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;
}
}