Created
May 29, 2019 14:56
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Extract a submesh from a mesh into a new mesh instance, for Unity3D.
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public static Mesh Extract(Mesh m, int meshIndex) | |
{ | |
var vertices = m.vertices; | |
var normals = m.normals; | |
var newVerts = new List<Vector3>(); | |
var newNorms = new List<Vector3>(); | |
var newTris = new List<int>(); | |
var triangles = m.GetTriangles(meshIndex); | |
for (var i = 0; i < triangles.Length; i += 3) | |
{ | |
var A = triangles[i + 0]; | |
var B = triangles[i + 1]; | |
var C = triangles[i + 2]; | |
newVerts.Add(vertices[A]); | |
newVerts.Add(vertices[B]); | |
newVerts.Add(vertices[C]); | |
newNorms.Add(normals[A]); | |
newNorms.Add(normals[B]); | |
newNorms.Add(normals[C]); | |
newTris.Add(newTris.Count); | |
newTris.Add(newTris.Count); | |
newTris.Add(newTris.Count); | |
} | |
var mesh = new Mesh(); | |
mesh.indexFormat = newVerts.Count > 65536 ? IndexFormat.UInt32 : IndexFormat.UInt16; | |
mesh.SetVertices(newVerts); | |
mesh.SetNormals(newNorms); | |
mesh.SetTriangles(newTris, 0, true); | |
return mesh; | |
} |
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I updated the codes for Reversing Translation from the GameObject which contain the MeshFilter and MeshRenderer which render the mesh.