using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.ProBuilder;
namespace UnityEditor.ProBuilder
{
///
/// A mesh, material and optional transform matrix combination.
///
sealed class Model
{
// The name of this model.
public string name;
// vertices
public Vertex[] vertices;
// Submeshes
public Submesh[] submeshes;
public Material[] materials;
// Optional transform matrix.
public Matrix4x4 matrix;
///
/// Vertex count for the mesh (corresponds to vertices length).
///
public int vertexCount
{
get
{
return vertices == null ? 0 : vertices.Length;
}
}
///
/// Submesh count.
///
public int submeshCount { get { return submeshes.Length; } }
public Model()
{}
public Model(string name, Mesh mesh, Material material) : this(name, mesh, new Material[] { material }, Matrix4x4.identity)
{}
public Model(string name, Mesh mesh, Material[] materials, Matrix4x4 matrix)
{
this.name = name;
this.vertices = mesh.GetVertices();
this.matrix = matrix;
this.submeshes = new Submesh[mesh.subMeshCount];
this.materials = new Material[mesh.subMeshCount];
int matCount = materials != null ? materials.Length : 0;
for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; submeshIndex++)
{
submeshes[submeshIndex] = new Submesh(mesh, submeshIndex);
if (matCount < 1)
materials[submeshIndex] = BuiltinMaterials.defaultMaterial;
else
this.materials[submeshIndex] = materials[Math.Clamp(submeshIndex, 0, matCount - 1)];
}
}
///
/// Create a pb_Model from a pb_Object, optionally converting to quad topology.
///
///
///
///
public Model(string name, ProBuilderMesh mesh, bool quads = true)
{
mesh.ToMesh(quads ? MeshTopology.Quads : MeshTopology.Triangles);
mesh.Refresh(RefreshMask.UV | RefreshMask.Colors | RefreshMask.Normals | RefreshMask.Tangents);
this.name = name;
vertices = mesh.GetVertices();
submeshes = Submesh.GetSubmeshes(mesh.facesInternal, MaterialUtility.GetMaterialCount(mesh.renderer), quads ? MeshTopology.Quads : MeshTopology.Triangles);
materials = new Material[submeshCount];
for (int i = 0; i < submeshCount; ++i)
materials[i] = mesh.renderer.sharedMaterials[Math.Clamp(i, 0, materials.Length - 1)];
matrix = mesh.transform.localToWorldMatrix;
mesh.ToMesh(MeshTopology.Triangles);
mesh.Refresh();
mesh.Optimize();
}
}
}