UNITY 网格合并

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using  System.Collections;
using  System.Collections.Generic;
using  UnityEngine;
 
public  class  NewBehaviourScript : MonoBehaviour {
 
     public  Avatar a;
 
     // Use this for initialization
     void  Start () {
 
 
         MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
 
         Debug.Log( "meshFilters:"  + meshFilters.Length);
 
         CombineInstance[] combine =  new  CombineInstance[meshFilters.Length];
 
 
 
         MeshRenderer[] meshRendererList = GetComponentsInChildren<MeshRenderer>();   //获取自身和所有子物体中所有MeshRenderer组件
         Material[] mats =  new  Material[meshRendererList.Length];                     //新建材质球数组
 
 
         Texture2D[] texList =  new  Texture2D[meshRendererList.Length];
 
 
         int  i = 0;
         while  (i < meshFilters.Length)
         {
 
             //mats[meshFilters.Length-i-1] = meshRendererList[i].sharedMaterial;                           //获取材质球列表
 
             mats[i] = meshRendererList[i].sharedMaterial;
 
             //
 
             Color c = mats[i].color;
 
             /*
              * */
 
             Texture2D tx = mats[i].GetTexture( "_MainTex" as  Texture2D;
             Texture2D tx2D =  new  Texture2D(tx.width, tx.height, TextureFormat.ARGB32,  false );
             tx2D.SetPixels(tx.GetPixels(0, 0, tx.width, tx.height));
             tx2D.Apply();
 
             //
             texList[i] = tx2D;
             
             combine[i].mesh = meshFilters[i].sharedMesh;
             //combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
 
             combine[i].transform = transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix;
 
             meshFilters[i].gameObject.SetActive( false );
             i++;
         }
 
         //
         string  shName = mats[0].shader.name;
 
 
         Material matNew =  new  Material(mats[0].shader);
         matNew.CopyPropertiesFromMaterial(mats[0]);
 
 
         Texture2D texNew =  new  Texture2D(1024, 1024);
         matNew.SetTexture( "_MainTex" , texNew);
         Rect[] rects = texNew.PackTextures(texList, 0); //, 2048);
 
         //
         GameObject quad = GameObject.Find( "Quad" );
         quad.GetComponent<MeshRenderer>().material.mainTexture = texNew;
 
 
         Mesh meshNew =  new  Mesh();
 
        
         //
         i = 0;
         while  (i < meshFilters.Length)
         {
             int  uvLen = combine[i].mesh.uv.Length;
             Vector2[] uvData = combine[i].mesh.uv;
 
 
             for ( int  j = 0;j< uvLen;j++)
             {
                 uvData[j].x = uvData[j].x * rects[i].width + rects[i].x;
                 uvData[j].y = uvData[j].y * rects[i].height + rects[i].y;
 
 
             }
 
             //直接设不行
             //combine[i].mesh.uv = uvData;
 
             meshFilters[i].mesh.uv = uvData;
             combine[i].mesh = meshFilters[i].mesh;
 
             i++;
         }
 
         
 
         transform.GetComponent<MeshFilter>().mesh = meshNew;
 
         transform.GetComponent<MeshFilter>().name =  "xxx" ;
 
         transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine,  true ); //,truefalse);
 
         //为合并后的GameObject指定材质
         //transform.GetComponent<MeshRenderer>().sharedMaterials =mats;// materialNew;//         
         transform.GetComponent<MeshRenderer>().sharedMaterial = matNew;
 
 
         transform.gameObject.SetActive( true );
 
 
     }
 
     // Update is called once per frame
     void  Update () {
         
     }
}

  

本文转自jiahuafu博客园博客,原文链接http://www.cnblogs.com/jiahuafu/p/6718069.html如需转载请自行联系原作者


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