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- /****************************************
- Simple Mesh Combine
- Copyright Unluck Software
- www.chemicalbliss.com
- *****************************************/
- //Add script to the parent gameObject, then click combine
-
- using UnityEngine;
- using System;
- using System.Collections.Generic;
- using System.Collections;
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
-
- [AddComponentMenu("Simple Mesh Combine")]
-
- public class SimpleMeshCombine:MonoBehaviour{
- public GameObject[] combinedGameOjects; //Stores gameObjects that has been merged, mesh renderer disabled
- public GameObject combined; //Stores the combined mesh gameObject
- public string meshName = "Combined_Meshes"; //Asset name when saving as prefab
- public bool _canGenerateLightmapUV;
- public int vCount;
- public bool generateLightmapUV;
-
- public GameObject copyTarget;
- public bool destroyOldColliders;
- public bool keepStructure = true;
-
- public void EnableRenderers(bool e) {
- for(int i = 0; i < combinedGameOjects.Length; i++){
- if(combinedGameOjects[i] == null) break;
- Renderer renderer = combinedGameOjects[i].GetComponent<Renderer>();
- if(renderer != null) renderer.enabled = e;
- }
- }
- //Returns a meshFilter[] list of all renderer enabled meshfilters(so that it does not merge disabled meshes, useful when there are invisible box colliders)
- public MeshFilter[] FindEnabledMeshes(){
- MeshFilter[] renderers = null;
- int count = 0;
- renderers = transform.GetComponentsInChildren<MeshFilter>();
- //count all the enabled meshrenderers in children
- for(int i = 0; i < renderers.Length; i++)
- {
- if((renderers[i].GetComponent<MeshRenderer>() != null) && renderers[i].GetComponent<MeshRenderer>().enabled)
- count++;
- }
- MeshFilter[] meshfilters = new MeshFilter[count];//creates a new array with the correct length
- count = 0;
- //adds all enabled meshes to the array
- for(int ii = 0; ii < renderers.Length; ii++)
- {
- if((renderers[ii].GetComponent<MeshRenderer>() != null) && renderers[ii].GetComponent<MeshRenderer>().enabled){
- meshfilters[count] = renderers[ii];
- count++;
- }
- }
- return meshfilters;
- }
-
- public void CombineMeshes() {
- GameObject combo = new GameObject();
- combo.name = "_Combined Mesh [" + name + "]";
- combo.gameObject.AddComponent<MeshFilter>();
- combo.gameObject.AddComponent<MeshRenderer>();
- MeshFilter[] meshFilters = null;
- meshFilters = FindEnabledMeshes();
- ArrayList materials = new ArrayList();
- ArrayList combineInstanceArrays = new ArrayList();
- combinedGameOjects = new GameObject[meshFilters.Length];
- for(int i = 0; i < meshFilters.Length; i++) {
- MeshFilter[] meshFilterss = meshFilters[i].GetComponentsInChildren<MeshFilter>();
- combinedGameOjects[i] = meshFilters[i].gameObject;
- foreach(MeshFilter meshFilter in meshFilterss) {
- MeshRenderer meshRenderer = meshFilter.GetComponent<MeshRenderer>();
- meshFilters[i].transform.gameObject.GetComponent<Renderer>().enabled = false;
- if(meshFilters[i].sharedMesh == null){
- Debug.LogWarning("SimpleMeshCombine : " + meshFilter.gameObject + " [Mesh Filter] has no [Mesh], mesh will not be included in combine..");
- break;
- }
- for(int o = 0; o < meshFilter.sharedMesh.subMeshCount; o++) {
- if(meshRenderer == null){
- Debug.LogWarning("SimpleMeshCombine : " + meshFilter.gameObject + "has a [Mesh Filter] but no [Mesh Renderer], mesh will not be included in combine.");
- break;
- }
- if(o < meshRenderer.sharedMaterials.Length && o < meshFilter.sharedMesh.subMeshCount){
- int materialArrayIndex = Contains(materials, meshRenderer.sharedMaterials[o]);
- if (materialArrayIndex == -1) {
- materials.Add(meshRenderer.sharedMaterials[o]);
- materialArrayIndex = materials.Count - 1;
- }
- combineInstanceArrays.Add(new ArrayList());
- CombineInstance combineInstance = new CombineInstance();
- combineInstance.transform = meshRenderer.transform.localToWorldMatrix;
- combineInstance.subMeshIndex = o;
- combineInstance.mesh = meshFilter.sharedMesh;
- (combineInstanceArrays[materialArrayIndex] as ArrayList).Add(combineInstance);
- }
- #if UNITY_EDITOR
- else{
- Debug.LogWarning("Simple Mesh Combine: GameObject [ " +meshRenderer.gameObject.name + " ] is missing a material (Mesh or sub-mesh ignored from combine)");
- }
- #endif
- }
-
- }
- #if UNITY_EDITOR
- EditorUtility.DisplayProgressBar("Combining", "", (float)i);
- #endif
- }
-
- Mesh[] meshes = new Mesh[materials.Count];
- CombineInstance[] combineInstances = new CombineInstance[materials.Count];
- for(int m = 0; m < materials.Count; m++) {
- CombineInstance[] combineInstanceArray = (combineInstanceArrays[m] as ArrayList).ToArray(typeof(CombineInstance)) as CombineInstance[];
- meshes[m] = new Mesh();
- meshes[m].CombineMeshes(combineInstanceArray, true, true);
- combineInstances[m] = new CombineInstance();
- combineInstances[m].mesh = meshes[m];
- combineInstances[m].subMeshIndex = 0;
- }
- combo.GetComponent<MeshFilter>().sharedMesh = new Mesh();
- combo.GetComponent<MeshFilter>().sharedMesh.CombineMeshes(combineInstances, false, false);
- foreach(Mesh mesh in meshes) {
- mesh.Clear();
- DestroyImmediate(mesh);
- }
- MeshRenderer meshRendererCombine = combo.GetComponent<MeshFilter>().GetComponent<MeshRenderer>();
- if (meshRendererCombine == null) meshRendererCombine = gameObject.AddComponent<MeshRenderer>();
- Material[] materialsArray = materials.ToArray(typeof(Material)) as Material[];
- meshRendererCombine.materials = materialsArray;
- combined = combo.gameObject;
- EnableRenderers(false);
- combo.transform.parent = transform;
- #if UNITY_EDITOR
- if(generateLightmapUV){
- Unwrapping.GenerateSecondaryUVSet(combo.GetComponent<MeshFilter>().sharedMesh);
- }
- #endif
- vCount = combo.GetComponent<MeshFilter>().sharedMesh.vertexCount;
- if(vCount > 65536) {
- Debug.LogWarning("Vertex Count: " +vCount + "- Vertex Count too high, please divide mesh combine into more groups. Max 65536 for each mesh" );
- _canGenerateLightmapUV = false;
- }else{
- _canGenerateLightmapUV = true;
- }
- #if UNITY_EDITOR
- EditorUtility.ClearProgressBar();
- #endif
- }
-
- public int Contains(ArrayList l,Material n) {
- for(int i = 0; i < l.Count; i++) {
- if ((l[i] as Material) == n) {
- return i;
- }
- }
- return -1;
- }
- }
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