我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace JBooth.VertexPainterPro
{
public class VertexPainterUtilities
{
public static GameObject MergeMeshes(PaintJob[] jobs)
{
if (jobs.Length == 0)
return null;
List<CombineInstance> meshes = new List<CombineInstance>();
for (int i = 0; i < jobs.Length; ++i)
{
Mesh m = BakeDownMesh(jobs[i].meshFilter.sharedMesh, jobs[i].stream);
CombineInstance ci = new CombineInstance();
ci.mesh = m;
ci.transform = jobs[i].meshFilter.transform.localToWorldMatrix;
meshes.Add(ci);
}
Mesh mesh = new Mesh();
mesh.CombineMeshes(meshes.ToArray());
GameObject go = new GameObject("Combined Mesh");
go.AddComponent<MeshRenderer>();
var mf = go.AddComponent<MeshFilter>();
;
mesh.RecalculateBounds();
mesh.UploadMeshData(false);
mf.sharedMesh = mesh;
for (int i = 0; i < meshes.Count; ++i)
{
GameObject.DestroyImmediate(meshes[i].mesh);
}
return go;
}
// copy a mesh, and bake it's vertex stream into the mesh data.
public static Mesh BakeDownMesh(Mesh mesh, VertexInstanceStream stream)
{
var copy = GameObject.Instantiate(mesh);
copy.colors = stream.colors;
if (stream.uv0 != null && stream.uv0.Count > 0) { copy.SetUVs(0, stream.uv0); }
if (stream.uv1 != null && stream.uv1.Count > 0) { copy.SetUVs(1, stream.uv1); }
if (stream.uv2 != null && stream.uv2.Count > 0) { copy.SetUVs(2, stream.uv2); }
if (stream.uv3 != null && stream.uv3.Count > 0) { copy.SetUVs(3, stream.uv3); }
if (stream.positions != null && stream.positions.Length == copy.vertexCount)
{
copy.vertices = stream.positions;
}
if (stream.normals != null && stream.normals.Length == copy.vertexCount)
{
copy.normals = stream.normals;
}
if (stream.tangents != null && stream.tangents.Length == copy.vertexCount)
{
copy.tangents = stream.tangents;
}
;
copy.RecalculateBounds();
copy.UploadMeshData(false);
return copy;
}
public static void SaveMesh(PaintJob[] jobs)
{
if (jobs.Length != 0)
{
string path = EditorUtility.SaveFilePanel("Save Asset", Application.dataPath, "models", "asset");
if (!string.IsNullOrEmpty(path))
{
path = FileUtil.GetProjectRelativePath(path);
Mesh firstMesh = BakeDownMesh(jobs[0].meshFilter.sharedMesh, jobs[0].stream);
AssetDatabase.CreateAsset(firstMesh, path);
for (int i = 1; i < jobs.Length; ++i)
{
Mesh m = BakeDownMesh(jobs[i].meshFilter.sharedMesh, jobs[i].stream);
AssetDatabase.AddObjectToAsset(m, firstMesh);
}
AssetDatabase.SaveAssets();
AssetDatabase.ImportAsset(path);
}
}
}
}
}