转载: http://ask.csdn.net/questions/175622
根据官网介绍的mesh.combinemesh中的范例,做了个简单的网格合并的demo,但程序运行后物体的位置发生了变化,研究了好几天都没结果,这是怎么回事啊~~
官网范例如下:
using UnityEngine;
using System.Collections;
[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.active = false;
i++;
}
transform.GetComponent<MeshFilter>().mesh = new Mesh();
transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
transform.gameObject.active = true;
}
}
变换矩阵的问题,要保持相对位置不变,要转换为父节点的本地坐标,
combine[i].transform = meshFilters[i].transform.localToWorldMatrix; 这句话改为
combine[i].transform = transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix;
这样应该就可以了。。。。