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