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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[RequireComponent(typeof(MeshFilter))] | |
[RequireComponent(typeof(MeshRenderer))] | |
public class MeshCombine : MonoBehaviour { | |
const float EPSILON = 0.01f; | |
public void FindPoint (List<int> includes, Vector3[] vs, Vector3[] ns, Color[] cs) { | |
List<int> ps = new List<int>(); | |
var p = vs[includes[0]]; | |
foreach (var i in includes) { | |
if (Vector3.SqrMagnitude(p - vs[i]) < EPSILON * EPSILON) { | |
ps.Add(i); | |
} | |
} | |
Vector3 n = Vector3.zero; | |
foreach (var i in ps) { | |
n += ns[i]; | |
// Debug.Log(string.Format("{0}, p = ({1}, {2}, {3}), n = ({4}, {5}, {6})", | |
// i, vs[i].x, vs[i].y, vs[i].z, ns[i].x, ns[i].y, ns[i].z)); | |
} | |
n.Normalize(); | |
// Debug.Log(string.Format("Average normal: ({0}, {1}, {2})", n.x, n.y, n.z)); | |
var c = new Color(n.x, n.y, n.z); | |
foreach (var i in ps) { | |
cs[i] = c; | |
includes.Remove(i); | |
} | |
} | |
public void ModNormals () { | |
List<int> includes = new List<int>(); | |
Mesh m = GetComponent<MeshFilter>().sharedMesh; | |
var vs = m.vertices; | |
var ns = m.normals; | |
var cs = m.colors; | |
if (cs == null || cs.Length == 0) { | |
cs = new Color[vs.Length]; | |
} | |
for (int i = 0; i < vs.Length; i++) { | |
includes.Add(i); | |
} | |
while (includes.Count > 0) { | |
FindPoint(includes, vs, ns, cs); | |
} | |
m.colors = cs; | |
} | |
public void LogMesh () { | |
var m = GetComponent<MeshFilter>().sharedMesh; | |
Debug.Log(string.Format("Vertices {0}, Triangles {1}, Colors {2}", m.vertices.Length, m.triangles.Length/3, | |
m.colors != null ? m.colors.Length : 0)); | |
} | |
public void Combile() { | |
MeshFilter[] meshFilters = new MeshFilter[transform.childCount]; | |
int i = 0; | |
foreach (Transform t in transform) { | |
meshFilters[i++] = t.GetComponent<MeshFilter>(); | |
} | |
CombineInstance[] combine = new CombineInstance[meshFilters.Length]; | |
i = 0; | |
Debug.Log("xxx = " + combine.Length); | |
while (i < meshFilters.Length) { | |
combine[i].mesh = meshFilters[i].sharedMesh; | |
combine[i].transform = transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix; | |
meshFilters[i].gameObject.active = false; | |
i++; | |
} | |
var mesh = new Mesh(); | |
mesh.CombineMeshes(combine); | |
mesh.name = transform.gameObject.name; | |
transform.GetComponent<MeshFilter>().sharedMesh = mesh; | |
transform.gameObject.active = true; | |
ModNormals(); | |
} | |
} |
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