transform it to the new object local space
- Matrix4x4 mtxLocalToWorld = materialMeshInfo.transform.localToWorldMatrix;
- Matrix4x4 mtxCombined = mtxWorldToNewLocal * mtxLocalToWorld;
- dicObject2IndexStart.Add(materialMeshInfo.transform.gameObject, nIndexStart);
- int nVertexCount = materialMeshInfo.mesh.vertexCount;
- Vector3[] aVertices = materialMeshInfo.mesh.vertices;
- for(int nVertex = 0; nVertex < aVertices.Length; nVertex++)
- {
- aVertices[nVertex] = mtxCombined.MultiplyPoint3x4(aVertices[nVertex]);
- }
- listVertices.AddRange(aVertices);
- if(bUseNormals)
- {
- bool bCreateNormals = true;
- if(materialMeshInfo.mesh.normals != null) if(materialMeshInfo.mesh.normals.Length > 0) bCreateNormals = false;
- if(bCreateNormals)
- {
- 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));
- }
- Vector3[] av3Normals = bCreateNormals ? new Vector3[nVertexCount] : materialMeshInfo.mesh.normals;
- for(int nVertex = 0; nVertex < av3Normals.Length; nVertex++)
- {
- av3Normals[nVertex] = materialMeshInfo.transform.TransformDirection(av3Normals[nVertex]);
- av3Normals[nVertex] = this.transform.InverseTransformDirection(av3Normals[nVertex]);
- }
- listNormals.AddRange(av3Normals);
- }
- if(bUseTangents)
- {
- bool bCreateTangents = true;
- if(materialMeshInfo.mesh.tangents != null) if(materialMeshInfo.mesh.tangents.Length > 0) bCreateTangents = false;
- if(bCreateTangents)
- {
- 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));
- }
- Vector4[] av4Tangents = bCreateTangents ? new Vector4[nVertexCount] : materialMeshInfo.mesh.tangents;
- for(int nVertex = 0; nVertex < av4Tangents.Length; nVertex++)
- {
- Vector3 v3Tangent = new Vector3(av4Tangents[nVertex].x, av4Tangents[nVertex].y, av4Tangents[nVertex].z);
- v3Tangent = materialMeshInfo.transform.TransformDirection(v3Tangent);
- v3Tangent = transform.InverseTransformDirection(v3Tangent);
- av4Tangents[nVertex] = new Vector4(v3Tangent.x, v3Tangent.y, v3Tangent.z, bCreateTangents ? 1.0f : av4Tangents[nVertex].w);
- }
- listTangents.AddRange(av4Tangents);
- }
- if(bUseColors)
- {
- bool bColors = false;
- bool bColors32 = false;
- bool bCreateColors = true;
- if(materialMeshInfo.mesh.colors != null) if(materialMeshInfo.mesh.colors.Length > 0) { bColors = true; bCreateColors = false; }
- if(materialMeshInfo.mesh.colors32 != null) if(materialMeshInfo.mesh.colors32.Length > 0) { bColors32 = true; bCreateColors = false; }
- if(bCreateColors)
- {
- 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));
- }
- Color32[] aColors32 = null;
-
- if(bCreateColors)
- {
- aColors32 = new Color32[nVertexCount];
- }
- else if(bColors)
- {
- aColors32 = new Color32[nVertexCount];
- Color[] aColors = materialMeshInfo.mesh.colors;
- for(int nColor = 0; nColor < nVertexCount; nColor++)
- {
- aColors32[nColor] = aColors[nColor];
- }
- }
- else if(bColors32)
- {
- aColors32 = materialMeshInfo.mesh.colors32;
- }
- listColors.AddRange(aColors32);
- }
- if(bUseMapping1)
- {
- bool bCreateMapping1 = true;
- if(materialMeshInfo.mesh.uv != null) if(materialMeshInfo.mesh.uv.Length > 0) bCreateMapping1 = false;
- if(bCreateMapping1)
- {
- 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));
- }
- Vector2[] av2Mapping1 = bCreateMapping1 ? new Vector2[nVertexCount] : materialMeshInfo.mesh.uv;
- listMapping1.AddRange(av2Mapping1);
- }
- if(bUseMapping2)
- {
- bool bCreateMapping2 = true;
- if(materialMeshInfo.mesh.uv2 != null) if(materialMeshInfo.mesh.uv2.Length > 0) bCreateMapping2 = false;
- if(bCreateMapping2)
- {
- 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));
- }
- Vector2[] av2Mapping2 = bCreateMapping2 ? new Vector2[nVertexCount] : materialMeshInfo.mesh.uv2;
- listMapping2.AddRange(av2Mapping2);
- }
- }
- // Now add the indices
- int[] aSubMeshIndices = materialMeshInfo.mesh.GetTriangles(materialMeshInfo.nSubMesh);
- for(int nIndex = 0; nIndex < aSubMeshIndices.Length; nIndex++)
- {
- aListIndices[nMaterial].Add(aSubMeshIndices[nIndex] + nIndexStart);
- }
- nMaterialMeshInfoIndex++;
- }
- nMaterial++;
- }
- // Build the mesh
- if(m_bCancelled == false)
- {
- if(progress != null)
- {
- progress("Building mesh...", 1.0f);
- }
- // Create meshFilter if necessary
- MeshFilter combinedMeshFilter = gameObject.GetComponent<MeshFilter>();
- if(combinedMeshFilter == null)
- {
- combinedMeshFilter = gameObject.AddComponent<MeshFilter>();
- }
- // Set material list
- if(GetComponent<Renderer>() == null)
- {
- gameObject.AddComponent<MeshRenderer>();
- }
- GetComponent<Renderer>().sharedMaterials = aMaterials;
- // Build mesh
- int nVertexLimit = 65000;
- if(listVertices.Count > nVertexLimit)
- {
- Debug.LogWarning("Warning! vertex count = " + listVertices.Count + ". You may be hitting Unity's vertex count limit (" + nVertexLimit + "). Please try combining less objects.");
- }
- Mesh newMesh = new Mesh();
- newMesh.vertices = listVertices.ToArray();
- if(bUseNormals) newMesh.normals = listNormals.ToArray();
- if(bUseTangents) newMesh.tangents = listTangents.ToArray();
- if(bUseColors) newMesh.colors32 = listColors.ToArray();
- if(bUseMapping1) newMesh.uv = listMapping1.ToArray();
- if(bUseMapping2) newMesh.uv2 = listMapping2.ToArray();
- newMesh.subMeshCount = aListIndices.Length;
- for(int nSubMesh = 0; nSubMesh < aListIndices.Length; nSubMesh++)
- {
- newMesh.SetTriangles(aListIndices[nSubMesh].ToArray(), nSubMesh);
- }
- combinedMeshFilter.sharedMesh = newMesh;
- #if UNITY_EDITOR
- // Save them to disc
- if(SaveMeshAsset && m_strMeshAssetFileName.Length > 0)
- {
- UnityEditor.AssetDatabase.CreateAsset(newMesh, m_strMeshAssetFileName);
- UnityEditor.AssetDatabase.Refresh();
- }
- #endif
- }
- }
- else
- {
- Debug.LogWarning("No meshes were combined because none were found.");
- }
- }
- }
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