225 lines
7.2 KiB
C#

using UnityEngine;
using System.Collections;
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;
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.uv1, 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.GetTriangleStrip(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.uv1 = uv1;
mesh.tangents = tangents;
if (generateStrips)
mesh.SetTriangleStrip(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;
}
}