Created
October 10, 2018 19:36
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System; | |
using System.IO; | |
using System.Runtime.Serialization.Formatters.Binary; | |
public class LoadFaceMesh : MonoBehaviour { | |
public void Save(Mesh mesh, string name){ | |
BinaryFormatter bf = new BinaryFormatter(); | |
FileStream stream = new FileStream(Application.dataPath + "/"+name+".mesh",FileMode.Create); | |
SerializeMesh m = new SerializeMesh( mesh , name ); | |
bf.Serialize(stream,m); | |
stream.Close(); | |
} | |
public Mesh Load(string name){ | |
if( File.Exists(Application.dataPath + "/Resources/"+name+".mesh")){ | |
BinaryFormatter bf = new BinaryFormatter(); | |
FileStream stream = new FileStream(Application.dataPath + "/Resources/"+name+".mesh",FileMode.Open); | |
SerializeMesh data = bf.Deserialize(stream) as SerializeMesh; | |
stream.Close(); | |
return data.GetMesh();//data; | |
}else{ | |
print("nahhh"); | |
return new Mesh(); | |
} | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
} | |
[System.Serializable] | |
class SerializeMesh{ | |
[SerializeField] | |
public float[] vertices; | |
[SerializeField] | |
public int[] triangles; | |
[SerializeField] | |
public float[] uvs; | |
[SerializeField] | |
public float[] normals; | |
public SerializeMesh( Mesh m , string name ){ | |
triangles = new int[ m.triangles.Length]; | |
vertices = new float[m.vertices.Length * 3]; | |
normals = new float[m.normals.Length * 3]; | |
uvs = new float[m.uv.Length * 2]; | |
Vector3[] verts = m.vertices; | |
Vector3[] norm = m.normals; | |
Vector2[] uv = m.uv; | |
int[] tris = m.triangles; | |
int index; | |
index = 0; | |
for( int i = 0; i < m.vertices.Length; i++ ){ | |
vertices[index++] = verts[i].x; | |
vertices[index++] = verts[i].y; | |
vertices[index++] = verts[i].z; | |
} | |
index = 0; | |
for( int i = 0; i < m.normals.Length; i++ ){ | |
normals[index++] = norm[i].x; | |
normals[index++] = norm[i].y; | |
normals[index++] = norm[i].z; | |
} | |
index = 0; | |
for( int i = 0; i < m.uv.Length; i++ ){ | |
uvs[index++] = uv[i].x; | |
uvs[index++] = uv[i].y; | |
} | |
index = 0; | |
for( int i = 0; i < m.triangles.Length; i++ ){ | |
triangles[index++] = tris[i]; | |
} | |
} | |
public Mesh GetMesh(){ | |
Mesh m = new Mesh(); | |
List<Vector3> verticesList = new List<Vector3>(); | |
for (int i = 0; i < vertices.Length / 3; i++){ | |
verticesList.Add(new Vector3(vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2])); | |
} | |
m.SetVertices(verticesList); | |
m.triangles = triangles; | |
List<Vector2> uvList = new List<Vector2>(); | |
for (int i = 0; i < uvs.Length / 2; i++){ | |
uvList.Add(new Vector2( uvs[i * 2], uvs[i * 2 + 1])); | |
} | |
m.SetUVs(0, uvList); | |
List<Vector3> normalsList = new List<Vector3>(); | |
for (int i = 0; i < normals.Length / 3; i++) { | |
normalsList.Add(new Vector3( normals[i * 3], normals[i * 3 + 1], normals[i * 3 + 2])); | |
} | |
m.SetNormals(normalsList); | |
return m; | |
} | |
} |
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