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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(MeshMerger))]
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{
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{
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serializedVersion: 2
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m_Radius: 0.5
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m_Center: {x: 0, y: 0, z: 0}
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fileFormatVersion: 2
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guid: 87a56eff16e1b5648b6b4fc9582b28a2
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externalObjects: {}
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userData:
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fileFormatVersion: 2
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guid: 47240cf9cb075a64eb4474f7041273f4
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folderAsset: yes
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fileFormatVersion: 2
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guid: 609ee03a445d1024f94b7f76a2e81841
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externalObjects: {}
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userData:
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fileFormatVersion: 2
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guid: 9c32593c64455f44fb18db1db7a3940d
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folderAsset: yes
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externalObjects: {}
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userData:
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@@ -0,0 +1,235 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using System.Linq;
|
||||
|
||||
public class MeshMerger : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform[] _mergeObjects;
|
||||
[SerializeField] private Transform _meshPivot;
|
||||
|
||||
[Header("Save properties")]
|
||||
[SerializeField] private string _objectName = "MergedObject";
|
||||
#if(UNITY_EDITOR)
|
||||
[SerializeField] private bool _saveMesh;
|
||||
[SerializeField] private string _savePath = "Assets/SavedMeshes";
|
||||
|
||||
private MeshSaver _meshSaver = new MeshSaver();
|
||||
#endif
|
||||
|
||||
public void Merge()
|
||||
{
|
||||
Transform[] _meshesTransforms = GetTargetTranforms(_mergeObjects).Distinct().ToArray();
|
||||
Mesh[] meshes = new Mesh[_meshesTransforms.Length];
|
||||
meshes = _meshesTransforms.Select(transform => transform.GetComponent<MeshFilter>().sharedMesh).ToArray();
|
||||
|
||||
Vector3[] vertices = new Vector3[0];
|
||||
int[] triangles = new int[0];
|
||||
Vector2[] uv = new Vector2[0];
|
||||
Vector4[] tangents = new Vector4[0];
|
||||
Vector3[] normals = new Vector3[0];
|
||||
|
||||
List<SubMeshInfo> subMeshesInfo = new List<SubMeshInfo>();
|
||||
|
||||
for (int meshIndex = 0; meshIndex < meshes.Length; meshIndex++)
|
||||
{
|
||||
Mesh currentMesh = meshes[meshIndex];
|
||||
Transform currentTransform = _meshesTransforms[meshIndex];
|
||||
Material[] meshMaterials = _meshesTransforms[meshIndex].GetComponent<MeshRenderer>().sharedMaterials;
|
||||
Vector3 meshLocalPosition = currentTransform.position - _meshPivot.position;
|
||||
//Vector3 globalScale = Vector3.Scale(currentTransform.localScale,
|
||||
// currentTransform.parent == null ? Vector3.one : GetGlobalScale(currentTransform.parent));
|
||||
|
||||
Vector3 globalScale = GetGlobalScale(currentTransform);
|
||||
|
||||
int subMeshCount = currentMesh.subMeshCount;
|
||||
SubMeshDescriptor[] subMeshDescriptors = new SubMeshDescriptor[subMeshCount];
|
||||
for (int i = 0; i < subMeshCount; i++) subMeshDescriptors[i] = currentMesh.GetSubMesh(i);
|
||||
|
||||
for (int i = 0; i < meshMaterials.Length; i++)
|
||||
{
|
||||
List<Vector3> addedVertices = currentMesh.vertices
|
||||
.ToList()
|
||||
.GetRange(subMeshDescriptors[i].firstVertex, subMeshDescriptors[i].vertexCount)
|
||||
.Select(verticle => RotateAndScaleVerticle(verticle, currentTransform.rotation,
|
||||
globalScale, Vector3.zero) + meshLocalPosition)
|
||||
.ToList();
|
||||
|
||||
List<Vector2> addedUV = currentMesh.uv
|
||||
.ToList()
|
||||
.GetRange(subMeshDescriptors[i].firstVertex, subMeshDescriptors[i].vertexCount);
|
||||
|
||||
List<Vector4> addedTangents = currentMesh.tangents
|
||||
.ToList()
|
||||
.GetRange(subMeshDescriptors[i].firstVertex, subMeshDescriptors[i].vertexCount)
|
||||
.Select(tangent =>
|
||||
{
|
||||
Vector4 result = RotateAndScaleVerticle(tangent, currentTransform.rotation, Vector3.one, Vector3.zero);
|
||||
result.w = tangent.w;
|
||||
return result;
|
||||
})
|
||||
.ToList();
|
||||
|
||||
List<Vector3> addedNormals = currentMesh.normals
|
||||
.ToList()
|
||||
.GetRange(subMeshDescriptors[i].firstVertex, subMeshDescriptors[i].vertexCount)
|
||||
.Select(normal => RotateAndScaleVerticle(normal, currentTransform.rotation, Vector3.one, Vector3.zero))
|
||||
.ToList();
|
||||
|
||||
List<int> addedTriangleIndexes = currentMesh.triangles
|
||||
.ToList()
|
||||
.GetRange(subMeshDescriptors[i].indexStart, subMeshDescriptors[i].indexCount)
|
||||
.Select(index => index - subMeshDescriptors[i].firstVertex)
|
||||
.ToList();
|
||||
|
||||
int subMeshInfoIndex = subMeshesInfo
|
||||
.FindIndex(subMeshInfo => subMeshInfo.VerticesMaterial == meshMaterials[i]);
|
||||
if (subMeshInfoIndex == -1)
|
||||
{
|
||||
subMeshesInfo.Add(new SubMeshInfo
|
||||
{
|
||||
Vertices = addedVertices,
|
||||
UV = addedUV,
|
||||
Tangents = addedTangents,
|
||||
Normals = addedNormals,
|
||||
TriangleIndexes = addedTriangleIndexes,
|
||||
VerticesMaterial = meshMaterials[i]
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
subMeshesInfo[subMeshInfoIndex].TriangleIndexes
|
||||
.AddRange(addedTriangleIndexes
|
||||
.Select(index => index + subMeshesInfo[subMeshInfoIndex].Vertices.Count));
|
||||
subMeshesInfo[subMeshInfoIndex].Vertices.AddRange(addedVertices);
|
||||
subMeshesInfo[subMeshInfoIndex].UV.AddRange(addedUV);
|
||||
subMeshesInfo[subMeshInfoIndex].Tangents.AddRange(addedTangents);
|
||||
subMeshesInfo[subMeshInfoIndex].Normals.AddRange(addedNormals);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Material[] materials = new Material[subMeshesInfo.Count];
|
||||
|
||||
SubMeshDescriptor[] finalSubMeshDescriptors = new SubMeshDescriptor[subMeshesInfo.Count];
|
||||
|
||||
for (int i = 0; i < subMeshesInfo.Count; i++)
|
||||
{
|
||||
materials[i] = subMeshesInfo[i].VerticesMaterial;
|
||||
int startVerticleIndex = vertices.Length;
|
||||
int startTrianglesIndex = triangles.Length;
|
||||
|
||||
triangles = triangles
|
||||
.Concat(subMeshesInfo[i].TriangleIndexes
|
||||
.Select(index => index + vertices.Length))
|
||||
.ToArray();
|
||||
vertices = vertices
|
||||
.Concat(subMeshesInfo[i].Vertices)
|
||||
.ToArray();
|
||||
uv = uv
|
||||
.Concat(subMeshesInfo[i].UV)
|
||||
.ToArray();
|
||||
tangents = tangents
|
||||
.Concat(subMeshesInfo[i].Tangents)
|
||||
.ToArray();
|
||||
normals = normals
|
||||
.Concat(subMeshesInfo[i].Normals)
|
||||
.ToArray();
|
||||
|
||||
finalSubMeshDescriptors[i] = new SubMeshDescriptor
|
||||
{
|
||||
firstVertex = startVerticleIndex,
|
||||
indexStart = startTrianglesIndex,
|
||||
vertexCount = subMeshesInfo[i].Vertices.Count,
|
||||
indexCount = subMeshesInfo[i].TriangleIndexes.Count,
|
||||
};
|
||||
}
|
||||
|
||||
Mesh resultMesh = CreateMesh(vertices, triangles, uv, tangents, normals, finalSubMeshDescriptors);
|
||||
GameObject house = CreateGameObject(resultMesh, materials);
|
||||
|
||||
#if(UNITY_EDITOR)
|
||||
if (_saveMesh) _meshSaver.SaveMesh(resultMesh, _savePath);
|
||||
#endif
|
||||
}
|
||||
|
||||
private Vector3 RotateAndScaleVerticle(Vector3 verticle, Quaternion rotation, Vector3 scale, Vector3 pivot)
|
||||
{
|
||||
verticle = Vector3.Scale(verticle, scale);
|
||||
Vector3 pos = rotation * (verticle - pivot) + pivot;
|
||||
return pos;
|
||||
}
|
||||
|
||||
private Vector3 Abs(Vector3 vector)
|
||||
{
|
||||
return new Vector3(Mathf.Abs(vector.x), Mathf.Abs(vector.y), Mathf.Abs(vector.z));
|
||||
}
|
||||
|
||||
//private Vector3 GetGlobalScale(Transform transform)
|
||||
//{
|
||||
// Vector3 scale = transform.rotation * transform.localScale;
|
||||
|
||||
// if (transform.parent == null)
|
||||
// return Abs(scale);
|
||||
// else return Vector3.Scale(Abs(scale), GetGlobalScale(transform.parent));
|
||||
//}
|
||||
private Vector3 GetGlobalScale(Transform transform)
|
||||
{
|
||||
if (transform.parent == null)
|
||||
return transform.localScale;
|
||||
else return Vector3.Scale(transform.localScale, GetGlobalScale(transform.parent));
|
||||
}
|
||||
|
||||
private Transform[] GetTargetTranforms(Transform[] transforms)
|
||||
{
|
||||
List<Transform> result = new List<Transform>();
|
||||
for (int i = 0; i < transforms.Length; i++)
|
||||
{
|
||||
if (transforms[i].TryGetComponent(out MeshFilter meshFilter)) result.Add(transforms[i]);
|
||||
|
||||
Transform[] children = new Transform[transforms[i].childCount];
|
||||
for (int t = 0; t < transforms[i].childCount; t++) children[t] = transforms[i].GetChild(t);
|
||||
result.AddRange(GetTargetTranforms(children));
|
||||
}
|
||||
|
||||
return result.ToArray();
|
||||
}
|
||||
|
||||
private Mesh CreateMesh(Vector3[] vertices, int[] triangles, Vector2[] uv, Vector4[] tangents, Vector3[] normals, SubMeshDescriptor[] subMeshDescriptors)
|
||||
{
|
||||
Mesh resultMesh = new Mesh();
|
||||
|
||||
resultMesh.vertices = vertices;
|
||||
resultMesh.triangles = triangles;
|
||||
resultMesh.uv = uv;
|
||||
resultMesh.tangents = tangents;
|
||||
resultMesh.normals = normals;
|
||||
resultMesh.name = $"{_objectName}Mesh";
|
||||
resultMesh.subMeshCount = subMeshDescriptors.Length;
|
||||
for (int i = 0; i < subMeshDescriptors.Length; i++) resultMesh.SetSubMesh(i, subMeshDescriptors[i]);
|
||||
|
||||
resultMesh.RecalculateBounds();
|
||||
|
||||
return resultMesh;
|
||||
}
|
||||
|
||||
private GameObject CreateGameObject(Mesh mesh, Material[] materials)
|
||||
{
|
||||
GameObject house = new GameObject(_objectName);
|
||||
house.AddComponent<MeshFilter>().sharedMesh = mesh;
|
||||
house.AddComponent<MeshRenderer>().sharedMaterials = materials;
|
||||
|
||||
return house;
|
||||
}
|
||||
|
||||
private struct SubMeshInfo
|
||||
{
|
||||
public List<Vector3> Vertices;
|
||||
public List<Vector2> UV;
|
||||
public List<Vector4> Tangents;
|
||||
public List<Vector3> Normals;
|
||||
public List<int> TriangleIndexes;
|
||||
public Material VerticesMaterial;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4951b9b6f627cc34590ceb20c56d6751
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,34 @@
|
||||
#if(UNITY_EDITOR)
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class MeshSaver
|
||||
{
|
||||
public void SaveMesh(Mesh mesh, string path)
|
||||
{
|
||||
if (!AssetDatabase.IsValidFolder(path)) CreateFolder(path);
|
||||
AssetDatabase.CreateAsset(mesh, $"{path}/{mesh.name}{Random.Range(100000, 1000000)}.asset");
|
||||
}
|
||||
|
||||
private void CreateFolder(string path)
|
||||
{
|
||||
string[] folders = path.Split('/');
|
||||
for (int folderIndex = 0; !AssetDatabase.IsValidFolder(path); folderIndex++)
|
||||
AssetDatabase.CreateFolder(GetPath(folders, folderIndex + 1), folders[folderIndex + 1]);
|
||||
}
|
||||
|
||||
private string GetPath(string[] folders, int foldersCount)
|
||||
{
|
||||
string result = "";
|
||||
for (int i = 0; i < foldersCount; i++)
|
||||
{
|
||||
result += folders[i];
|
||||
if (i < foldersCount - 1) result += "/";
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 977e778b706fdf348af23db1a1a39840
|
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MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
||||
Reference in New Issue
Block a user