Rasagar/Library/PackageCache/com.unity.probuilder/Runtime/MeshOperations/MeshImporter.cs

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2024-08-26 13:07:20 -07:00
using UnityEngine;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
namespace UnityEngine.ProBuilder.MeshOperations
{
/// <summary>
/// A collection of settings used when importing models to the ProBuilderMesh component.
/// </summary>
[Serializable]
public sealed class MeshImportSettings
{
[SerializeField]
bool m_Quads = true;
[SerializeField]
bool m_Smoothing = true;
[SerializeField]
float m_SmoothingThreshold = 1f;
/// <summary>
/// Gets or sets whether to quadrangilize meshes (convert them to quads if possible).
/// </summary>
public bool quads
{
get { return m_Quads; }
set { m_Quads = value; }
}
// Allow ngons when importing meshes. @todo
// public bool ngons = false;
/// <summary>
/// Gets or sets whether to generate smoothing groups based on mesh normals.
/// </summary>
public bool smoothing
{
get { return m_Smoothing; }
set { m_Smoothing = value; }
}
/// <summary>
/// Gets or sets the allowable degree of difference between face normals when determining smoothing groups.
/// </summary>
public float smoothingAngle
{
get { return m_SmoothingThreshold; }
set { m_SmoothingThreshold = value; }
}
/// <summary>
/// Returns a string representation of the options.
/// </summary>
/// <returns>String formatted as `quads: [quads]\nsmoothing: [smoothing]\nthreshold: [threshold]`.</returns>
public override string ToString()
{
return string.Format("quads: {0}\nsmoothing: {1}\nthreshold: {2}",
quads,
smoothing,
smoothingAngle);
}
}
/// <summary>
/// Responsible for importing UnityEngine.Mesh data to a ProBuilderMesh component.
/// </summary>
public sealed class MeshImporter
{
static readonly MeshImportSettings k_DefaultImportSettings = new MeshImportSettings()
{
quads = true,
smoothing = true,
smoothingAngle = 1f
};
Mesh m_SourceMesh;
Material[] m_SourceMaterials;
ProBuilderMesh m_Destination;
Vertex[] m_Vertices;
/// <summary>
/// Creates a new ProBuilderMesh importer instance from the specified GameObject.
/// </summary>
/// <param name="gameObject">The GameObject to write vertex data to.</param>
public MeshImporter(GameObject gameObject)
{
MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
m_SourceMesh = meshFilter.sharedMesh;
if(m_SourceMesh == null)
throw new ArgumentNullException("gameObject", "GameObject does not contain a valid MeshFilter.sharedMesh.");
m_Destination = gameObject.DemandComponent<ProBuilderMesh>();
m_SourceMaterials = gameObject.GetComponent<MeshRenderer>()?.sharedMaterials;
}
/// <summary>
/// Creates a new ProBuilderMesh importer instance from the specified mesh and materials.
/// </summary>
/// <param name="sourceMesh">The Mesh asset to import vertex data from.</param>
/// <param name="sourceMaterials">The materials to assign to the ProBuilderMesh renderer.</param>
/// <param name="destination">The ProBuilderMesh asset to write vertex data to.</param>
public MeshImporter(Mesh sourceMesh, Material[] sourceMaterials, ProBuilderMesh destination)
{
if(sourceMesh == null)
throw new ArgumentNullException("sourceMesh");
if(destination == null)
throw new ArgumentNullException("destination");
m_SourceMesh = sourceMesh;
m_SourceMaterials = sourceMaterials;
m_Destination = destination;
}
/// <summary>Obsolete.</summary>
/// <param name="destination">The ProBuilderMesh asset.</param>
[Obsolete, EditorBrowsable(EditorBrowsableState.Never)]
public MeshImporter(ProBuilderMesh destination)
{
m_Destination = destination;
}
/// <summary>Obsolete.</summary>
/// <param name="go">The GameObject asset.</param>
/// <param name="importSettings">The import settings.</param>
/// <returns>Success/failure</returns>
[Obsolete, EditorBrowsable(EditorBrowsableState.Never)]
public bool Import(GameObject go, MeshImportSettings importSettings = null)
{
try
{
m_SourceMesh = go.GetComponent<MeshFilter>().sharedMesh;
m_SourceMaterials = go.GetComponent<MeshRenderer>()?.sharedMaterials;
Import(importSettings);
}
catch (Exception e)
{
Log.Error(e.ToString());
return false;
}
return true;
}
/// <summary>
/// Imports mesh data from a GameObject's <see cref="UnityEngine.MeshFilter.sharedMesh"/> and
/// <see cref="UnityEngine.Renderer.sharedMaterials"/> properties.
/// </summary>
/// <param name="importSettings">Optional import customization settings.</param>
/// <exception cref="NotSupportedException">Import only supports triangle and quad mesh topologies.</exception>
public void Import(MeshImportSettings importSettings = null)
{
if (importSettings == null)
importSettings = k_DefaultImportSettings;
// When importing the mesh is always split into triangles with no vertices shared
// between faces. In a later step co-incident vertices are collapsed (eg, before
// leaving the Import function).
Vertex[] sourceVertices = m_SourceMesh.GetVertices();
List<Vertex> splitVertices = new List<Vertex>();
List<Face> faces = new List<Face>();
// Fill in Faces array with just the position indexes. In the next step we'll
// figure out smoothing groups & merging
int vertexIndex = 0;
int materialCount = m_SourceMaterials != null ? m_SourceMaterials.Length : 0;
for (int submeshIndex = 0; submeshIndex < m_SourceMesh.subMeshCount; submeshIndex++)
{
switch (m_SourceMesh.GetTopology(submeshIndex))
{
case MeshTopology.Triangles:
{
int[] indexes = m_SourceMesh.GetIndices(submeshIndex);
for (int tri = 0; tri < indexes.Length; tri += 3)
{
faces.Add(new Face(
new int[] { vertexIndex, vertexIndex + 1, vertexIndex + 2 },
Math.Clamp(submeshIndex, 0, materialCount - 1),
AutoUnwrapSettings.tile,
Smoothing.smoothingGroupNone,
-1,
-1,
true));
splitVertices.Add(sourceVertices[indexes[tri]]);
splitVertices.Add(sourceVertices[indexes[tri + 1]]);
splitVertices.Add(sourceVertices[indexes[tri + 2]]);
vertexIndex += 3;
}
}
break;
case MeshTopology.Quads:
{
int[] indexes = m_SourceMesh.GetIndices(submeshIndex);
for (int quad = 0; quad < indexes.Length; quad += 4)
{
faces.Add(new Face(new int[]
{
vertexIndex, vertexIndex + 1, vertexIndex + 2,
vertexIndex + 2, vertexIndex + 3, vertexIndex + 0
},
Math.Clamp(submeshIndex, 0, materialCount - 1),
AutoUnwrapSettings.tile,
Smoothing.smoothingGroupNone,
-1,
-1,
true));
splitVertices.Add(sourceVertices[indexes[quad]]);
splitVertices.Add(sourceVertices[indexes[quad + 1]]);
splitVertices.Add(sourceVertices[indexes[quad + 2]]);
splitVertices.Add(sourceVertices[indexes[quad + 3]]);
vertexIndex += 4;
}
}
break;
default:
throw new NotSupportedException("ProBuilder only supports importing triangle and quad meshes.");
}
}
m_Vertices = splitVertices.ToArray();
m_Destination.Clear();
m_Destination.SetVertices(m_Vertices);
m_Destination.faces = faces;
m_Destination.sharedVertices = SharedVertex.GetSharedVerticesWithPositions(m_Destination.positionsInternal);
m_Destination.sharedTextures = new SharedVertex[0];
if (importSettings.quads)
{
var newFaces = m_Destination.ToQuads(m_Destination.facesInternal, !importSettings.smoothing);
}
if (importSettings.smoothing)
{
Smoothing.ApplySmoothingGroups(m_Destination, m_Destination.facesInternal, importSettings.smoothingAngle, m_Vertices.Select(x => x.normal).ToArray());
// After smoothing has been applied go back and weld coincident vertices created by MergePairs.
MergeElements.CollapseCoincidentVertices(m_Destination, m_Destination.facesInternal);
}
}
}
}