using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using UnityEngine; namespace UnityEngine.ProBuilder { /// /// A set of indexes and material. /// [Serializable] public sealed class Submesh { [SerializeField] internal int[] m_Indexes; [SerializeField] internal MeshTopology m_Topology; [SerializeField] internal int m_SubmeshIndex; /// /// Indexes making up this submesh. Can be triangles or quads, check with topology. /// public IEnumerable indexes { get { return new ReadOnlyCollection(m_Indexes); } set { m_Indexes = value.ToArray(); } } /// /// What is the topology (triangles, quads) of this submesh? /// public MeshTopology topology { get { return m_Topology; } set { m_Topology = value; } } /// /// The index in the sharedMaterials array that this submesh aligns with. /// public int submeshIndex { get { return m_SubmeshIndex; } set { m_SubmeshIndex = value; } } /// /// Create new Submesh. /// /// The index of this submesh corresponding to the MeshRenderer.sharedMaterials property. /// What topology is this submesh. ProBuilder only recognizes Triangles and Quads. /// The triangles or quads. public Submesh(int submeshIndex, MeshTopology topology, IEnumerable indexes) { if (indexes == null) throw new ArgumentNullException("indexes"); m_Indexes = indexes.ToArray(); m_Topology = topology; m_SubmeshIndex = submeshIndex; } /// /// Create new Submesh from a mesh, submesh index, and material. /// /// The source mesh. /// Which submesh to read from. public Submesh(Mesh mesh, int subMeshIndex) { if (mesh == null) throw new ArgumentNullException("mesh"); m_Indexes = mesh.GetIndices(subMeshIndex); m_Topology = mesh.GetTopology(subMeshIndex); m_SubmeshIndex = subMeshIndex; } public override string ToString() { return string.Format("{0}, {1}, {2}", m_SubmeshIndex, m_Topology.ToString(), m_Indexes != null ? m_Indexes.Length.ToString() : "0"); } internal static int GetSubmeshCount(ProBuilderMesh mesh) { int count = 0; foreach (var face in mesh.facesInternal) count = Math.Max(count, face.submeshIndex); return count + 1; } /// /// Create submeshes from a set of faces. Currently only Quads and Triangles are supported. /// /// The faces to be included in the resulting submeshes. This method handles groups submeshes by comparing the material property of each face. /// How many submeshes to create. Usually you will just want to pass the length of the MeshRenderer.sharedMaterials array. /// Should the resulting submeshes be in quads or triangles. Note that quads are not guaranteed; ie, some faces may not be able to be represented in quad format and will fall back on triangles. /// An array of Submeshes. /// Thrown in the event that a MeshTopology other than Quads or Triangles is passed. public static Submesh[] GetSubmeshes(IEnumerable faces, int submeshCount, MeshTopology preferredTopology = MeshTopology.Triangles) { if (preferredTopology != MeshTopology.Triangles && preferredTopology != MeshTopology.Quads) throw new System.NotImplementedException("Currently only Quads and Triangles are supported."); if (faces == null) throw new ArgumentNullException("faces"); bool wantsQuads = preferredTopology == MeshTopology.Quads; List[] quads = wantsQuads ? new List[submeshCount] : null; List[] tris = new List[submeshCount]; int maxSubmeshIndex = submeshCount - 1; for (int i = 0; i < submeshCount; i++) { if (wantsQuads) quads[i] = new List(); tris[i] = new List(); } foreach (var face in faces) { if (face.indexesInternal == null || face.indexesInternal.Length < 1) continue; int submeshIndex = Math.Clamp(face.submeshIndex, 0, maxSubmeshIndex); if (wantsQuads && face.IsQuad()) quads[submeshIndex].AddRange(face.ToQuad()); else tris[submeshIndex].AddRange(face.indexesInternal); } var submeshes = new Submesh[submeshCount]; switch (preferredTopology) { case MeshTopology.Triangles: { for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) submeshes[submeshIndex] = new Submesh(submeshIndex, MeshTopology.Triangles, tris[submeshIndex]); break; } case MeshTopology.Quads: { for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) { // If a submesh is a mix of triangles and quads, fall back to triangles. if (tris[submeshIndex].Count > 0) { var tri = tris[submeshIndex]; var quad = quads[submeshIndex]; int triCount = tri.Count; int quadCount = quad.Count; int[] triangles = new int[triCount + ((quadCount / 4) * 6)]; for (int i = 0; i < triCount; i++) triangles[i] = tri[i]; for (int i = 0, n = triCount; i < quadCount; i += 4, n += 6) { triangles[n + 0] = quad[i + 0]; triangles[n + 1] = quad[i + 1]; triangles[n + 2] = quad[i + 2]; triangles[n + 3] = quad[i + 2]; triangles[n + 4] = quad[i + 3]; triangles[n + 5] = quad[i + 0]; } submeshes[submeshIndex] = new Submesh(submeshIndex, MeshTopology.Triangles, triangles); } else { submeshes[submeshIndex] = new Submesh(submeshIndex, MeshTopology.Quads, quads[submeshIndex]); } } break; } } return submeshes; } internal static void MapFaceMaterialsToSubmeshIndex(ProBuilderMesh mesh) { var materials = mesh.renderer.sharedMaterials; var submeshCount = materials.Length; foreach (var face in mesh.facesInternal) { #pragma warning disable 618 var index = Array.IndexOf(materials, face.material); face.submeshIndex = Math.Clamp(index, 0, submeshCount - 1); face.material = null; #pragma warning restore 618 } } } }