#if UNITY_2017
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using UnityEngine;
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using System.Collections.Generic;
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public static class SubMeshFix {
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private class Vertices {
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List<Vector3> verts = null;
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List<Vector2> uv1 = null;
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List<Vector2> uv2 = null;
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List<Vector2> uv3 = null;
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List<Vector2> uv4 = null;
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List<Vector3> normals = null;
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List<Vector4> tangents = null;
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List<Color32> colors = null;
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List<BoneWeight> boneWeights = null;
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public Vertices() {
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verts = new List<Vector3>();
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}
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public Vertices(Mesh aMesh) {
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verts = CreateList(aMesh.vertices);
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uv1 = CreateList(aMesh.uv);
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uv2 = CreateList(aMesh.uv2);
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uv3 = CreateList(aMesh.uv3);
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uv4 = CreateList(aMesh.uv4);
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normals = CreateList(aMesh.normals);
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tangents = CreateList(aMesh.tangents);
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colors = CreateList(aMesh.colors32);
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boneWeights = CreateList(aMesh.boneWeights);
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}
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private List<T> CreateList<T>(T[] aSource) {
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if (aSource == null || aSource.Length == 0)
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return null;
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return new List<T>(aSource);
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}
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private void Copy<T>(ref List<T> aDest, List<T> aSource, int aIndex) {
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if (aSource == null)
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return;
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if (aDest == null)
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aDest = new List<T>();
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aDest.Add(aSource[aIndex]);
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}
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public int Add(Vertices aOther, int aIndex) {
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int i = verts.Count;
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Copy(ref verts, aOther.verts, aIndex);
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Copy(ref uv1, aOther.uv1, aIndex);
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Copy(ref uv2, aOther.uv2, aIndex);
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Copy(ref uv3, aOther.uv3, aIndex);
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Copy(ref uv4, aOther.uv4, aIndex);
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Copy(ref normals, aOther.normals, aIndex);
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Copy(ref tangents, aOther.tangents, aIndex);
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Copy(ref colors, aOther.colors, aIndex);
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Copy(ref boneWeights, aOther.boneWeights, aIndex);
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return i;
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}
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public void AssignTo(Mesh aTarget) {
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aTarget.SetVertices(verts);
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if (uv1 != null) aTarget.SetUVs(0, uv1);
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if (uv2 != null) aTarget.SetUVs(1, uv2);
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if (uv3 != null) aTarget.SetUVs(2, uv3);
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if (uv4 != null) aTarget.SetUVs(3, uv4);
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if (normals != null) aTarget.SetNormals(normals);
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if (tangents != null) aTarget.SetTangents(tangents);
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if (colors != null) aTarget.SetColors(colors);
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if (boneWeights != null) aTarget.boneWeights = boneWeights.ToArray();
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}
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}
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public static Mesh GetSubmesh(this Mesh aMesh, int aSubMeshIndex) {
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if (aSubMeshIndex < 0 || aSubMeshIndex >= aMesh.subMeshCount)
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return null;
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int[] indices = aMesh.GetTriangles(aSubMeshIndex);
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Vertices source = new Vertices(aMesh);
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Vertices dest = new Vertices();
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Dictionary<int, int> map = new Dictionary<int, int>();
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int[] newIndices = new int[indices.Length];
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for (int i = 0; i < indices.Length; i++) {
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int o = indices[i];
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int n;
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if (!map.TryGetValue(o, out n)) {
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n = dest.Add(source, o);
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map.Add(o, n);
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}
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newIndices[i] = n;
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}
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Mesh m = new Mesh();
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dest.AssignTo(m);
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m.triangles = newIndices;
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return m;
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}
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}
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#endif
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