API
使用Unity官方API,Mesh.CombineMeshes
https://docs.unity3d.com/cn/2021.2/ScriptReference/Mesh.CombineMeshes.html
示例代码:
using UnityEngine;
using System.Collections;
// Copy meshes from children into the parent's Mesh.
// CombineInstance stores the list of meshes. These are combined
// and assigned to the attached Mesh.
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class ExampleClass : MonoBehaviour
{
void Start()
{
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
int i = 0;
while (i < meshFilters.Length)
{
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.SetActive(false);
i++;
}
transform.GetComponent<MeshFilter>().mesh = new Mesh();
transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
transform.gameObject.SetActive(true);
}
}
执行结果
图1,合并前
图2,合并后
如图,可以看到合并后网格并不在期望的位置。
主要原因是transform.localToWorldMatrix。
如果我们此时将localToWorldMatrix换成worldToLocalMatrix ,对图2的物体再进行网格合并,会得到图1的结果。
解决方案
由此我们可以知道,现在的Unity中的mesh.transform如使用transform.localToWorldMatrix,会导致合并后的网格偏移。
并且偏移的量,就是其transform.worldToLocalMatrix。
其实我们根本不需要让transform由本地空间转换到世界空间的矩阵。但是并没有transform直接转换成矩阵的方法。
所以我们再转换后,再给他转换回去就可以了。
在localToWorldMatrix 后乘 meshFilters[i].transform.worldToLocalMatrix (使用其父物体的worldToLocalMatrix 也可)
combine[i].transform = meshFilters[i].transform.localToWorldMatrix * meshFilters[i].transform.worldToLocalMatrix ;
完整代码
using UnityEngine;
using System.Collections;
// Copy meshes from children into the parent's Mesh.
// CombineInstance stores the list of meshes. These are combined
// and assigned to the attached Mesh.
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class ExampleClass : MonoBehaviour
{
void Start()
{
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
int i = 0;
while (i < meshFilters.Length)
{
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix * meshFilters[i].transform.worldToLocalMatrix ;
meshFilters[i].gameObject.SetActive(false);
i++;
}
transform.GetComponent<MeshFilter>().mesh = new Mesh();
transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
transform.gameObject.SetActive(true);
}
}