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using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.DemoTeam.DigitalHuman
{
public static class MeshEx
{
#if UNITY_2020_1_OR_NEWER
const MeshUpdateFlags UPDATE_FLAGS_SILENT =
MeshUpdateFlags.DontNotifyMeshUsers |
MeshUpdateFlags.DontRecalculateBounds |
MeshUpdateFlags.DontResetBoneBounds;
#endif
public static void EnableSilentWrites(this Mesh mesh, bool enable)
{
#if UNITY_2019_3_DEMOS_CAVE
mesh.enableSilentWrites = enable;
#endif
}
public static void SilentlySetVertices(this Mesh mesh, Vector3[] positions)
{
#if UNITY_2020_1_OR_NEWER
mesh.SetVertices(positions, 0, positions.Length, UPDATE_FLAGS_SILENT);
#else
mesh.EnableSilentWrites(true);
mesh.SetVertices(positions, 0, positions.Length);
mesh.EnableSilentWrites(false);
#endif
}
public static void SilentlySetNormals(this Mesh mesh, Vector3[] normals)
{
#if UNITY_2020_1_OR_NEWER
mesh.SetNormals(normals, 0, normals.Length, UPDATE_FLAGS_SILENT);
#else
mesh.EnableSilentWrites(true);
mesh.SetNormals(normals, 0, normals.Length);
mesh.EnableSilentWrites(false);
#endif
}
public static void SilentlyRecalculateTangents(this Mesh mesh)
{
#if UNITY_2020_1_OR_NEWER
mesh.RecalculateTangents(UPDATE_FLAGS_SILENT);
#else
mesh.EnableSilentWrites(true);
mesh.RecalculateTangents();
mesh.EnableSilentWrites(false);
#endif
}
public static void SilentlyRecalculateNormals(this Mesh mesh)
{
#if UNITY_2020_1_OR_NEWER
mesh.RecalculateNormals(UPDATE_FLAGS_SILENT);
#else
mesh.EnableSilentWrites(true);
mesh.RecalculateNormals();
mesh.EnableSilentWrites(false);
#endif
}
public static void SilentlyRecalculateBounds(this Mesh mesh)
{
#if UNITY_2020_1_OR_NEWER
mesh.RecalculateBounds(UPDATE_FLAGS_SILENT);
#else
mesh.EnableSilentWrites(true);
mesh.RecalculateBounds();
mesh.EnableSilentWrites(false);
#endif
}
}
}