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Quill Fixup. Make sure to adjust the name filter in FixupPostprocessor for your pipeline BEFORE you drop these into an Editor folder.
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Linq; | |
namespace pfc.WeirdQuillFixup | |
{ | |
public static class Fixup | |
{ | |
public static void FixMeshInPlace(Mesh mesh) | |
{ | |
var vs = mesh.vertices; | |
var cs = mesh.colors; | |
var ind = mesh.GetTriangles(0); | |
var avg = Vector3.zero; | |
var min = Mathf.Infinity; | |
var max = Mathf.NegativeInfinity; | |
var threshold = 1f; | |
var toDiscard = 0; | |
min = Mathf.Infinity; | |
max = Mathf.NegativeInfinity; | |
List<int> trianglesToDiscard = new List<int>(); | |
// find broken triangles | |
for (int i = 0; i < ind.Length; i += 3) | |
{ | |
if ( | |
CheckEdge(vs[ind[i + 0]], vs[ind[i + 1]], ref min, ref max, threshold) || | |
CheckEdge(vs[ind[i + 1]], vs[ind[i + 2]], ref min, ref max, threshold) || | |
CheckEdge(vs[ind[i + 2]], vs[ind[i + 0]], ref min, ref max, threshold)) | |
{ | |
trianglesToDiscard.Add(i + 0); | |
trianglesToDiscard.Add(i + 1); | |
trianglesToDiscard.Add(i + 2); | |
} | |
} | |
avg /= vs.Length; | |
toDiscard += trianglesToDiscard.Count; | |
var copy = ind.ToList(); | |
for (int j = trianglesToDiscard.Count - 1; j >= 0; j--) | |
{ | |
copy.RemoveAt(trianglesToDiscard[j]); | |
} | |
mesh.SetTriangles(copy, 0); | |
mesh.Optimize(); | |
mesh.RecalculateBounds(); | |
} | |
public static bool CheckEdge(Vector3 a, Vector3 b, ref float min, ref float max, float threshold) | |
{ | |
if (a.sqrMagnitude == 0 || b.sqrMagnitude == 0) return true; | |
return false; | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
namespace pfc.WeirdQuillFixup | |
{ | |
// Adds a mesh collider to each game object that contains collider in its name | |
public class Example : AssetPostprocessor | |
{ | |
void OnPostprocessModel(GameObject g) | |
{ | |
// Make sure you have a clear naming scheme for your Quill files and detect it here. | |
// Otherwise, other meshes in your project will get "fixed" and most likely become corrupt! | |
if (!g.name.Contains("Quill")) return; | |
Debug.Log("Postprocessing " + g.name); | |
var mfs = g.GetComponentsInChildren<MeshFilter>(); | |
foreach (var mf in mfs) | |
Fixup.FixMeshInPlace(mf.sharedMesh); | |
} | |
} | |
} |
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