64 lines
1.9 KiB
C#
64 lines
1.9 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class CombineMeshNode : MeshProcessor {
|
|
public List<ProceduralMeshData> Source = new List<ProceduralMeshData>();
|
|
|
|
public override void Execute(ProceduralMeshData m)
|
|
{
|
|
List<Vector3> vertices = new List<Vector3>();
|
|
List<int[]> indices = new List<int[]>();
|
|
List<Vector3> normals = new List<Vector3>();
|
|
List<Vector4> tangents = new List<Vector4>();
|
|
List<List<Vector4>> uvs = new List<List<Vector4>>();
|
|
|
|
//combine
|
|
foreach (var meshData in Source)
|
|
{
|
|
if (meshData != null)
|
|
{
|
|
//append all indices
|
|
foreach (var submeshIndices in meshData.Indices)
|
|
{
|
|
var newIndices = new int[submeshIndices.Length];
|
|
//offset indices
|
|
for (int i = 0; i < newIndices.Length; ++i)
|
|
{
|
|
newIndices[i] = submeshIndices[i] + vertices.Count;
|
|
}
|
|
indices.Add(newIndices);
|
|
}
|
|
|
|
|
|
vertices.AddRange(meshData.Vertices);
|
|
|
|
normals.AddRange(meshData.Normals);
|
|
|
|
if (meshData.Tangents != null)
|
|
{
|
|
tangents.AddRange(meshData.Tangents);
|
|
}
|
|
|
|
|
|
while (uvs.Count < meshData.Uvs.Count){
|
|
uvs.Add(new List<Vector4>());
|
|
}
|
|
|
|
for (int i = 0; i < meshData.Uvs.Count; ++i)
|
|
{
|
|
uvs[i].AddRange(meshData.Uvs[i]);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
m.Vertices = vertices.ToArray();
|
|
m.Indices = indices;
|
|
m.Normals = normals.ToArray();
|
|
m.Tangents = tangents.Count == 0 ? null : tangents.ToArray();
|
|
m.Uvs = uvs;
|
|
}
|
|
}
|