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'Use SetTriangles instead. Internally this function will convert the triangle strip to a list of triangles anyway.' (27,74) & (130,73) & (177,30)
sing UnityEngine;
using System.Collections;
public class MeshCombineUtility {
public struct MeshInstance
{
public Mesh mesh;
public int subMeshIndex;
public Matrix4x4 transform;
}
public static Mesh Combine (MeshInstance[] combines, bool generateStrips)
{
int vertexCount = 0;
int triangleCount = 0;
int stripCount = 0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
vertexCount += combine.mesh.vertexCount;
if (generateStrips)
{
// SUBOPTIMAL FOR PERFORMANCE
int curStripCount = combine.mesh.GetTriangleStrip(combine.subMeshIndex).Length;
if (curStripCount != 0)
{
if( stripCount != 0 )
{
if ((stripCount & 1) == 1 )
stripCount += 3;
else
stripCount += 2;
}
stripCount += curStripCount;
}
else
{
generateStrips = false;
}
}
}
}
// Precomputed how many triangles we need instead
if (!generateStrips)
{
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
triangleCount += combine.mesh.GetTriangles(combine.subMeshIndex).Length;
}
}
}
Vector3[] vertices = new Vector3[vertexCount] ;
Vector3[] normals = new Vector3[vertexCount] ;
Vector4[] tangents = new Vector4[vertexCount] ;
Vector2[] uv = new Vector2[vertexCount];
Vector2[] uv1 = new Vector2[vertexCount];
Color[] colors = new Color[vertexCount];
int[] triangles = new int[triangleCount];
int[] strip = new int[stripCount];
int offset;
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
Copy(combine.mesh.vertexCount, combine.mesh.vertices, vertices, ref offset, combine.transform);
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
Matrix4x4 invTranspose = combine.transform;
invTranspose = invTranspose.inverse.transpose;
CopyNormal(combine.mesh.vertexCount, combine.mesh.normals, normals, ref offset, invTranspose);
}
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
Matrix4x4 invTranspose = combine.transform;
invTranspose = invTranspose.inverse.transpose;
CopyTangents(combine.mesh.vertexCount, combine.mesh.tangents, tangents, ref offset, invTranspose);
}
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
Copy(combine.mesh.vertexCount, combine.mesh.uv, uv, ref offset);
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
Copy(combine.mesh.vertexCount, combine.mesh.uv1, uv1, ref offset);
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
CopyColors(combine.mesh.vertexCount, combine.mesh.colors, colors, ref offset);
}
int triangleOffset=0;
int stripOffset=0;
int vertexOffset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
if (generateStrips)
{
int[] inputstrip = combine.mesh.GetTriangleStrip(combine.subMeshIndex);
if (stripOffset != 0)
{
if ((stripOffset & 1) == 1)
{
strip[stripOffset+0] = strip[stripOffset-1];
strip[stripOffset+1] = inputstrip[0] + vertexOffset;
strip[stripOffset+2] = inputstrip[0] + vertexOffset;
stripOffset+=3;
}
else
{
strip[stripOffset+0] = strip[stripOffset-1];
strip[stripOffset+1] = inputstrip[0] + vertexOffset;
stripOffset+=2;
}
}
for (int i=0;i<inputstrip.Length;i++)
{
strip[i+stripOffset] = inputstrip[i] + vertexOffset;
}
stripOffset += inputstrip.Length;
}
else
{
int[] inputtriangles = combine.mesh.GetTriangles(combine.subMeshIndex);
for (int i=0;i<inputtriangles.Length;i++)
{
triangles[i+triangleOffset] = inputtriangles[i] + vertexOffset;
}
triangleOffset += inputtriangles.Length;
}
vertexOffset += combine.mesh.vertexCount;
}
}
Mesh mesh = new Mesh();
mesh.name = "Combined Mesh";
mesh.vertices = vertices;
mesh.normals = normals;
mesh.colors = colors;
mesh.uv = uv;
mesh.uv1 = uv1;
mesh.tangents = tangents;
if (generateStrips)
mesh.SetTriangleStrip(strip, 0);
else
mesh.triangles = triangles;
return mesh;
}
static void Copy (int vertexcount, Vector3[] src, Vector3[] dst, ref int offset, Matrix4x4 transform)
{
for (int i=0;i<src.Length;i++)
dst[i+offset] = transform.MultiplyPoint(src[i]);
offset += vertexcount;
}
static void CopyNormal (int vertexcount, Vector3[] src, Vector3[] dst, ref int offset, Matrix4x4 transform)
{
for (int i=0;i<src.Length;i++)
dst[i+offset] = transform.MultiplyVector(src[i]).normalized;
offset += vertexcount;
}
static void Copy (int vertexcount, Vector2[] src, Vector2[] dst, ref int offset)
{
for (int i=0;i<src.Length;i++)
dst[i+offset] = src[i];
offset += vertexcount;
}
static void CopyColors (int vertexcount, Color[] src, Color[] dst, ref int offset)
{
for (int i=0;i<src.Length;i++)
dst[i+offset] = src[i];
offset += vertexcount;
}
static void CopyTangents (int vertexcount, Vector4[] src, Vector4[] dst, ref int offset, Matrix4x4 transform)
{
for (int i=0;i<src.Length;i++)
{
Vector4 p4 = src[i];
Vector3 p = new Vector3(p4.x, p4.y, p4.z);
p = transform.MultiplyVector(p).normalized;
dst[i+offset] = new Vector4(p.x, p.y, p.z, p4.w);
}
offset += vertexcount;
}
}
Comment
Ummm, you've not actually asked a question... what you've done is pasted 225 lines of uncommented code with an error message for a title. Why aren't you using SetTriangles?
i'm going to guess that the OP has just downloaded an asset which uses some deprecated code, and the chances are they don't even need this and just don't know it ;)
i say this because i was asked the exact same questions from the OP the other day, albeit by somebody else. they had downloaded some old warplane game.
i could be wrong...
Your answer
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