Unity3d MeshCombine 模型合并

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshCombine : MonoBehaviour
{
    [ContextMenu("MeshFilter Combine ,合并当前物体下的所有mesh")]
    void MeshFilterCombine()
    {
        GameObject currentGo = gameObject;
        //网格信息数组
        MeshFilter[] meshFilters = currentGo.GetComponentsInChildren<MeshFilter>();
        if (meshFilters.Length <= 0) return;
        //渲染器数组
        MeshRenderer[] meshRenderers = new MeshRenderer[meshFilters.Length];
        //合并实例数组
        CombineInstance[] combines = new CombineInstance[meshFilters.Length];
        //材质数组
        Material[] mats = new Material[meshFilters.Length];
        for (int i = 0; i < meshFilters.Length; i++)
        {
            //获取渲染器
            meshRenderers[i] = meshFilters[i].GetComponent<MeshRenderer>();
            //获取材质
            mats[i] = meshRenderers[i].sharedMaterial;
            //合并实例           
            combines[i].mesh = meshFilters[i].sharedMesh;
            combines[i].transform = meshFilters[i].transform.localToWorldMatrix;
        }
        //创建新物体
        GameObject go = new GameObject();
        MeshRenderer render = go.AddComponent<MeshRenderer>();
        MeshFilter filter = go.AddComponent<MeshFilter>();
        go.name = "CombinedMesh_" + meshFilters[0].name;
        //设置网格信息
        filter.sharedMesh = new Mesh();
        filter.sharedMesh.CombineMeshes(combines, false);
        //设置材质
        render.sharedMaterials = mats;
    }
    //确保模型和贴图勾选读写模式:
    [ContextMenu("SkinnedMesh Combine,保留骨骼,渲染依然是SkinnedMesh")]
    public void SkinnedMeshCombine()
    {
        GameObject playerClone = Instantiate(gameObject);
        List<CombineInstance> combineInstances = new List<CombineInstance>();
        Material material = null;
        List<Transform> bones = new List<Transform>();
        List<Texture2D> textures = new List<Texture2D>();
        List<Vector2[]> uvList = new List<Vector2[]>();
        int uvCount = 0;
        SkinnedMeshRenderer[] skinnedMeshs = playerClone.GetComponentsInChildren<SkinnedMeshRenderer>();
        Transform[] transforms = playerClone.GetComponentsInChildren<Transform>();
        for (int num = 0; num < skinnedMeshs.Length; num++)
        {
            SkinnedMeshRenderer temp = skinnedMeshs[num];
            if (material == null)
            {//返回分配给渲染器的第一个材质
                material = temp.sharedMaterial;
            }
            //合并网格
            CombineInstance ci = new CombineInstance();
            ci.mesh = temp.sharedMesh;
            //子网格索引
            //ci.subMeshIndex = num;
            //合并之前网格变换的矩阵
            ci.transform = temp.transform.localToWorldMatrix;
            //变换矩阵有问题(就用这句),要保持相对位置不变,要转换为父节点的本地坐标,
            //ci.transform = transform.worldToLocalMatrix * temp.transform.localToWorldMatrix;
            combineInstances.Add(ci);
            //取得temp相对应名称的骨骼列表 
            int startBoneIndex = bones.Count;
            foreach (Transform t in temp.bones)
            {
                foreach (Transform transform in transforms)
                {
                    if (transform.name != t.name)
                        continue;
                    bones.Add(transform);
                    break;
                }
            }
            //储存网格纹理坐标
            uvList.Add(temp.sharedMesh.uv);
            uvCount += temp.sharedMesh.uv.Length;
            //子网格
            int endBoneIndex = bones.Count;
            for (int i = 1; i < temp.sharedMesh.subMeshCount; ++i)
            {
                for (int jj = startBoneIndex; jj < endBoneIndex; ++jj)
                {
                    bones.Add(bones[jj]);
                }
            }
            //贴图记录
            if (temp.sharedMaterial != null)
            {
                textures.Add(temp.GetComponent<Renderer>().sharedMaterial.mainTexture as Texture2D);
            }
            temp.gameObject.SetActive(false);
        }
        //贴图合并(注意合并最大尺寸)
        Texture2D skinnedMeshAtlas = new Texture2D(4096, 4096);
        Rect[] packingResult = skinnedMeshAtlas.PackTextures(textures.ToArray(), 0);
        //网格纹理坐标合并
        Vector2[] atlasUVs = new Vector2[uvCount];
        int j = 0;
        for (int i = 0; i < uvList.Count; i++)
        {
            foreach (Vector2 uv in uvList[i])
            {
                atlasUVs[j].x = Mathf.Lerp(packingResult[i].xMin, packingResult[i].xMax, uv.x);
                atlasUVs[j].y = Mathf.Lerp(packingResult[i].yMin, packingResult[i].yMax, uv.y);
                j++;
            }
        }
        //蒙皮网格渲染器
        SkinnedMeshRenderer r = playerClone.AddComponent<SkinnedMeshRenderer>();
        r.sharedMesh = new Mesh();
        //第二个参数是否合并成同一个材质 参数三为false,在CombineInstance结构变换矩阵将被忽略。 
        r.sharedMesh.CombineMeshes(combineInstances.ToArray(), true, false);
        r.bones = bones.ToArray();
        r.material = material;
        r.material.mainTexture = skinnedMeshAtlas;
        r.sharedMesh.uv = atlasUVs;
        r.rootBone = transform;
    }
    [ContextMenu("SkinnedMesh Combine ,不合并材质,渲染转换成MeshRenderer")]
    private void CombineSkinnedMesh()
    {
        List<CombineInstance> combineList = new List<CombineInstance>();
        List<Transform> boneList = new List<Transform>();
        List<Material> matList = new List<Material>();
        List<SkinnedMeshRenderer> skinList = new List<SkinnedMeshRenderer>(transform.GetComponentsInChildren<SkinnedMeshRenderer>());
        SkinnedMeshRenderer combineSkin;
        int skinLayer = gameObject.layer;
        for (int i = 0; i < skinList.Count; i++)
        {
            CombineInstance instance = new CombineInstance();
            instance.mesh = skinList[i].sharedMesh;
            combineList.Add(instance);
            boneList.AddRange(skinList[i].bones);
            matList.Add(skinList[i].sharedMaterial);
            //  skinList[i].gameObject.SetActive(false); //hide orgin
            skinLayer = skinList[i].gameObject.layer;
        }
        Mesh combineMesh = new Mesh();
        combineMesh.CombineMeshes(combineList.ToArray(), false, false);
        GameObject combineobj = new GameObject("Combine_Model");
        var meshFilter = combineobj.AddComponent<MeshFilter>();
        var meshRenderer = combineobj.AddComponent<MeshRenderer>();
        meshFilter.mesh = combineMesh;
        meshRenderer.materials = matList.ToArray();
    }

    [ContextMenu("Combine SkinnedMesh and Material, 合并材质,渲染转换成MeshRenderer")]
    private void CombineSkinnedMeshAndMaterial()
    {
        List<CombineInstance> combineList = new List<CombineInstance>();
        List<Transform> boneList = new List<Transform>();
        List<Material> matList = new List<Material>();
        List<SkinnedMeshRenderer> skinList = new List<SkinnedMeshRenderer>(transform.GetComponentsInChildren<SkinnedMeshRenderer>());
        SkinnedMeshRenderer combineSkin;
        List<Texture2D> textures = new List<Texture2D>();
        List<Vector2[]> uvList = new List<Vector2[]>();
        int uvCount = 0;
        Material material = null;
        int skinLayer = gameObject.layer;
        for (int i = 0; i < skinList.Count; i++)
        {
            if (material == null)
            {//返回分配给渲染器的第一个材质
                material = skinList[i].sharedMaterial;
            }
            CombineInstance instance = new CombineInstance();
            instance.mesh = skinList[i].sharedMesh;
            combineList.Add(instance);
            boneList.AddRange(skinList[i].bones);
            matList.Add(skinList[i].sharedMaterial);
            //  skinList[i].gameObject.SetActive(false); //hide orgin
            skinLayer = skinList[i].gameObject.layer;

            //储存网格纹理坐标
            uvList.Add(skinList[i].sharedMesh.uv);
            uvCount += skinList[i].sharedMesh.uv.Length;
            //贴图记录
             textures.Add(skinList[i].sharedMaterial.mainTexture as Texture2D);

        }
        //贴图合并(注意合并最大尺寸)
        Texture2D skinnedMeshAtlas = new Texture2D(4096, 4096);
        Rect[] packingResult = skinnedMeshAtlas.PackTextures(textures.ToArray(), 0);
        //网格纹理坐标合并
        Vector2[] atlasUVs = new Vector2[uvCount];
        int j = 0;
        for (int i = 0; i < uvList.Count; i++)
        {
            foreach (Vector2 uv in uvList[i])
            {
                atlasUVs[j].x = Mathf.Lerp(packingResult[i].xMin, packingResult[i].xMax, uv.x);
                atlasUVs[j].y = Mathf.Lerp(packingResult[i].yMin, packingResult[i].yMax, uv.y);
                j++;
            }
        }
        Mesh combineMesh = new Mesh();
        combineMesh.CombineMeshes(combineList.ToArray(), true, false);
        GameObject combineobj = new GameObject("Combine_Model");
        var meshFilter = combineobj.AddComponent<MeshFilter>();
        var meshRenderer = combineobj.AddComponent<MeshRenderer>();
        meshFilter.mesh = combineMesh;
        meshRenderer.material = material;
        meshRenderer.material.mainTexture = skinnedMeshAtlas;
        meshFilter.sharedMesh.uv = atlasUVs;
    }
}

 

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