Files
2023-02-04 22:44:09 +01:00

235 lines
9.4 KiB
C#

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;
}
}