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//----------------------------------------------
// MeshBaker
// Copyright © 2011-2012 Ian Deane
//----------------------------------------------
using UnityEngine;
using System.Collections;
using System.Collections.Specialized;
using System;
using System.Collections.Generic;
using System.Text;
using DigitalOpus.MB.Core;
using System.Text.RegularExpressions;
/// <summary>
/// Component that is an endless mesh. You don't need to worry about the 65k limit when adding meshes. It is like a List of combined meshes. Internally it manages
/// a collection of CombinedMeshes that are added and deleted as necessary.
///
/// Note that this implementation does
/// not attempt to split meshes. Each mesh is added to one of the internal meshes as an atomic unit.
///
/// This class is a Component. It must be added to a GameObject to use it. It is a wrapper for MB2_Multi_meshCombiner which contains the same functionality but is not a component
/// so it can be instantiated like a normal class.
/// </summary>
public class MB3_MultiMeshBaker : MB3_MeshBakerCommon {
[SerializeField] protected MB3_MultiMeshCombiner _meshCombiner = new MB3_MultiMeshCombiner();
public override MB3_MeshCombiner meshCombiner{
get {return _meshCombiner;}
}
public override bool AddDeleteGameObjects(GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource){
if (_meshCombiner.resultSceneObject == null){
_meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name);
}
meshCombiner.name = name + "-mesh";
return _meshCombiner.AddDeleteGameObjects(gos,deleteGOs,disableRendererInSource);
}
public override bool AddDeleteGameObjectsByID(GameObject[] gos, int[] deleteGOs, bool disableRendererInSource){
if (_meshCombiner.resultSceneObject == null){
_meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name);
}
meshCombiner.name = name + "-mesh";
return _meshCombiner.AddDeleteGameObjectsByID(gos,deleteGOs,disableRendererInSource);
}
public void OnDestroy()
{
_meshCombiner.DisposeRuntimeCreated();
}
}
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