Rasagar/Library/PackageCache/com.unity.probuilder/Runtime/MeshOperations/InternalMeshUtility.cs
2024-08-26 23:07:20 +03:00

289 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using ArrUtil = UnityEngine.ProBuilder.ArrayUtility;
using UnityEditor;
namespace UnityEngine.ProBuilder.MeshOperations
{
static class InternalMeshUtility
{
/// <summary>
/// Averages shared normals with the mask of all (indexes contained in perimeter edge)
/// </summary>
internal static Vector3 AverageNormalWithIndexes(SharedVertex shared, int[] all, IList<Vector3> norm)
{
Vector3 n = Vector3.zero;
int count = 0;
for (int i = 0; i < all.Length; i++)
{
// this is a point in the perimeter, add it to the average
if (shared.Contains(all[i]))
{
n += norm[all[i]];
count++;
}
}
return (n / (float)count);
}
/// <summary>
/// "ProBuilder-ize" function
/// </summary>
/// <param name="t"></param>
/// <param name="preserveFaces"></param>
/// <returns></returns>
public static ProBuilderMesh CreateMeshWithTransform(Transform t, bool preserveFaces)
{
Mesh m = t.GetComponent<MeshFilter>().sharedMesh;
Vector3[] m_vertices = MeshUtility.GetMeshChannel(t.gameObject, x => x.vertices);
Color[] m_colors = MeshUtility.GetMeshChannel(t.gameObject, x => x.colors);
Vector2[] m_uvs = MeshUtility.GetMeshChannel(t.gameObject, x => x.uv);
List<Vector3> verts = preserveFaces ? new List<Vector3>(m.vertices) : new List<Vector3>();
List<Color> cols = preserveFaces ? new List<Color>(m.colors) : new List<Color>();
List<Vector2> uvs = preserveFaces ? new List<Vector2>(m.uv) : new List<Vector2>();
List<Face> faces = new List<Face>();
for (int n = 0; n < m.subMeshCount; n++)
{
int[] tris = m.GetTriangles(n);
for (int i = 0; i < tris.Length; i += 3)
{
int index = -1;
if (preserveFaces)
{
for (int j = 0; j < faces.Count; j++)
{
if (faces[j].distinctIndexesInternal.Contains(tris[i + 0]) ||
faces[j].distinctIndexesInternal.Contains(tris[i + 1]) ||
faces[j].distinctIndexesInternal.Contains(tris[i + 2]))
{
index = j;
break;
}
}
}
if (index > -1 && preserveFaces)
{
int len = faces[index].indexesInternal.Length;
int[] arr = new int[len + 3];
System.Array.Copy(faces[index].indexesInternal, 0, arr, 0, len);
arr[len + 0] = tris[i + 0];
arr[len + 1] = tris[i + 1];
arr[len + 2] = tris[i + 2];
faces[index].indexesInternal = arr;
}
else
{
int[] faceTris;
if (preserveFaces)
{
faceTris = new int[3]
{
tris[i + 0],
tris[i + 1],
tris[i + 2]
};
}
else
{
verts.Add(m_vertices[tris[i + 0]]);
verts.Add(m_vertices[tris[i + 1]]);
verts.Add(m_vertices[tris[i + 2]]);
cols.Add(m_colors != null ? m_colors[tris[i + 0]] : Color.white);
cols.Add(m_colors != null ? m_colors[tris[i + 1]] : Color.white);
cols.Add(m_colors != null ? m_colors[tris[i + 2]] : Color.white);
uvs.Add(m_uvs[tris[i + 0]]);
uvs.Add(m_uvs[tris[i + 1]]);
uvs.Add(m_uvs[tris[i + 2]]);
faceTris = new int[3] { i + 0, i + 1, i + 2 };
}
faces.Add(
new Face(
faceTris,
n,
AutoUnwrapSettings.tile,
0, // smoothing group
-1, // texture group
-1, // element group
true // manualUV
));
}
}
}
GameObject go = (GameObject)Object.Instantiate(t.gameObject);
go.GetComponent<MeshFilter>().sharedMesh = null;
ProBuilderMesh pb = go.AddComponent<ProBuilderMesh>();
pb.RebuildWithPositionsAndFaces(verts.ToArray(), faces.ToArray());
pb.colorsInternal = cols.ToArray();
pb.textures = uvs;
pb.gameObject.name = t.name;
go.transform.position = t.position;
go.transform.localRotation = t.localRotation;
go.transform.localScale = t.localScale;
pb.CenterPivot(null);
return pb;
}
/// <summary>
/// ProBuilderize in-place function. You must call ToMesh() and Refresh() after
/// returning from this function, as this only creates the pb_Object and sets its
/// fields. This allows you to record the mesh and gameObject for Undo operations.
/// </summary>
/// <param name="pb"></param>
/// <param name="preserveFaces"></param>
/// <returns></returns>
public static bool ResetPbObjectWithMeshFilter(ProBuilderMesh pb, bool preserveFaces)
{
MeshFilter mf = pb.gameObject.GetComponent<MeshFilter>();
if (mf == null || mf.sharedMesh == null)
{
Log.Error(pb.name + " does not have a mesh or Mesh Filter component.");
return false;
}
Mesh m = mf.sharedMesh;
int vertexCount = m.vertexCount;
Vector3[] m_positions = MeshUtility.GetMeshChannel<Vector3[]>(pb.gameObject, x => x.vertices);
Color[] m_colors = MeshUtility.GetMeshChannel<Color[]>(pb.gameObject, x => x.colors);
Vector2[] m_uvs = MeshUtility.GetMeshChannel<Vector2[]>(pb.gameObject, x => x.uv);
List<Vector3> verts = preserveFaces ? new List<Vector3>(m.vertices) : new List<Vector3>();
List<Color> cols = preserveFaces ? new List<Color>(m.colors) : new List<Color>();
List<Vector2> uvs = preserveFaces ? new List<Vector2>(m.uv) : new List<Vector2>();
List<Face> faces = new List<Face>();
MeshRenderer mr = pb.gameObject.GetComponent<MeshRenderer>();
if (mr == null) mr = pb.gameObject.AddComponent<MeshRenderer>();
Material[] sharedMaterials = mr.sharedMaterials;
int mat_length = sharedMaterials.Length;
for (int n = 0; n < m.subMeshCount; n++)
{
int[] tris = m.GetTriangles(n);
for (int i = 0; i < tris.Length; i += 3)
{
int index = -1;
if (preserveFaces)
{
for (int j = 0; j < faces.Count; j++)
{
if (faces[j].distinctIndexesInternal.Contains(tris[i + 0]) ||
faces[j].distinctIndexesInternal.Contains(tris[i + 1]) ||
faces[j].distinctIndexesInternal.Contains(tris[i + 2]))
{
index = j;
break;
}
}
}
if (index > -1 && preserveFaces)
{
int len = faces[index].indexesInternal.Length;
int[] arr = new int[len + 3];
System.Array.Copy(faces[index].indexesInternal, 0, arr, 0, len);
arr[len + 0] = tris[i + 0];
arr[len + 1] = tris[i + 1];
arr[len + 2] = tris[i + 2];
faces[index].indexesInternal = arr;
}
else
{
int[] faceTris;
if (preserveFaces)
{
faceTris = new int[3]
{
tris[i + 0],
tris[i + 1],
tris[i + 2]
};
}
else
{
verts.Add(m_positions[tris[i + 0]]);
verts.Add(m_positions[tris[i + 1]]);
verts.Add(m_positions[tris[i + 2]]);
cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i + 0]] : Color.white);
cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i + 1]] : Color.white);
cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i + 2]] : Color.white);
uvs.Add(m_uvs[tris[i + 0]]);
uvs.Add(m_uvs[tris[i + 1]]);
uvs.Add(m_uvs[tris[i + 2]]);
faceTris = new int[3] { i + 0, i + 1, i + 2 };
}
faces.Add(
new Face(
faceTris,
Math.Clamp(n, 0, mat_length - 1),
AutoUnwrapSettings.tile,
0, // smoothing group
-1, // texture group
-1, // element group
true // manualUV
));
}
}
}
pb.positionsInternal = verts.ToArray();
pb.texturesInternal = uvs.ToArray();
pb.facesInternal = faces.ToArray();
pb.sharedVerticesInternal = SharedVertex.GetSharedVerticesWithPositions(verts.ToArray());
pb.colorsInternal = cols.ToArray();
return true;
}
internal static void FilterUnusedSubmeshIndexes(ProBuilderMesh mesh)
{
var materials = mesh.renderer.sharedMaterials;
var submeshCount = materials.Length;
var used = new bool[submeshCount];
foreach (var face in mesh.facesInternal)
used[Math.Clamp(face.submeshIndex, 0, submeshCount - 1)] = true;
var unused = ArrUtil.AllIndexesOf(used, x => !x);
if (unused.Any())
{
foreach (var face in mesh.facesInternal)
{
var original = face.submeshIndex;
foreach (var index in unused)
if (original > index)
face.submeshIndex--;
}
mesh.renderer.sharedMaterials = ArrUtil.RemoveAt(materials, unused);
}
}
}
}